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  1. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. Ser Siegmund Wick
  2. The Irongut Clan History of the Irongut Clan The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons, the exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar. Ancient History: Modern History of the Clan: Clan Culture and Tradition: Forging of Weapons: It is tradition that those with the skills to use the forge will often make their own weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. The Creation of Personal Relics: For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. Beard Braiding: For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. Bearers of Magic: According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. Funeral Customs: The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. Clan Crest and Colors: The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it! The Clan Trials: The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing one of these three sacred goals. The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan. Clan Organization Clan Hierarchy and their Rights: The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. Clan Father Rights: Clan Fathers enjoy all the rights of a clan elder Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion. Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. Clan Elder Rights: Clan Elders enjoy all the rights of a clan member Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable. Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan. Clan Member Rights: Clan Members enjoy all the rights of a clan beardling Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop. Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. Clan Beardling Rights: Right to Hearth - Each beardling has a right to housing in the Irongut Hold Right to Food - Each beardling has a right to take their own food from the Irongut farms. Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. Clan Roster: Clan Father: Falk Irongut (TheFirstShroom) Clan Elders: Dwain II Irongut (Hiebe) Dimlin Irongut (Beamon4) Balek Irongut (Hobolympic) Hogarth Irongut (Jordan1917) Clan Members: Sharr Irongut (lordbobby123) Grandor Irongut (SaltyVibes__) Dwalin Irongut (Cordial__) Almaic Irongut (Volous) Clan Beardlings: Dverga Irongut (Clayphish)
  3. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
  4. The city of San’Azgak Wargoth Korgahk’Gorkil enters the town square of Krugmar, stepping with determination and purpose as he reaches its centre. Wielding his spear, he’d stab it into the ground before the shrine of Krug.“Brothers and Sisters of Krugmar. The goi is not what it used to be. We no longer hunt down the undead like the dogs that they are. We no longer hunt and kill beasts that have plagued the lands for many years. Korgahk would lock eyes with each orc as more and more gathered around “Where is the Rex in these times?” Korgahk would stop for a moment looking around to see if someone spoke up. But no one did. “I, Korgahk’Gorkil, will bring Krugmar back to our roots. I will aim to return us to our former glory as sons of Krug” He would stop, looking at his spear he planted prior to the speech, grabbing it and holding it high into the air before the whole crowd “Krugmar will return to its roots to assume its glory. We shall restore the name of the spirits by spreading them around the realm. We shall spread their glory and power not only within Krugmar, But throughout Arcas. ” He took a moment to survey the crowd, the few remaining Orcs of Krugmar not speaking a word The Wargoth would take a deep breath before roaring out to the crowd. So all could hear his declaration “I Wargoth Korgahk’Gorkil challenge Rex Akrukil’Lur for Rex! No longer shall we be held down and confined by our own inaction!” (!) A missive would be left in multiple places around the city of San’Azgak. Written upon it in orcish writing it would state; “To the citizens of Krugmar and abroad. Krugmar will rise again falling back to our traditions, We will soon set out to Arcas. We will set out to eradicate the evils of Arcas. And we will set out to proclaim the name of the Ancestors and Spirits! To Restore glory and honor to Krugmar!” Ang Gijak Ishi
  5. Elite_Snipes_

    A new Rex

    After the challenge was issued to the Rex, Akrukil’Lur, Korgahk waited patiently for the Rex to answer the challenge. Soon enough the reigning Rex showed up clenching his fist saying towards the Wargoth “Leyt uz Klomp Korgahk” Korgahk simply nodded calmly making his way towards the big arena where he witnessed the fate of Rexdoms and arguments decided in this exact arena. Korgahk clenched his fists digging his feet in the warm savanna sand readying himself for probably the most important fight of his life. The Lur Rex let out a monstrous roar before charging the Wargoth, the fight commenced. The Rex landing some early and solid blows on Korgahk, dazing him for a second before quickly recovering and landing some blows on the Rex, the Rex finished off the Wargoth with a swift hook to the ribs, then followed by an uppercut to the jaw making Korgahk fall on the ground. Akrukil won the first round of the fight, but it did not end here. The Gorkil Wargoth rose to his feet dusting himself off, Korgahk would not make the same mistake he did in the first round. Korgahk readied himself once more raising his fists and bouncing lightly on the balls of his feet , focusing on his strong opponent. This Time Korgahk charged at Rex Akrukil, but before they collided he side-stepped, evading a right-cross from Akrukil whilst delivering his own right-cross to his stomach, causing the Rex to hunch over with a large exhalation of air. Pivoting on his lead foot, he’d turn his body with his momentum, sending a looping left haymaker that collided behind the Rex’s ear. Akrukil was caught off guard by this sudden maneuver, his balance leaving him as he dropped to the floor and onto his back, but he was not yet out. Korgahk was stood over him and descended upon the Rex, landing in side-control. Akrukil slowly came to his senses, attempting to push against Korgahk however he pulled Akrukil’s arm up, disabling him from pushing against him, then sliding his own right knee across Akrukil’s stomach, now in knee-on-belly, beginning to slam punches into the Rex’s jaw, who was now unable to defend himself effectively and soon becoming too concussed and ending the round in Korgahk’s favour. The Final round would decide who the Rex of Krugmar would be. Who would the spirits deem worthy of the title of Rex. Akrukil stood up grunting at Korgahk assuming another fight stance and readying himself for the final fight that would decide it all. Korgahk took a deep breath focusing himself once more before walking towards Akrukil which the Rex met with his own approach. Korgahk, emboldened by his previous victory, entered with two swift jabs, one landing against Akrukil’s guard, yet the other sleeping through and landing against the Rex’s forehead. However, Akrukil had swung his right fist in a looping haymaker toward’s Korgahk’s face, which he had not noticed, causing Korgahk to stumble back, raising his guard. Akrukil kept up with him, preparing for a left-hook, causing Korgahk to brace. Yet it never came, as the Rex feinted the punch and quickly shot forewards, picking up Korgahk with a double-leg takedown, taking the wind out of him as he landed, a cloud of sand rising around the two. However, not allowing himself to be disheartened, he locked both his feet around Akrukil’s waist as the Rex postured up in his guard, sending a fist into Korgahk’s cheek, then another against his forehead. Dazed, Korgahk instinctively reached for one of his arms, which he managed to find, gripping it tightly and pulling against it whilst yanking the Rex towards him. Akrukil, not understanding grappling proficiently, collapsed forwards ontop of Korgahk, unable to deliver powerful blows at close range. He’d manage to pull his arm free, placing it against the ground to posture back up, however Korgahk wrapped his arm around it again, yet this time he had placed his left leg on the outside of his knees with his other leg’s ankle placed against Akrukil’s stomach who was hanging over him. Akrukil did not have time to react before he was lifted slightly, then his knees being swept from underneath him and his arm yanked, causing him to land flat on his side and Korgahk swiftly rolling ontop of him in full-mount. Akrukil wriggled his arm free again, covering up the side of his head to defend incoming blows, yet Korgahk did not send any, instead wrapping his arm around both his neck and arm, gripping it in a tight circle, the Rex finally tapped out touching Korgahks forearm signifying he gave up still in a head-and-arm triangle.. Korgahk let out a joyous roar of “Ang Gijak Ishi!” lending his hand to help the Rex up which he accepted saying “Good Klomp Brother, you fought well” Akrukil slightly nodded simply saying “The spirits have spoken. Good fight brother” He said once more before walking out of the Arena, clenching his jaw. Korgahk turned towards the few orcs and honoraries watching roaring out “I declare myself Rex of Krugmar! I will serve Krugmar to the best of my abilities and let us celebrate this moment with a FEAST!” Korgahk said raising his fist to the air eyeing each of the people watching. Before walking out of the Arena going to immediately tell his Lifemate Gorgosha of what happened. (!) Posters would be pinned around the orc city of San’Azgak as well missives sent to multiple nations inviting them to the Feast. The following are invited. - All the Clans/Citizens of Krugmar - Grand Kingdom of Urguan - Clan Ireheart - The Noble concord of Renelia - The Sultanate of Al-Faiz - The Kingdom of Morsgrad - The Carringtons
  6. Eldari Culture (Eldari: a demonym used in reference to elves residing within the Pale of Aldemar) The city of Tor Eldar “The Pale of Aldemar is a region of the Holy Orenian Empire that consists primarily of elven residents. Established by the Edict of Settlement per the grace of Emperor Peter III, it serves as sanctuary for all denizens of elven blood to be found within the reaches of the Empire. Pan-elven culture thrives within the Pale, supported by an appreciation for academic pursuits and observed prosperity between elves and men.” ___ On the land and climate, “The Pale of Aldemar is dominated by steep ravines and rivers, both of which are shrouded by a vast woodland of boreal trees. Wildflowers bloom relentlessly upon the fertile soil, granting the shaded realm brief respite from its otherwise uniform flora by way of scattered patches of vibrant color. Atop the largest of the Pale’s steep cliffs sits Tor Eldar, the sole settlement to grace the Aldemari woods. Its sloped roofs elegantly breach the thick boughs of its native trees, peering towards the skies above. A small river cuts the city in twain, cascading into a great waterfall that fills the ravine upon which the Eldari have staked their claim. The climate of the Pale is fair and without great variety, often found to be forgivingly cool. Furs and padded apparel are most comfortable, though more acclimated individuals will find no difficulty in traversing the woodlands less clothed. The native elves will often be found donning overcoats or regal, embroidered threads that provide them ample warmth. Others can be seen sporting dresses and gowns woven of fine, luxurious fabrics, with fewer still adhering to the popular fashions of the Empire that they reside within.” ___ On social norms, beliefs, and values, “Within the Pale of Aldemar, the virtues of the elven mind are held in high regard. Inhabited solely by those of elven blood, Tor Eldar serves a beacon for the preservation of the elven way. Whereas most modern elven states are constructed upon the cultural laws and practices of the various elven sub-races, the Pale of Aldemar serves to protect elves of all origin, regardless of creed, faith, or kin. In lieu of state-mandated dogma, the Pale of Aldemar professes the merit of one’s own elvendom. To the average Eldari, the fickle, frivolous pursuits of the shorter lived races are a waste of breath. The eternal virtues of nobility and grace are far the better aspiration. To this end, knowledge and passion are highly treasured amongst the elves of the Pale. There are few elves within the Pale that would not consider themselves scholars, with even fewer forgoing artistic or oratorical inclinations. The greatest of all taboos to the Eldari is the rampant decline of elven prosperity, wherein the failures that mar the elven race’s past continue to guide the elves of the Pale towards a more hopeful future. Tor Eldar, to its residents, is a shining example of law and order shared with individuality and the freedom to practice the habits of one’s own elven culture. It is not unity that the Eldari seek, but instead shared prosperity for the scions of Malin. Owing to its diverse collection of elven peers, many of the facets of elven culture abroad are to be found within the Pale. Its natural landscape remains nearly untouched, left to flourish as it were before the arrival of the Eldari. An appreciation for the natural world is shared between all of the Pale’s inhabitants and Tor Eldar reflects it. A vast library filled with facilities for scientific and magical research stands testament to the Eldari spirit, owed to the Pale’s high elven population, who yet revere the maehr’sae hiylun’ehya as they forever have. ___ On diet and cuisine, “The Eldari peoples cultivate a number of grains and starches for consumption, planting mostly hardy and durable foods that require less effort on their part in their boreal homeland. Potatoes, carrots, and radishes are staples that can be found in every Eldari home. The rivers that course through the Pale of Aldemar teem with life, providing freshwater salmon and trout for consumption and refinement into valuable oils. The woodlands bristle with the presence of elk, wild boar, and migratory turkey. The most luxurious of Eldari feasts will boast spit-roasted boar, honey glazed venison, and decadently seasoned fish platters. A more reserved meal might consist of