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  1. THE NEKHABET & THE TRIBES OF MALI’ASUL & VALAH’HT Mali’Asul History & Society Asul and their human soldiers once were glorious in both might and beauty, their scrolls long since burned. A history once believed to be grand now lay in rubble far below the sands. The Pharmalin believed themselves to be the chosen people of a forgotten Daemon, for they believed their necromancy would allow them to rule and begin a war in the realms beyond, far away from their Mali’aheral brothers they toiled forging armies of dead in the sands. Their kingdom, if you could call a shambling mass of mindless undead fell into ruin as the necromancers fought one another in an vain attempt to grab power over the realm, A realm of little consequence to anyone else. However the sand swallows all in the end as would become a common phrase; the war proved to have no victor, and the art of their necromancy perhaps lost forever in the dunes. The only whispers of this story come from those who claim to hail from the hidden kingdom of the undead it’s name now gone. All that remains is the Nekhabet, Arak, & The Sun Elves of the deserts. Mali’Asul are known mostly for their desire for their aggression, instead of hiding in their homes they are known to instead nearly to a fault be ready to fight both at war and in single combat. For most of all might makes right in the lives of any tribe. Thus one cannot lead a tribe without both the wisdom & knowledge of a warrior and the mind of a leader keeping weak leadership out. Tattoos mark their skin, showing their accomplishments and titles etched in gold for their lavish nature still resides below a warrior’s strong ideals desiring to amass wealth and rule once more remains lingering in all Asul hearts believing themselves not only all deserving of great power but superior to their high elven breathen whom they often call Lowborn for their weak moral code and seemingly reclusive nature. Famous riders and horses are known to frequently come from the stock of the Asul being very numerous it is within their culture to not only honor horses but live beside them. For a Mali cannot rely only on their legs or strength of arms if they are to rule over those whom sit in their castles. The Nekhabet Tribe however have a renown desire for rare objects, scrolls, and gold being interested most of all in their ability to fight against the undead for while they Asul once wielded them, they too fought them. They most frequently share the traits of white hair and amber almost golden eyes Their Sister tribe the Arak however idolize combat to an extreme degree fighting for the simple joy of it, known also perhaps for their lustful nature. They most frequently share hues of gray in their hair, their eyes similar to that of the Nekhabet perhaps denoting a shared lineage. Nekhabet & Arak Behavior Mali’Asul Culture & Society Asul Architecture & Defenses Mali’Asul Tribal Faith The Tribes of the Sun Elves *In full detail Mali’Asul Tribal Virtues firstly are the virtues all tribes shared the Mali’Asul or Sun Elves followed, a strong set of virtues that govern their life since they lack a core religion they instead follow a strict code of honor written as their ‘Virtues’. It brings shame to those whom break these Virtues. Arak Nekhabet Interested in RolePlaying the culture? https://discord.gg/kzGwpZF is the discord. Please if you wish to actively help improve this post join!
  2. Codex Justinianus Foreword, Every person within the Realm of Athalia and all of its appendages, including vassalized states and the surrounding lands are bound by this codex. While the law is derived from the Crown of Athalia the Crown itself, the Ministries, the Oracle, and the Royal Family are also bound by this codex. No alterations or exceptions are to be made to this codex unless voted and agreed upon by the Privy Council and the Crown itself. Table of Content Legally Important Titles and Terms A. Nobility The Crown The Royal Family The Grand Prince The Oracle The Ministers The State Secretary The Lords The Archdukes The Dukes The Counts The Viscounts The Barons Honorary Titles B. Rights of Nobility C. Duties of Nobility Laws of Athalia A. Acts of Violence Battery Murder Manslaughter Mutilation Torture B. Acts of Vandalism Burglary Robbery Vandalism Arson Trespassing Poaching C. Acts of Theft Theft Robbery Fraud D. Acts of the Dark Arts Forbidden Arts Resurrection Demonology E. Acts against the State Treason Sedition Contraband Obstruction of the State Tax Evasion Absconding Bribery of State Officials Extortion Perjury False Doctorate F. Acts against Morality Kidnapping Dafamation Impersonation Indecency Deviancy Fornication Adultery Consanguinity Disturbance of the local Peace Racism Trials and Punishments A. Trials Right to have a fair trial Roles Procedure of trials Mutilation Torture B. Punishments Punishments Light Punishments Average Punishments Average Punishments Heavy Punishments Critical Punishments C. Written Exceptions Taxation A. Taxation Costs Class C Home Class B Home Class A Home Mansion Shops B. Tax Exemptions Legally Important Titles and Terms The Nobility is defined as the body of all individuals holding heredity or honorary noble or lordly titles, typically holding land in tenure to the State or other members of Nobility. As such one may be ascending to Nobility, while are others are Nobility from blood. Nobility Nobility, as stated before, can be obtained through two possible ways, either by birthright or through ascending into Nobility. As such Nobility is often a given right and can also be taken away, depending on one’s action or the actions of a family as a whole. While this applies to most ranks of Nobility others are excepted from such rule, including the Royal Family and unique titles, as those can solely be removed by the Crown itself or through the Privy Council as a whole. The Crown The Crown is defined as a sovereign or monarch of a kingdom, above the royal family and is to be referred to as His or Her Majesty or as My King or My Queen. The Royal Family Members of the Royal Family are defined as siblings or offsprings of the Crown and are carrying the Titles of Princes or Princesses, excluding the Grand Prince or the Grand Princess. The Grand Prince Being the direct and first offspring of the Crown the Grand Prince or Grand Princess is to be seen as the future monarch of the kingdom, as such the future ruler of the land. The Grand Prince or Princess to be referred to as His or Her Serene Highness. The Oracle Known as the spiritual leader of the kingdom the Oracle is known to act on their visionary sight and are often seen guiding members of different religions, while also maintaining peace within the kingdom. The Oracle is commonly referred to as His or Her Holiness. The Ministers Each Minister is leading a specific aspect of the kingdom, as such, they are also known to manage and control said aspects while maintaining a proper workflow between Ministries. As such they are often referred to as His or Her Ministerial Grace. The State Secretary The individual who holds this tile is formally responsible for the completion of documents passed by the crown while having a general overview of the economic and financial policies. The State Secretary is often referred to as His or Her Honorable. The Lords and Ladies Being a given title the lords and ladies of the kingdom earned their titles through years of hard workmanship and often through aiding the kingdom in events of wars and danger. As such they are often granted bigger landmasses by the Crown and are also able to create vassals underneath them. Their titles are either His Lordship or Her Ladyship. The Archdukes and Archduchesses Archdukes is a title given through the hard work of a duke that wishes to gain a higher title and has shown a stronger devotion to the state more than anyone else. The Dukes and Duchesses Dukes are known to have been working for the crown with such devotion that they have been granted lands which come together to form a duchy, they are beneath Archdukes but higher than counts. The Counts and Countesses Counts are known as a higher form of Nobility for those who transcend to higher expectations from the crown, usually granted more adequate lands which form their county. The Viscounts Viscounts are known as the form of Nobility given to Barons and Baronesses that have served the crown loyally and upheld them in great stature. They typically have more land than Barons which form their Viscounty. The Barons and Baronesses Barons are known as the lowest form of Nobility, holding their titles mostly as vassals to lordships or dukes. As such they are often only holding smaller pieces or land, but more often none at all. Honorary Titles One of the possible honorary titles is known as the title of Knight or Dame. Such title is given through the laborious work and fealty to the crown while it is often granted through the privy council. Typically holding the non-hereditary title of Ser or Dame and given land in tenure to the state or other lords. The Rights of Nobility While Nobility is often a given right, those with such special right are also given unique exceptions in regards to the law. As such they are holding unique rights and a person is also to be given such rights if ascending into Nobility or stripped away if removed from Nobility. The right to hold a noble title within the kingdom and to be referred to by their respective titles. The privilege to hold land within the boundaries of the kingdom, which was assigned by the Crown itself. The right to hold estates within the city of Athalia and on their assigned land outside of the walls of the city. The right to manage and steward the allotted land as seen fit. The right to organize a force of armed men within their estates, to train and fit their militia as seen fit, and to protect their estates with their militia. The right to organize marriage between their houses with their peers. The Duties of Nobility The Duties of Nobility is for them to manage their lands and businesses, creating job opportunities while also giving valuable resources to the state for growth. They have sworn to the monarch that if any hostile forces were to present themselves to the state, they would raise arms in order to protect all that dwell within the borders of Athalia. They are to uphold the laws that are enacted to protect all, while also keeping loyalty and hope in the state for future generations. Ignoring such duties is often seen as treason against the state and will result in punishments. Laws of Athalia The laws of Athalia were created to ensure the safety of each citizen and also of the state as a whole, as such they are the guideline which every person within the lands of Athalia shall follow. Breaking such laws will result in heavy punishments, reaching from fines to executions. §1 Acts of Violence §1.1 Battery Known as an intentional act of violence Battery is forbidden within the lands of the kingdom. Breaking such law will result in an average-classed punishment. §1.2 Murder Murder describes the intentional act of taking someone’s life and is as such forbidden within the kingdom, with the exceptions of official executions. Breaking the law will result in a high-classed punishment. §1.3 Manslaughter Manslaughter is known as the crime of killing a being without malice aforethought, or in circumstances not amounting to murder. Breaking such law will result in an average-class punishment. §1.4 Mutilation Mutilation, or also called Maiming, is the act of violently damaging the body part of another being to the stage of it being permanently damaged or even fully removed. Breaking such will result in a high-class punishment within the kingdom. §1.5 Torture Causing long-term damage to the body and/or mind over a longer period of time is known as Torture. As such Torture is forbidden within the whole kingdom and will be punished with a high-class punishment. §2 Acts of Vandalism §2.1 Burglary Burglary is defined as the tried entering of a building, often with the intention to do a robbery. Doing so is forbidden within the kingdom and will result in an average-class punishment. §2.2 Robbery (Within a facility) Robbery is the crime of taking or attempting to take anything of value by force, the threat of force, or by putting the victim in fear within the facilities of another person. Such criminal acts are forbidden and will be punished with high-class punishment. §2.3 Vandalism Known as the intentional destruction of buildings or other structures Vandalism is not accepted within Athalia and will result in an average-class punishment. §2.4 Arson Arson is known as the act to set a building or structure aflame, causing permanent damage to the building and often destroying such. Breaking such law will result in a high-class punishment. §2.5 Trespassing Entering the ground, house or structure owned by another person without their consent is known as Trespassing and is not allowed within the kingdom of Athalia. Acting against this law will result in an average-class punishment. §2.6 Poaching Poaching has been defined as the illegal hunting or capturing of animals within the kingdom, which is already in possession of another citizen or noble. Poaching an animal will result in an average-class punishment and the replacement of the animal by the culprit. §3 Acts of Theft §3.1 Theft Theft is known as the act to take someone's belongings without them noticing or without their consent. Doing so and being caught will result in an average-punishment and all of the stolen goods shall be returned by the culprit, else they are forced to do labor to repay for the stolen wares. §3.2 Robbery (Of a Person) Robbery is often classified as the violent attempt to take someone’s belongings, often by creating fear within a person through the usage of weaponry. Attempting Robbery is forbidden and will result in a high-class punishment and the returning of all stolen goods. If the goods can’t be returned the culprit will be forced to do labor to repay for the stolen wares. §3.3 Fraud Fraud is the intentional deception to secure unfair or unlawful gain or to deprive a victim of a legal right. Such acts include scamming and also blackmailing and will result, if performed, in an average-class punishment. §4 Acts of the Dark Arts §4.1 Forbidden Arts Classified as forbidden arts are the following forms of magic; Blood Magic, Dark Shamanism, Necromancy, Shade Magic, Mysticism, Thallassos Magic, Strength of the Abyss, Frost Witch Magic, Paladinism (of Xan) and other forms which affect a person physically or meta-physically. If performed, taught or in any other way used within the kingdom one will be punished with a critical-class punishment. §4.2 Resurrection Bringing the dead back alive, in any way or form, is forbidden in any possible way within the kingdom of Athalia, this includes the usage of Necromancy, the usage of any relicts, or any other way. Bringing a dead person back will result in a critical-class punishment and the destruction of the undead being. §4.3 Demonology The usage of demons and creatures related to demons is forbidden in the kingdom of Athalia, including their summoning, usage of their demonic powers and the worshipping of such beings. Exceptions can be made by the Crown itself and only after a long-term trial. Breaking the law will result in a critical-class punishment. §5 Acts against the State §5.1 Treason Treason has been defined as the act of disloyalty intended to undermine the authority of a government official or taking action against the state in order to harm it, knowingly aiding an enemy of the state shall also be classified under this crime, a critical-class punishment is to be given. §5.2 Sedition Sedition is the activity of speech which is used to incite people to rebel against the government's authority, If committed a average-class punishment is to be given. §5.3 Contraband Contraband is formally known as the possession, production, and auction of illegal items which include and are not limited to, literature, substances, weaponry, et cetera. If perpetrated a average-class punishment is passed on. §5.4 Obstruction of the State Obstruction against the state includes the interference and or delay of an investigation conducted by government officials which could be a criminal activity or anything else listed as illegal actions, A critical-class punishment is to proceed. §5.5 Tax Evasion Tax Evasion is when an individual isn’t able to provide full payment in a timely manner, whether it be a civil tax or wartime tax the individual is to be given possibly an extended amount of time before a average-class punishment is passed. §5.6 Absconding Absconding is the act of intentionally refraining to hand oneself over to the custody of government officials at the proper time, an average-class punishment is to be given. §5.7 Bribery of State Officials Bribery is typically the act of persuading individuals or giving temptation with gifts for them to act unlawfully, dishonestly, et cetera. This crime is to be appointed a punishment based on the given circumstances, It could range from an average-class punishment to a critical-class punishment. §5.8 Extortion Extortion is known to be the crime of threatening another individual for benefits that could perchance allow them to rise in station. This includes money, titles, and land, punishment is to be given through extensive understanding of the situation. §5.9 Perjury Perjury occurs when an individual intentionally deceives or withholds relevant information from government officials and during the course of a trial. This crime is to be given a critical-class punishment. §5.10 False Doctorate The work of doctors and nurses are known to be fairly hard ones, requiring intense knowledge on the medical base. As such only licensed doctors, which hold a license from the Minister of Health and Medicine, are allowed to treat patients. If one fakes such doctorate or claims to be a licensed doctor, despite not holding a license they are to be given an average-class punishment. §6 Acts against Morality §6.1 Kidnapping Kidnapping is the act of abduction, restraining, or confining another individual against their will the possibility of physical violence, et cetera. This crime is to be treated with critical-class punishment. §6.2 Defamation Defamation is when an individual knowingly proclaims false information about another individual with the usual intent of harm upon their name. This is to be given a average-class punishment unless the situation calls for something stronger. §6.3 Impersonation Impersonation is a crime typically used for personal gain as It could lead to the harsh punishment of said person the individual is impersonating, this is to be given a critical-class punishment. §6.4 Indecency Indecency is when an individual dress in such an obscene manner, shall it be sexual or otherwise this is to be given a average-class punishment. §6.5 Deviancy Deviancy is were a individual acts in an unusual standard, usually in political and social behavior. This is to be given a average-class punishment. §6.6 Fornication Fornication is when an unmarried individual fornicates another individual in a public or private setting and would be given a punishment based on the further insight of the situation. §6.7 Adultery Adultery occurs when a married individual intentionally fornicates with another who is not their spouse, this is to be given a average-class punishment. §6.8 Consanguinity Consanguinity is were a individual fornicates or has immoral relations with one’s close family, namely with a father or mother, siblings, et cetera. This shall be given a average-class punishment. §6.9 Disturbance of Peace Disturbance of Peace is where an individual purposely interrupts the common peace within the state by unruly public behavior which ranges from fighting, preaching of false information, immoral acts, et cetera. A heavy-class punishment is passed onto the individual who commits this sort of crime. §6.10 Racism Racism of any kind is unwanted within the kingdom of Athalia. Each person is to be seen as equal, despite their race, color, origin or other aspects. Breaking such simple law through the usage of racism will result in a average-class punishment. Trials and Punishments Trials and Punishments are part of every kingdom and their lawful codex and rules. As such the following section is focusing solely on trials and the punishments which are to be given out. Trials Right to have a fair Trial Unlike in many kingdoms, Athalia is giving each citizen the right to be given a trial, unless their wrongdoings were causing little to no actual damage, in which the time and energy to hold a trial would be pointless. As such citizens are to be given up to average punishments without a trial by the guard forces. Any higher punishments can only be given out after a fair trial was held. A fair trial is often referred to a trial where either side is given a possibility to talk, bring forth evidence or take actions against claims while being judged by a jury or judge. Until the acclaimed culprit is found guilty he is to be seen as innocent, while still being limited in his powers and rights until the trial is concluded (Example: Right to roam the kingdom freely -> Can be limited to the city or a cell alone). Roles at a Trial Victim The Victim is a person harmed, injured, or killed as a result of a crime, accident, or other event or action. They can be a singular person, group or even the state/kingdom itself and are required to be represented at a trial. Accused Culprit A culprit is a person accused to be responsible for a crime or other misdeed. They are the ones being charged by the victim and prosecutor for crimes within the kingdom of Athalia. They need to be present at the trial, else will face the full punishment and are seen as guilty in the eyes of the judge or jury. Prosecutor The prosecution is the part of the victim's party, responsible for presenting the case in a criminal trial against an individual accused of breaking the law. They can talk on behalf of their clients and can represent the victim. Defendant Attorney A defendant attorney is part of the culprits' party, specializing in the defense of individuals and groups charged with criminal activity. They are to bring forth evidences, which show that the accused culprit isn’t guilty of any crimes. Lay Witness Lay Witnesses are witnesses, which saw the actual crime taking places or which otherwise may hold information or evidence against an accused culprit. They are being called forth by the judge or the prosecutor and are to answer correctly at a trial. Expert Witness Expert Witnesses didn’t witness the crime, yet, have extensive knowledge in a matter relevant to a crime, including magical knowledge, knowledge about weaponry and many more topics. They are to be called forth by the judge. Secretary The Secretary keeps an eye on the time each person is allowed to talk, while also keeping track of any pieces of evidence, noting such down on an official document. They are to be present at any given trial and are required to send all finished documents to the crown, so that they may be preserved for the future. Judge A judge is a person who presides over court proceedings, either alone or as part of a jury. Judges are to be impartially and are to conduct each trial, giving out punishment or announcing that a culprit is not guilty. They need to be present at any trial which takes place within Athalia. Jury A jury consists of a judge and several individual state officials, which are given the right to conclude a trial. However, a jury is only been called forth if a citizen of nobility is being trialed. Procedures of a Trial The purpose of the trial is to present all relevant admissible evidence to the court. The jury will decide the guilt or innocence of the accused person. All trials within Athalia gives full rights to all people of different races, social background, and religious beliefs. The Procedure of the Trial is listed below: The accused appears in the dock and a document known as an ‘Indictment’ is presented by the prosecutor. The Indictment details the alleged offence. It is read by the Secretary to the accused who is asked to then plead ‘guilty’ or ‘not guilty’ to the accused crimes. The prosecutor starts with an address to the judge or jury, outlining the case against the accused, and then calls witnesses to give evidence, who the defense can cross-examine. After the cross-examination has finished, the prosecutor may re-examine the witness. The defense case follows the same procedure. After all the evidence has been presented, the prosecution and the defense review their cases in final addresses to the judge. The judge will afterwards review all of the documents and decide upon the verdict of the accused individual, either pleading them as ‘guilty’ or ‘not guilty’. Punishments Forms of Punishments Within Athalia, four different levels of punishments are to be given out, classified as light, average, heavy and critical punishments. For most crimes a culprit is being charged with laws, which result in average punishments, yet, depending on the crime they may also receive a critical punishment. Light Punishments Fines A fine is of lower grade sentencing, considered the utmost minimal punishment possible. When a fine is sentenced, the criminal must pay the fine within one elven-week from the day the fine was announced/recorded. If they do not, they face graver punishment. Detention A detention is of lower grade sentencing, which results in the rights of free movement to be limited to a certain area, often a cell. The criminal has to stay within their confinement, else will receive graver punishments. Average Punishments Forced Labour If a criminal did thievery or can’t pay a fine they are to be forced to physical labor, either for the state or for the victim. Such labor can range from easy work as a salesman or to harder work, as the work of a coal miner. The criminal will be under permanent observation until he repaid his debt. Branding Branding is of average grade sentencing, considered the procedure to take when a criminal must be identified for their crime in the future. This punishment is done in private. When branding is sentenced the branding will be placed in a clear location, usually the head, neck, wrists or palms Public Torture Public torture is of average grade sentencing, considered the go-to sentencing for medium to severe or recurring criminals. This is the procedure when a criminal is found for charges that require more than the light sentencing but must be dealt with efficiently. Public torture can be sentenced, like light punishments, regardless of a trial. This includes public branding or lashings. Lashings are the most common in public torture, a strict form of punishment dealt with conservative numbers. Heavy Punishments Revocation of Citizenship Revocation of citizenship is of heavy grade sentencing, considered the way to punish a criminal and force them into rehabilitation by earning society’s trust once more, usually through gaining a career record and then after repenting for their crimes appealing to the royal court. Castration Castration is of heavy grade sentencing, considered the answer to male sexual violence. It is the private removal of a male’s genitals, and falls under the act of dismemberment but does deserve its own punishment title due to the common occurrence of it. Dismemberment Dismemberment is of heavy grade sentencing, considered the procedure to remove the criminal’s ability to repeat a crime. In the case of sexual violence, castration is necessary, though in the case of murder, a hand might be removed, and in the case of repeated disrespect, slander and harassment, a tongue might be torn out. All sentences of dismemberment are specific to the crime and precisely which body part can be removed to prevent the criminal from ever committing such a crime again. This can also be the go-to for recurring criminal acts if public torture does not stop them. Critical Punishments Banishment Banishment is of critical grade sentencing. When a criminal has gone so far that they can no longer be rehabilitated into society, nor can they be trusted to be forced into labor and not commit further crimes, they will be banished from Athalia. They are to be thrown out into the wilderness with no supplies where they are forgotten and doomed to die or live a nomadic lifestyle for years to come, never legally to return. Execution Execution is of critical grace sentencing and is used when a criminal has gone so far that they must be eliminated in public to be made an example of. The main objective behind execution is knowing that there is no other viable punishment and no rehabilitating option for the criminal. Written Exceptions Known as licenses or, more commonly, as exceptions to the common law those, often uniquely handed out by Ministers or the Crown itself, documents are placing a specified person above parts of the law. Most commonly such exceptions are given out to trustworthy individuals, which served Athalia for years, or to those which are needing said exceptions for their work, mostly doctors and nurseries. Each exception needs to state the name of the holder, the specified law exception and also the signature and sigil of the Minister, which handed out said exception. Taxation Taxation Costs Within every kingdom taxes are a fairly important part, as they provide the kingdom with resources for their treasury, which in return can be used to buy building resources, animals, weaponry and much more for the citizens. As such each house owner needs to pay their taxations costs at the local taxation center, where the taxes are collected at the beginning of each elven week. Class C Home A Class C Home is often described as a small house, often containing a singular floor and around 8x5x4 cubic blocks of space. Said houses are often fairly cheap, as citizens often need to pay only 100 Minas to move in and are asked to pay 50 Minas per week as taxation, making those places affordable for any kind of person. Class B Home Unlike the Class C Home the Class B Home is known to be more spacious, often holding two floors, each with the approximate sizing of 10x6x4 cubic blocks of space. Due to the amount of space those houses are a bit more pricey, but still affordable for most people, pricing at around 200 Minas to move in and holding a taxation of 100 Minas per week. Class A Home Class A Homes are often referred to as the most spacious of all homes, besides manors, as they often hold a fairly big amount of space. Most commonly whole family's are living in such homes, as they are given those houses preferable instead of a singular person. Class A Homes are known to hold up to two floors, each floor holding approximately the size of 12x8x4 cubic blocks, which makes the purchase fairly price, standing at 300 Minas, which a weekly taxation of 200 Minas per week. Manors Reserved for Nobility Manors are the most spacious of all homes, allowing nobles to create their own little paradise. However, while Manors are reserved for Nobility not all nobles are granted a manor, either due to the limited amount or due to their actual title. Manors are known to hold 15x10x4 cubic blocks of space and are often having two or three floors altogether, making them rather ginormous. Yet such space comes to a fairly big price, as the purchase alone costs 500 Minas, while holding a weekly taxation of 400 Minas. Shops Shops are unique areas, either stalls or buildings, which are allowing a person to sell their wares. As they are granting a steady income they are often less pricey when firstly purchased, yet, hold a higher taxation cost. Normally shops hold around 6x5x4 cubic blocks of space, yet, some may be bigger or smaller, depending on their location within Athalia. The first purchase costs normally 150 Minas and their weekly taxation is placed at 150 Minas. Tax Exemptions Sometimes granted by the Minister for Interior Affairs or the Crown itself a Tax Exemption is removing someone’s weekly taxation, making their purchase a one-time-deal. Most commonly tax exemptions are given out to specific title holders or to people, which aided Athalia for a long time, allowing them to live without any bigger worries within the city.
  3. First ‘proper’ ship seen on the expedition. Circa 1715 “The smallest landlubbers, callin’ themselves the halflins received a bounty that would lead them to the shipwreck, as they ventured out from brandybrook’s decks they would quickly find out the shipwreck was no fluke and that another ship had been shattered to pieces there while trying to retrieve the much acclaimed treasure… Was it the aggression of other ocean-travelling folk or just another casualty of the forceful tides that often brought a wet demise to unsuspecting sailors… ? The warning remained, but with the demise of the other ships a lucky group of landlubbers have taken the opportunity to check out what sweet loot these remains had to offer. They were greeted with relics of long past lives and the unwelcoming otherworldly presence of an apparition that had formed from the many lost souls that drowned or died any other horrible death upon the ocean. Seeing that everything eventually sinks down to the ocean floor to ultimately rot away, the shipwreck preserved itself as a warning to all those who are foolish enough to venture out into the unknown seas unprepared. A storm was coming... Luckily the Pirates were giving the landlubbers who received the bounty missive instructions and cared for their safe travel across the seas. Although with the whole population of ocean-dwellers on the line they had no other way but to cooperate with the main-land centric descandants, who were currently in the turmoils of war. Cap’n Octatre’ was send out with a small but dedicated crew to establish contact with the crews that were able to sail out far into the ocean. Far behind the high tides, where rocky formations would carve the floor beneath the surface, a menace would slowly inch closer. It was a sinister creature that would devour everything in its vicinity. As the creature was a very slow organism, the ocean-dwellers & descendants alike wouldn’t know about it at all until its large unsaturated hunger would mess with the whole eco-system. of the uncharted seas Large amounts of flat, marbly bone substance would wash up from the depths of the sea. It was completely dead material, preserved in form, but devoid of life. Once a living organism was turned to dry bones, the salvaged lifeforce would be absorbed by the creature. With the now established contacts to the mainland the pirates hope to salvage the ancient remains of the precursors of the Arkos seas to put an end to this terrible creature, and hopefully free the ancient civilisation trapped beneath a blanket of bones….” *The old man would sign the book, on the last page was a drawing of the shipwrecks at sea. He went to the library of dragur to publish his observation upon sea.*
  4. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  5. Due to popular demand, I’ve decided to open a skin shop to showcase all my skins for any buyers. Prices: Dress/nohead: 400 Armor/nohead: 800 Dress/withhead: 600 Armor/withhead: 1200 examples: Fill out application: IGName: User: Refrences: What you want: Special notes: Tips?? :’)):
  6. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  7. Renatus are bad guys and we do not like them. Also a Declaration of Fealty! Issued and Confirmed by Bottle, 11th of Sun’s Smile, 1715 House Wick has been around for genuine centuries, that makes it better then most people, prove me wrong. For ages untold the Wicks have totally actually served Renatus as the best and most loyal soldiers ever, prove me wrong. But the charade has gone on too long, The last several Emperors have been at the head of a steadily declining civilization, letting depravity and loose morals run rampant in its lands. The Lords of Renatus have seen fit to slaughter their own, sack the cities of loyal vassals and have the gall to be offended when the victims finally decide enough is enough. I, as the Grand Wick, Leader of the clan Wick of the ancestry of Wick of the line of Wick of the lineage of Wick of the Wick bloodline must thus throw off the chains of Renatian oppression, being the personal victim of its savagery, We of the family of WICK Denounce Renatus and the Pertinaxi pretender that squats on the throne like a toad over looking its stinking pond. With this cutting away from the plagued body that is Renatus, They TOTALLY lose the best warrior ever and thus – 10 moral for the Renatian side. It is thus that the ancient and POWERFUL House Wick swears itself wholly and inextricably to the true Emperor Joseph I of Marna, a just and righteous man. His Imperial Majesty Joseph I of Marna has shown himself to be a better man, a man to strive to emulate, one who will ensure every man and woman of the Empire are treated equally and fairly, everyone earning a right to trial, something Renatus cannot assure. It was nearly one Saint Week ago that I Bottle, was kidnapped and tortured by Renatian forces for the crimes of : Ensuring an Owynist received a fair trial instead of being murdered outright, and defending myself from Norlander assailants. In Joseph’s Empire such a crime could never occur for justice and honor will always prevail! Declaration of Fealty WE, House Merentel, House Bolivar, and House Keint HOUSE WICK declare ourselves loyal to Joseph I of House Horen the true Sovereign of Humanity, descended from GOD itself. Also, we encourage other curonian EVERYBODY to do the same before it’s too late, or they shall meet Death as it’s the only fate possible for traitors. Signed: His Lord Bottle Wick of the Wickwood , Prince of Vandoria and the Westerlands, Rightful Heir to the Embermoore , Protectorate of the Northern Wick Castle , Duke of Dust, Licker of Boots , Herald of Hermits, and Defender of all that is Wick
  8. (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
  9. THE BORANS A people who wanders and sets camps all across the world. These are a people that grounds their beliefs within the teachings of peace, quiet and spirituality. However, due to this belief in peace, they tend to lack in millitary power. Infact that is one of the few reasons why the Borans doesn’t have many tribes anymore within Arcas. Another reason why many tribes have died is due to when they move around, they tend to sometimes anger people (though that always depend on the very people). This can create raids and other sorts of harrasments and oppressions. Their religion is based on praying to their ancestors, who the Borans view as gods and demi-gods. They also believe in dead people, like spirits, ghosts and the like. Infact, most of their folk lore is about these strange, spectral beings. The Borans’ tendencies to travel may bring them all around the world, as they camp in forests, mountians, plains, highlands and even deserts and jungles. Borans tend to have a strangely exotic, yet Highlandish appearance about them. This is because that the people are humans with the majority being Highlandish blood, while the minority of blood is Farfolk. A common trait among them are their eyes, ranging from dark brown to Amber. They also tend to have green eyes, though it’s more rare than say brown. Their hair is mostly dark to light brown, but is occationaly black. Their skin is usualy guite fair due to how they mostly camped in forests rather than in deserts or other hot climates. However, there still are the occational man or woman with darker skin. There are certain genes that the Borans have picked up. One of these is the higher chance of having freckles, even to adult hood. While it becomes increasingly difficult to pinpoint to where the culture and religion began, mostly because of the culture becoming older and having lost most information of its origins in the meanwhile. It is said, however, that it all began as a cult in Anthos that believed that their ancestors where the true guardians and god’s of their people. With this new cult, they began practicing prayer and meditation to these new deities, and soon they began their typical behavior of traveling and constantly moving camps from one part of the world to the other. While thet know that wandering to different continents may get them killed (as many other races might be at the same time), they always seems to have survived most of it due to how faithful some of them are in their leaders and Shamans. However, sadly most of the tribes from Anthos have been whiped out, with only a few remaining. One of these tribes are called “In’Kahir”, who pray to the the Second son of Karoh’Tan, Eaok’Foer. THE BORAN LANGUAGE Originating as a secret language that the cult used in order to avoid other religious cults and clans from exterminating them. The language the Borans speak now is an evolved, more perfected language of such, having developed over 400 years. The language has become more commonly known to others as ‘Boran’. However, just because this language exists, doesn’t mean that the Boratic people aren’t allowed to speak common. Boran is spoken in the same grammatic structure as common, with a couple of few exceptions that makes the language a bit more unique. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ [WORD] = [Translation, Informal, Variation] Good day / Hello = Gorath , Gora’ / Go’ (if very informal) Good bye / Farewell = Goteth , Teth (te’ if very informal) I, me = Moh My, mine = Mohr (Note that when explaining if it’s someone’s or something’s, you add an ‘r’ at the end of said word) You = Toh Your = Tohr We, us, our = Vehr (Note: This is an exception to the ‘r’ rule) They, their = Duhr Yes = Je , – , Jevihr (used as “affirmative”) No = Ne , – , Nevohr (used as “negatory”) Maybe = Ere , – , Erih (used as “perhaps”) Is, am, are = Aeh Was, were = Tyot (also used as “used to” or “was / were”, but you add an ‘r’ at the end) Has = Aehr Will, shall = Niaro (add an ‘r’ at the end when in plural) Would = Amden (add an ‘r’ when in plural) Could = Yrih (add an ‘r’ when in plural, like always) (Note: Do not forget the ‘r’ when it’s in plural!) Human = Maelih Elf = Ushif Dwarf = Midjet (I’m sorry, my dwarven bros) Orc = Urkih Halfling = Per’Maelih (basically means “little human) Kharajyr = Felir’maeh (humanoid cat, or Feline human) ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ The Boratic Society Even a wandering people needs a leader. Their tribes are built on a common leader, shaman, and then in the later and younger tribes; guardians. All tribes has a leader, also called a Cheiftain, someone who leads the people, takes on grand desicitions and other great burdens. However, the leaders are chosen by the tribe’s shaman, also called a “Voroodou”. The Shaman is the second highest ranking one can get, as they lead the people in a spiritual sence, giving them hope and in most cases cure their wounds with apothecary methods (such as bandaging wounds, using roots and herbs to help with deseases etc). Lastly of the highest three comes the Guardians, known as Shan’kir. They are the sworn guardians, chosen by the Cheiftain and the Voroodou to protect their tribe from outside forces, like animals and other people. Below these achived and powerful men and women are the tribesmen, women and children. All picking up a profession a dozen of years after birth, they have no special rank, but are usualy treated well by the higher ranks. These tend to be fishermen, gatherers, farmers, traders, blacksmiths, tanners and tailors. While this people does use Minae to buy and sell outside of their tribes, within their tribes they tend to trade more than buying or selling. This is because they, like their higher-ups believe that one needs to be humble in order to be cared for. This leads to that when someone begins to act cocky, superior or the like, they tend to be scorned at. A way the voroodou tends to fix this is by teaching them lessons. Say, if a lower class fisherman claims that he can catch a big fish within a month, the voroodou tends to demand proof, or perhaps play a riddle or two on him. It all depends on who the voroodou is. Genders are equal in this society. Women can become a cheiftainess if they are ellected to be one by the head Voroodou. However, when a women gets accepted as a voroodou, she tends to be treated like a nun from Canonism, and can have a hard time rising in rank because of it. Men can have the same problem, being treated like servants and stewards at times rather than being acolytes of a voroodou. However, it is a sad truth that men have an easier time to rise in rank. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Festives, Cerimonies and the very Religion As stated previously, the Borans have Shamans. These shamans practice a religion called Karoh’r Lina, which means Karoh’s Teachings. The religion is about praying to their all-mighty ancestors, who had always been known for something great, like deeds. The shamans are ellected by their current head shaman in each tribe. During the ellection, they must go through certain tasks, questions and the like. Only one or two men or women can be chosen. Upon acceptance, the Voroodou chooses a new nickname for his one to two new acolytes. Usualy an animal, mythical beast or even sometimes names of their ancestors. The reason for this is unknown to the general public. After the cerimony, the whole tribe tends to feast with their newly made acolytes of the head voroodou. Music, meat, bread, cheese and all sorts of foods is presented, icluding some of their personal delicacies, such as; Anikr, which is a well roasted onion with herbs and spices that makes it taste better, alongside some mutton and carrots. Another cerimony is the one where the head voroodou chooses a son from each lower ranking family (sometimes the guardian’s or the Cheiftan’s family) and have them prove their physical might usualy in a non-lethal way. They have one to four of these winners, the head shaman waits for it to become night, preparing dyes and the like for the warriors. Upon dusk, the voroodou begins to alight a huge bon fire as they walk up to an altar and begin chanting a chant to the demi-god-like grandson of battle. When the chant is done, the shaman will then choose a dye for each new Guardian. Then, the winner can choose to accept their fate as a guarding, dropping their current profession if they choose to be one. As they do, the shaman begins to chant as he begins to paint special tatoo’s on the man’s torso, arms and face. These tatoos shall mean something to them, as they pick up their weapon of choice and begin training the next day by the current head guardian. THE ANCESTORS The very basic of their religion. The ancestral family that the Borans believe in so dearly. Viewed as all-mighty, god-like beings that have achived great power and immortality within the stars that litter the sky. THE FATHER – Karoh’tan, created the people with his own hands and led the first tribe. He is also known as the Flaming Father, due to his abilities of summoning fire with his bare hands. THE MOTHER – Lillenea. She was able to love even her most evil grandchildren. Also known as the Mother of Love. THE FIRST SON – Eaok’foer, he was the one who was said to be able to control the weather to a certain extent. Also known as the Father of Storms. THE SECOND SON – Iok’Tahlir, the one who showed the people how to be loyal, humble and caring for eachother. Also known as the Father of Loyalty. THE DAUGHTER – Ynieri, known to be the best dancer, singer and entertainer. Also known as the Mother of Fun. While there are more children of these later four sons and daughter, they are concidered demi-gods amongst them. Stories and tales of this family can be told by the shamans. Either a story about a fight, maybe a prank from one of Ynieri’s children. Most tribes are known to pray to a specific ancestor. This is because that specific tribe strives for a specific goal. However, they aren’t bound in any way to pray to the main god. However, one tribe in the past was known to have forced its tribesmen to pray to a specific, evil ancestor by force. This can sometimes happen when the cheiftan gets corrupt or perhaps gets the Shaman corrupt. However, there has been few that actually did fall for this tragedy. ACCEPTANCE OF MAGIC While magic is generaly accepted in the culture, depending on the tribe, the head Shaman must have approved it and must monitor it. This is because one of the grandchildren of Eaok’foer was “Mysr’I”, the Mother of Magic. She was known to have become corrupted by the very own magic she had created. Due to this, the Karoh’tan asks of all the Shamans to watch the mage within the village grow and halt it if he or she is near corruption from it. Dark magic is NOT accepted within the culture and religion, however. It is rare for the Shaman or leader to practice magic, but the acolytes have been known to be wanting to and in some cases, they have indeed. Some tribes all together banishes it, while some incourages it. It really depends on the leader of it. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ CLOTHING While it of course also depends on the climate they have settled in, the Borans also have a sence of clothes and fashion that makes them unique. While none of these clothing has a meaning or specific religious meaning (unless it’s the Shaman’s clothing), it certantly is important to know what they find good-looking at appropriate. Do remember that this also changes to what tribe it is, but all tribes follow a similar pattern. GENERAL: It’s very typical of all Borans to wear something like a cloak, mantle or something that goes ontop and around the upper torso. Clothes in general are also made out of linen, hide and fur, usually not too saturized in color. Their boots usualy range from leather shoes to furry boots. It’s common for women and children to wear sandals instead. Jewelry is rare to see because of that being humble is a socialy deprived thing, but when you do, it’s usually things like amuletes made out of wood and strung on a string, or maybe bronze jewels with stones like granite ingraved into them. MEN: While in general the only thing that a man would wear is a mantle, since they believe that showing off muscles is manly, they can still have on a thin, sleeve-less shirt that is usualy made of linen. They usualy wear propper, long pants aswell, though short ones aren’t uncommon either. WOMEN: Most women would wear a thin dress or skirt, made out of linen or hide. If not, they would be wearing a mantle with a concealing top and a skirt. A common fashion trend is to wear a crown of flowers, straw or maybe even just plain grass. There’s also a type of clothing called a wrist-cloth. Women tend to wear this around their wrists to look propper. CHILDREN: While they do wear what the adults do of their gender, the children tend to wear sandals, sleeved tunics or maybe even a crown if they wanna extra pretty (note that boys tend to do this too). ARMOUR While armour isn’t something that one would normaly wear, as mostly it’s used in cerimonies, their armour tend to be tanned leather Muscle Cuirass, hoods with a wooden mask of sorts and leather greaves. The richer or higher ranked men and women tends to have the same set up, but instead in bronze, such as a tanned leather Muscle Cuirass with a bronze overlay, hoods with a bronze mask (usualy well decorated), leather arm guards with bronze plates and then tanned leather greaves with bronze overlay. When it comes to shields, they tend to have an oval shaped would with a strap on AND a center grip. This is to make it as versatile as one can. The thickness, broad and height varies. WEAPONS Most tribesmen and tribeswomen tends to have a mere flint knife as their protection. However, if they happen to have a weapon of sorts, it’d most likely be; a spear (commonly known as Pokih in Boran) or a short, flat hunting bow (Lyu’or). When it comes to the bow’s ammunition, if they’re just hunting they have simple arrows with an oak haft, feathers of any common bird and a flint tip. If made for war, it’s a bronze leaf tip, oak haft and then a bit more high quality feathers. Swords do exist in the Boratic Culture, it’s just that it’s rare to see it. But if you do, it’s usually a leaf-bladed, guardless shortsword. Quarterstaffs can be seen alongside with Guardians aswell, sometimes with a bronze reinforcement at each end of the staff. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ OOC NOTE Let me know if you guys ever want more soon! It was really fun to introduce this new culture to the public. If you want to know any more specific things, I can either edit and add it in, or you can PM me the questions. Have a great day y’all!!
  10. Dear players, Moderators, Admins, and all other teams. Recently, there has been talk of shelving the creatures called Striga, the vampire equivalent in LOTC. I object to this shelving for several reasons which will be listed. Already, many creatures have been “nuked”. And a lot of these creatures were creatures of evil. The biggest problem that we have now is banditing which becomes boring after constantly being downed on the road by bandits. Bandits themselves irp are not bad, yet everyone is resorting to banditing now. If we had more of these creatures such as Striga, it would add more color to the rp. When I first joined LOTC, I was a character by the name of Alkheim Guillén. After a week of RPing, I discovered an undead sect. This itself was extremely exciting to me. I had discovered creatures who practiced dark arts and I had my character strive to battle them. It inspire different much thought and a lot of rp. Rather than just fleeing like bandits had done, they took a stand as undead and fought. It added so much to the rp we had and just was so fun. If we keep these creatures in, the rp will be even better for the community, especially the new players. These evil creatures truly add something into the lore of LOTC. It offers creatures, played by players, that have no mortal morals. They are inhuman humanoids that groups can band together to fight. It does not divide us like normal human and elven evil does. For when someone decides for their character to turn evil, they still allows some goodness in the character, but monsters leave that all behind and truly add something evil to fight against in LOTC. Look what the Vaeyl order did in Atlas. Because of them, all the nations of Atlas fought together to exterminate them, bringing such enjoyable rp into the whole of Atlas. Another objection is that, these creatures are just fun to play anyways. To be the tyrannical Vampire with not even a smidge of goodness who does not fight for money, but just for pure power, or revenge, is fun sometimes, IRP that is. Turning people to your minions is also enjoyable. Instilling fear in the nations of the RP land can be awesome for both the player and the nations. These are only some of the cons of shelving a lot of monsters. And I know why it is done. Chaotic creatures are often played by chaotic people, meaning disorganization and rule breaking. But with revision, proper revision, it can be done properly and still be enjoyable. I beseech the Players day LOTC to join me in securing the monsters of Arcas to exist as playable races, not creatures of history that has passed. PS. +1 this if you like it. Plus, with every shelving of a creature just allows more and more creatures to be erased from LOTC
  11. Namaste, Worldly Beings of Arcas. A city of peace and prosperity has risen. Thyra of 1714 [!] Entering the city the smell of spices hits your nose. [!] The sound of bustling trade and citizens laughing can be heard quietly throughout the streets. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the palace sits the Raja on a throne made by his adorning people. Benevolent, wise, elegant. Words used to describe Thyra’s ruler. Men, women, and children cheer in the streets of the beautiful city, honoring him. The Raja of Thyra comes to speak with his people, who wish simply for leave and comfort. Standing next to him is the Noble Emir and the Graceful Asha. His most excellent majesty raises his hand, waving away any fear that the people had. The city got quiet waiting for him to speak. The suspense was riveting as his emerald green eyes gazed over the crowd. Then he spoke. “People of Thyra. We have been granted by the great Gods, Land farther than your eyes can simply see. We shall build from the ground. Using our ambitions and the Trinity to guide us, We will build the greatest city in Arcas!” The citizens clapped and cheered their hearts out, excited for change. No longer were they a victim of the war and hatred of the world. Instead they would live their life in comfort and tranquility. OOC Information: We are accepting help and new citizens to join our new land and ranks. DM me for Discord
  12. Clan Caerme’onn of Elvenesse - Piety, Nobility, Honour The ink in my flesh, the ochre on my skin, these are the things that bind me to my ancestors. Caerme’onn is a Seed of predominantly Mali’ame of what is wildly accepted as the Irrinite culture and people of that race. Split apart and scattered for many years being caught up in the events of the dissolution of the Dominion, the rise and fall of Gladewynn and its successor Alderyn and finally a scion of the Clan settling once more in the lands of the Crown of Elvenesse. The scion in question being Artanis Sa’roir of Caerme’onn the son of Abelas Sa’roir of Caerme’onn the Elvenking and High Prince of the Dominion of Malin, in an attempt to gather the remaining members of the Seed together and induct new initiates. Caerme’onn has a history of producing many leaders and notable elven figures in recent history be them born from the progenitor bloodline of Camoryn or from the later bloodline of the Clan known as Sa’roir. Names such as Artimec Caerme’onn the founder of the modern faith and High Prince of the Dominion, Abelas Caerme’onn a famed Druid, Priest and later High Prince and even named a King among the Elves in the Dominion. With such pedigree of the seed it has seen its highs and lows of membership both in blood and individual members. The name Caerme’onn itself is derived from the Bloodline of Camoryn which itself is the founder of the Seed but in modern times there are two bloodlines that are attached to the Clan with their own Elder representation, the Bloodlines being Camoryn and Sa’roir. History The real origins of the Caerme’onn seed are shrouded in mystery, like the history of all seeds. However, what is known is that the name itself as born of a unity between two clans of proto-elves during Malin’s time. A band of elves from the far away continent of Aeldin had migrated away from their homeland for unknown reasons, they landed in the forests of Aegis and soon came into contact with their racial cousins, a Seed whose name is lost to time. This nameless Seed had been close to Malin while the forefather still walked the earth. They held his teachings very closely and revered the Aspects over all else. They took the Aeldinic pilgrims under their wing and taught them how to live by Malin’s code and the Aspect’s teachings. The Aeldinic elves adapted to the Aspectist faith, they bred into and adopted the traditions and lifestyles of Seed life, they learned to hunt and to plant their own ame’lie. In return, the nameless Seed adopted parts of the Aeldinic elven language. A new seed was born of this union, Caerme’onn. ‘Caerme’ being Aeldinic for ‘destiny’, and ‘onn’ translating into ‘born of’ in Malin’s ancient tongue. This new seed of Caerme’onn, born of destiny, flourished in the ancient Aegisian forests, the golden age of the ancient seeds. They traded, married and occasionally fought with other ancient Seeds like Beloun, Chirr, and Aureon. During this time they grew to be master hunters, felling the largest and most ferocious of beasts in the name of the great god Cernunnos, the Aspect of the hunt. All the while, they held onto a shred of their Aeldinic roots, speaking a dialect of ancient elven influenced heavily with Aeldinic words. Names such as ‘Caedwen’ and ‘Faeinn’ were commonplace (white forest and flame, respectively in the Aeldin tongue). Like with all Seeds, Caerme’onn made the great migration to the first city of Malinor: Laurelin. It is unknown why this great migration occurred and why the culture of the nomadic Seeds came to an end. Caerme’onn soon faded into obscurity, like all the Seeds did. However, even as its descendents grew more accustomed to city, stationary life across the lands of Aegis and Asulon, they never forgot their roots. Oral tradition was passed down from elf to elf so they would never forget the proud tribe they had once been. The oral tradition became more strained as the wood elves suffered through Anthos and Athera. The race had almost lost all of the culture and traditions they once had, forgot Malin’s true teachings and forgot the Aspects. The same was true for the many descendents of Caerme’onn, who had assimilated into the general elven crowd, their bloodlines diluted into the sea. Except for one. Artimec was ‘Camoryn’. He was lucky, unlike most descendents of Caerme’onn, his family at least kept the bastardized name that Caerme’onn had gradually evolved into as the elves began speaking the common tongue exclusively. Artimec was a patriot and a nationalist. He had clung onto the decrepit nation of Malinor in its dying days, trying to salvage something of a respectable elven homeland even as individualism and voidal horrors ruled the streets of its rotten cities. He had founded Lenniel, a town meant to be a rebirth for the wood elven people, only to watch it be flooded by outside races and made into another melting pot, his people and their culture lost again to time. Failure after failure occurred. Artimec was kept down under the regime of Kalenz, when wood elves lived under high elven oppression, unable to shape his people’s culture in any way. Malinor before that had been far too individualistic, filled with mages and selfish men who cared nothing of nation or culture, plagued with constant raids from humans, spooks and orcs. Artimec took up leadership of the newly founded nation of Laureh’lin after it was formed in the fires of a rebellion which overthrew high elven power. A few more wars passed, mostly fought against the high elves of Haelun’or. Finally, under the stability of the Orenian Empire, Artimec found the peace he needed to finally bring Malin’s way and the Aspect’s teachings back to the wood elven people. It took patience. Patience, persistence, blood, sweat, and tears. Eventually Artimec developed a core group of acolytes willing to re-learn ancient Seed culture. This group grew until eventually a majority of the elves of Laureh’lin were Aspectist, following something close to what Aspect worship had been in those tribes of old. Artimec himself became a druid and formed a druidic order dedicated to being priests of the wood elven people- the Naelurir. The religion had been reformed. Artimec was content, but now he had to revive the seeds themselves. He encouraged wood elves everywhere to rediscover their roots, remember their oral traditions, revive their Seeds they were descended from. Of course, not before his own. Artimec knew his seed had once been proud. His father had passed down the oral traditions to him, after all. He knew his ancestors had once bore the mark of the crimson stag, the icon of Cernunnos. So, he inked his own skin with the jagged scarlet patterns of a stag’s antlers, and did the same to his children. He formally founded the Camoryn Seed. Symbolically, Caerme’onn had been reborn. The Camoryn seed spearheaded the revival movement, with many other elves following its example and reforming their own ancient seeds or forming their own, such as Torena, Calithil, Terin, Aureon and Athri. Despite this, the Camoryns true name had been lost to time. This would not be forever though, as the man from the seed born of destiny met the hawk-eyed elfess Salhassan by fate. Salhassan was a seed-elf, one of the few descended from those who kept to the forests and did not give up their traditions over the millenia. The pair fell in love, and Salhassan taught Artimec of many old traditions lost to most elves, but still known to her and her kin. She spoke of old tribes such as Beloun, Chirr, and of course, Caerme’onn. The connection was made fairly quickly. While glad to know his now flourishing seed’s ancestral name, Artimec was reluctant to abandon the surname he had been born with. Tragedy would soon strike with Salhassan’s untimely death. In mourning, the Camoryn seed fell into decline and its members dwindled as even blood-relatives like Toren- Artimec’s son found their own names and own paths. With the great migration to Axios, the revival movement of the Wood Elven people was now near complete. Artimec had been given the title of Prince for his longstanding leadership of Laureh’lin and the new wood elven city was a shining example of a home built in accordance to the Aspect’s way. The old ame’lie of the seed way. An elf named Valor had been a longtime friend and comrade of Artimec. His own seed, To’las, had recently been disbanded. This was the catalyst which