salted meats, dried fish, and seasonal greens. A jovial and passionate people, the Eldari consume alcohol with the same vigor as their human neighbors. Mead and wine are favored beverages for celebration, and the lordly houses of Tor Eldar each participate in the production of their own labels. Social smoking, too, is a popular habit within the Pale, often accessed through imports of smoking tobacco facilitated through the Empire.” ___ On leadership and social classes, “The social hierarchy of the Pale of Aldemar is founded upon the status and position held by its participants. A meritocratic society, power and influence is wielded by those that have proven to be generous, ethical patrons of the Pale. At the head of Eldari society stands the Warden of the Pale, the seated executive authority responsible for the operations and well-being of Tor Eldar and its resident elves. Second to the Warden in social status are the lords and ladies of Tor Eldar, ennobled and capable Eldari that maintain the facilities of the Pale. They are often the head of their household and share their status with the members of their clan. Nobility and class are favored virtues in the Pale of Aldemar, and so titled elves most often act accordingly to their status, hosting galas and balls for the entertainment of their peers while also serving as exemplars of excellence in elven society.” ___ On language, “The primary language of the Pale of Aldemar is the common tongue, as it is easily spoken across all races. However, the values of the Eldari always promote the usage of the elven tongue as well, a cornerstone of their ancient history. The basics of the elven language are instructed to the youth of the Eldari at an early age, to encourage and promote a sense of unity with their people.” ___ On religion, ethics, and moral standards, “The Eldari of Aldemar believe strongly in social order, in which each individual has their place in the working system of the Pale. Some rank above others depending upon their work and dedication to their people, and to this end much respect is earned depending on your social station. Unlike other elven settlements however, religion has no upstanding role in the lives of the Eldari. No singular religion is promoted or shunned, allowing for the citizenry to practice freely any form of worship they desire, so long as it doesn’t endanger the people of the Pale. A primary standard maintained by all respectable Eldari is the education of their youth. The sharpening of the mind through lecture and study is highly respected and encouraged, attributing greatly to the vast collections of knowledge that are both housed within the city’s library and within the private homes of its citizens. To raise a well-educated and well-minded offspring is the goal of all true Eldari who seek to better not only their progeny, but the Pale as well. The Eldari of the Pale are a proud and passionate people, devoted to the upkeep and protection of their homeland. They’re skeptical of outsiders, but are welcoming to those who prove to be friends and of good intention. The Eldari Culture is a point of pride for any Aldemar resident, and thus its customs are maintained with great zeal. The Eldari are honorable as well, always keeping their word and seeing their promises to their end.” ___ On everyday life, “The average day in the life of an Eldari is subject to the various roles and responsibilities that they meet in service to the Pale. Many elves will often be seen going about their occupational business, where others can be found in the water fishing and washing their linens. The tavern is a popular hub for socializing and enjoying food and drink, frequented by nearly every resident of Tor Eldar. Musical performances are a popular way to spend free time, and so visitors to the Pale often report hearing soft, distant music in the wind. Children, uninhibited by the busy schedules of adult life, are always to be found frolicking in Aldemar’s many gardens and grottoes.” ___ On clothing, “Eldari Women adopt a humbled sense of regality in their attire, opting for stately garments and frocks that are noble in their cut and make, rather than adorned with many jewels and additional finery. The fabrics are often in hues of purple, crimson, and azure blues, though one might also observe the occasional white or grey likewise. Extensive capes or draping are also common in the fashion of Eldari ladies, as to create the sense that one is flowing as they walk past. Small necklaces or earrings are common, but very modest in their style and kept to a minimum. The crowning jewel of any Eldari woman's appearance is her hair, which is often deemed to be the most elaborate part of their ensemble. It is commonly seen that the hair is worn long and loose, often stretching to the mid-back or waist. It is well-kept and combed for the sake of others, unkempt hair being frowned upon. It is encouraged for those of the Eldari ladies of Aldemar to add, in addition, elaborate looping and braiding to their particular hairstyle, the number of braids being intended to represent that Eldari's wisdom and underlying expertise.” ___ On family dynamics, “The modern elven family within the walls of Tor Eldar is one born of necessity. Humans who visit, used to gender roles taking place in the developed cities of the Empire, might be surprised to find out that the load of physical work and housekeeping is often managed between both the man and woman of the household. Similarly, children are nurtured into specializing within certain professions, their aptitude being assessed by careful observation from their parents. Children themselves are not expected to take steady jobs, but instead to study, train, or improve their skills of artistry, combat, and science until they come of age, in which it is encouraged to see them take an active role in their community, as citizens of Tor Eldar. A typical explanation for the families of the budding Pale is simple. Families all came together to foster the city’s construction, and the lingering ethic of work stuck with its people, common and noble alike.”
  7. ᛥᛜᛝᛜᛜᛝᛜᛜᛝᛜᛜᛝᛜᛥ Lechitian Culture ᛥᛜᛝᛜᛜᛝᛜᛜᛝᛜᛜᛝᛜᛥ ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ History ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ ᛜᛝᛜ Unifying the tribes ᛜᛝᛜ Lechitian people are a very old society rich in history, religion, and customs that lived in a distanced continent known only from their folk stories and books. There were three major tribes that later evolved into a strong kingdom. Those tribes were Lechians, Tshechs, and Ruthians. Constant wars between the tribes were destroying their economies, culture, and social life. The major problem in unifying the tribes were religious differences between them. Although Lechians and Tshechs shared nearly the same beliefs, old Ruthian nobles were against any kind of unification. When the Grand Prince of Rusthovy began his expeditions towards the east, both Tshech and Lechian princes were worried that a growing in power Ruthian leader may become a major threat for their freedom. Prince Bojan of Tshechia and prince Radomir of Lechia secretly united under one banner to fight power-hungry Grand Prince. Army of 67.000 men crossed the Ruthian border and began the surprise attack on Grand Prince’s lands. Tschecho-Lechian army didn’t expect such a friendly greeting. Farmers, workers, and priests welcomed foreign soldiers as saviors. The hidden truth about the Grand Princedom of Ruthia was that people living there were hungry and poor. Citizens were waiting for this war to come for many years. Ruthians didn’t win a single battle as the majority of their army was focused on expeditions in the east. Armies of Bojan and Radomir were advancing east really fast, within a week they reached Ruthian capital - Kijv. Grand Prince Dymitr got worried when during his way back to the capital from a distance he saw huge clouds of black smoke. Ruthian army arrived too late because the royal guard and city watch were already either killed or captured. Dymitr knew that this war was lost and gave in. His execution marked a new era in the history of those three tribes. Fresh crowned Grand Prince was in strong favor of unification and mutual help. “Act of Unification” was signed a few years after the bloody war which was later named “Vyprawa Kijvska” which meant “Kijv Expedition” in their native language. Newly created title of “Lechitian Empire” was a decision of all three rulers. This act not only united three brother tribes under one king but also created a united and strong religious group. Bojan and Radomir entering Kijv Lechitians working in the time of peace ᛜᛝᛜ Incompetent regency & problems with succession ᛜᛝᛜ After decades of peace and prosperity came the times of troubles. King Radovan died without a legitimate heir to the throne. His cousin Vladko of a Tschech descent was a designated regent of the empire. His rule was unfortunately very weak and unstable. Peasants began to riot and nobles wanted more power form the Crown, it turned out to be too much for incompetent regent. He couldn’t hold the power that the regency council gave him because of his lack of experience. Growing tension between the rich and the poor escalated into a big civil disorder which led to a small Peasants War. Upcoming years were the worst years in Lechitian history, empty granaries and weak army morales were a perfect opportunity for Lechitian enemies to attack. The weakening empire slowly met its end, this giant and prosperous country in fact destroyed itself. Lechitians were sure that the fall of their homeland was a side effect of their gods wrath that appeared after weak regency and turmoil in a country that lived in peace and prosperity for so many years and wasn’t prepared for such problems. Lechitians fought in many wars, most of them turned out to be a loss for them. High ranked nobles - so-called magnates - used their first opportunity and left their continent. The ones who left got erased from the memory of still living Lechitian nobles that didn’t leave their homeland to die. Lord Regent Vladko ᛜᛝᛜ Current state of Lechitian rulership ᛜᛝᛜ When the strongly damaged empire finally expired and got erased from the map last Lechitian nobles gathered in a secret meeting to pick a family that will uphold religion and customs. That day a male representative of Pasnians which is a Lechian subgroup - Jan Stefan Batory married a Tschech-Ruthian female representative - Izabela Eugenia Potocka. This marriage originated the House Batory that became the last legal upholder of Lechitian title, religion, and customs. Newly elected Lechitian leader moved to Arcas and stayed humble until the end of his days - his offspring are still upholding the title, religion, and culture. Currently, there is one more family that has the right to uphold the Lechitian title. A family that was backing the Batory’s right to rule, Svarogovichs always played a supportive role. ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Rodnovyery ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Rodnovyery is a polytheistic religion that originated ages before the Lechitian Empire was founded. Religion itself focuses on worshiping many gods and divines that are said to help in everyday life. Lechitian people also believe that that worshiping gods is helping them to win the war between them and demons. Lechitians believe that everything comes from the greatest of the gods Perun who looks after them and sends smaller deities to help them live a normal live. ᛜᛝᛜ Major deities ᛜᛝᛜ ᛜ Perun ᛜ Father of everything that lives Highest of all the gods Biggest crops gifts are always for Perun – almighty god of life, war, and weather. People always talk about him with respect and honor as he's believed to be present all the time in Lechitian's life. He's watching everyday life from a distanced Island of Volin on which every brave and pious living being will wake up at the beginning of its afterlife. When a thunderstorm appears far away on the sky above and with every minute it’s covering bigger parts of it it’s believed that Perun got angry because of the stupidity of people’s decisions and deeds. Perun is believed to take form of a big white wolf that wanders around the forests all across the world. His throne in the middle of Volin is made out of light gray stone with beautiful engravings. ᛜ Svarog ᛜ God of blacksmiths, craftsmen, fire and sun One of three god brothers Svarog is believed to be one of three Perun’s sons, this friendly god of fire and sun is also a patron of blacksmiths and craftsmen. Blacksmiths can offer their products like swords to please him and get his blessing or wear an amulet with a small iron anvil. He’s believed to take the form of a blazing deer that leads lost craftsmen through darkness of night. Sits on a throne made of iron with a pure silver sword on top of it. ᛜ Jarilo ᛜ God of spring, cropses and fertility Second of three god brothers Jarilo is the second of three Perun’s sons, this god is associated with spring, well grown cropses and fertility. Believers always burn hay bales to please him and make their cropses grow faster. It’s said that he appears as a white dove and visits farmer’s houses. His throne is said to be build of wood with fruits and vegetables all round it and golden rye at it’s steps. ᛜ Weles ᛜ God of afterlife, magic and vow Third of three god brothers Weles is the last of Perun’s sons, this god is associated with afterlife, magic and evertything related to it as well as vows. He’s the oldest of god brothers and because of that Perun gave him the role of afterlife warden. People who pray to Weles often worship big rocks and mountains as he’s believed to live in the mountains where no man can enter. This kind and often smiling god likes to visit human villages as a bear cub and play with children. ᛜ Morana ᛜ Goddess of death, winter and resurrection Morana is the fifth one of the most important gods in Lechitian beliefs. This ice-cold goddess of death and winter is associated with a white swan that swims in the lake, that’s why Rodnovyery’s worshipers aren’t getting to close to the water when they spot a swan. She’s believed to take the form of a moon that during her way through the sky kills everyone who’s not a good person. For everyone who was good during life, she offers a resurrection and a wealthy life in the land of Volin with other worshipers and gods. Her throne is said to be made out of bones and that cushions on it are filled with swan’s feathers. ᛜᛝᛜ Minor deities ᛜᛝᛜ ᛜ Leshy ᛜ Spirit of forest Nature warden Leshy is neither good nor bad – he’s a designated warden of nature and forests. He’ll attack everyone who’ll enter the woods with bad ambitions but will protect everyone who truly fears him and wants to share the wealth of forest with others. Hunter that didn’t offer him a gift will most likely be attacked by a wolf's pack during his hunt and die in agony, while a pious man who did offer something to him will probably get very lucky and hunt a big animal that could feed his whole family. He’s often seen as a cloud of black smoke wandering across the forest, or a tall creature with long arms and a skull on its head. ᛜ Klobuk ᛜ Patron of house fireplace and prosperity Klobuk is one of the good spirits in Lechitian beliefs. He’s said to protect the fireplace in your house and make your work more prosperous. Often appears as a black cock with red eyes, despite his scary appearance he’s one of the most peaceful house spirits. It is believed that the first sign of Klobuk's protection is when the homeowner finds a single black feather on the doorstep in the morning. ᛜ Domovnik ᛜ Household peacekeeper Domovnik is a second deity who is said to protect a household. He’s usually seen by the house owners in a corner of their eye but when they turn to see him he disappears. He's a friendly spirit that looks after babies while they're asleep and make sure that animals such as sheep and cows aren't killed by wolfs at night. He’s described as a small creature with long beard and big hands. ᛜ Horst ᛜ Rival of Leshy Hunting Patron Horst is in a constant rivalry with Leshy as he helps hunters to ruin the woodland’s environment by killing too many animals during hunts. By some, he’s considered as a demon, by others as a helping spirit. To gain his blessing hunters often hang the biggest deer horns they can find, over the fireplace. Some hunters confess that during their hunt with Horst’s patronage a big wolf attacked them but to their defense came a giant black deer with sharp horns. They're sure that it’s a sign of Leshy's and Horst's long term rivalry. ᛜ Murz and Rekaᛜ Twin gods of rivers, seas and oceans Murz and his twin sister Reka are often portrayed as wet children of waters. They mean no harm to people and if people sacrifice something for them, they will protect them while they’re in water. Lechitians believe that without their protection evil water spirits that they’ve called “utopce” will grab their legs and take them deep under the water where they’ll drown. Those two are also patrons of sailors and swimmers. People believe that when they enter any type of water and waves are getting calm it’s the sign that Murz and Reka are there to guard them. Another evidence for their presence is a story about a big water serpent that fishermen have seen swimming around and helping to get more fish into the nets. Legend says that they live in a palace at the bottom of the ocean where no man can enter. ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Social structures ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ ᛜᛝᛜ Ranks ᛜᛝᛜ Lechitians are following the old customs of rulership and social structures. The highest position in society is the Wodz and his house. Currently, this title is in hands of House Batory from a Pasnian descent. When Wodz dies and his eldest son is not above 18 years old then a designated regent is given the lead in “Rada” which is a Lechitian council that includes every high ranking family. If there was no designated regent, then the wife of dead Wodz takes his seat in Rada before her son becomes an adult. On the day of legitimate heir’s 18th birthday, the regent has to step down. At the beginning of its existence, Rada wasn’t meant to work on its own – Lechitians once formed an Elder Council that was meant to help it work properly but now, when the Lechitian Empire doesn’t exist and their community is rather small, the Elder Council is not playing any role anymore. The power of a house is determined by the current ruling family, so if a family that had a seat in Rada is clearly unworthy to hold this seat, it can be revoked and given to a different family that Wodz found worthy. Different families can have diverse customs and symbols. Colors are playing a crucial part in the family importance level, for example, a family that has a shield with its colors is having a seat in Rada. If that shield is getting destroyed in public that means this family is no longer worthy to represent the Lechitians and should leave the society the next morning. Next in the hierarchy are priests that are taking care of gods' monuments and are taking care of official state sacrifices. They’re highly respected among the Rada’s members as they’re known from their life wisdom and experience. Only the High Priest is permitted to give state sacrifices to Perun. Most important in Lechitian society is the Family as it makes warriors strong and provides society with new members that are born. From this belief comes the popular Lechitian saying: “Dzie rodina tva, tam dom tvoj” which means “Where’s your family, there’s your home”. One of Lechitian rituals ᛜᛝᛜ Military ᛜᛝᛜ Many books from various tribal subgroups gave us different names and responsibilities, so it was really hard to determine which one was the most popular. Lechitian army was built mostly out of infantry, not that big but also important was cavalry, and the smallest part of the Lechitian army were bowmen. Old Lechitians always say that the sight of such a combination was frightening even the bravest soldiers. It’s hard to say what were the military ranks in Lechitian society. The most important moment in the history of Lechitian military was when the Empire fell, and during its last council Lechitians decided that there should be no military ranks among the soldiers because one soldier can be as good as the other one and everyone will be judged by the gods on the same basis so that makes every Lechitian equal. Later this decision was slightly changed so that the Wodz has the military command and house representatives in Rada, that answer to him, are leading their regiments as commanders. Lechitian tribes have two elite military formations except for regular army regiments that survived to this day: ᛜ Druzhina ᛜ Elite soldiers regiment that listened only to Wodz’s commands. First Lechitian army reform says that no man except Wodz can do anything against them or command them. Equipping them with weapons of the best quality swords, axes, pikes and good armors made Druzhina nearly unstoppable. Druzhina was mainly built out of infantry but there were usually some horsemen as well. ᛜ Jazda ᛜ Elite regiment built fully out of the best Lechitian cavalry. Skill and tactics are those two things that made Jazda a swift regiment that could very easily elude arrows shot by their enemies. Jazda was known for brutality. Its most terrifying tactic was striking in the middle of the enemy’s infantry regiments and killing tens of soldiers. Spears and short bows weren't the only way to kill, riders often used their horses to stomp on enemies with heavy hooves. ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Settlements ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Most of them live in small villages. Settlements are usually surrounded by mountains or lush forests, but you can find their villages located on a hilltop or on great plains. All houses are made out of wood. The only difference is that houses of wealthier Lechitians are made fully out of wood, and those who are not so wealthy usually have to cover their roof with thatch. They usually have a small garden near the house where they grow herbs and small plants. Some Lechitians might have animals in small wooden enclosures that are often located behind their houses. In the middle of the Lechitian settlements, you can usually find a big old tree or a big campfire that settlers are dancing around at night and warming themselves up in winter. Villages are always surrounded by a wooden palisade that gives the village the protection it needs. The biggest danger for the villages is coming from wolves that kill animals and bandits who pillage their peaceful settlements. The way that Lechitians are living gives them a unique bond between them that you wouldn’t find anywhere else. Typical Lechitian village ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Appearance & character ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ {WIP} ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ OOC INFORMATION ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ This culture is not yet fully finished there’s still more to come: - Festivals and religious traditions descriptions - Bestiary - Language If you want to RP as this culture just let me know, and we’ll somehow get you into this weird pagan world. PM me on Discord: Olox#9528 Note: if there are any serious spelling or grammar mistakes just let me know and I’ll fix them 😉
  8. The Imperial Association of the Performing Arts Est. Anno Domini 1769, Under the Company of Thespians and Revelers About this Worshipful Guild The Imperial Association of the Performing Arts, established 1769, is a guild under the blanket administration of The Livery Company of Thespians and Revelers. The corporation is a cooperative assembly of verbalist artists. Formed by Peridot Beryl Carrington, the guild represents the interests of comedians, spoken word poets, musicians, actors, playwrights, and other performance-based artists. The guild organizes events for these performers to enlighten the masses, spread their so-saught after fame, and, of course, make money. The primary goal of this merry association is to bring entertainment to all the crowds of Oren, whether it be a high society gala or the local tavern. The Chamber of Romantics The guild is governed in a loose manner, so as not to oppose the freedoms of its performers. Each man or woman is their own, the guild serves more as a means to hone their craft, create bonds with the rest of the performance community, and find jobs. Further, membership is accompanied by a license from the Company of Thespians and Revelers; a member of this guild is a member of that company as well and attains all rights that come with that status. Despite this loose structure, there are basic rankings amongst the group: the organization of this ranking is called the Chamber of Romantics. A key necessary to understanding our organization is that rights afforded to each rank are relatively fluid and ceremonial in nature. Each performer, regardless of their rank in the Chamber, is an individual and has the right to their pursue own activities without oversight. Director-President: The Director-President is the chief amongst the Chamber of Romantics. They are charged with the overall management of the guild and organizing guild-wide events. Further, they are charged with the duty of the purse and are the primary representative to the Company of Thespians and Revelers. The Director-President acts as a manager for all artists and will represent them to potential clients. Master: A master has proved themselves a capable performing artist. Whatever their form may be, they are recognized across the land as a titan of art. Within the guild, masters can induct official apprentices whom they can teach in the arts. Lesser Romantics can also take on students, but these students will not be immediately inducted as apprentices. Journeyman: A journeyman has proved they are above instruction from a master. They can provide their own lessons and earn the right to independent representation. Journeymen are afforded the ability to organize their own events, incorporating other guild members as they please. Apprentice: Usually young, the apprentice is just learning their craft. Apprentices are assigned to a master of their craft if there is one. If not, they are supervised by the Director-President when possible in their performances. Relatively, the apprentice has free reign on their journey to becoming a full-fledged artist as there is no true plan to make somebody into an artist. The Enlightened Endeavor: Stagecraft While the guild does indeed field a wide array of sound-based performers, ranging from musicians to poets to comedians, the primary and recurring function of these artists is the pursuit of drama. Those who come onto the company as thespians will find themselves as the actors of a variety of plays. Further, the company seeks out talented playwrights and directors to aid in the creation and production of these spectacles. The entirety of the guild is incorporated, with musicians and comedians both being brought into the unifying art of stagecraft. Associated Playwrights: Playwrights with associated status are those who primarily identify with the troupe itself. These playwrights can produce their entirely unique scripts and utilize the expert artists and thespians of the guild at their will. The guild, ultimately the Director-President, will act as a producer for the playwright’s plays and coordinate times, venues, and handle the marketing side of the art. These talented writers need to make money after all! Associated Thespians: Actors with associated status are those thespians who run with the troupe and see regular employment in the many dramas set by the company. Thespians of the guild rely on the playwrights (whom they can also be themselves, as artists can be both actor and writer) to provide them with plays and will hone their craft through such endeavors. Actors receive a paygrade from the Director-General via commission of the plays and an actor’s respected role within said play. Scheduling an Event with the I.A.P.A It is hereby decreed that any citizen of Oren or beyond can contract the Imperial Association of the Performing Arts to perform any variety of entertainment at their events. Whether it be a gala or a comedy night, the association can provide entertainment. Below is a format by which to submit a Letter of Request to the Director-General to schedule such affairs. Client Name: Client Aviary Address (Discord): Venue: Entertainment Needed (Music, Improv, Comedy, Actors, etc.) Joining the I.A.P.A Hear hear! All performing actors, musicians, thespians, etcetera, are called to join our Association. You will have access to top-notch production and management, as well as to a semi-regular source of income. Further, you can hone your craft and network within and without our art market. You need not experience, just hope! We can provide lessons and top-notch education in the ways of the performing arts. Applicant Name: Applicant Aviary Address (Discord): Applicant Sex and Race: Form of Art: Would you be interested in acting (Y/N): Experience in the Performing Arts (if any):