led to the final rebirth. Taking Valor under his wing, Artimec decided no longer to sit complacently as his own Seed dwindled while others he had inspired to grow flourished. It was time to regrow his tribe, to weed out the unworthy and integrate the strong. This time, he would bring back his true roots. Camoryn was put aside. Caerme’onn was formed once more and lived through the ages of Vailor as that continent was abandoned becoming the Princely Seed for some time and in the years of Axios the Chieftain Artimec became High Prince of the Dominion of Malin for a time before abdicating in favour of Tristan Tresury in the face of renewed conflict between the Dominion’s allies in the Fifth Horenic Empire and dissatisfied human rebels supported by most nonhuman nations in the world. During the Seeds years in the continent of Axios a newly inducted Naelurir Priest known as Abelas Sa’roir would be inducted into the Clan being subjected to the many trials that those not of the Bloodline of Camoryn were expected to undergo, eventually rising to becoming one of the Elders of Caerme’onn and becoming the effective leader of the Naelurir due to his experience in practising the faith and upholding his Druidic vows, being highly respected amongst the greater Druidic Order at large. It was during these years in which the total number of the Caerme’onn would fluctuate however the Seed itself would remain among those considered Noble during the later years of Axios. The Seed itself maintained mostly neutrality with the two most prominent members being Artimec and Abelas staying out of the Bronze Rebellion that sought to unseat the Aureon Hegemony that had taken seat in the Dominion. Kairn Calithil of Clan Ithelanen had lead this conflict with many prominent Elven figures behind him, it almost threatened to spiral out into an international conflict but cooler heads prevailed and the Dominion was made whole once more with the recognition of Awaiti Aureon as High Princess. Caerme’onn simply remained on the sidelines and practised and preached the faith as they had done so for centuries, avoiding the complexity of the Elven Court. As the Dominion transitioned into the age of Atlas it found itself growing into a state that had not since before seen for Elvendom, perhaps surpassing the days of Malin himself. In this time Abelas would find himself rising in political prominence due to taking an active role in having the faith influence the morality and government of the Dominion. Though he was considered a moderate by many when it came to his religious morality, he was gaining the attention of Awaiti and her later successor to the Ironwood Throne Belestram Sylvaeri. Abelas put himself forward as a candidate to be a successor to the High Prince though he himself wouldn’t find support outside of the Lady of Irrinir the former High Princess Awaiti, the two other candidates being Loriens Silma and Kairn Ithelanen. Loriens won by a small margin and by having the support of the Bureaucracy of the Dominion with the Treasurer and Stewardry voting for him. Abelas returned to the duties in the Naelurir though had earned the scorn of Loriens, Kairn left the Dominion itself in something of an outrage due to frustration he and many others had in the succession system set in place and the apparent plans to strengthen the bureaucracies grip on Government. However this would not last as it would seem Loriens blundered himself into diplomatic embarrassment and insulted a Prince of Renatus in their own Capital and found himself wounded in his escape from them. It only took but a few days for the Naelurir influenced by Abelas and many prominent citizens to call for Kairn to return and so he did, effectively ending Loriens reign as High Prince in all but name until it was decided Kairn would become High Prince in the face of renewed conflict with the Orcs of Krugmar. The conflict was long and brutal not due to the amount of decisive battles but by in large due to the fact that both sides refused to commit large armies to the field, small scale skirmishing and the construction of border fortifications. Abelas and Artimec found themselves fighting for their people once again, though the former was taking a more active role in planning defences, being the main advocate for building the massive Castle of Talarehsae the first line in the defence of the Dominion. The Conflict drew to an abrupt end when after a long line of Rex’s from Clan Lak met their ends at the blade of Kairn Ithelanen, the last of which died in a duel that decided the fate of both nations. Kairn declared himself King of the Dominion and of Elves and named Abelas as his High Prince, bringing Caerme’onn once more back to the Princely status it enjoyed under Artimec and most citizens of the Dominion assuming that Abelas was being groomed to become the next leader of the Dominion of Malin. During this time Kairn would lead the armies of the Dominion and Abelas would be the dutiful administrator, organising the Council and Priesthood of the nation effectively leading to the nation becoming De Facto Aspectist aside from the Dark Elves. It would appear that peace and prosperity reigned over for the Elves of the Dominion with their stalwart defender in Ithelanen and their ruler in Caerme’onn. So much so that Kairn abdicated his throne and a Kingsmoot was held in which Abelas was unanimously voted in to become the next Mortal King of the Dominion, though he styled himself as the Elvenking rather than the King of Elves as not to offend Malin whom his Seed had looked up to in the many centuries of its existence. Outside of banditry and human fanatics that would attempt to attack the Dominion there was almost no war to speak of. Re-enter Sylvaeri, the former High Prince Belestram had returned to the Dominion after a long absence, though his son Faenor had remained and diligently served in the Military. Seeking to become prominent he would petition the Court to form a diplomatic corps for the Elves, while seemingly a noble motive his presence resparked old political elements of the Elven Court and divisioned began to be sowed between factions within, however Abelas managed to keep them united and most importantly peaceful as not to shed blood in the sacred halls of Elvenesse. Belestram Sylvaeri had began weaving his diplomatic skills to begin the foundations of an alliance that itself would reshape the fabric and dominance of the political players in the world. Seeking to create an alliance like none had seen in centuries between the Urguanite Dwarves and Elves of the Dominion in seeking to dismantle the Mountain Monarchy of the Frostbeards and restore Urguan to power, with the help of the armies of Elvenesse. King Abelas and many Courtiers were weary of re-entering a state of war after decades of fighting the Orcs, with even Kairn Ithelanen unwilling to go to war despite his prowess in command. Abelas told Belestram in plain terms that the only way he can consider this alliance and going to war again would be to secure either Renatus’s support of this cause or at least its neutrality along with another strong Military ally to ensure a quick and decisive campaign. Belestram managed to bring a strong ally to the fold in the then independent Kingdom of Haense and then stated to the Elven Court that he had indeed secured Imperial Neutrality in the conflict, ensuring that it would be a war between Frostbeards and whatever Orcs of Krugmar they could attain. The Pact was signed and Belestram basked in a glorious moment of diplomatic triumph while the Caerme’onn Elvenking would sigh knowing he had ensured his people would once more see the horrors of war. The elation of the Pro-War camp in the Dominion was however short lived as Sylvaeri had awoke the Dragon and it was made clear that Belestram had never even met an Renatian official. In light of communications with the Court in Renatus the Elvenking Abelas immediately bypassed his ambassadors and secured a pact with the Frostbeards, effectively dissolving the Elder Alliance Pact that Belestram had toiled over. Urguanite Dwarves made their way to the City to petition the Elven Monarch to reconsider his decision, some of which were armed and it is suspected Belestram let them in this way. After heated debates within the Palace of the Dominion a Dwarf challenged Abelas to a duel to settle this apparent grudge, the Royal champion Cassius Ithelanen stepped forth to accept but was told to step back, as the King wished to fight the duel himself. After a long battle in the Elven throne room with Dwarven spectators and horrified Courtiers the King died at the end of Dwarven steel. But not before Belestram Sylvaeri told the Dwarf who had the Caerme’onn King at his knees “Do with him as you will” sparking the fuse that would cause a schism between the ‘ame. So the Caerme’onn’s era while short lived as Royalty came to a close, with their King leaving behind three sons and a legacy of peace. However the death sparked a schism that itself lead to an Elven Civil War for the ‘ame which itself did not see an end for many decades. The Seed itself was left in tatters as a result of this, split apart and weakened, Aelin Caerme’onn became the Chieftess and would bring the Clan together for a time joining the Dominion Successor State of Gladewynn in which she attempted to rebuild what was lost in the years of chaos after Abelas’s death. Successful in many regards she managed to increase the Seeds membership and won herself an honoured place with the Ithelanens in Gladewynn and later its own successor of Alderyn. The Seed would find itself as the second most prominent in these States behind its ruler in Ithelanen, however both states were in decline as the Elven Schism would worsen and the wounds that divided the Wood Elves deepened. While they would enjoy a position of luxury and prominence in one State it was still seen as something of a decline. Chieftess Aelin would marry her counterpart in Ithelanen and create something of a Union between the Seeds, though many in both camps weren’t happy with the arrangement. This Union of the Seeds would break apart when Chieftess Aelin’s Husband would leave her at the behest of the Elders of his Clan and divorce her when he took up the mantle of Prince of Alders. This act distressed the Caerme’onn Chieftess to a great extent, her love, her children all cast aside due to family politics. When Alderyn formed the Elven Union with all the other Elven States barring Haelun’or it had upset the diplomatic power structure the Empire of Mankind had established and caused Imperial aggression towards Alderyn, with Aelin naming herself the rightful Princess of Alderyn along with her bloodline. This act itself effectively shattered the Clan once again, splitting many opinions, to be loyal to the Chieftess or to the wider Wood Elven people. Artanis Sa’roir of Caerme’onn the son of the Elvenking would join up with the Crown of Elvenesse lead by Faenor Sylvaeri to attempt to reform the remnants of his Clan and perhaps grow once again, hoping to keep his people safe from the political machinations of the oncoming war. He would establish Caerme’onn in Elvenesse as a separate Branch from the Alderyn Faction and hope to work from there. Present Day The Greater Seed finds itself scattered and divided, with Artanis in Aegrothond attempting to gather those who would be loyal to an independent and free Wood Elven people and creating his own Branch of the Clan, separate from Aelin. Values and Culture Patron Mani of Caerme’onn -Amaethon- Amaethon the Prince of Stags, representing fatherhood, justice, compassion and royalty under the Wild Faith’s Pantheon. Being the Stag he represents the head of the Herd which reflects Caerme’onn as stalwart defenders of Elven society. Not outwardly aggressive or hostile, but ready to defend the herd when provoked. Values The elves of the Caerme’onn seed hold some values above all else. While only Artimec and Artanis’s Bloodlines claim ancestry with the clan, all those who hold the Caerme’onn name are expected to uphold the values their ancient counterparts once lived by. Piety. “Our gods are the Aspects, for they are the sea and the sky, the great mountains and the wide plains, the forests and all the beasts that roam within it. They are all, and we are beholden to their will.” Aspectism is extremely important to all elves of the Caerme’onn Seed, and all elves within it are expected to be devout followers of the religion. The Aspects hold a huge part in Caerme’onn life, with both elders being druids of the Naelurir- priests who guide the wood elven people. The Caerme’onn Seed practices ritual offering to the Aspects, leaving many a gift to their gods before the sacrificial braziers and shrines erected across the wood elven city. These offerings are left before a hunt, before childbirth, and other situations that require diefic blessings. Loyalty. “A wolf is a fearsome beast, a proud creature. It has reason to be proud, for it is one of Cernunno’s apex predators. Yet, a lone wolf will quickly find itself starving. Wolves may be haughty, they may be fierce, but they know that the strength of their kind is in the pack.” Elves of the Caerme’onn seed must first care for the seed, and the elven people as a whole, before any one individual. To jeopardize the safety of the seed or the nation for the sake of one man is considered selfish, and elves of Caerme’onn are expected to know when to sacrifice themselves should their lives come at the cost of the pack. The traditions, culture and prosperity of both the Caerme’onn and the wood elves as a whole must be protected at all costs, and no elf of Caerme’onn is above this duty, even if carrying it out leads to their death. Leadership. “We are the shepherds.” Initiative is a key trait of the Caerme’onn. Leadership is highly valued, as Caerme’onn is considered to be the spearhead in the revival movement of all ancient seed culture, at least in the eyes of its own members. After all, Caerme’onn was the first Seed to be formally re-founded during the beginning of the cultural revolution in early Vailor. All elves of Caerme’onn are expected to provide some leading role in the wood elven people. They can do this by joining the Naelurir- elven priests that teach the commonfolk of the Aspects, by working their way up the ranks in the warriors of Sirame, or taking up other highly sought after societal roles such being the head of a healing clinic. Caerme’onn tribesmen and women must know when to stop and listen, however. Leadership is as much knowing your betters and seniors and respecting the chain of command, as it is guiding those younger and lower in rank than you. Strength “We must be swift as a coursing river, with all the strength of a force typhoon, with all the strength of a raging fire, mysterious as the dark side of the moon.” The elves of the Caerme’onn Seed value strength in all its forms. Naturally, all its members must learn to be proficient in combat. The men must learn the way of the blade, the spear, and the tomahawk. Women are expected to learn to be deadly with a knife, although swordplay is not discouraged. Both are required to master marksmanship and hand-to-hand fighting. A Caerme’onn’s physical strength is often judged by their prowess in the hunt. The larger the game, the harsher the terrain, the more honour he brings himself and his seed. Women are less pressured to hunt, instead being asked to show mental strength. Calm minds and calm hearts as they serve as diplomats, healers and mothers. Indeed, strength of the mind is equally valued in both men and women of the Seed. All Caerme’onn are expected to carry themselves respectfully, to not bend to petty insults nor dole them out themselves, to be mature and refrain from acts of heated emotion, to have a cool, calm and sensible heart. Initiation Trials When the Clan was first founded only those of the Camoryn Bloodline could join, though when Artimec refounded the Seed in the Dominion of Malin he allowed those who were not otherwise born into the clan to join. Now the Clan is for all Elves to join so long as they can prove themselves enough to a Chieftain. Most undergo trials, though Elves of particular renown and skill can be immediately inducted into the Clan. Trial of Faith The initiate is taught rigorously of the Aspects, what they stand for, and why their worship is so critical to the seed and to the wood elven people. The initiate must pass this trial by offering up an item of great value to the sacrificial brazier, burning it in the name of the Aspects and explaining the significance of its sacrifice to the Seed Elders. The initiate must also swear an oath to always worship the two gods of nature and never hold any deities above them. Trial of Tradition The initiate should endulge on the things that the Mali’ame have been raised from. It is required that they raise an animal from birth to be their companion. Craft their own weapons. Find or create their own shelter. Erect a shrine in the name of the Aspects. It is up to the initiate to decide what old tradition to show prowess in, and the elders to judge if their efforts are worthy. Trial of Knowledge The initiate is encouraged to talk to Elder elves, to learn of the history of the Mali. Then write a thesis on a significant period of elven history of his/her choice and explain the lessons learned from it. Trial of Endurance The initiate is taken to the base of a high mountain and given a pack full of stones. He is to climb that mountain under the watchful eye of an elder. If he falters or gives up, he is not worthy to join the seed. Trial of Hunt The initiate is sent off into the deep forest in search of a monster or beast of extravagant notability. To succeed this trial, he must behead it and bring it back as a trophy. The other parts of the beast must be put to use, its hides worn, its bones sacrificed to the Aspects. Wastefulness will lead to the failure of this trial. Trial of Fear The initiate’s mind is warped with the drug of cacti or nightsap, and left at the peak of a mountain with absolutely nothing but a bone knife at his side. He will be watched carefully by elders, and must survive for a week while disoriented and far from wilderness. If he is unable, he will be collected and returned home, but deemed unfit for the Caerme’onn. Trial of Pain The initate must show his capacity to endure physical suffering for the Seed, and is chained to a post and flogged with a baton, the elders judge how worthy he/she is by how much pain he can endure. At any point, the initiate can call for the beating to stop, but if they call for it too soon, they are deemed unworthy. Those who endure the pain until the elders themselves decide to halt earn their place in the seed. Trial of Worth The initiate must defeat on of the Elders in one on one combat. This is the final trial where the initiate proves his newfound strength and his passion. If he is able to defeat the elder, he finally earns his place among the Caerme’onn. The Initiation Ceremony Once the trials are passed, the new tribesman of the Caerme’onn seed is taken to sacred ground. Usually, this means a fae ring or a site of Aspectist shrines. There, their skin is injected with crimson ink in the shape a stag’s antlers- the crimson horns are the ilmyumier of the Seed. The tribesman is allowed to choose where they wish to bare their tattoos, but to bare them in a place out of view or commonly covered up with clothing is considered highly disrespectful. To have the tattoo be too small and insignificant is too. Traditionally, most Caerme’onn wear the inking on their left arm, which is kept sleeveless so it can be displayed. Bloodlines and Bloodless The Bloodlines are those who descend by blood from significant members of the Clan in regards to its history and the impact they’ve had on Elven society though focused on their positive influence. In the Elvenesse branch of the Seed the Bloodlines are required to have one Elder Representing their interests in a trinity, with the third Elder being selected among the Bloodless to ensure that those who are not born or are otherwise adopted by a Bloodline are represented within the Clan. The two Bloodlines are: Camoryn - The Original Bloodline of the Clan, Princes, Priests and Warriors alike. Sa’roir - A later addition with Abelas being the solidifying figure to make this bloodline a relevant one in Caerme’onn. A lineage of Kings, Princes and Princesses dating back to Old Malinor. Current Members of the Elvenesse Branch Artimec Camoryn - Elder of the Greater Clan and of the Elvenesse Branch Artanis Sa’roir- Chief of the Elvenesse Branch of Clan Caerme’onn, head of the Sa’roir Bloodline Asra Songbird -Spouse to the Chief of the Elvenesse Branch of Clan Caerme’onn Esme Songbird - Adoptive Daughter of the Chief of the Elvenesse Branch of Clan Caerme’onn Allora Caerme’onn - Full member of the Seed. Chi-Chi Caerme’onn – Bloodless member of the Seed. Should You Join? To join Caerme’onn can be an arduous task for the bloodless to undertake and it can only be completed by only those who have enough determination. Though a Chieftain can sometimes waive the initiation trials for those of particular renown or skill that the Seed might require. Otherwise those else can be born into the Seed through its two bloodlines or via direct adoption. For members of the Clan promoting the cultural values of the Wood Elves is paramount, ensuring the religion, tradition and values of the people do not die out. It also means defending whatever home the Wood Elves find themselves in, proving themselves in battle but by in large as defenders not conquerors. Seeing themselves like the Stag at the head of the herd, guiding it through thick and thin and defending it from those who would deem to prey upon the herd.