  9. HIRING ACTORS An advertisement posted around Arcas asking for actors. Across Arcas, a certain flyer would be posted: “The ‘ker Capital of Renelia is seeking out actors! These actors will take part in a play depicting various events in the political climate. Fill out the underlying application or contact Vaeril Velulaei’onn if you wish to participate. Pay will be rewarded. Name: Race: Age: Affiliation: Prince and Regent of Renelia, Vaeril Velulaei’onn.” “ Leyu-Luara ”
  10. ╼ 𝕲𝖎𝖓 & 𝕿𝖔𝖓𝖎𝖈 ╾ Est. 10th of Snow’s Maiden, 1771. __________________________________________________________________ “We’ve only just begun....to live~” – The Carpenters __________________________________________________________________ 『𝕲𝖗𝖆𝖓𝖉 𝕺𝖕𝖊𝖓𝖎𝖓𝖌』 Grand Opening will be on the 18th of The First Seed in the year 1771 of our lord. Come all you drinkers and clients that need aid on investigations! You are welcome to attend the Grand Opening of Gin & Tonic and A & A Investigations hosted at 7 Merchant Street. If children do come, we will sell a limited edition fruit drink called “Talon’s Zesty Punch” which is non-alcoholic and a fresh, crisp drink great for either summer or winter! ((Friday, June 5th 5 P.M. PST 6 P.M. MDT 7 P.M. CST 8 P.M. EST Saturday, June 6th 1 A.M. BST 10 A.M. AEST)) __________________________________________________________________ It was the kind of frigid, pitch-black night that clung to you like something real…an oppressive, tangible fabric of smog, deceit, and murder. Maybe you had a bad day, and the turmoil suffocates your soul, you are ruminating over every choice you have ever made, or you are just a curious being, and something about this place has drawn you. Perhaps, a chill reaches across your back as you near the iron door. You reach your hand out to turn the wooden doorknob and press against the frozen door for the promise of warmth within. Dim lighting combines with the thickness of the hearth’s crackling flames to shape a melancholic and solemn atmosphere. Voices are barely heard in the stores beside you, innocently chatting about their days. You would observe some paintings and a single white Lily in the corner, arranged away from the dark decor. A bartender with a calm demeanor would approach you, asking what they can make for you. Your mind ponders at the possibilities. On the floor above, you can see an office with a sofa inviting you to sit. As you move to it, someone greets you behind the counter, their face obscured by the shadow of their hat. "Hello," They say. "Welcome to A&A Investigations. How can we help you today?" You wonder what they are about and inquire after a brief hesitation. "Can you assist me?" You ask politely just in case. "Certainly, let's hear the details first before we agree to accept or not." They reply. ▄▃▂________________________________________________▂▃▄ 𝔅𝔞𝔯𝔱𝔢𝔫𝔡𝔢𝔯𝔰 & 𝔇𝔢𝔱𝔢𝔠𝔱𝔦𝔳𝔢𝔰 ∘₊✧──────✧₊∘ 𝙰𝚜𝚊𝚖𝚒 𝙰𝚖𝚋𝚛𝚘𝚜𝚎 | 𝙵𝚎𝚎𝚋𝚒𝚜 | 𝚃𝚎𝚖𝚙𝚘𝚛𝚊𝚕𝚂𝚑𝚒𝚏𝚝#𝟹𝟽𝟶𝟾 𝙰𝚗𝚊𝚜𝚝𝚊𝚜𝚒𝚊 𝙳𝚘𝚔𝚊𝚛 | 𝚁𝚎𝚍𝚁𝚒𝚍𝚎𝚛𝟷𝟶𝟷 | 𝚁𝚎𝚍𝚁𝚒𝚍𝚎𝚛𝚈𝚃 #𝟽𝟽𝟻𝟸 𝙹𝚊𝚖𝚎𝚜 𝙰𝚟𝚎𝚛𝚢 | 𝚁𝚒𝚏𝚝𝚒𝚛𝚘 | 𝚁𝚒𝚏𝚝𝚒𝚛𝚘 #𝟿𝟷𝟷𝟾 ▄▃▂________________________________________________▂▃▄ 𝔊𝔦𝔫 & 𝔗𝔬𝔫𝔦𝔠'𝔰 𝔇𝔯𝔦𝔫𝔨 𝔐𝔢𝔫𝔲 ∘₊✧──────✧₊∘ ▄▃▂________________________________________________▂▃▄ 𝔒𝔲𝔯 𝔓𝔞𝔱𝔯𝔬𝔫'𝔰 ℜ𝔢𝔞𝔠𝔱𝔦𝔬𝔫𝔰 ∘₊✧──────✧₊∘ Nighttime in Helena, Undiscovered Artist 1770 Gin & Tonic, Circa 1771 A collection of our finest glassware Our patrons clinking glasses in a joyful toast A man enjoying a gigantic mead A patron enjoying one of our fine cocktails Our patron – “Like OMG this tavern is like-ugh -super dope-yaknow? I like, friggin love this place #alcohol #throwbackthursday” Disclaimer: Tinted glasses are not included with the drinks. A collection of delighted patrons enjoying their crisp, chilled drinks. ▄▃▂________________________________________________▂▃▄
  11. THE HONORABLE COMPANY OF IRONMONGERS, BLACKSMITHS & FOUNDERS HISTORICAL BACKGROUND The Honorable Company of Ironmongers was declared extant by writ of the City of Helena Corporation. With oversight of the Ministry of Interior, the Hon. Company holds a commercial monopoly over the manufacture and sale of base metal wares, and over the accreditation of blacksmiths’ services. The Ironmongers’ Oath “As a Journeyman of the Honorable Company of Ironmongers, Blacksmiths, and Founders, I vow to honor my craft, my company, and my country. I swear to conduct all business in an honest and upright manner, to maintain the highest standards of quality, and to spread my knowledge to an eager apprentice. So help me GOD.” CONSTITUENT CORPORATIONS: The Society of Barraman runs the largest individual forge in the City of Helena. It is responsible for the manufacture of most general goods in the Crownlands. Headquartered at the Barraman Forge, 3 Nicephore Neck. Helena Heavy Industries, located on Basrid Boulevard, serves the City of Helena in the fabrication of specialized tools, instruments, and equipment. The Hampton Smithy, located on the Silver Jubilee circuit, serves Helena’s Northwest Neck with general blacksmithing expertise. Andreas’s Smithy, on 2 Nicephore Neck, serves the West End of Helena with general blacksmithing expertise. These four corporations make up the Constituent Council of the Hon. Company of Ironmongers, with one vote given to their respective chief officers. ARTICLE I: THE DUTIES OF THE IRONMONGERS, BLACKSMITHS & FOUNDERS (Hereafter are written the rights and responsibilities of the Company as dictated by the Edict of Exclusive Control of Goods) The duty to police commercial malpractice in constituent corporations and unaffiliated business within the city of Helena and to administer sanctions, if necessary. The duty to inspect the import and export of all goods under Exclusive Control within and without the city’s walls, and to confiscate unlicensed contraband. The duty to ensure that all hard wares sold in the city conform to standards of material purity, durability, and quality. The duty to retain a directory of all constituent companies, members, and holdings, and to keep this directory updated in perpetuity. The duty to initiate interested persons into apprenticeships, in such a manner as to educate and prepare them for full employment. The right and duty to induct interested persons into its registry as freeman, and to appoint chartered members of its body. The right and duty to appoint a governing Master of the company by means of democratic election amongst its chartered personnel quadrennially. The right and duty to elect and maintain a chartered council from amongst the individual heads of constituent corporations, subject to capital and staff requirements. The right and duty to grant licenses for the sale of the livery company’s exclusive controlled goods within the city, and to revoke such licenses in the event of malpractice or misconduct. The power to contract staff in such a way as to maintain sufficient manpower for the continued and unhalting performance of its duties. ARTICLE II: MEMBERSHIP OF THE IRONMONGERS, BLACKSMITHS & FOUNDERS THE MASTER OF THE COMPANY Elected by the union of liverymen during the second year of the Lord Mayor’s term, the Master holds paramount executive power in the direction and staffing of the Company and shall be charged with the uninterrupted performance of its duties as outlined in Article I. CONSTITUENT COUNCIL The Constituent’s Council acts as the Master of the Company’s senior-most advisors who represent the interest of its various individual entities, and as such comprises either the liveryman who holds the highest office in each constituent corporation or an appointed representative in his place. To this end, the council is charged with the routine operations of the Company and the execution of any such tasks delegated by the Master. In the event of incapacitation, whether through injury or illness, the council is charged with facilitating the processes required to elect a new Master of the Company and shall assume temporary authority over the operations of the body until a suitable replacement is confirmed. THE LIVERY STAFF The Livery’s General Staff is the irreplaceable foundation of all the company’s operation which supports its continued function through the execution of routine tasks as dictated by the Master of the Company. This body comprises individuals who, by law, are unaffiliated to the constituent corporations in such a way as to curtail the effects of corruption among its ranks. Hereafter are the designations which form the General Staff: Inspector The Inspectors are entrusted with the gruelling task of ensuring corporations are adhering to quality standards, as well as workplace safety regulations, through the performance of annual reviews into each constituent’s produce, properties, and operations. General Clerk Often found in the Livery Company’s headquarters, general clerks ensure the documentation of its daily operations to support the administration LIVERYMEN Masters of smithies, foundries, or other controlled operations. Executives of constituent corporations. JOURNEYMEN Blacksmiths Bladesmiths Armorers Cutlers Farriers Founders Locksmiths Ironmongers Metallurgists Smelters Steelmakers Assayers Furnace Operators Cruciblemakers FREEMEN Clerks Apprentices TO JOIN THE HON. COMPANY: List your legal NAME: Your place of BUSINESS: Whether you reside in HELENA (Y/N): Whether you are seeking an APPRENTICESHIP (Y/N): Send all other enquiries to the Workshop of the Livery Company of Ironmongers, 10 Basrid Blvd., or to Barraman Forge, 3 Nicephore Neck.
  12. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE ROYAL SAVINIA BALL - The Grand Harvest, 1770 - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [!] A messenger sends out an invitation sealed with red wax, bearing the crest of Savinia, to all people of Arcas that wish Savinia and its peoples no harm. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Grande Salon of Veldin Palace, 1760 As the Royal Duchy of Savinia further develops, it is decided by the Court Lady, Johanna Roquetelet, that a ball is needed to celebrate the development of such a Duchy. We ask that all people who attend the ball wear an outfit representing Spring or Summer, or some other formal attire. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Events of the Ball The Grand Buffet: Hosted in the Drawing Room of Veldin Palace, will be a large buffet of pastries, baked goods, and Savninian traditional cuisine. The buffet will be the first portion of the ball, where guests can pick and choose what they would like to have for their luncheon. Guests may also converse with each other if they so choose. The Great Drinking Competition: Hosted at Savninia’s Tavern, Eagle’s Roost Tavern and Inn, the competition will be played out as such. Attendees who wish to do so should sign up before the competition begins, this way, we will be able to divide out the rum efficiently. During the competition, participants will see how many bottles of straight rum they will be able to drink in five Saint’s minutes. The first place winner of this competition will receive a free lifetime supply of drinks from the tavern and 300 Minae. Second place winner will receive ten drinks from the tavern for free, as well as 200 Minae. The Pie Eating Contest: Another event hosted in the Palace Drawing Room, the pie eating contest will follow after the Drinking Competition. In this contest, guests will eat as many pies as they can in three rounds given a certain time allotted. The first place winner, who eats the most pies total out of those three rounds, wins 300 Minae. The second place winner will win 50 Minae. OOC: Players should roll a die out of twenty. This will happen three times. The numbers that the players roll in those rounds will be tallied, and the player with the highest number total wins. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- OOC: If there are any questions please contact any of the following. SteepledShip (SteepledShip#4617) Levicourpos (Crushems#4883) Time and Date: May 30th 2pm EST 7pm GMT. Hope to see you there! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  13. ALKALORIAN CULTURE "This armor is part of our identity. It makes us Alkalorians who we are"~ Alk'alor the Unifier INTRODUCTION The Alkalorians—known in Alko'a as the Alko'ade, or "Children of Alkalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. HISTORY In their early years, Alkalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Alkalorians was known as the Alk'alor, translating to "Sole Ruler" and was rendered as "Alkalore" in Common Language. The Alkalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the Lands of Atlas then Arcas. After the great Migration Most of the Alkalorians led by Alk'alor the Lesser moved to Deserts of Korvassa to stay Isolated from the Humanity. During the War of two Emperors, Alkalorian World was divided, The great Alkalorian Civil war Broke out, Many clans died during that war and only few clans survived, Both sides stopped fighting because of high losses, then, New Alk'alor Stepped in- Alk'alor The Unifier, He was one of greatest Alkalores, After his death Most of the tribes scattered around the world. RELIGION The Alkalorian religion was the accumulated spiritual and mythological beliefs of the Alkalorian warrior culture. Like the Alkalorians themselves, their religion saw numerous changes throughout the course of history, with several concepts evolving or falling out of popular practice over time. The ancient Alkalorians and the culture's human founders were intensely devout in their beliefs, forming a deeply religious society. Creation myths such as the Akaanati'kar'oya—the "War of Life and Death"—were viewed literally, and ritual combat was waged in worship of Kad Ha'rangir the destroyer god, who the Alkalorians believed represented change and was opposed by Arasuum, the stagnant sloth-god. This obsession with battle reached its pinnacle when the Alkalorian came to deify war itself, and believed that to wage war was to be divine Kad Ha'rangir was a deity in the ancient Alkalorian Religion. Known as the destroyer god, the vigorous Kad Ha'rangir was viewed by the Alkalorians as the bringer of change and growth upon the Lands Arasuum was a deity in the ancient Alkalorian Religion Known as the sloth-god, the Alkalorians viewed Arasuum as the personification of stagnation, who tempted the ancient clans to engage in idle consumption Hod Ha'ran was a deity in the ancient Alkalorian Religion. Known as a trickster god by the early Alkalorian people, Hod Ha'ran was viewed as an agent of the fickle nature of fortune. CANONS OF HONOUR AND RESOL'NARE The Canons of Honor were a Alkalorian text of law and behavior. Evolving from the ancient religious laws followed by the Ancestorial society that founded the Alkalorian culture, the Canons of Honor aimed at helping the ancient Alkalorian warriors attain glory and personal honor. The Canons' texts were extrapolated from the Resol'nare, the six central tenets of the Alkalorian culture. By following the tenets of the Resol'nare,with special emphasis placed upon loyalty to one's clan and engaging in combat, the laws of the Canons were satisfied, and a warrior earned honor "I adhere to the Resol'nare. The core of what it means to be alkalorian. A sacred law giving us direction and purpose. Education and armor, self-defense, our tribe, our language, our leader—all help us survive. We must educate our children as Alkalorians, obey the commands of Alk'alor, speak Alko'a and defend our clans." ~ Kot Varaad, Alk'alor the Just The Resol'nare, or Six Actions when translated from Alko'a into Common Language, were the central tenets of Alkalorian life. They consisted of wearing armor, speaking the language, defending oneself and family, raising your children as Alkalorians, contributing to the clan's welfare, and when called upon by the Alk'alor, rallying to their cause. Tradition dictated that anyone who wished to be considered Alkalorians were to abide by these guidelines and live these actions daily. Alkalorians whom did not follow the Resol'nare were considered to be dar'Alka—someone who was ignorant of their Alkalorian heritage and bereft of their Alkalorian soul. The status of dar'alka was widely feared within Alkalorian society due to the belief it meant they were soulless and had no place in the Alkara, the Alkalorian afterlife. Before and during the Alkalorian War, any and all non-Alkalorians were considered dar'alka and soulless from birth, until they joined the Alkalorians and lived by the Resol'nare. Groups of captured individuals would often be forcibly inducted into Alkalorian culture, and made to swear by the Resol'nare with or without their consent under the threat of death. Young Alkalorian children were taught a rhyme to help them learn the tenets of the Resol'nare, and their parents would explain the cultural significance of each tenet as they grew. Rhyme of Resol'nare "Ba'jur bal beskar'gam, Ara'nov, aliit, Alko'a bal Alk'alor— An vencuyan mhi." "Education and armor, Self-defense, our tribe, Our language and our leader— All help us survive" ALKALORIAN WRITING SYSTEM The Alkalorian writing system consisted of twenty-six characters and was used to provide a written analog to the spoken Alko'a. Despite there being no F, X, or Z equivalents in the verbal Alko'a, these letters were included in the written alphabet for greater ease in transliterating foreign words. Alkalorian also allowed for use of a base 10 number system with numbers denoted 0 through 9 Alkalorian Writing system ALKO'A LANGUAGE Alko'a, sometimes referred to simply as Alkalorian, was the primary language spoken by the Alkalorian culture "We don't have a word for hero. Being prepared to die for your family and friends, or what you hold dear, is a basic requirement for a Alko'ade, so it's not worth a separate word. It's only cowards we had to find a special name for"~ Ves Tark'an, Alk'alor The Wise Grammar Alko'a was a primarily spoken language, rather than a written one, and was thus an expressive language that was often thought of as easy to learn, a trait highly desirable in a culture that regularly adopted adults from numerous races and species. The language's grammar was relatively uncomplicated, but there were elements that necessitated adjustments for a speaker of Basic, including Alko'a's expression of tense, and its gender-neutrality. Because Alkalorians believed in living their history, along with the idea that a tomorrow was not always a certainty, past and future tense were colloquially done away with. Instead, the prefixes ru for "past", and ven for "future", were used in place of the more widely-used tense forms. There was also no passive verb form in Alko'a; a verb was either active or simply absent from the statement. Furthermore, infinitive verbs ended in -ir, -ar, -ur, -or, or -er. To produce the stem, removing the "r" at the end was all that was required. Ni vorer was incorrect, but Ni vore—meaning "I accept" and using the inflected form—was correct. Oftentimes, an apostrophe—known in Alko'a as a beten, or "sigh"—was used to separate the terminal vowel, indicating the slight glottal pause of some Alkalorian accents. Other uses for the beten were as an indication of a breath, for pronunciation, or a sign of a dropped letter or letters in a contraction. For instance, the sentence "I carry a saber" could be translated in Alko'a as the formal ni juri kad, or the pronunciation-marked ni jur'i kad, since the emphasis was placed on the second syllable in the word juri, and even the more commonly contracted ni jur'kad. Dropping a terminal vowel when conjugating was quite common, especially in Alkalorian poetry and song.Occasionally, certain verbs would be left out all together, and instead implied via word order. While this tendency to forgo certain words could be confusing to Basic speakers, and make the language appear abrupt, the militaristic Alkalorian had largely assumed the concise speech common in military orders. Whereas the literal translation for "It's good" would be bic cuyi jate, a Alkalorian was much more likely to just say jate, or "good", instead. Due to Alko'a's nature as a gender-neutral language, gender was implied by context. Buir meant both "mother" and "father", just as "son" and "daughter" were both represented by the word ad. When it was necessary to specify gender, the adjectives of jagyc or dalyc—male and female, respectively—would be added. This grammatical system was a rarity for a language spoken by beings who reproduced sexually. To form a question, the interrogative prefix tion was placed at the beginning of a sentence. While Gar verborad'ni meant "You are hiring me", the addition of the tion prefix placed before gar would turn the previous statement into the question, "Are you hiring me?" Another example of a meaningful prefix was ke, which was drawn from the Alko'a word for "order", or ke'gyce, and was placed at the start of a sentence to indicate a command. In order to create the negative form in Alko'a, the prefix n', nu, nu', or ne was added before either the sentence or the individual word. Ne'briikase meant "unhappy", while Nu'ni juri kad meant "I don't carry a saber". When forming a plural, -e was added to the end of words ending in consonants, while -se was added to the end of words ending in a vowel. As with most languages, there were exceptions to the rule, such as in the case of gett becoming gett'se. Originally, the indication of a plural was done with an -a suffix rather than an -e, a practice that went away over time. Adjectives and adverbs were formed by adding the suffixes -la or -yc to the end of pre-existing nouns. Di'kut, meaning "idiot" in Alko'a, could easily become di'kutla, meaning "idiotic".Comparatives and superlatives were formed in much the same way. When creating a comparative, the suffix -shy'a was added to the end of the standard adjective. For a superlative, the -ne suffix was added. An example would be the word dral, meaning "bright", becoming dralshy'a, or "brighter", and the word jate, meaning "good", becoming jatne, or "best". No distinction between adverbs and adjectives was made in Alko'a, and although a non-Alko'a speaker might make out a Alkalorian to be uneducated should he say in Basic, "The boys done good", it was much more likely that they were simply unfamiliar with Basic's past tense and adverbial forms. Alko'a also made less use of articles such as "the" and "an" than Basic, generally adding them only for emphasis. Alko'a had a similar pronunciation to Basic, with a few notable exceptions. The letters "f", "x", or "z" were not present in Alko'a, although the written form of the Alkalorian alphabet included the letters for greater ease in transliterating foreign words. In the absence of the letter "f", Alko'a substituted the similar-sounding "vh" combination, and the Alkalorian "s" could be pronounced in the same way as a common "z". Over time, the pronunciation of "d" lost favor to the more modern "t", though certain Alkalorian communities still preferred to pronounce the letter "j" as a "y" sound, instead of the more commonly heard hard "j" found in words like "joy". When speaking, the first "h" present in a word was typically aspirated—aside from its archaic form used in traditional songs and poems—and always pronounced when found in the middle of a word. Alko'a possessed no silent letters, though the opposite was often true of Alkalorian songs: terminal consonants could become extra syllables in order to better maintain rhythm and meter. For example, tor could easily become to-rah, and tang could just as easily become tan-gah VOCABULARY a'den - rage aranar - defend atiniir - to endure, to stick with, to tough it out baatir - to care, to worry about betenor - to sigh brokar - to beat cuyir - to be, to exist dinuir - to give duraanir - scorn, hold in contempt duumir - to allow gaa'tayl - Help ganar - to have, possess hettir - burn hibirar - learn hukaatir - to cover jehaatir - lie, untruth jorhaa'ir - speak, talk jorso'ran - shall bear (archaic imperative form) jurir - bear arms, to carry something jurkadir - attack, threaten, mess with; kar'taylir - to know, hold in the heart k'uur - Hush! liser - to be able to, can motir - stand narir - to act, do, or put naritir - insert, place, or put nau'ur - light up, illuminate nau'ur kad - to forge; Literally: light up a saber nynir - to hit, to strike oya - Literally: Let's hunt! Colloquially adapted as a positive and triumphant cheer with potential meanings including "Stay alive!", "Go you!", and simply "Cheers!" parjir - to win, to be victorious shabiir - screw up shereshoy - a lust for life shukur - to break susulur - to hear, to listen takisir - to insult Tal'galar - to spill blood, to bleed trattok'o - to fall, to fail, or collapse udesiir - to relax, to rest, to be peaceful usen'ye - rudest way to tell someone to go away; utilizes the same root as osik verborir - to buy, to hire, to contract vorer - to accept ADJECTIVES AND ADVERBS adenn - merciless aruetyc - foreign, or even traitorous, but generally "not Alkalorian" atin - stubborn or persistent briikase - happy bantov - nevertheless dar - no longer darasuum - eternal or eternally, forever di'kutla - foolish, idiotic dral - bright dralshy'a - stronger, brighter ge'tal - red hettyc - burning hut'uunla - cowardly iviin'yc - fast, quickly jate - good jatne - best kandosii - indomitable, ruthless; used colloquially as noble or classy as well; awesome mesh'la - beautiful mirdala - clever naast - destroyer ne'tra - black nuhunla or nuh'la - funny ori - big, extreme, very pakod - easy racin - pale shabla - screwed up shuk'la - crushed or broken solus - one, alone, individual, vulnerable sol'yc - first talyc - bloody or bloodstained; can also be used to refer to meat cooked rare teroch - pitiless tome - together troch - certainly (archaic) ures - without, lacking NOUNS aaray - pain aay'han - bittersweet moment of mourning and joy; "remembering and celebration" Tatesh - south Katesh - north atesh - west abesh - east abiik - air adade - personnel adate - people, persons adiik - child aged 3 to 13 ad'ika - kid, lad, boy, sweetie, darling, son, daughter, child ad - sons, daughters, child ade - children agol - living tissue, meat, muscle; flesh of an animal or human; "flesh and blood" aka - mission akaan - war akaan'ade - army akaata - battalion akalenedat - hard contact alii'gai - flag, colors aliik - sigil, or symbol on armor aliit - family, clan, tribe alor - leader, chief, "officer", constable, boss alor'ad - captain aloriya - capital; literally: "Head City" alor'uus - corporal al'verde - commander anade - everyone or everybody aran - guard araniik - cordon ara'nov - defense arasuum - stagnation arpat - seed aru'e - enemy aruetii - outsider or traitor; colloquially a "non-Alkalorian" ash'ad - someone else baar - body baarpir - sweat baar'ur - medic ba'buir - grandparent ba'jur - education, training balac - opportunity bas neral - coarse grain used for animal fodder and brewing, generally thought unfit to eat ba'vodu - aunt or uncle behot - a citrus-flavored herb, antiseptic, and mild stimulant beroya - bounty hunter bes'bavar - cavalry besbe - a slang term for kit besbe'trayce - weapons bes'bev - Alkalorian flute capable of being used in combat be'senaar - missile beskad - slightly curved saber of Alkalorian iron beskar - Alkalorian iron beskar'ad - droid; Literally: "child of iron" beskar'gam - armor; Literally: "iron skin" bes'laar - music be'sol - priority besom - ill-mannered lout, unhygienic person, someone with no manners Bes'uliik - Basilisk war droid; Literally: "iron beast" beten - sigh bev - needle, spike beviin - lance bevik - stick bic - it bines - stack birgaan - backpack birikad - baby carrying harness buir - parent burc'ya - friend buy'ce - helmet; Colloquially: pint, bucket ca - night cabur - protector or guardian chakaar - thief, petty criminal, scumbag; Literally: "grave robber"; general term of abuse Cuy'val Dar - "those who no longer exist" cyar'ika - darling, beloved, sweetheart cyar'tomade - fans or supporters dar'buir - no longer a parent dar'alka - a state of being "not Alkalorian"; not an outsider, but one who has lost his heritage, and so his identity and soul dar'yaim - a hell, a place you want to forget dha - dark di'kut - fool, idiot, useless individual; context-dependent: can mean jerk, moron, etc. droten - people entye - debt gal - ale or alcohol gayi'kaab - radio gett - nut gihaal - fish-meal gra'tua - revenge, vengeance hut'uun - coward haran - hell; Literally: destruction, cosmic annihilation ibi'tuur - today jai'galaar - shriek-hawk kad - saber kal - knife kama - belt-spat kando - importance, weight ka'ra - stars ka'rta - heart or soul ke'gyce - command, order kom'rk - gauntlet kot - strength kote - glory, might kov'nyn - headbutt, Keldabe kiss kyr'am - death Kyr'tsad - Death Watch; literally: "Death Society" Alk'alor - "sole ruler", leader of the Alkalorians Alka'ad - Alkalorian; Literally: "Son/Daughter of Alkalor" mar'eyce - discovery mirshe - brain mir'shupur - brain injury ne'ta - black ne'tra gal - black ale Niktose - Nikto norac - back orar - thunder or'dinii - moron or fool ori'ramikad - Supercommando ori'vod - big brother/sister, special friend osik - dung (Impolite) parjai - victory prudii - shadow rang - ash riduur - partner, spouse, husband/wife runi - soul; only used poetically ruus'alor - sergeant shabuir - extreme insult - "jerk", but much stronger shebs - backside, rear, butt shereshoy - a lust for life shig - a hot, tea-like beverage shuk'orok - crushgaunt tal - blood tihaar - an alcoholic drink; a strong, clear spirit made from fruit tor - justice tra - starfield, space tracinya - flame tracyn - fire troan - face tsad - alliance, group, organization tuur - day uj'alayi - a very dense, very sweet cake made from crushed nuts, dried fruit and spices, and then soaked in a sticky scented syrup called uj'jayl. Simplified as uj cake. uj'ayl - a sticky scented syrup vencuyot - future ver'alor - lieutenant verd - soldier or warrior vhett - farmer vod - brother, sister, comrade Vongese - Yuuzhan Vong werda - shadows (archaic) PHRASES Aliit ori'shya tal'din - "Family is more than blood." Ba'slan shev'la. - "Strategic disappearance." Cin vhetin - a fresh start or clean slate; literally: "white field" Copaani gaan? - "Need a hand?" Copaani mirshmure'cye, vod? - "Are you looking for a smack in the face, mate?" Cui ogir'olar - "it's irrelevant" Gar serim - "Yes, you're right." or "That's it." Gar taldin ni jaonyc; gar sa buir, ori'wadaas'la. - "Nobody cares who your father was, only the father you'll be." Gedet'ye - "Please" Haar'chak - "Damn it!" Haat, Ijaa, Haa'it - "Truth, Honor, Vision"—said when sealing a pact Haatyc or'arue jate'shya ori'sol aru'ike nuhaatyc - "Better one big enemy that you can see than many small ones you can't." Haili cetare! - Literally: "Fill your boots";used colloquially to mean "eat your fill" Haryc b'aalyc - "tired and emotional", euphemism for "drunk" Hukaat'kama - "Watch my back" Ib'tuur jatne tuur ash'ad kyr'amur. - "Today is a good day for someone else to die." Jatnese be te jatnese - "The best of the best" K'atini! - "Suck it up!" Kandosii! - "Nice one!" or "Well done!" Kaysh guur' skraan - "He loves his food."—said of someone who has a healthy appetite Kaysh mirsh solus - "He's an idiot"; literally: "His brain cells are lonely." Ke barjurir gar'ade, jagyc'ade kot'la a dalyc'ade kotla'shya. - "Train your sons to be strong but your daughters to be stronger." Ke nu'jurkadir sha Alka'ade! - "Don't mess with Alkalorians!" Ke'pare! - "Wait!" K'oyacyi! - "Cheers!" Can also mean "Hang in there" or "Come back safely."; literally a command: "Stay alive!" K'uur - "Hush!" Alka'ad draar digu - "A Alkalorian never forgets." Alkakarla - "You've got the right stuff." Mar'e - "At last!"; an expression of relief Mhi solus tome, mhi solus dar'tome, mhi me'dinui an, mhi ba'juri verde - "We are one when together, we are one when parted, we will share all, we will raise warriors."—Alkalorian marriage vows Mir'osik - "Dung for brains" Mirsh'kyramud - a boring person; literally: "brain killer" Mishuk gotal'u meshuroke, pako kyore. - "Pressure makes gems, ease makes decay." Munit tome'tayl, skotah iisa - "Long memory, short fuse." Nar dralshy'a - "Put your back into it!" or "Try harder!" Ne shab'rud'ni... - "Don't mess with me..."; extremely strong warning likely to be followed by violence Ner vod - "my brother/sister"; colloquially also "my friend" Ni dinu ner gaan naakyc, jorcu ni nu copaani kyr'amur ner vod - Honor my offer of truce, for I would not willingly shed my brother's blood. Ni kar'tayl gai sa'ad - "I know your name as my child"; Alkalorian adoption vow Ni kar'tayl gar darasuum - "I love you." Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum - "I'm still alive, but you are dead. I remember you, so you are eternal"—Daily remembrance of those passed on, followed by the names of those being remembered Nu kyr'adyc, shi taab'echaaj'la - "Not gone, merely marching far away"—; Alkalorian phrase for the departed Ori'buyce, kih'kovid. - "All helmet, no head."—Alkalorian insult for someone with an overdeveloped sense of authority. Ori'haat - "It's the truth, I swear—no bull." Ori'jate - "Very good" Resol'nare - The six tenets of Alkalorian culture Ret'lini - "Just in case" Ret'urcye mhi - Goodbye; literally: "Maybe we'll meet again" Sooran, shab! - Contemptuous and triumphant comment - like "suck on that, chum!" Su cuy'gar! - "Hello!"; literally: "So you're still alive." Su cuy'gar! Ni slanar Hoth o'r Star Tours me'sen. - "Hello! I am going to Hoth in the great Star Tours ship." Su'cuy! - Hi! Tion'ad hukaat'kama? - "Who's watching your back?" Udesii - "Calm down" or "take it easy" Usenye - "Go away!" (Obscene) Verd ori'shya beskar'gam. - "A warrior is more than his armor" Vor entye - "Thank you"; literally: "I accept a debt" Vor'e - "Thanks" OTHER WORDS a, a', or al - but an - all ashi - other ast - itself bah - to bal - and be - of cuun - our elek - yes 'lek - yeah gar - you, your haar - the; used rarely ibic - this juaan - beside, next to kaysh - him/her, his/hers, he/she lo - into meg - which, what, that, who meh - if mhi - we nayc - no ner - my ni - I par - for ra - or ru - past-tense prefix sa - as, like te - the teh - from ti - with tion'ad - who? vaii - where val - they, theirs ven - future-tense prefix NUMBERS solus - one t'ad - two ehn - three cuir - four rayshe'a - five resol - six e'tad - seven sh'ehn - eight she'cu - nine ta'raysh - ten olan - hundred ta'raysholan - thousand COLORS sal - color ge'tal - red kebiin- blue shi'yayc - yellow vorpan- green ve'vut - gold saviin - violet daryc - brown ne'tra - black cin - white genet - gray aroa'yr - silver RACES Vorpan'gam - Orc/goblin, Literally Green Skin Alv'ad - Elf Aroa'yr Alv'ad - High Elf, Literally: Silver Elf Dha Alv'ad - Dark Elf Cin Alv'ad - Snow Elf, Literally: White Elf Vorpan Alv'ad - Forrest Elf, Literally: Green Elf Drota - Human Kahjiit - Kha genet'Drota - Dwarf, Literally: Gray Human ANIMALS Kar'nu - Cow Valt'aar - Wolf She'aar - Sheep Gor'du - Pig Gih - Fish Ga'agar - Bear Galaar - Hawk Dunn - Horse Talyc'cin - Chicken ALKALORIAN SONGS Dha Werda Verda "Alka'bode sa rang broka Alko'ade ka'rta. Dha Werda Verda a'den tratu, Alka'yaim kandosii adu. Duum motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Kom'rk tsad droten troch nyn ures adenn. Dha Werda Verda a'den tratu, Alka'yaim kandosii adu. Duum motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a" The ash of the Ancestors beats strong within the Alkalorian' heart. We are the rage of The Warriors of the Shadow, The first noble sons of Alkalore. Let all those who stand before us light the night sky in flame. Our vengeance burns brighter still. The gauntlet of Alkalore strikes without mercy. We are the rage of The Warriors of the Shadow, The first noble sons of Alkalore. Let all those who stand before us light the night sky in flame. Our vengeance burns brighter still. KOTE DARASUUM Kote, darasuum kote. Te racin ka'ra juaan kote Glory, eternal glory. The stars pale beside our might Kandosii sa kyr'am ast, Troan teroch aruetti a'den, Duraan vi at ara'nov. Vode an, ka'rta tor. Kote. As ruthless as Death itself, The pitiless face of Traitors wrath, Let us look down on all who are before us. Brothers all, one heart of justice. Glory. GRA'TUA CUUM Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Alko'ad Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc runi'la solus cet o'r prudii an. Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc runi'la solus cet o'r. Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc runi'la trattok'o. Sa kyr'am nau tracyn kad, Vode an! Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Bal kote, darasuum kote, Jorso'ran kando a tome. Sa kyr'am nau tracyn kad, Vode an. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall kneel in our shadow. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall kneel. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall fall. Forged like the saber in the fires of death, Brothers All! Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Alko's And glory, eternal glory, We shall bear its weight together. Forged like the saber in the fires of death, Brothers All VODE AM Kote! Kandosii sa ka'rta, Vode an. Arcasa a'den mhi, Vode an. Bal kote, darasuum kote, Jorso'ran kando a tome. Sa kyr'am nau tracyn kad, Vode an. Kandosii sa ka'rta, Vode an. Coruscanta a'den mhi, Vode an. Bal... Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc talyc runi'la solus cet o'r. Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc talyc runi'la trattok'o. Sa kyr'am nau tracyn kad, Vode an! Glory! One indomitable heart, Brothers all. We, the wrath of Arcas, Brothers all. And glory, eternal glory, We shall bear its weight together. Forged like the saber in the fires of death, Brothers all. One indomitable heart, Brothers all. We, the wrath of Arcas, Brothers all. And... Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall kneel. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall fall. Forged like the saber in the fires of death, Brothers all! BUY'CE GAL Buy'ce gal, buy'ce tal Verbor'ad ures aliit Mhi draar baat'i meg'parjii'se Kote lo'shebs'ul narit. A pint of ale, a pint of blood Buys men without a name. We never care who wins the war So you can keep your fame NAASAD'GUUR MHI Naasad'guur mhi, Naasad'guur mhi, Naasad'guur mhi, Mhi n'ulu. Mhi Alko'ade, Kandosii'ade, Teh Alko'yaim, Alko'ade. No one likes us, No one likes us, No one likes us, We don't care. We are Alkalorians, The elite boys, Alko boys, From Alkalore Hey Hey Hey! If you are interested in roleplaying Alkalorians msg me on Discord: Mykei#7300 or leave a comment down below! Cheers ~Myke
  14. The Summons for a Johnstown Duma From within the deep halls of The Kennels, the large Korsakov Grandmaster would sit, speaking slowly to the nimble Jean who began to skillfully whip around his quill on the aged parchment. “ May Godanistan bless those that may be humble enough to read this simple missive, I write this missive from the hinterlands of man from the refuge of Godani’s servants, Johnstown, in the hopes that it may reach those of strong mind and pious virtue. Johnstown has now expanded far greater than us early pioneers would have thought when we arrived in these cold and forbidding forests. We have, thus, in continuance with our adherence to the values and traditions of our ancestors, found it in proper custom to call for a Duma to help assume leadership over the town and revive proper festivities and customs as are appropriate. Those residents of the town, pious and strong, are invited to attend the first Duma and voice their concerns and support for members to compose the Duma. Furthermore, realizing Johnstowns youth and lack wise men experienced in the ways of the Duma, those believing themselves good candidates and wishing to help return the ways of olde are welcome to make an appearance in Johnstown and involve themselves in the way of the Duma granted they hold, or will in the future, some place of residence in Johnstown. Those families participating in the Duma will be granted larger homes than the usual of Johnstown, along with forty acres for farming, and a mule to assist in farm tilling, under what myself and Abram Stalistena have established as the ‘forty acres and a mule’ policy. Those candidates interested, regardless if they reside within Johnstown or outside, are to send bird to Johnstown with their names, experience, and descent such that they may be contacted when the specific time for the Duma is established, estimated to be roughly one Saints Week from this day. Signed, Grandmaster of the Hounds of Bl. John, Lazlo Korsakov Grandmaster of the Hounds of Bl. John, Reynault Steward of Johnstown, Abram Stalistena ”
  15. Festival of Wandering Constellations Talon’s Grotto Festival Loss is no stranger to the realm of Arcas and its people. All have lost someone or many within their lifetime and the mourning process seems to be little to none. We as members of the Earth are expected to move on quickly after the loss of a loved one or friend. This festival is meant to be a way to both remember and respect those that we have lost in our lives. By retelling those stories of the lost and sending paper lanterns off into the sky to join with the stars as a grand remembrance. During the festival there will be many events held and a bar filled with drinks and treats. Those events would be those previously mentioned along with music, duels, and the many bar games. We welcome all willing to show up as long as not hostility is brought along with you. <~~~~~~~~~~~~~~~~~~~~~~~~~~<o>~~~~~~~~~~~~~~~~~~~~~~~~~~> OOC: Taking place in Talon’s Grotto on 5/23/20 at 3:00 PM EST You should be able to follow the signs to the settlement but Talon’s Grotto Cords are : 2000/x/2000 All welcome!
  16. el’Sirame - Seed of the Forestborn The Forest Shepherds, Priests, and Green Dragons of Siramenor The Lore of the Forestborn Haelun Mali’ame. The mother of Wood Elves and Seeds as we know them today. Long ago, when Malin first ruled the Elves under one united Kingdom, Irrin Sirame was born. She bore no noble blood, and lived amongst the common folk. In her earlier days, she served the Kingdom as a sentinel, quickly rising through the ranks as she defeated foe after foe, and claimed victory after victory for the Elven people. Seeing her prowess, the Elvenking himself granted her a place upon the High Council of Malinor, the first of common-blood to ascend to such an honored place at Malin’s table. When the days of the great Elven schism bore down upon Malin’s Kingdom, Irrin Sirame led her followers into the wildlands, deep into the woodlands of the world. These folk would soon be known as the Mali’ame. Under her guidance, they spread over the wildlands, claiming their homes among the forests, the plains, the coasts. The mother of Mali’ame spent many years traveling between these places, appointing chieftains of the tribes that settled throughout the land, creating the first Seed of the Mali’ame. To these Seeds, she passed on her devotion to the Aspect, and ensured that the memory of Malin’s teachings would endure for centuries to come. Despite bringing the Seeds of the Mali’ame into existence, she had no tribe of her own, none to carry on her ideals beyond the Seeds she helped make. Irrin vowed to take no husband, to mother no children. No tribe can claim her bloodline, for there are none in all the land that carry it. But now, centuries later, a simple ‘ame and her family seek to continue her legacy. The Sirame were founded in the year 1760, as a tribe of ‘ame who seek to emulate the mission of Irrin Sirame- to preserve the sacred worship of the Aspects, and to carry on the ways of the Mali’ame through times of peace and war alike, through the prosperous, or grave. Many are priests, or devout- studying the ways of the Mali’ame culture, teaching them to all who may seek to know the ancient ways. Wherever the forest folk roam, they seek to nurture and guide the future generations. Beliefs and Traditions Religion “May the mother give me the grace to spread life and light through this land, and may the father grant me the strength of spirit to protect it...” - An excerpt from the prayers of the mali’ame Following in Irrin Sirame’s footsteps, the Sirame hold a steadfast belief in the Aspects, as was the faith of the elvenking himself, and of the mother of Mali’ame herself. To them, the Mali’ame are inseparable from the ways of the wild faith- their way of life is entirely dependent on the wilds, as it should remain. While the Seed primarily worships the Aspects, their attention is not solely focused upon them. The Seed knows that the Mani, the animal spirits of the wild, hold an important place in the natural world, and will sometimes lend their prayers and offerings to them and respect those that follow them. The Seed holds no patron Mani themselves, as many Seeds do. While traditionally, ‘ame have sought to bring others into the fold through sermon and teaching, the Sirame are the sort to lead through their own example. They believe that only action will truly bring faith to the other Mali’ame, and remain fiercely devout through all, showing the power of faith in this world. Values Tradition sits at the heart of the Sirame, as their purpose is to continue the life’s work of Irrin Sirame. Their values and beliefs line with the old ways of the Mali’ame, and of the forestborn herself. Faith One of Irrin’s most steadfast pursuits in her lifetime was the spreading of the worship of the aspects. The Elvenking himself was devout in their worship, although he was no Druid. As one of his faithful lieutenants, Irrin followed in his steps. When the others turned their back on the worship of the huntsman and the mother, none were more furious than she. She dedicated her life to keeping the faith of her people alive, and so the Sirame adopted this hallowed belief. Unity The most prosperous days of the Elven people have been in the ages of unity, when ‘ker and ‘ame and ‘aheral stood side by side, marching forwards into the coming dawn. Malin knew this, and thus his people knew peace and prosperity like no other. Irrin Sirame believed in this too- in the memory of the united Kingdom. While no King can lead again, the seed of Sirame believes in a united Elven people all the same. Stewardship To always ensure that there is a safe home for the Mali’ame, no matter how the world may look. There must always be a place where the culture of the forestborn may endure, free from the shackles of others. Safe. Free. and Balanced. The Sirame must lead others to this home, if necessary. Fortitude We are long lived. Our eyes take in centuries of life, and with it, centuries of hardship, and loss. As Mali, we must have the resilience to endure all that the arduous road of life has to offer in our long lived days. This does not mean to remain untouched, or unbothered, but to bounce back- to tackle life with renewed vigor once you fall. Connection to the Wild Above all else, the Sirame believe in a deep, spiritual connection to the wilds around them. The forests are a sacred land, and all the life in them as well. They hunt, as their ancestors did, and pay homage to their fallen spirits. To fell a tree is to kill a piece of the forest, and so they live in burrows, intertwined within their roots, surrounded and protected by them. A Canonist prays in a temple, and a member of the Sirame prays deep within the woods, far from the sight of civilization, shaded by the branches of the trees that they so deeply revere. Appearance and Ilmyumier Dressings, Clothes Members of the Seed can come from many various walks of life, though they typically dress in traditional Mali’ame attire, seeking to be role models to other ‘ame. Robes, tunics, and other dressings of greens, reds, and even yellows. They wear no shoes, seeking to be connected to the earth and the world around them. Oftentimes, they will incorporate pieces of nature into their attire as well- flowers, leaves, and others. Ilmyumier The Sirame takes the mark of Taynei’hiylu, the green dragon spirit, using it as their symbol and ilmyumier. The depiction of the green dragon wraps up and down one arm entirely, snaking over the flesh in flight. The ‘ame may adorn themselves over the rest of their body in viridian flame, should they wish to, but it is not required. The mark of Taynei’hiylu mark is meant to represent wisdom and strength, and their connection to the forest. Another mark members may receive however, is the spring mother's wreath, a mark placed upon the palm of an ‘ame, meant to represent the peaceful ways of the tribe, and the harmony that they seek. However, this mark is not exclusive to members of the clan, and may be offered by the clan as a status tattoo to a peacekeeper.
  17. Throughout the lands of Arcas, large scrolls and posters bearing the official seal of the Grand Kingdom of Urguan are sent to heads of state and hung on every signpost and notice board. Beneath the seal, a letter penned in crimson ink eerily similar to that of blood reads… “Issued and confirmed on this day, the 4th of The Deep Cold, 1767, from the seat of the Obsidian Throne and His Highness, Grand King Utak Ireheart of the Grand Kingdom of Urguan. Honorable dwedmar of the Grand Kingdom of Urguan, faithful allies to the Obsidian Throne, and honorable heads of state of the Realm of Arcas, This past stone day -- a day of blood which shall forever live in infamy -- the leadership of the Warnation of Krugmar did knowingly organize and condone the cowardly and dishonorable bombing of the throneroom of Kal’Evraal. With this attempt at assassination of many of the dwedmar heads of state and the Grand King himself, the Obsidian Throne sees no choice other than to recognize this act of terrorism as a prelude to greater conflict. Determined to right the wrongs done against the Dwedmar, the Grand Kingdom of Urguan shall henceforth enter into a state of open war with the Warnation of Krugmar. Until such a time as the terms of the blood grudge are met, the legions of Urguan shall be tasked with hunting down every uruk on Arcas. Through force of arms, the uruk menace shall be driven from every hole and crevice they cower in until the realm is freed of those who would practice terrorism against the honorable creations of Yemekar. Narvak oz da Dwedmar! Narvak oz Urguan! Kavir oz da Urukmar oz Krugmar!”
  18. The revival of Darrowmere, and the Order of the Rabbit For many years, Darrowmere has been dormant. No life in the Vassal, no integration within the Highland Realm. Norland came to think Darrowmere was officially dead, their peoples gone, and their pride destroyed. However, there were a few Damerians left from the great AIS vs. ISA War. Hadvar av Mitteland, alongside Louys, Alli Onfroi, and Athri, decided to march back into the lands of Darrowmere to rebuild. After recruiting a variation of new bloods, Darrowmere is now strong once again. This documentation is an announcement to all Highland Realm Vassals, Norland, and those who support us, we have returned. To those who oppose us, you have failed. The Dame, Alli Onfroi, marched with her guards into Norland just a saint's day ago, for an attendance with his majesty himself to speak on behalf of the newly appointed Rabbit of the Order. As a final statement, the infamous, “Order of the Rabbit” has returned under the control of the new Rabbit, Hadvar av Mitteland. The elders of the past, the Knights of the past, have left Darrowmere in ruins and it will soon be as strong as it was before, and then even stronger. [!] An artist's impression of the meeting held with his majesty. [!] The following pictures are depictions that show the text that was scribed by Dame Athri during the meeting. The handshake signified the revival, and the acceptance of Darrowmere back into the Highland Realm as an active Vassal. Long live the Order, AVE DARROWMERE! - Signed, The Rabbit, Hadvar av Mitteland, Dame Alli Onfroi, Burgrave of Darrowmere, The Knights Order of the Rabbit, Alisa Camian, High Keeper of the Red Faith, His Majesty, King Caedric of Norland (OOC: If you wish to join Darrowmere, contact my discord, Swifty#2017)
  19. In Libre de Vuiller (ooc, this is a mythical history of Vuillermoz, most of the facts aren’t actually historically true, though irp they are believed to be true, at least by the people of Vuillermoz) For more than 900 years ago there lived a lord by the name of Alf Vuiller. This was a time before God worship, a time when even the greatest kings of arcas did not know the canonist truth. Alf and his people travelled distances farther than the greatest emperor could ever reach, father than even God’s own men have ever travelled, for he was searching for something that he had never heard of, nor seen, nor smelled, but he knew in his heart that it was real and so he had to find it. He travelled for 50 long years, facing the challenges of God and of nature, but for 50 long years he did not find his goal. On The Day of Light, the last day of the search, Alf had run out of food and water and his men were leaving him, but he stayed true to his path of truth, and it was on that day God finally rewarded his valor. A beam of light from Heaven, sent by God himself, led Alf, and the few remaining men he had, to a small lake with berries growing all around it. They feasted on the berries until they were as full as a king after his wedding and they drank from the lake until they were as quenched as norlander at a party with only beer. It was by the lake, on the spot that God had chosen, where he founded his city. For 600 years they lived in peace and prosperity, guided by God they grew the small town into a prospering city, with priests and missionaries spreading the word of God and holy knights competing in glorious tourneys to prove their valor. For 600 years Vuillermoz stayed true to God, and for 600 years God rewarded them. But Arcas was, during this time, a world of heathens and the heathen ways eventually spread into Vuillermoz. Lord Erik Vuiller had become weak to the temptations of the devil, and when foreign missionaries came he did not turn them away, but instead let them in and listened to what they said. Some say he listened with disdain for the words of these pagans, but others say he put up little resistance to the temptation of Gods who did not forbid drinks nor great amounts of food nor nights with women other than his wife. Which side was true, it is not known, but the next day, on the fateful morning of The Day of The Red Moon, a messenger arrived from the King of Purgo. The message read: “You are people of pride and wrath, believing you are as powerful as the gods themselves and going into a storm of fury on the slightest offence. You claim your God values forgiveness, yet you burst into a fury of wrath and violence at the slightest offence. You are a nation of tyrants and murderers, you want nothing but for the world to be under your control, and you shall pay the price in blood. The Kingdom of Purgo hereby declares war on the City State Vuillermoz” Lord Erik was startled by this, but he did not sound the alarm nor prepare his troops, for he was too busy looking for his maids, and resting in the bath in the bath. It was not until there was an army marching towards Vuillermoz that general Johan Vuiller, Erik’s younger brother, without orders prepared the army to hold off the invasion. But God was not on the side of the Vuillers, as the walls were soon breached. For ten years Lord Erik had been warned that the walls were not strong enough, and for ten years he had refused to spend his ever growing stash of gold, for he did not believe such an attack was possible. As the Purgorian soldiers stormed the city, the Vuillers retreated into the castle, and thanks to the bravery and valor of general Johan they saved the people by protecting them behind the walls. It was at this point that Johan realised he could not hold on forever, and so he sent a bird carrying a message to the Kingdom of Salvator asking them for help. The king of Salvator was not a canonist, but he was honorable and good, and he would not let good, innocent people die for the sins of their Lord And so he marched to Vuillermoz with an army of a thousand men to Vuillermoz. But before the army could arrive Lord Erik got jealous of Johan, for he was the savior of the people, they looked up to him as their leader. Lord Erik, therefore, had Johan exiled for treason. The next day the attacks became harder and stronger, and the defenders more cowardly and weak. It was not lunch before the keep was breached. Lord Erik saw his defeat, his failure, and could not live with it, so he jumped from the roof and died on that same day, not fighting with his men, but on the streets surrounder nothing but the emptiness and coldness of the streets of the raised city. But there was still hope for Vuillermoz, for Johan had not left in spirit, and as he saw his people being slaughtered he could not stand and watch. He charged his horse into the enemy, killing many and bringing hope to his men. The soldiers, inspired by their general's bravery held on in the keep for three more days. And though he died, Johan of Vuillermoz became it’s savior, for on the last day of the battle the army of the Salvator arrived. They crushed the tiered and unsuspecting Purgorian soldiers, killing most and driving the rest to the hills, but Vuillermoz was already lost. Many people had no home, and they were forced to leave for other lands, and the few who remained would not see a golden age like the old days in a very long time. Some of the priests and missionaries went to the Salvatorian king, for he had proven to be a good man and worthy of God’s love, they taught him of God and the ways of canonism. As a good and just man, he would die a devout canonist. For 250 years Vuillermoz was nothing but the old keep, cobweb and vines conquering more of the castle for every year that went. With no vitouse leader the ancient bastion of divine truth could not grow and for 250 years no leader was born worthy of God’s help and guidance. But on one fateful morning Johanne Vuiller gave birth to a boy. The boy would be named Harald Vuiller. He would bring back Vuillermoz from a decaying keep to a true city of God, recognized by the High Pontiff James II as a holy it was on the path up, and with the help of God it would be his task to spread the canonist truth to the whole world. Vuiller’s with the eagles farsight we rain victorious
  20. Moo_bot


    Shidoism As interpreted by Ren Watanabe The philosophy of Shidoism rests in the idea of doing one’s best to be morally good and achieve true inner peace through mindfulness. To be good to one another and free of suffering. The Five Remembrances I am of the nature to grow old. There is no way to escape growing old. I am of the nature to have ill health. There is no way to escape ill health. I am of the nature to die. There is no way to escape death. All that is dear to me and everyone I love are the nature to change. There is no way to escape being separated from them. My actions are my only true belongings. I cannot escape the consequences of my actions. My actions are the ground upon which I stand. Author’s note: If one looks at the remembrances only as ominous warnings, they will only serve to create more suffering. We must separate ourselves from fear, and be mindful of the nature of our actions. Practice and Ritual Meditation is an integral part of Shidoist practice as a method of mindfulness and centering oneself. Though, contrary to what many may think- meditation is not limited to sitting meditation. There is meditation in walking, in doing chores, in listening to the rain. So long as you are present and focusing only on the present, that is meditation. The ringing of the bell is a way we can center ourselves, breathing in, and out. It brings us to the present. We can feel the air fill our lungs, bringing in life and good energy. And when we exhale, we expel the negativity and tired energy. Mindfulness is also important when we eat, knowing that we are consuming life to sustain ourselves. We thank the lives that are given so that we may continue, and eat mindfully. One day we will return to the earth to give our energy in turn. We must be slow to force, and only use violence as an absolute last resort. In culminating a world without suffering, we must strive to seek to understand one another the best we can. OOC Resources Shaseki-Shu (“Collection of Stone and Sand”) ZEN FLESH, ZEN BONES Plum Village App Plum Village: Zen Guided Meditation App For further questions or additions to the document, message Coffee.exe [BOT]#5456 on Discord or Moo_bot on the forums. This is intended to be a lore-friendly addition to Distorian and general Eastern culture on LOTC.