  13. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  14. Governing of the Yù State Here follows the Governing of the Hou-zi people within the New State of Qin. The State of Qin is formed by three governing bodies, the first and most important formed by Huángdí followed by his Buzhang (ministers), responsible of making decisions, guiding and unifying the race, administering the activity of the State. The second governmental body is formed by the head of the family and the members of the Chi council, those people of great relevance within the society who by their own merits acquire relevance in the government or who direct small groups within the society. They must actively participate in the direction of the state, advise, propose and elaborate laws, as well as help the Buzhangs. The Huángdì The head of the State. Official monarch of the state of Qin, the word of Huángdì is law. The Monarchy will be replaced by the eldest son or the daughter of the Dynasty, but if the Clan line is over, a new Clan will take its place, selected by vote in the Chi Council: Yù-Zhúdhíng (AlbertoTC) The Zongtong The members of this rank have all the same power, their word is semi-absolute, only below the Huangdi, being in turn chosen by it. If any member of the government opposes his election, a vote will be held. The Quántóu (Buzhang of Military) - The Head of Military and General of the Hou-zi Army. Responsible for delegating officers and tasks, leading the military strikes and defense, and managing the affairs of the State by upholding the laws of the State and People. Current title holder: The Shenjiao ( Buzhang of Religion) - The Head of Religion, responsible for guiding the Hou-zi fate. Though the Huángdì can make proclamations against the Gods of other people, the Buzhang can as well, and is given the ability to uphold the Shenjiao religion by force- so long as doing so does not disrupt the laws of the land. Current title holder: Hsieh-Xin(SaltyOlog) The Xuézhě (Buzhang of Culture) - The Head of all Cultural affairs, responsible of expanding and publicizing the culture of the Hous to all other races, as well as preserving it, writing about it and studying ancient traditions that are lost. This individual is also responsible for controlling who makes use of the magic that Hou-Shen gave us, the Chi. Current title holder: Liao-Chen (Evonpire) The Council of Chi The Council of Chi was once a ruling sect of lords and clan leaders elected to govern the district of the Hou-zi Empire. Now, the Council is divided to manage the daily events of the State, as well as to advise and help in all that the Zongtong requires. This group is divided into two: The Family Heads - leaders of families or dynasties, important people in society because they lead a group of Hous and share their blood mostly. There can only be one per family, having among them all the same importance. Council Members - people who are recognized for their individual merits by The Zongtong and therefore acquire a position of importance. In addition, these members go on to take responsibility in daily life, some are in charge of trade with other nations, others of the treasury of the state... ((OOC: Once the number of active Hous increases, the charges of The council of Chi will be defined according to the needs that these present. To be a Family Head, a forum post must be written about your family and approved by two Zontong members)) Official Yù Flag
  15. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe , far quicker than a normal horse, and faster than even a Lur wolf. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them .Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  16. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  17. ((OOC: Sorry for posting this in a doc, but I wanted to use footnotes. My favourite passage I have posted here : ) )) ’Assembled brethren, let us make this our maxim: that whilst the STRONG do what they will, the WEAK suffer what they must. And them that are righteous are weak men. We should have it that we do our share of willing, and that others do the ‘suffering’ part - for a strong man is greater than a wise man, and it is workers of iniquity that are exalted on Earth. Therefore, let us kill this Guy, who in his righteousness is weak, just as we are in our ruthlessness strong. And so shall we rape Savoy of its laws and people, vanquish its customs and traditions, and say, in short, that whatsoever should prevail upon the Earth: Savoy must be destroyed.’-Chronici Sapaudia, 2.7 FRIENDS, let it be known that I have published the great work of my father, a most excellent historian of the highest quality, and have translated it into the Common language in order that it might be for the benefit of the whole Commonwealth. I urge you to read this most valuable and excellent work, which I have, with God’s help, faithfully and diligently translated. Erwin von Manstein. FULL Chronicle here enclosed. ((https://docs.google.com/document/d/1Oq--XHhFluH4mDD8pWIz7C00K2T-KCJa4KxHx_dvTKw/edit))
  18. HAESENI PEOPLE THE HANSO-RAEV CRUCIBLE VE EDLERVIK TABLE OF CONTENTS I. INTRODUCTION II. HISTORY III. PHYSICAL CHARACTERISTICS IV. WAY OF LIFE V. RELIGION VI. LANGUAGE VII. MONARCHS OF HAENSE VIII. NOTABLE INDIVIDUALS I - INTRODUCTION A BRIEF SUMMARY The Haensic people (also known as Haeseni, Haensetians, or Edlervik in their native Naumariav) are the national and ethnic natives of the Kingdom of Haense, one of the only autonomous highlander states in existence. Their identity can be traced to the waning end of Schismatic Wars in the late 1400s, where the recently-conquered Hansetians were subjugated to Raevir governors and ruling elite. The ethnonym and national name ‘Haeseni’ and ‘Haense’ comes from the canonical city Hanseh, the capital of Saint Joren’s realm and its successor states. Historically, the considered ‘beginning date’ of the Haeseni is usually the coronation of Petyr Barbanov in 1579 to the thrones of Hanseti and Ruska, soon being shortened to Haense in vernacular lingo, though the process of cultural infusion of the lords and commoners started much earlier. Throughout the years prior, Botch was phased out in favor of languages either in Flexio or Marian, and to maintain order in the provinces, the upper class adopted Hansetian customs and legal systems, and especially following the disastrous War of the Ducal Confederation of the late 1510s, began to associate themselves as natives rather than Raevir settlers. As noted by John Macdonough in the 1560s, ‘... when you enter the halls of the crow lords, it is almost baffling to gaze at Sigismund and King Mark sharing motifs, and how no man would ever admit to having more Rusk than Marian in their blood.’ The military remained dominated by the Raevir, and it remained the most stubborn to hansetification, and the nation maintained the unique cavalry traditions and hierarchy, though in recent years the modernist reforms of the heartlands have trickled in. The upper class specifically also maintains a heavy precedence on Karovic lineage and Sigismundic decent, keeping many of the classical clan institutions of its ancestors, albeit more formalized and generally for ceremonial purposes. --- NOTE ON ETYMOLOGY The most common demonym in referring to the culture is ‘Haeseni’, especially popular vernacularly, and ‘Haensetian’. However, the latter has caused confusion among historians, with only a letter difference between ‘Hansetian’ and ‘Haensetian’. In most writings, it is common to see Haensetians referred to as “Haeseni” or “Haensic people”, in order to mitigate this confusion. “Edlervik” is used in Naumariav to refer to Haensetians, transliterating into ‘the Edel folk’. Other, rarer demonyms, include “Hanso-Raevir” (made popular by the writings of Stanimar van Rytsborg at the beginning of the sixteenth century), “Edelites” in reference to the canonical city of Edel, or “Haensian” which is more popular by southern writers and authors. --- PLAYING A HAESENI CHARACTER | OOC There are no special requirements in making a Haeseni and is especially encouraged when playing in the Haense player base. This guide will (hopefully) help you in making such a character and give more flair in roleplaying your character. However, every character is different! Nothing on here is set in stone, and you may act as you wish. This culture is not some ancient people deriving back thousands of years, but an organic population founded almost entirely through roleplayed events and history. Everything is subject to change and it is our belief everyone can add their own little bit to this evolving culture. II - HISTORY OVAREVED SENOEHR AND THE NORTHERN QUESTION [1491-1578] Most historians consider the foundation of Haense at the first settlement of Raevir in Hanseti- namely in Ayr, Hiebenhall, and Drakenborg- during the waning years of the Schism War in the 1490s, when the Kingdom of Aesterwald began to crumble and kossak bands took control of a vast majority of the country-side. Vanderfell itself, the capital of Aesterwald, would fall in 1492 to officially end the Schism War, and in its remnants a puppet state was formed under a Hansetian governor known as Otto Heinzreich. However, the nobility was almost completely replaced by newly arrived Raevir lords, such as the Barbanovs and the Kovachevs, and eventually Otto Heinzreich would be later succeeded by a raev himself, Karl Barbanov. Karl reorganized the state, forming a true ducal realm, and it was decided to be called ‘Haense’, after ‘Hanseh’, from the biblical name of the Joren’s first and capital city during his conquests of the northmen. Karl therefore became the first ‘Duke of Haense’, a title which has suck upon the Barbanov familial holdings for generations. In these early years, the focus was the Third Human-Dwarf War, and the Duchy of Haense became a warzone. Scattered throughout former Waldenian realm lied numerous dwarven outposts, and control of the mining and lumber industries became vital to both side’s war efforts. Famous battles include the Siege of Drakenborg and Karl’s Capture of Hiebenhall, which marked the end of dwarven occupation in the highlander realm. Hiebenhall was reconstructed into Siegrad, the first de jure capital of a Haeseni realm, and it prospered to trade on the rivers. Shortly after war ended, Karl launched new attacks upon the pagans deep in the hinterlands, pushing many out of the region (including future pagan settlers on the isle of Avar). Karl died in the Great Worm Attack of 1518, and the duchy continued into a regency led by the Hansetian Tarcell Othaman. The War of the Ducal Coalition went into full swing following the Wett Massacre, and regent Tarcell declared for Duke Hugo Sarkozic in his bid for kingship. For majority of the war Tarcell remained near Haense, defending against numerous attempts at an invasion. Karl’s son Siguine reached of age near the middle of the war, and when Hugo died mere months after his fourteenth nameday, he was elected the Duke of Adria and Lord Paramount of the Coalition. Many Haeseni soldiers followed Siguine south to Brelus, where Siguine suffered defeats both at the Blackwald then Barrowyk. Brelus soon after was sacked and destroyed by royalist forces, and the Ducal Coalition admitted surrender the following day. Despite this, Tarcell remained stubborn in rebellion and continued to be defiant till his untimely death a year after in 1522. The Haeseni soldiers, now without a leader, fell quickly to an Orenian company led by the northman Jan Kovachev, who later was granted a fair majority of Haense’s ducal lands. This status quo did not remain long, however, and the Horen Restoration in 1526 saw Haense once again reorganized into the rump state of Carnatia, given to the Sarkozic-claimant Otto Sarkozic. The imperial reformation founded a sense of calmness in the land, but soon it once again came to disorder. Throughout previous empires, there has been at least one form of autonomous highlander state, and many looked who it would be led by. The hinterlands during this were split three-way- Carnatia, the heartlander-controlled Courland, and the Horen principality of Alamar. The Duke of Carnatia and Viscount of Alamar came to an agreement known as the Sigismund’s Day Compromise, to form an autonomous realm with the emperor as king. However, they did not include the Duke of Courland, and the proposed government never came to be. The Eighteen Years’ War stretched a good majority of this time, which gained the mixed Raevir-Hansetian Carnatians a military tradition. Two of the war’s most famous commanders, Jan Kovachev and Josef Vladov, came from their ilk. The Capture of Avar under Josef Vladov was also a celebrated success in Carnatia, and the company known as the Carnatian Hussar gained rapid fame throughout the imperial army. What became now known as ‘the Northern Question’ ripped apart relations between the two power-houses of the hinterlands, Haense and Courland. The return of the Barbanov-claimant Petyr to Carnatia and the Duke of Courland’s illegal seizure of Kraken’s Watch (a fief owned by the Vanir family) sparked the bloody Riga War. Command was given to Petyr Barbanov, supported by talented commanders such as Jan Kovachev, Fiske Vanir, and the later Palatine Rickard Barrow. The war ended in a Haeseni victory at the Sacking of Riga in 1564. Petyr look the position of Lord Governor of the North by the imperial government, and he helped lead the pacification of the Krajian Rebellion from 1565 to 1576. Haense’s most famous victories during the entirety of the Anarchy include the Sacking of Riga, which ended the Riga War, the Battle of Krajia in 1570, raiding and looting the de facto capital of the hetmans, and the Standoff at Eroch River, where Rickard Barrow bravely saved the imperial crown prince. Only two years after the submission of the hetmans, Petyr was granted the crowns of both Hanseti and Ruska, to which he called after his ducal seat: ‘Haense’. Historians consider this the founding moments of what is to be the ‘Haeseni people’, a culture that is not wholly Raevir or Hansetian. --- THE FIRST REGIME [1578-1603] With now total legal control over most of the hinterlands, Haense expanded immensely. New fortifications, villages, cities, and estates sprang up overnight. Marian was adopted as the official tongue of the nation (though Raev Iliyric was still used in rare occasions). Karlsborg was constructed as a planned city under the direction of Rickard Barrow, designated to be a true Haeseni royal capital. He also designed the palace of Ottostadt, the first home of the royal family. Petyr only ruled for four years, and though it was a large blow to the nation, his popular son Andrik II took the throne. Haense continued to blossom and thrive, its population boomed, and its culture thrived. In 1585, Andrik II was supposedly disrespected by the reigning emperor at the time, John IV. In rage, he killed the emperor, then fled north to commence the short-lived Deep Cold Uprising. It ended quickly in 1586 by a pro-Imperialist faction led by Sergey Kovachev, the Duke of Carnatia, and he forced Andrik II to abdicate to his infant son Marius. Andrik was later captured by the veterans of the Carnatian Hussar, and he was boiled in milk by the insane emperor Philip. Andrik’s brother and Marius’ uncle Karl Sigmar took power as regent, and unlike his father and elder brother, he could not rally the nobility behind him. His centralization efforts with the military was an intense struggle, and numerous lords were placed in power due to personal relations with the monarchy rather than true talent. By Marius’ accession as king in 1598, the nobility forced him out of court. The nobility of the time was controlled by two main factions- the Sergeyists and the Andrivists, who quarreled for control. A small royalist faction under Stefan Bihar and later Lukas Vanir existed, though it struggled to keep the peace maintained between both sides. Throughout all the political turmoil, Haeseni culture continued into its golden age, producing countless works and the creation of the first proper Haeseni language, known as New Marian. Marius attempted nationalization of his country, and he reached some success, and continued the vast effort of colonizing the Haeseni hinterlands. He founded countless cities, roads, and forts, though majority soon after left abandoned following the coming war. A few short rebellions, such as the Brawn Rebellion in 1600, but the nation resumed a tenuous peace. To the south, the empire had fallen to the Coalition Wars, and was divided amongst the ruling warlords. Due to multiple diplomatic blunder, include the Haeseni councilor Diedrik Barrow’s murder of one of their princes entered Haense into the First Northern War. The military of Haense at this was disorganized and weak, the blunder of Branimar Vanir’s command taken its toll. Both at the battles of Elba and Vasiland, Haense experienced bloody defeat, and soon the monarchy of Marius left in exile to an allied court. --- GREYSPINE REBELLION AND THE RESTORATION [1603-1655] The loss of the nation is perhaps one of the greatest forces which bonded the now divided Haeseni people, when occupied by Heartlander warlords. Much of the nobility fled to the southern city of Mardon, where Marius made his court-in-exile. The lower nobility and minor landowners stayed, however, and there grew a great friction between the highlander natives and now newly-arriving heartlander colonists. In a pact led by the Count of Ayr, Eirik Baruch, and the Rutherns of Metterden, short incursions began, which soon spread wildfire throughout the former Haeseni realm. The exiled government soon took interested, and now in leadership of Stefan Barbanov, they met at the climax of the Second Battle of the Rothswood, where the occupier’s army was annihilated, chased by the soldiers of Harren van Metterden. The first true Karovic duma in years began, and the Karovic houses met to choose a new king. The Ruthern, a primary combatant in the war, wanted their own as king, yet the royalist faction wished for a return of the Barbanovs. In a landslide victory, Stefan won and was elected king, appointed numerous famous officials such as Henrik Bihar and Alessa Grendok. In the beginning, raids by the western pagans were common, though after the brief Battles of Rostig and Alban, they halted further incursions. Palatine Henrik Bihar oversaw the construction of the new capital of Alban (the former Karlsborg was destroyed following the war) and vast reforms spread throughout the state. Despite imperial losses to the south, the Haense state militarily rebounded dramatically, and due to the Pruvian Inheritance the economy boomed. Alban thrived under Stefan and his two successors, Otto I and Otto II, and Haense continued to maintain themselves as one of the dominant powers in the human realms. Barbanov grew to become a wealthy family not only in terms of their own realm and came to exhibit strong influence. Otherwise in the brief conflicts on the Vasiland Coast during the War of the Beards in the Siege of Kraken’s Watch in 1635, Haense remained relatively peaceful, while the south was rocked by scandals such as the Adelburg Coup. Otto II joined the Third Crusade, helping remove the pagan threats to the west, and constructed the new capital, known to the present day as Markev. When his son Otto III took the throne, he greatly expanded both Markev and his new palace of Krepost. However, the cultural golden age was running on fumes, and as tensions increased between the heartlander states and Haense, war came to everyone’s mind. For a decade, no conflict happened, though intense diplomatic meetings did not help the situation. In 1653, conflict broke, and while initial successes were had, the Curon front was decimated by their opponents. Belvitz, one of the main trading partners with Markev and the main breadbasket of humanity, was cut off by embargo from the Horen crown. By 1654, the capital of Markev experienced famine and later the Great Plague of 1654, which decimated the populace. Both Otto III and his heir (though on mysterious circumstances) died due to this plague, which left the realm to his second son Karl II. --- MODERN ERA [1655-Present] Haense experienced multiple losses to their heartlander enemies, though Karl II, joined by his cousin and Palatine Franz Bihar, were able to maintain their overs from crossing the River Czena. Karl II attempted to fix the lack of food by constructing more farms, expanding the wheat production of Haense tenfold. Though with heavy embargo upon Haense’s goods, the economy suffered, and trade was little to be had in Markev. Liberals under a constitutional radical message attempted to overthrow the government late in 1560, though Karl II and his forces were able to beat them off. When Karl himself died in 1666, an intense succession crisis occurred. Nobility expected a duma to be called, but Jakob Bihar, the former Palatine, seized control as king short after. However, he was captured mere days since becoming king, and executed. Now in a status of emergency, Franz’s nephew, Sigmar Lothar, was quickly rushed to the throne to ease tensions. Under Sigmar, he convinced the embargo to be lifted and trade flooded back in, with Markev receiving a short boost in population