  21. [If you're interested in playing an eastern character, and would like to help set up a settlement, please send me a message.] Other Relevant Resources: [Note: There are various interchangeable terms whose usage varies between texts, i.e. a foreigner may use 'Distor', whilst a Shí loyalist may use 'Shíguó'. This is to emphasis the writer's perspective as well as the 'intended audience'. Distor is heavily influenced by Middle China, between the Qin and Han dynasties (considered the founding dynasties of China). Some documents may be considered outdated and contain information that may be perceived as being questionable. This is to ensure that these documents are not too rigid, for other contributors.] Distorian and Eastern Culture A Brief History of Distor, by Oū Ruònéng Tàishǐ, 1187 Wǔyuán - The Five Principles, Qiū Chóngyáng Sēng, 1203 Etymology of Distor, Erictheus Taitale, 1437 The Book of Shí I - Fashion and Culture, Yíng Zhēng, 1569 [If you wish to have a document added to this list, please message me a link, all contributions to the Eastern culture are welcome. Thank you.]
  22. forum mod please delete this
  23. The Laws of The Holy State of Vuillermoz TITLE I. RIGHTS OF THE PEOPLE SECTION I. Right to Life Every person has the right to live and protect themselves against threats to their life. SECTION II. Right to Trial When accused of crime any person has the right to demand a trial before being punished. SECTION III. The Canon Law To live, do trade, or work in the Holy State of Vuillermoz one must be a follower of the Canonist Faith and have been baptized, if not the person must be Baptized before being allowed to live or do work i the city. one found of preaching any other religions that is not the Canonist church will be put on trial for such crime and deemed as a heretic. TITLE II. CRIMES Section I. Degrees of the criminal offenses There are three main levels of crimes, which are all punishable in different ways First degree. These crimes are punishable with fines of 100 to 500 mina or imprisonment for up to one year. Second degree. These crimes are punishable with fines of 500 to 2,000 mina or imprisonment for up to three years. Third degree. These crimes are under usual circumstances punishable with fines of up to 10,000 mina, imprisonment for up to 10 years, exile or death. Punishment may exceed the previously noted recommendations if the judge deems the circumstances deem it necessary. Section II. Crimes against the person Murder Under exceptional circumstances a judge may deem that this level of punishment is appropriate. The intentional killing of a person. The intentional killing of a government figure or member of the ducal family. Manslaughter The unintentional killing of a person through carelessness. The unintentional killing of multiple people in a situation where the accused knew that the situation was dangerous and did not take necessary precautions. Forced Labour The punishment for forced labor is to be put in jail for the total amount of time that the criminal forced people to work for them, or equivalent fines. Assault The use of violence to harm a person mildly. The use of violence to harm a person severely. Kidnapping The punishment for kidnapping is to be put in jail for the total amount of time that the criminal held people hostages, or equivalent fines. Section III. Crimes against property Theft For theft the punishment is a fine of the same amount that the items that the thief stole valued by the judge, as well as giving back the items or paying the estimated value as compensation if the items have been sold. Vandalism Destroying a building or a smaller structure without hurting any person. On top of fines or jail time the vandal must also pay for reparations. Destroying government structures without hurting any person. On top of fines or jail time the vandal must also pay for reparations. Attempting to destroy the Knightly Palace or any other major government structure. Trespassing Entering an area in which the person is not authorised to enter. Entering government buildings leads to worse punishments. It is considered an aggravating factor of the crimes against people the commission of the crime against a member of the army, a member of the chivalry order, a noble, a privy councilor, a member of the ducal family, or any other government official. Section IV. Crimes against the Crown Treason To use power handed to a specific individual by the government to commit minor crimes against the Crown. To use power handed to a specific individual by the government to commit major crimes against the Knight Regent and Church. This also includes spreading secret government information. To use power bestowed upon a specific individual by the government to overthrow the Knight Regent or a Privy Councilor. It also includes using power handed to you by the government to help assassinate government figures or members of the ducal family, as well as in rare cases spreading secret government information. Sedition To perform a speech or follow a conduct that incites people to disobey minor authorities. To perform a speech or follow a conduct that incites people to disobey major government authorities. To perform a speech or follow a conduct that incites people to rebel against the authority of the government or the Knight Regent. Bribery To pay money to a minor political figure in order to receive favorable treatment by the government. To pay money to a major political figure or a judge in order to get favorable treatment. It also includes accepting bribes. Extortion Threatening a political figure or a judge to commit criminal offenses of the first degree in order to gain political favors or favors in court. Threatening a political figure or a judge to commit criminal offenses of the second degree in order to gain political favors or favors in court. Threatening a political figure or a judge to commit criminal offenses of the third degree in order to gain political favors or favors in court. Defamation Spreading lies about lower level political figures in order to slander the Kingdom. Spreading lies about the Knight Regent, Church or a vassal lord of the Holy State in order to slander The Holy State Of Vuillermoz. Terrorism Under exceptional circumstances a judge may deem that this level of punishment is appropriate. To make a violent attack aiming to destroy structures, but not to kill people, with political intent. To make a violent attack aiming to kill or injure people, with political intent. Obstruction To prevent the government from doing day to day activities, such as collecting taxes. To prevent the government from responding to a crisis that risks to cost the lives of citizens. To prevent the government from responding to a crisis that risks destroying The Holy State Of Vuillermoz Tax evasion Not paying the correct amount of taxes for your. The punishment also includes paying the taxes a particular individual owes to the state. Helping multiple people avoid taxes. The punishment also includes paying the taxes a particular individual owes to the state. Smuggling Bringing illegal substances into The Holy State Of Vuillermoz for personal use, either by accident or deliberately. Brining illegal substances into The Holy State Of Vuillermoz with the intention of selling. Section V. Legal considerations The punishable preparatory acts in the commission of a crime such as conspiracy are translated in the sentence with a reduction of 1/3 of the penalty of the crime. The inchoate offenses in the commission of a crime are translated in the sentence with a reduction of 2/3 of the penalty of the crime. The aggravating factors in the commission of each crime are translated in the sentence with an increase of 1/3 of the penalty of the crime. The mitigating factors in the commission of each crime are translated in the sentence with a decrease of 1/3 of the penalty of the crime. Multiple prison sentences are stacked according to this equation: Largest individual sentence + (all other sentences)^0.7 where the value is years. This does not apply to fines. Section VI. Jurisdictions Common Jurisdiction: Everyone can present a complaint before a Judge, who will then investigate the case and dictate all the necessary procedural acts, such as subpoenas, in order to evaluate whether the facts that have been denounced have any criminal relevance according to this Criminal Code. If somebody presents a complaint before the Lord Speaker, he will then forward the case to a Judge. If the Judge appreciates any criminal relevance on the denounced facts, he will then arrange a trial between the complainant and the defendant. In the trial both parties shall be heard and all their evidence, such as witnesses, shall be assessed by the Judge, who will finally issue a judgment in the first instance. The judgments dictated by Judges in the first instance can be appealed in a second instance before the Lord Speaker. Special Jurisdiction: The Knights of the Realm can only be tried in a single instance before the Knight Regent or before the High Pontiff The Vassal Lords of the Realm, such as barons or higher, can only be tried in a single instance before the Knight Regent. The members of the Knight Regent’s Household can only be tried in a single instance before the Knight Regent In all the subsections mentioned above the Knight Regent can delegate the case to the Lord Speaker issue a judgment on his behalf. Signed~ Ser Johan Vuiller Knight Regent of The Holy State of Vuillermoz . Head of house Vuiller 00 Leader of the Order of St. Everad Protector of the Canon law and people
  24. [!] A missive has been posted all about Arcas, detailing events of new games Talons Grotto shall be holding. It reads as the following: Talons Grotto shall be holding, what we like to call, a Bard Fight! A quick explanation: However many bards show up and attend shall play music off against each other, and see who is the best bard. Said bards shall compete and whoever wins shall be rewarded with free drinks for the next Saints Week! We will welcome anyone to attend and participate, and the crowd shall vote on who wins! Secondly, we shall be having a new game, called Flyting. This is a game where two or more poets shall send insulting verses to one another, and the crowd chooses who wins! The reward shall be similar to that of the Bard Fight, free drinks for a Saints Week. We once again will welcome anyone to come watch or participate! The first time we shall be having of both of these will be on The First Seed, 1764. Again, we invite all to attend, with special invites to our allies. (OOC Directions and Time- 6pm EST, use the queens isle warp sign and head south from there! If you need help, just message ThaNeoWoman ingame and I’ll direct you!)
  25. Glocky18

    The Reunion

    “Enosis Acreton!” The Akritians, a proud people, have lived as tradesmen, philosophers, artists and scientists around the world serving different nations for almost two centuries after the fall of their Duchy. Many years after the events, all the Great Houses and the people who hold power within the society of the Akritians set up a meeting. They talked for hours, some disagreed, some agreed… but it is then, when the Patriarch of the wealthiest families stood up and addressed to the gathering, “My friends, my brothers… for years we have served other Lords, never asked anything in return, we only minded our own business and worked for a living.” the man pauses, clearing his throat, “Times have now changed, everyday all of our compatriots reach our shores. They seek Enosis! To unite with their brethren and form a new community! A new community based on Mystra of old!” The gathered guests seemed to whisper to each other, what could they possibly think about the Patriarch’s speech? He raised his glass for a toast and said “To Mystra! Chaire Acretes!” The crowd stood up and raised their glasses! Let it be known, those of Akritian blood are welcomed over at Savinia. ( ooc details ) If you want to experience a Byzantine themed community, feel free to join us! Here is the link to our culture post! We hope you that you will be a part of this soon! https://www.lordofthecraft.net/forums/topic/154049-akritian-culture/?tab=comments#comment-1455635
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