and wealth. He loosened control on his vassals and pursued policies of weak central authority, which angered his family’s more centralized focus. Sigmar was unable to reverse the military blunders of the past, however, and his army was crushed as the Battle of Karl’s Hill in the beginning of his reign. Soon after, he looked to appeasement with his aggressors, and swore under their monarch Aurelius, forming a new imperial state. Sigmar passed away to the flu, leaving the throne to his son Robert. III - PHYSICAL CHARACTERISTICS PHENOTYPES In the decades of inbreeding between waves of migrations, settlers, and the natives, there are three basic phenotypes for the Haeseni people - the High Marians, the Low Marians, and the Vezuchet. The average height of a Haeseni man is around six feet, and for women around five foot eight. Vezuchets are the tallest, averaging around six foot one, with High Marians around six foot to six foot and a half. Low Marians are the shortest with an average at five foot eleven to five foot eleven and a half. --- HIGH MARIAN - THE ELDER NOBILITY The High Marians are the elder nobility - namely, the Karovic household. Traits of this phenotype is black or blonde hair, and green or blue eyes. The traditional green-eye with Crow-plume for hair is very common, though intermarriage with Hansetian lordlings put a high desire on the typical blonde-hair, blue-eyed highlander. High Marians remained tall along with their kin, though they are slenderer than the rugged peasants of the frontier, with larger heads compared with the average Haeseni. --- LOW MARIAN - THE LOW NOBILITY AND BURGHERS The middle class of Haense, they display a mix of Hansetian and Raevir features, though favor more towards the former. Brown and blonde hair is the most common, with blue or grey eyes. They are bulkier than the High Marians, though on average shorter, though still maintain a larger head compared to the poorer class of the Vezuchet. --- VEZUCHET - THE COMMONERS, FREEMEN, AND SERFS The Vezuchets are the largest, yet poorest class, and exhibit mostly features such as brown hair and grey to brown eyes. From surviving the hinterlands has made many of them larger than the average High or Low Marian, both taller and larger in size. Their heads are smaller, with longer torso compared to legs. IV - WAY OF LIFE CREMATION OF THE DEAD AND THE ASHERN In highlander tradition, cremation has always played a part in paying respects to the dead, and it continues strong in the Kingdom of Haense. Kinsmen are burned by their family members in great pyres, and their ashes collected in urns called Ashern. Everyone is typically given their own ashern to house their ashes. However, in the higher nobility, it is common for patriarchs and extraordinary individuals to have their ashes collected in the Haucashern, a large urn which is home to the ashes of previous patriarchs of the family. The size of a family’s Haucashern is a symbol of status, and the oldest of families typically have the largest of haucasherns. Both kinds of urns are usually ornately decorated, and the more prestigious a house the better quality of urn. This practice resurged namely after the War of the Ducal Coalition, where it became a trend to carry ashes of the burned dead of Brelus in urns, typically used by knights as a sign of respect and honoring the dead. In the heartlands the fad faded quickly, though the tradition remained strong in Haense. Many veterans and lords of the war requested to be cremated as an honor, and it soon evolved into the norm for last rites. --- THE LAST DRINK OF DEATH Following the funeral ceremony and the cremation of the dead’s body, a solemn feast begins in memory of the fallen kinsman and comrade. At the beginning of the feast, a toast is given to the fallen, called the ‘Last Drink of Death’, to which each pours half the contents of their glass upon the floor. After which, everyone must finish the drink. A prayer is given shortly after, and the feast commences. --- PERMISSION FOR COURTING Although the courting process itself remains similar to the heartlander traditions, Haense maintains a very strict protocol in the asking of permission for a lord or sir to court a lord’s daughter or female kinsman. The man must gather exactly two sheep, a goat, and four chickens, and give them as an offering to the family patriarch. The gifts are taken by the patriarch, and the man in question is invited to a feast in the patriarch’s house. At the end of the dinner, the man is given one of two dishes - the lok (goat intestine filled with pork) or the erkindelir (boiled pig heart). If the man is served lok, then the patriarch has given his permission for the man to court the respective female of his clan. If the man is served erkindelir, however, he is refused permission. If the erkindelir is covered in a spicy sauce known as uli (milk and cream mixed with spices), then the denial is extreme, to a point where the man is forbidden to see his desired female companion again. --- BREAKING THE BREAD It is the commonly-held belief of a naturally enforced peace amongst those eating under the same roof, a common and old highlander custom. Feasts and dinner gatherings are seen as times of house bonding but also a rare instance of vulnerability. And so, it is very common for rivals and enemy parties to ‘break bread’ before a diplomatic meeting, to make the gathering a ‘feast’. Violence of any kind is strictly prohibited, and it is very taboo if it is allowed to go unpunished. In the case of political and diplomatic meetings, it is common to dip the bread afterwards into Carrion Black, and shortly thereafter eaten. --- TRIALS OF ULRIC TIBERAN Published late in the sixteenth century, the Trials of Ulric Tiberan is a collection of children stories all featuring the title character as protagonist. The stories are commonly used by Haeseni parents and teachers in schooling young children. They commonly feature virtues of loyalty, dedication, and humility. Numerous stock characters are used in the tales, such as the twin crowns ‘Alvin and Darren’, the greedy Sir de Viri, and his squire Enoch. He commonly uses ‘Soulstrung’, a bow and his signature weapon. His most famous story is the ‘Trial of the Dragon’, where he slays the frost wyrm Toruug. --- PERISSEM NE PERISSEM - PERSISTENCE At the core of Haeseni lies the chiefest of virtues - persistence. Persistence in the hardships of life. Persistence in the hardship faced by the Haeseni people time and time again. Unlike other realms, Haense boasts a continuous history, filled with peaks and troughs, and through it all, despite all violence against it, the Kingdom of Haense and its people remain. This is commonly shown in the famous Haeseni proverb: “I would have perished had I not persisted.” Time and time again, Haense has been brought to a low position, yet every time it resurfaces and returns to the days of glory and its manifest destiny. Only through persistence and dedication can the Haeseni people live on. --- PERISSEM NE PERISSEM - SELF-RELIANCE Throughout history, Haense has found itself either surrounded with allies or swimming in enemies, and the Haeseni people have attempted to a staunch belief in self-reliance. No matter political affairs of neighboring states and outside world, Haense must focus in relying upon its own to rebuild itself up from any destruction. Many in the world will promise help, and while some will actually give, to depend your entirety on the whims on foreigners never bodes well. --- PERISSEM NE PERISSEM - SELF-ASSURANCE With their concept of self-reliance comes their belief in self-assurance, that no matter what path Haense takes, the people are ready and will stand together to face any threat. Haense must not look at the total outside for their evaluation, but look within, and seeing together as a united Haeseni people. This is embodied in the Haeseni saying, “Lest my shield turn to ash, but I shall not falter.” --- BIHARISM - THE AGRARIAN DREAM Haense has, and for the foreseeable future will be an agricultural society, and with it the social concept of land ownership. It is considered culturally the proper Haeseni way to law ownership to land and live from the bounties of the earth. It has been the cornerstone of the Haeseni political thought of Biharism which is that every freeman of Haeseni stock to own their own farms, provide for their own families, and raise that proper family to follow in the same tradition. --- BIHARISM - JEREMIC LIBERTIES From the beginning of Karl’s first warrior bands in the fledgling Duchy of Haense, the military followed a pseudo-cossack code. Not following many of the traditions, they still maintained the famous concept of the ‘Jeremic Liberties’, which are the freedoms given to each freeman within the realm. These, of course, have been adapted heavily in more Hansetian tradition, though the base meaning remains the same. The liberties are as followed: “To each freeman is his own life, to take it is to be a thief, To each freeman his own time, to take it is to be a slaver, To each freeman his own sword, to take it is to blind him, To each freeman his own wife, to take it is to injure him, And to each freeman his own farm, to take is to make him no man.” These five principles are the core freedoms of each free Haeseni man- rights which, culturally, cannot be taken away. --- BIHARISM - HAESENI DESTINY The Haeseni Destiny is the belief is required colonized of nearby lands, that the homeland of the highland peoples must be expanded to allow for future growth. This has been a common policy carried on by many administrations, and remains a common belief held by the Haeseni public. The hinterlands are wild and dangerous, and it is the Haeseni duty to colonize and bring order to the land which God had given us. --- CURSE OF FRANZ The ‘Curse of Franz’ is the popular belief that misfortune will fall upon lords and kings named Franz. This superstition has begun after three kings with the similar name Franz meeting horrid fates: Franz the Martyr was killed in his own court, Franz the Faultless was executed for his brother’s war, and the Franz the Unfortunate’s murder before even receiving the crown. It is therefore taboo to name heirs Franz, else fall prey to the curse. --- HOLIDAY - SIGISMUND’S DAY 7th of the Sun’s Smile Sigismund’s Day is the national holiday in celebration of Sigismund, one of the patrons of Haense. This is typically a private family affair, and usually involves house and clan unions. During this day, it is tradition for all members of the Karovic household to feast in the halls of the current Karovic Patriarch. Common foods during this meal include veal, iskov (blend of potatoes and vegetables), and restineol (salted horse brain). --- HOLIDAY - BAROVIFEST 2nd of the Amber Cold Barovifest originally was the celebration of Barbov the Black’s victory over the Nzechs at the Battle of the Elks, although in time it has transformed to the largest harvest festival within Haense. It is tradition, after sunset, to burn five large hay crows, with the typical locale playing music and other assortment of activities, such as apple bobbing and squash hurling. Many during this event wearing hand-carved wooden masks, called Maskoe, which are either in the shape of animals or famous individuals (including mockeries of disliked politicians). Throughout the festivities, the staple drink is yopil, a mixture of Carrion Black and fruit (berries and apples). --- HOLIDAY - FEAST OF SAINT TOBIAS THE PURE 15th of the Snow’s Maiden The Feast of Saint Tobias is the celebration of the winter solstice, and typically includes a large feast and play in the village center. Traditionally, the holiday was a very solemn affair, although in recent years it has been combining with the similar traditions of the heartlander Saint Tobias’ Day, which includes traditions of gift-giving and selfless acts. --- HOLIDAY - FEAST OF SAINT JULIA AND THE FIFTY VIRGINS OF PARADISIUS | JULIYEAFEST 21st of the First Seed Juliyeafest is considered the ‘festival of love’ within the Kingdom of Haense, and it is considered a Canonist fertility festival. Marriages on Juliyeafest are very, very common, and it is considered romantic for a male to give their female companion and crown of lilies, known as a Liliekongis. --- CORONATION OF THE KING - GOLDEN BULAVA The first item given to the king during his coronation is the Golden Bulava - the symbol of authority over the army. In the early days of the Duchy of Haense, the military was heavily dominated by the Raevir elite, and in their traditional fashion used the bulava as the sample of hetmanic authority. Eventually, the bulava has been adapted in Haeseni tradition and used as symbol of power for the commandants in service to the royal crown. --- CORONATION OF THE KING - MARIAN SWORD The second item given to the king during his coronation is the Marian Sword - symbol of the people. During the original settlement of the Duchy of Haense, the clear majority of the peasant population remained Hansetian, and so at the opposite of military life rests in the left hand the sword of the people. The sword is reputed to be the sword Gaius Marius, first monarch of Hanseti, and even in battle is worn by the king, in order to always carry the will of the Haeseni people with him. --- CORONATION OF THE KING - CROWN OF BL FRANCIS THE MARTYR The Crown of Haense is known officially as the Crown of Blessed Francis the Martyr, and since the coronation of Petyr I, has been the symbol of the Haeseni monarchy. The eleven jewels on the coronet (six blue and five red) each to signify a martyr of the Franciscan Massacre. --- SIGN OF FEALTY - KISSING THE KNEE In swearing the oath of fealty to a monarch or lord, it is common practice to ‘Kiss the Knee’, which is the literal pecking of the liege’s right knee. This is typically done following the reciting of an oath, such as an Othamanic Oath, and must be done with both knees on the ground. Before kissing, the words ‘Belei doe [name of liege]’ must be recited. --- MILITARY - CAVALRY TRADITION Since the ridings of Jan Kovachev and the warrior-general Alessa Grendock, Haense and the Haeseni people have always maintained a strong cavalry force and tradition. Numerous Haeseni have made names for themselves as horsemen during the countless wars, and it is considered an honor to be allowed to ride in one of Haense’s many horse divisions. Majority of these companies maintain a traditional dress of colorful robes and fur hats, typically accented with feathers. --- ROYAL FAMILY - KAROVIC’S HAND The Karovic’s Hand is the traditional advisor to the Patriarch of Carrion- a tradition which has survived in Haense under the Royal House of Barbanov. For many years, the Karovic’s hand followed the young Bihar line while the patriarchy followed the senior Andrivian line. The Karovic’s Hand maintains the household of the royal family and the integrity of the family in full- in the Karovic’s Hand who monitors and keeps the peace amongst the Karovic household. This, of course, includes not only those of the direct royal line but any family within the borders of Haense which draws male-line descent from the House of Carrion, which includes a plethora of cadet houses and bastard lineages. In times of strife, it is the Karovic’s Hand who calls the Royal Duma in place and organizes what is required, typically the selection of a king. Example of this can be seen when the National Duma was called after the Second Battle of the Rothswald, as the meeting officially proclaimed by the standing Karovic’s Hand at the time, Heinrik Bihar. Typically, the Karovic’s Hand would appoint a Palatine in place, though in recent years the Palatine and Karovic’s Hand have been one in the same. Anyone of the Karovic household can technically be Karovic’s Hand- however, traditionally it has been a cousin or of a specific line which receives the position. --- ROYAL FAMILY - KAROVIC NATIONAL DUMA In times of crisis and the lack of a central figure, the Karovic’s Hand may call the Karovic Duma to meet. The Karovic Duma is a body of elders within the Karovic household- the total sum of those claiming male-line descent from Carrion within the borders of Haense. By a vote of majority, the elders of each branch of the Karovic household select who shall be consider the Velkipadreil, or Karovic Patriarch, and assume the title of king. Even in the extremely Hansetian-influenced Haense, the concept of Karovic blood is still maintained strongly amongst the elder nobility- which almost entirely dominated by Carrion-descended houses. Kingship is, culturally, tied with the concept of being the Karovic Patriarch, and so whoever is the reigning monarch is technically the Lord of Carrion. The voters are typically the recognized patriarchs of respective houses which claim Karovic descent- examples, Kovachev, Ruthern, Sarkozic. Those considered ‘patriarch’ are only so if they are by complete majority recognized by the current standing electors. In some cases, a house that does not have patrilinear Carrion descent can join the electorate in the Duma. This is called a Matedervik Karoveo, or ‘Crow by the Mother’, and is typically restricted to those who have had a line of marriages with the Karovic household. Example of this is Vanir. However, a ‘Crow by the Mother’ cannot wear the Haucvogir feather in their cap during court or during a duma and may not display any Karovic heraldry upon their arms. --- ROYAL FAMILY - HAUCVOGIR PIEREN The Haucvogir Pieren, or the Grand Feather, is the symbol of Karovic lineage in the eyes of nobility. Those of the Karovic household- male-line descendants of Carrion- are granted the privilege of wearing a crow feather in their cap to signify their prestigious lineage. Those of the royal family wear golden crow feathers, while those not of the royal family wear black crow feathers. Each patriarch of the Karovic household can have two feathers, the second being a color of their choosing (typically a color of their house), as well as the Karovic’s Hand, whose second feather is white. The King of Haense, and therefore the Karovic Patriarch, is allowed to wear three feathers, in the colors of yellow, red, and black (original colors of Carrion). V - RELIGION CANONISM The Kingdom of Haense and the Haeseni People follow the Church of the Canon. More information on the Church and the faith of Canonism can be found in their respective subforum. --- SAINTS OF HAENSE Every culture which follows Canonism maintains a set of cherished saints and holy figures, patrons to their homeland and examples to follow by their people. Haense and the Haeseni people are no different, sporting a wide array of specific saints commonly referenced and revered. · Saint Joren of Paradisius · Blessed John Jeremus · Saint Julia of Paradisius · Exalted Sigismund · Saint Tobias the Pure · Saint Wilfriche of Hanseti · Blessed Francis the Martyr · Blessed Demetrius of the Dreadfort · Blessed Frederick of Royce · Blessed Andrew Vydra · Blessed High Pontiff Sixtus III · Blessed William of Herman · Blessed Stephen Himmel · Blessed Vytanis Andruikatis · Blessed Marius of Ayr · Saint Otto the Bald · Saint Emma of Adria · Saint Charles of Haense · Blessed High Pontiff Sixtus IV · Blessed High Pontiff Owyn II · Saint Henry of Haense · Saint John of Ruyter · Saint High Pontiff Everard IV --- PONTIFFS OF HAENSE Haense has also boasted a sizeable number of pontiffs from its own people, one of the largest numbers to sit upon the throne of the Vicar of God. · High Pontiff Theodosius I – Gregor Nikovic van Kvasz · High Pontiff Sixtus IV – Berengar Gotthold van Krinford · High Pontiff Lucien IV – Jan van Luka · High Pontiff Everard III – Bernard Baruek van Ayr · High Pontiff Adrian I – Lothar Sarkoz van Carnatiya · High Pontiff Owyn II – Jan Othaman van Karlsborg · High Pontiff Everard IV – Josef van Alban · High Pontiff Clement III – Jan Amador van Mondstadt VI - LANGUAGE I’ll be honest I can’t be assed to finish this language so here are my notes/Floop’s notes, who helped me work on this. LINK VII - MONARCHS OF HAENSE KOENG PETYR I SIGMAR - HAES BARBOV Petyr var Sigmar | eddywilson2 R. 1578 – 1582 Peter Siguine of Barbanov Petrus Siguinus Carovus Primus Curonicus “The Butcher of Riga, the Founder, the Bold, the Strong Crow” Petrus Curonicus, the founder of the modern State of Haense and its first king, is by far one the most legendary Haeseni figures in its history. Born during the late end of the War of the Ducal Coalition, Petyr was raised in exile following he and kinsmen’s banishment after the Sacking of Brelus. He did not remain outside the Orenian and Haeseni lands for long, however, and in the deal made between Otto Sarkoz and the emperor, Petyr could return. He lived in the rump state of the Duchy of Carnatia, compromising a of a sizeable chunk of Petyr’s family former holding of the Duchy of Haense. The first mention of him in his own right come from the Eighteen Years War, where the young Petyr served as cadet under Josef Vladov and later Jan Kovachev, fighting in the famous brigade known as the Carnatian Hussars. After the Peace of Avar, Petyr returned to Carnatia, where partook in the regional politics, known at the time as the tense Northern Question. He was one of the first supporters of Britanus Vanir following his disposition by the rival heartlander Duke of Courland, where he and famous commanders Fiske Vanir, Jan Kovachev, and Rickard Barrow formed the Carnatian League, kickstarting the Riga War. Petyr successfully commanded numerous battles, including the Siege of Kraken’s Watch and the decisive Battle of Curonswald, though he is mostly remembered for his successful Sack of Riga, which formerly ended the Riga War and left him in control of most of the highlander hinterlands. Petyr furthered showed his talent in the later Krajian Rebellion, successfully subduing rebel hetmans under the pretender Sveneld Ivanov by 1576, later being named Lord High Governor of Hanseti and Ruska. In 1578, under intense pressure by himself and his supporters, Petyr was bestowed the titles of King of Hanseti and Ruska, to which he became crowned as later in the year. In reference to his family’s traditional title, the realm at first was vernacularly called ‘Haense’. Under his rule, countless cities and forts were created, and the population in Haense soared. His military continued to serve under the larger imperial army, and his forces led multiple victories during the concluding dunlander revolts. Petyr’s technical reign as king only last four years, though, and he fell to old age by 1582. By the end of his reign, his kingdom and standing army had reached quadruple the size of their formers, and the first true city- Karlsborg- had been founded. --- KOENG ANDRIK II OTTO - HAES BARBOV Andrik var Petyr | Seannie22 R. 1582 – 1586 Andrew Otto of Barbanov Andreas Otis Carovus Secundus “The Winter King, the Rash, the Black” As son and later crown prince to his father, Andrik was extremely popular by the Haeseni military and nobility alike. He was known for his charismatic nature yet was prone to rash thinking, and in the fledgling kingdom he was cherished as another titan to succeed his father. In 1582, he was crowned to much fanfare, and the groundwork laid by his father and Palatine Rickard Barrow left Andrik a bountiful realm. Andrik was originally remembered fondly for his work in settling new villages and forts throughout his kingdom, as well as first highway between hinterlands and the heartlands. He joined the imperial conquest of the ork peoples, where Andrik as monarch led the vanguard in the famous Siege of San Uruk. Andrik led multiple forced-expulsions of pagans outside his realm, even from his time as crown prince. He commanded multiple army incursions against native territories deep inland and performed numerous successful raids against them and their third-party Avarite supporters. His bold and almost arrogant nature made his movements near impossible to be predicted by his enemies, and he won many conflicts against larger numbers. However, Andrik is most infamously known for his role in the unsuccessful and chaotic Deep Cold Uprising, where he slew the emperor John IV in his court and declared open rebellion. This move was very unpopular with some of his followers, and while half of his lords swore to him (under the leadership of Branimar Vanir), the other half declare Andrik insane. The powerful noble Sergey Kovachev, a staunch imperialist, captured the royal capital of Karlsborg and forced Andrik to abdicate. --- KOENG MARUS ANDRIK - HAES BARBOV Marus var Andrik | Piov R. 1586 – 1611 Marius Andrew of Barbanov Marius Andreas Carovus Primus “The Good, the Beautiful, the Exiled, the Young, Defender of the Faith, the Loyal Dog of the Empire” Marius first succeeded to the throne as a babe, following his father’s abdication during the nation-wide scandal of the Deep Cold Uprising. His government was led by his uncle Karl Sigmar, who acted as Palatine and regent, and left the ultimate raising of the infant sovereign to his aunt Juliya. His uncle was unpopular with the restless nobility, and by Marius’ fourteenth nameday, and was quickly crowned king. As monarch, Marius suffered from a divided cabinet, split between the Sergeyists and the Andrivists, and Marius had a difficult in reach bipartisan compromise between the two. Royalist powers were undermined by both factions at the time, and his officials were most of the time picked for nepotistic and political reasons rather than true talent. During this time, Marius did find success in pacifying rebellions following his father’s mess, including the Brawm Rebellion of 1600 and nativist revolts in the extreme northern regions of the kingdom. His policies of land reform struck well with the commoners, however left his nation in economic strain and unable to fully maintain the standing army of his predecessors. Marius was also a patron of the arts and culture, and sponsored numerous artists, including the young Jakob Madonvik. He opened the first theater, the Gilded Duke, and held the first Edmond Manston play outside of the imperial capital. His patronship included many, such as the author Blakton Alvitz, poet Alistair Wailer, and his famous painter aunts, princesses Juliya and Natalia. Karlsborg became a heaven of Dumatic and proto-Biharist thinkers, encompassing the larger Sanoist movement sweeping the heartlands at the time. In the heartlands, the Coalition Wars destroyed imperial authority, and thanks to multiple diplomatic blunders, a southern coalition of forces declared war upon the State of Haense. The army under Stefan Bihar attempted to strike first, however, yet most fell at the disastrous Battle of Elba, where in only a few years Marius soon fled to exile and left to the realm in occupation. Marius lived out the rest of his life in exile, continuing to style himself as the King of Hanseti and Ruska. --- KOENG PETYR II MARK - HAES BARBOV Petyr var Marus | Pureimp10 R. 1611 Peter Mark of Barbanov Petrus Marcus Carovus Secundus “Prince of Nothing, the Poxed” Petyr II only ever ruled in exile, succeeding his father Marius for only a short time. Before his death, however, the Greyspine Rebellion had begun, and Petyr was prepared to return and become figurehead of the revolt. He died of the pox, however, only three months after his accession, leaving the throne to his brother. --- KOENG STEFAN KARL - HAES BARBOV Stefan var Marus | yopplwasupxxx R. 1611 – 1624 Stephen Charles of Barbanov Stephanus Carolus Carovus Primus “A Foe to All Humanity, the Green, the Duelist” Unlike his elder brother Petyr, Stefan was not raised to ruled by his father nor the court, and traditionally was expected to enter the church as his counterpart took the throne in Haense. His brother’s death to the pox thrusted Stefan to kingship, to which he was elected in heated debate during the Duma of 1610. His candidacy was supported mainly by the established nobility, who wished for a weaker monarch to maintain noble autonomy. First few years of his reign was left mainly to the nobility, and Stefan remained mostly in the heartlands in the fortress of Hochspitze. Through a deal with the Prince of Pruvia, he secured the Pruvian Inheritance, which included not only a large sum but control of many of the famous ‘Pruvian Banks’. This and the shrewd work of his advisor and later Palatine Henrik Bihar, a new army was established in direct control of the crown, which made the nobility more prone to compromise. Karlsborg was destroyed in the First Northern War, and without a capital, the royalist war camp during the Greyspine Rebellion soon evolved into the royal city of Alban- the de facto Haeseni capital. Veterans flocked to the restored state, and despite imperial losses in the Santegian Rebellion of 1617, the Haeseni army gained numerous victories, including the Battle of Asaili. In the spring of 1616, his army under command of Alessa Grendock and uncle Prince Otto Henrik beat back several attempts at raids by natives and Avarite mercenaries, fully pacifying them by 1620. Stefan meddled greatly in heartlander affairs, in contrast to the isolationist views of his predecessors, and was the focal point of many conspiracies and plots. He was first revealed in the Mardon Letter of his plans for a coup d’état of the emperor John V, and later his successful uproar in removing the imperial regent Robert of Marna. There were numerous assassination attempts against his life and he fought numerous duels against political opponents, including against the former heartlander archduke Odo d’Amaury, and his most famous showdown against his rival Robert of Marna, who he fatally wounded and killed. Stefan died a young death in 1624 due to genetic Hodgkin’s disease of his mother’s side, passing the throne to his uncle as he died without trueborn heirs. His reign marked the beginning of an era of regrowth for Haense following the disastrous Coalition Wars, which continued well into the reign of Otto III. His seemingly arbitrary political moves left Stefan a vile reputation in the heartland states, to which he gained his famous moniker by Prince Philip, ‘A foe to all Humanity’. --- KOENG OTTO I HENRIK - HAES BARBOV Otto var Andrik | NJBB R. 1624 – 1627 Otto Henry of Barbanov Otis Henricus Carovus Primus “Hero of Alsaili, the Equestrian, the Elder” Most of Otto’s life was in service to the crown as prince and commandant, fighting in nearly every war since his brother Marius took the throne. The failures of the First Northern War sent Otto reeling, and through most of the period he remained as an outlaw soldier, raiding the occupier’s settlements and supply trains. During the decisive Second Battle of the Rothswald, he commanded the left flank and fought with valor on the field. He and Alessa Grendock commanded the Haeseni cavalry during the numerous imperial wars, such as the Santegian Rebellion, and retained Haeseni forces despite imperial losses. He took the throne after the death of his nephew and ruled a paltry three years. Haense continued its flourish under Stefan and Otto maintained the peace following the transition. His eldest son, also named Otto, would succeed him as monarch. --- KOENG OTTO II GEORG - HAES BARBOV Otto var Otto | Pureimp10 R. 1627 – 1644 Otto George of Barbanov Otis Georgius Carovus Secundus “The Temperate, the Prudent, the Quiet Crow, the Younger” Before his rule, Otto George served as a courtier in the restored Haeseni court and worked as a diplomat under the Palatine Henrik Bihar. He was known for his humility and strict adherence to moral doctrine, which clashed greatly with his cousin’s more extravagant court. Otto maintained a close circle of advisors and friends, mostly of ordained clergy, which included the future pontiff Everard IV. In his father’s three years, Otto served as crown prince with dour respect, creating the record-long sixteen-hour hymn for his elevation as heir. Otto ascended to the throne in 1627, and his reign saw Haense continue its economic and cultural boom. He, as a committed Canonist, created many royal hospitals and institutions of faith within Haense, as well as the first irrigation system stretching across the Rothswald and Wickswald. Lavish donations were bestowed upon canonist charities and orders within Haense, and Otto encouraged a theological revival in Haeseni sciences. To pay for much of this, Otto II cut down spending on the armed forces and military. Haense maintained relatively peaceful throughout his reign, except the brief of Vasiland by dwarven forces in 1635, where the army faced a considerable loss when allied with a coalition of fellow imperial vassals and dwed loyalists. In the beginning, Otto’s management of the army led to few blunders, such as the controversial dismissal of commandant Cullen Valrein, though by the end of his promotion of talented military minds such as Berengar Helvetz and Geralt Rauen led to sizeable martial influence. Otto also joined the Third Crusade in coalition with the heartlander states, successfully sieging and capturing the pagan capital in the process. Towards his final years, he finally unveiled and started construction upon the planned city of Markev- a new royal capital to replace the cramped and poor-looking Alban. This took considerable fortune, though his strategic placement upon the River Czena allowed for better trade through river travel. He had translated the Canonist Scrolls in New Marian, called the King Otto Scrolls, which is now commonly used in Haeseni churches. He died in the city he created and was succeeded by his son Otto Stefan. --- KOENG OTTO III STEFAN - HAES BARBOV Otto var Otto | NJBB R. 1644 – 1655 Otto Stephen of Barbanov Otis Stephanus Carovus Tertius “The Haughty, the Defender, the Builder, of the Czena” With a newly-constructed capital from the previous rule of his father, Otto Stefan’s blooming years as monarch were fruitful. Markev prospered under the diligent administration of the newly-appointed Lord Ruslan Amador, with trade along the River Baltas-Czena, especially with the river-port of Belvtiz, making the city one of the wealthiest in humanity. His newly-wed wife Ingrid Sarkoz was popular with the commoners, and since the turmolous beginnings of the Ale Riots in the 1600s, the realm was finally in a state of peace. He reversed funding cuts to royal forces done by his father in a military build-up between themselves and Renatus, putting strain upon the royal treasury. Otto favored the arts and commissioned many public works. He and his Palatine Robert Bihar attempted to modernize the Haeseni nation and reconstruct many of the haphazard sites made following the Greyspine Rebellion. He created the first royal parks and named the black-coat crow the national animal. Universities also continue to flourish, and under Otto especially who gave massive sums to benefit their studies. Arcane arts especially became popular, and under him the first schools of magi were formed. Diplomacy soured between Otto’s government and the heartlander states, such as Renatus and Marna, and in response Haense attempted to form its own coalition under the Czena Confederation. Conflict first broke out in 1653, and in the beginning Haense experienced some success. Under the leadership of commandants Geralt Rauen and Jan Wick, they won strategic victories at both the First and Second Battles of Stallion’s Hill and the Battle of the Dam. Lack of a central leadership within the coalition, however, stopped any progression. Assaults upon Curon, one of the member states, became more frequent, and the ineffective allied troops did little to stop enemy successes. Belvitz, one of Haense’s main export locations and its main importer of grain, was under enemy influence, and soon all trade from the city stopped. The large population of Haense and its lack of consistent farming effort did nothing to help, and by 1654 the city and country were in a national-wide famine. In 1655, the Great Plague broke out, devasting the nation. Otto caught this sickness and died in 1655, along with his heir Otto Josef, leaving the throne to his second son Karl Marus. The final years of Otto’s reign marked the beginning of a string of military defeats by Haense, and its diminished influence in the next few decades. --- KOENG KARL II MARUS - HAES BARBOV Karl var Otto | cruzazul8 R. 1655 – 1666 Charles Marius of Barbanov Carolus Marius Carovus Secundus “The Stubborn, the Unyielding, the Excommunicated” Karl, unlike his father before him, was handed a nation dying of famine and exhausted from war, with a restless nobility. By 1656, the Czena Confederation officially became defunct, as numerous states either left or were conquered, as in the case of the Principality of Curon in late 1655. Haense and the remaining states reformed into an alliance, which began to include non-human and pagan states, much to the ire of Karl’s nobility. He was unable to reverse the military losses from before, and the allied coalition suffered numerous defeats, most importantly the Storming of Cyrilsborg and Siege of Ruriksgrad in 1662. Karl was able to keep the enemies from fully crossing the Czena River and entering Haense proper, creating many dug-out forts along the river in defense. He commanded much of the military works personally and left control of the city in hands of his Palatine Franz Bihar. By 1665 the war had reached a stalemate, and the Karl remained on the defense. The city did little recovery, and Franz Bihar maintained his work in suppressing liberal radicals popping throughout the city. Briefly in early 1666, the palace was stormed by peasantry, though beaten off by soldiers under command of Franz. Karl in 1666 died childless, as he never took a wife, and the state entered a succession crisis. --- KOENG FRANZ II JAKOB - HAES BIHAR Franz var Henrik | Birdnerdy R. 1666 Francis James of Bihar Franciscus Iacobus Carovus Secundus “The Unfortunate, the Unready” Franz seized control of the government shortly following the death of his cousin, and shortly proclaimed him regent. Only after one month, he fully couped the state and proclaimed himself king before the duma could be called. Franz’s history in the capital and the loyalty of the military stationed there allowed him intense sway over the lords, who begrudgingly agreed to his accession. During his coronation, however, the city was surprise-attacked by a sizeable blitzing force, and Franz was captured in the defense. Stating his refusal to bend the knee, he was executed by his captors, and the throne passed to his nephew. --- KOENG SIGMAR LOTHAR - HAES BIHAR Sigmar var Robert | Arkydog R. 1666 – 1681 Siguine Lothar of Bihar Siguinus Lotharus Carovus Primus “The Short, the Shrewd” Sigmar took the throne following the death of his uncle, to which the duma did not contest. He attempted a policy of appeasement with the heartlanders, and through diplomatic work, lifted the embargo on Haense and allowed grain shipment back into Markev. The city recovered from its recession and the economy went positive once again. With the famine relieved, the population slowly began to recover within the urban cities. His attempts at military conquest, despite his success in diplomacy, was not as graceful. Sigmar received a damaging blow at the Battle of Karl’s Hill, and put ravaging repercussions upon the country. He swore under the Renatus state in 1678 and reformed an imperial state, formally ending all hostiles between the two countries. He allowed a freer reign for the nobility, and much of the land was granted or fell under control of powerful barons. Royal power suffered, and the nobility gained massive influence over the affairs on the government. Sigmar would die in 1681 of a disease for the throne to pass to his son, Robert. VIII - NOTABLE INDIVIDUALS OTTO VAR DIEDRIK HEINZREIK Otto Arius Heinzreich | yopplwasupxxx Otto Arius, of the Rovin-Heinzreich clan, was a minor cousin in the Aesterwald royal family, until his defection from his home nation during the Schism Wars of the late fifteenth century. He became an important courtier in the papal court, and with backing from the High Pontiff and Count of Drusco, claimed a majority portion of former Vanderfell following the conclusion of the conflict. He founded numerous towns amidst the ruins, and though not as successfully as his successor, began a policy of unification from the balkanized Hansetian states. During the 1490s, he abducted the twins of his sister, children of the late Emperor Alexander, and kept them in his custody to raise him. When Otto ascended to the seat as Grand Duke of Vanderfell, he groomed Karl for heir, picking him over his own children with Lady Frederique of Savoy. With loss of support by the Count of Drusco, he was forced to abdication following pressure by his liege King Andrik and the blunder of the Petrus Scandal. Following his death in the late 1510s, he was canonized in the Church of the Canon as Saint Otis of Vanderfell. --- KARL VAR ALEKSANDER BARBOV Karl Barbanov | Arkydog Born to the Rovin-scion Princess Annabelle and the Carrion Emperor Alexander, his early life moved him across Oren during the infamous Schism Wars. His mother abducted Karl and his sister when the war began, and during transit was stopped by Otto Heinzreich, who took the children for himself. He raised and named Karl, choosing him to succeed as the Grand Duke of Vanderfell- and later, the Duke of Haense. He also spent much of his childhood with the High Pontiff Daniel I and Emma Vladov, the warrior-female, and garnered huge support from Duchies of Adria and Akovia, both led by former loyalists to his father. Karl led multiple raids against dwed fortifications during the Third Human-Dwarf War, capturing fortifications such as Polaris and Hiebenhall, the latter of which he made his capital and renamed as Siegrad. His accession to the ducal coronet came with much fanfare, and he tightened his grip upon the Hansetian hinterlands, as well as forcing mass conversion upon the native tribes. When he died following the Great Worm Assault upon Siegrad, Haense has become one of the leading powers in Oren at the time. Following his death, he was canonized in the Church of the Canon as Saint Carolus of Haense. --- CARR VAR JULIYUS COLBORN Carr Colborn | Julius55 Carr entered the service of Karl early in his career and became one of Karl’s most loyal lieutenants. His claim to fame comes from his extensive work upon fledging Haense’ infrastructure and economy. He created numerous highways to cut through the hinterlands and expanded the weak mining industry to produce on par with their southern neighbors. The fortune he amassed became notorious throughout the realm, and he was one of the richest, and for a time the richest, peers of Oren, owning a fat monopoly upon Haeseni trade and goods. He was also a known amateur historian, and chronicled numerous novels covering his family’s history and the history of the highlander peoples. Following his death, he left much of his wealth to the state, and his funds later maintained Haense from total financial disaster during the end of the War of the Ducal Coalition. When a sum of his vault came missing, it created a craze throughout the hinterlands, with numerous treasure-seekers, or Geltisaar, settling throughout Carr’s former trading posts, hoping to find the hidden gold upon his former estates. --- TARCEL VAR JAN OTHAMAN Tarcell Othaman | Eddywilson2 Though Tarcell was of Hansetian-blood, he was one of the first to bend to Karl following his accession as Duke of Haense and became commandant of his forces. He spearheaded assaults on numerous dwarven fortifications in the hinterlands during the Third Human-Dwarf War and was a general during the War of the Ducal Coalition. He expanded the military of the duchy greatly, issuing levies upon newly-conquered land on the hinterlands to bolster their numbers. Following Karl’s death, it was Tarcell who became regent, and it was he who commanded the war effort against the Savoyard-led Oren. He won skirmishes on the northern border during a short attempt at invasion in the north, though when Brelus fell at the end of the war he was forced to a defensive position at the Haeseni fortress of Norvik. Throughout the war he raised and helped the young Siguine, who after Hugo’s assassination was elected Duke of Adria alongside being Duke of Haense. Siguine’s disappearance, or to him, his death, left Tarcell distraught and bitter, and remained defiant against crown. His untimely death in 1525 though left his remaining troops in chaos and Norvik eventually fell to a contingent led by Jan Kovachev in the late summer. Tarcell’s military organization would become the basis of the Haeseni royal military. --- SIGMAR VAR KARL BARBOV Siguine Barbanov | Arkydog At the age of fourteen, Siguine was elected as Duke of Adria amid the War of the Ducal Coalition, succeeding Hugo the Headless following his assassination. Though chosen by the lords, he held little authority, and when he left to fight the Savoyards at the Blackwald his army was disorganized and unruly. He was defeated badly in the marshes and retreated to the fortress of Woldzimir where he attempted to push back Oren by a siege defense. He failed, however, and he fled following Woldzimir’s fall. --- JAN VAR VARON KOVACHEV Jan Kovachev | 6xdestroyer Jan rose through the ranks of the Orenian army during the War of the Ducal Coalition, and when he was able to be captured Norvik in 1525, he was granted the castles and the estates he conquered. He supported John Horen during the Horen Restoration, and later became one of his most trusted commanders during the Eighteen Years’ War. Jan commanded the Carnatian Hussars, and with his fellow peer Josef, was the leader of the Haeseni contingent during the war. He served alongside Petyr Barbanov during the Riga War and the Krajian Rebellion, subduing fully the Hansetian hinterlands and helping unify what later became the Kingdom of Haense. His death left him as the Duke of Carnatia and his family to continue as one of the principle Karovic houses within humanity for centuries. His veteran cavalry became a staple of the Haeseni army, and his descendants would continue to dominate the Haeseni army for some decades. He lived well into his nineties, and for it he was called ‘Jan the Old’. --- JOSEF VAR FRANZ VLADOV Josef Vladov | Burkester Along with Jan Kovachev, Josef Vladov was one of the two leaders of the Haeseni contingent during the Eighteen Years’ War, commanding multiple battles as imperial generals. Josef’s crowning achievement is the Battle of Cape Bronson and later the Capture of Avar. His family diminished in influence within Haense following death, though he remains as one of Haense’s and Oren’s more proficient commanders. --- GREGOR VAR NIKOLAS NIKOVIC Georgiy Nikovic - H.P. Theodosius I | Dakota Georgiy was one of the first in a string in Haeseni pontiffs, first serving as the Bishop of Carnatia then being appointed High Pontiff in 1562. His greatest deed was the removal of the Revelation Doctrine which was created by his predecessor Daniel III, and attempted a fail revival of reforemd Raevir Iliryic as the Haeseni holy tongue. He would appoint his successor Berengar Gotthold to his previous position of bishop, and maintained close relations with the hinterland lords. --- EMMA VAS BRITANUS VANIR Emma Vanir | Julischlong Emma was married to an imperial cousin following the attempted peace of the Second Diet of Saltstone, and while at first it kept the peace, it soon fell through. She carried an extramarital affair with one of the rebel hetmans of the Krajian Rebellion and a Savoyard princeling, called the Ancelcourt Scandal, which continued the Anarchy for another decade. --- BRITANUS VAR BIGORN VANIR Britannus Vanir | Pureimp10 The War of the Ducal Coalition left the Vanir family in shambles, and reduced to their fortress of Kraken’s Watch, though Britanus dreamed of one day returning his family’s fortune. He acted as one of the crucibles for the Riga War, which although at first left his homeless, later regained him a large portion of his family’s former estates. In his spare time, Britannus worked as a mathematician, and together with Edmond Manston, discovered the ‘Manston-Vanir Constant’, which is used by modern day architects in constructing arches and domes. --- FISKE VAR BRITANUS VANIR Fiske Vanir | InfamousGerman Fiske the Bloody, a title earned as one of the survivors of the Siege of Seahelm, is one of Haense’s most effective company leaders, having been known for his brutality. He led the vanguard during the Riga War and Krajian Rebellion, as well as throughout the Anarchy of Oren, where he gained a reputation of combat prowess. Following his death, he left his family at its peak as Margraves of Vasiland, as well as one of the only non-Karovic families to be invited to duma. As mentioned, he was called ‘Fiske the Bloody’ for his valor at the Seahelm in the Avarite theater. --- LERALD VAR TEODOR VYRONOV Lerald Vyronov | Flapman Commander of the Carnatian Hussars under Jan Kovachev, Lerald worked his way from his position as serf to a peer of the realm, serving loyally to his realm and gaining the fief of Rytsborg. He fought throughout the Eighteen Years’ War and the Anarchy, later retiring following the coronation of Petyr Barbanov. --- ULRIK VAR ULRIK TIBERAN Ulric Tiberan | Giambro No child in Haense has not heard at least one of the tales of Ulric Tiberan, one of Haense’s most famous knights. Known for his acts of bravery and his slaying of the Dragon Toruug, he has become a local legend to the poorer classes. In his life, he served under the Carnatian Hussars, seeing battle from White Mountain to the Siege of Dunland. His stories are collected in the novels known as the ‘Trials of Ulric’, though there is some variation. He is commonly pictured with two talking crows, named ‘Alvin’ and ‘Darren’, who guide him (and sometimes hinder him) to his next goal. --- ARIK VAR CARR COLBORN Eirik Colborn | Julius55 One of the successors to Carr’s fortune, Eirik Colborn continued his father’s legacy within the mercantile businesses. He founded the colony of Metterden in Erochland following the Peace of Avar and organized a rapid colonization of the Eroch River Valley. Eirik later served under Petyr Barbanov during the Riga War, helping rebuild much of the lost infrastructure after the Anarchy. For his wealth, he was known as ‘Eirik the Rich’. --- RICKARD VAN WOLDIZMIR Rickard Barrow | Arkydog A bastard of lowly origin, though it did not stop him in becoming of the most influential Haeseni politicians. He served as first Palatine to King Petyr, and he laid the foundations of Haeseni administration which continue to present day. He followed a strict policy of land colonization, coining the term ‘Haseni Destiny’, standing for the ideology of full highlander colonization of the hinterlands in its entirety. He oversaw the first royal capital of Karlsborg and the palace of Ottostadt, which became the seat of the royal family. Rickard was also well known in his martial talent, and saw intensive action during the Riga War, and become one of the fiercest proponents for total annexation of the former Duchy of Courland. --- KARL VAR PETYR BARBOV Karl Sigmar Barbanov | Birdnerdy Karl Sigmar became his eldest brother’s Palatine following the latter’s coronation, and he continued his predecessor Rickard’s policies of colonial expansion and centralization. However, when King Andrik II rebelled shortly from Oren and later was forcefully abdicated, Karl was placed as regent for the babe King Marius. In the shambles Karl attempted to rebuild, though the now restless nobility splintered, and Karl became vilified. The nobility pushed hard against his attempts at a centralized army, and when Marius finally came of age, Karl Sigmar left his office in shame. Despite the unpopularity of his attempted policies, they would be continued by his successors in the string of Bihar Palatines, and his ideological thought became the basis for his son’s Biharism during the reign of King Stefan and the Ottovars. --- JULIYA VAS PETYR BARBOV Julia Barbanov | DreamInSpace If there was one-person King Marius always listened to, it was his aunt Julia, who maintained a strong influence over his life. She, along with her good sister Reza, maintained the royal court during the regency and continued to do so well into the reign of her nephew. Julia also painted numerous canvas and scenes, which are displayed in the Royal Haeseni Guild of Art. --- BRANIMAR VAR FISKE VANIR Brynden Vanir | assassinofawsome The good-brother then good-uncle to the King of Haense, the Margrave of Vasiland rose rapidly through the court. He eventually reached the rank of Grand Commandant of the armed force, though because he was picked more from nepotism than true skill, his inefficient leadership weakened the army. By the time of the First Northern War, the Haeseni military was ill-prepared to face the coming battles. After the war, he was captured, where he died in captivity in the court of Aleksandria. --- TATIANA VAS PETYR BARBOV Tatiana Barbanov | Starry Tatiana had married Branimar, one of her brother’s chiefest supporter, and it was to her which kept the remnants of the Andrivist party in line with the crown. Later in life, she remarried to the elder Lord Viktor, sparking short controversy. She was known for her stitching and drawings, with many of her works displayed in the Royal Haeseni Guild of Art. --- SERGEY VAR JAN KOVACHEV Sergei Kovachev | NJBB During King Andrik II’s short rebellion of the Deep Cold Uprising, Sergey stood as the uncontested leader of the Imperial faction within Haense, and rallied loyalists to his cause. He single-handedly marched into Karlsborg during the chaos, forcing Andrik’s abdication and flight, before having his captured by the remnants of his father’s Carnatian Hussars. Even through this strong show of power, he resumed an alliance with the royalists under Palatine Lukas, forming coalition against the squabbling Andrivists under Branimar Vanir. Sergey’s death upset the balance of the Haeseni court, and many attributes his early demise to one of the factors in Haeseni military defeats during the Coalition Wars. For his use of stealth and hit-and-run tactics in the Anarchy, he was referred to by the soldiery as the ‘Ghost of Turov’. --- REZA VAS SERGEY KOVACHEV Reza Elizaveta Kovachev | marques Daughter of the powerful lord Sergey and shortly queen to Andrik II, Reza spent most of her life as Queen-Mother to Marius. However, she set the role as consort and matriarch within the royal family, establishing numerous courtly customs which are followed to this today. To the female body, she became a role-model for the epitome Haeseni lady. --- MARKUS VAR HEKTOR LOTHSTON Markus Lothston | Legoman Markus Lothston, though kinsman to the Brawms, fought for the Kingdom of Haense during the Hounden’s Rebellion, acting as one of King Marius’ commanders on the field. After the short and bloody conflict, Markus served as King Marius’ personal champion. He followed his king into exile and continued to serve the court-in-exile faithfully. He was known far and wide for his skill at the sword, and he was known in life as ‘Markus the Mutt’. --- LUKAS VAR BRITANUS VANIR Lukas Vanir | Pureimp10 Serving as Palatine during the later years of King Marius, he performed numerous capital and law reforms, though was cut short following the Coalition Wars. Forced into exile along with the rest of the royal court, Lukas worked as an author in philosophy, specifically the school of Political Lukasism, and the concept of the ‘Greater Man’. His status left him as a cultural symbol for the occupied nation, and many of his works were smuggled in secret to the native Haeseni population. For his erudite nature, he is commonly referred to as ‘Lukas the Learned’. --- STEFAN VAR KARL BIHAR Stefan Aleksandr Bihar | cruzazul8 Stefan came ahead as the leader of the Royalists following the pseudo-exile of his father, effectively leading a coalition with the Sergeyists. He was the greatest advocate for first action against Courland, and maintained a heated rivalry with Lord Branimar, serving Grand Commandant at the time. Stefan was killed at the Battle of Elba, creating an unavoidable power vacuum in the royal court. --- OSGOD VAR JESPER COLBORN Osgod Colborn | Birdnerdy Osgod Colborn served Haense since the beginnings of the Riga War, and continued to serve well into the years of King Marius. He held commands during the Krajian Rebellion and was one of the Royalist most veteran soldiers at the time. --- DIEDRIK VAN FLOTZAM Diedrik Barrow | Knox A former burgher, he rose through the bureaucratic ranks of the royal state by sheer cunning, becoming one of the leading officials in Marius’ court. Diedrik maintained an underground smuggling syndicate during his tenure as Auditor, using his position to repossess noble land to return to crown control or his personal management. When his assassination of a heartlander prince came to light however, Diedrik was forced to resign and later executed. --- BLAKTON VAR GREGOR ALVITZ Blaxton Alwyn | Marquisalex Blaxton emerged as a knight under the Amador family, operating as a successful bureaucrat and diplomat in their court. He owned multiple companies in the lands of Haense, Mardon, and Pruvia, and began a tradition of warm relations between Pruvia and his home. His works of Memoirs of Alwyn Blaxton has made him of critical historical importance, chronicling a period of lessened literary creation. --- ALISTAR VAR HEKTOR WAILER Alistair Wailer | Flooptroop Alistair led the contingent garrisoning Ottostadt for a short duration, before and after serving as knight in the royal court and proficient swordsman. He also created poetry, publishing numerous works under the alias ‘Chad the Mad’. His greatest work, Ehr Nau, became adapted to the Haeseni royal anthem in the early 1600’s. Alistair’s skill in verse earned him the moniker ‘Alistair the Poet’. --- OTTO VAR ARIK BARUEK Otto Marius Baruch | Kiwikilla Baruch in the Kingdom of Haense up to the Coalition Wars was of middling influence, owning poor estates scattered upon the Shattered Coast. Following Haense’s defeat, Baruch remained from the exodus of higher nobility, and retained their fortresses following occupation. It was thanks to Otto Marius, the Count of Ayr, who first brought together many of the minor Haeseni lordlings into rebellion, leading by example during the Standoff at Ayr. --- HARREN VAN METTERDEN Harren of Metterden | Seannie22 A veteran soldier under the Metterden garrison, the regency of the Count of Metterden left him de facto in control of the affairs of the estate. Along with the Count of Ayr and numerous families, he led the successful Greyspine Uprising, returning the King of Haense to the throne and the land returned to royal control. Harren, however, favored the Count of Metterden as the potential sovereign, and the election of Stefan made him leave the realm. He served in the Imperial Court later in his life and eventually rose to the prestigious position of Archchancellor, where he held a staunch rivalry with King Stefan. For his reputed strength, he is commonly referred to as ‘Harren the Hardy’. --- ARIK VAR HOGMUND RUTHERN Arik Ruthern | Birdnerdy The Greyspine Uprising attracted many mercenaries to each side, and the Ruthern clansman dared not pass up a moment such as it. Arik led the band known as the Black Company, which operated in great success in the Rothsvald against the occupiers. In its aftermath, he struck a deal with the royal-candidate Stefan Barbanov for support in exchange for the County of Metterden, to which he upset the Ruthern political clique by his vocal support during the duma. --- NIKOLAS VAR PETYR RYKOV Nikolai Rykov | maxgemini Nikolai Rykov was Arik’s right-hand man and helped pacify both Metterden and dissenters during Arik’s accession. Following the settlement of Alban, Nikolas took the cloth and was quickly raised to the position of Archbishop of Jorenus. --- JAKOB VAR JAN MADONVIK Jakob Macdonough | Doggedwasupxxx Many have seen the works of Jakob Macdonough, and for his time he was one of the most prolific painters in both Haense and Oren. He has created numerous works, such as ‘The Spanking of Staunton’ and ‘Joys to the Boys of the Rothswald’. Jakob later served politically following his uncle’s selection as Palatine of the Duma, where he succeeded him for three weeks. --- JAN VAR THORMUND OTHAMAN Jan Othaman – H.P. Owyn II | eddywilson2 Othaman, a clergyman, rose to the position of Archbishop of Jorenus then to the throne of the Vicar of God, where he attempted to mend the schism plaguing the church. On a diplomatic mission, however, he was killed by fanatical schismists, becoming a martyr of the faith. --- ANDREY VAR SERGEY KOVACHEV Andrey Kovachev | Soulstrung Following the disastrous Battle of Elba, Andrey was appointed command over the Haeseni military, and took position at Vasiland. He failed, however, in stopping the enemy advance, and the Siege of Vasiland was yet another defeat. He re-emerged a decade after and launched the unsuccessful Horseman's Revolt, which attempted to make Carnatia an independent estate. Andrey, along with his rebel kinsmen, were later killed by Qali mercenaries in the Battle of Carsaca. For his hot temperament, he was called ‘Andrey the Wroth’. --- FREDRIK VAR ODRIN PRUSEN Frederick Augustus Preussen | Dabliusmaximus During both the short reign of Petyr II and the accession of King Stefan, the Prince of Pruvia held vast influence over the king, as well as naming him heir to the large sum known as the Pruvian Inheritance. This, and his willingness to grant trading privileges to the Haeseni trading clans of Amador and Alwyn, Haense experienced an economic boom following its restoration. --- HENRIK VAR KARL BIHAR Heinrik Otto Bihar | Flooptroop Following Haense’s restoration, Heinrik became the new leader of the Royalist faction and took up the mantle as Palatine like his kin before him. Through clever tactics and pacification of a now weakened nobility, Henrik accomplished what his father failed. Henrik’s policies and ideology became known as the chief thought of Biharism- doctrine agrarianism with strong crown authority. He worked efficiently as both a diplomat and a steward and reinvigorated a stagnating Haeseni bureaucracy. Through his tireless work, Alban rebuilt itself from a war camp to a capital, and his plans and designs for Alban were later carried on by the later authorities constructing the later capital of Markev. In his career he stopped many decadent procedures in the Haeseni court, and so he commonly referred to as ‘Henrik the Humble’. Following his death, he was canonized by the Church of the Canon as Saint Henricus of Haense. --- ALESSA VAS ELIZAVETA GRENDOK Alessa Grendock | Eagles Though history is not alien to warrior-women, Alessa emerged not only as a successful fight but also commander, leading successfully time and time again in the heat of battle. For her service, she was raised as a Baroness and Lady Peer, though continued her command of the Haeseni cavalry contingent for decades. The tallest mountain in the Yahtl Wastes, Mount Grendock, is named in her honor. --- FORDSEN VAR EKKARD KYNGSTON Fordson Kyngston | Devland Fordsen joined the court with his brother, being appointed numerous governorships throughout the kingdom and eventually receiving the position of Palatine for a brief few years. He was the main architect for palace of Esenstadt, as well as numerous manors and estates for the nobility, and his style, known as Kyngstonian Architecture, has become a point of study for aspiring royal engineers, and much of his work can be seen today. --- ANTON VAR EKKARD KYNGSTON Anton Kyngston | QuackerCracker Along with his brother, Anton joined the royal court in Alban and served first as a courtier, then later enlisting the armed forces, where he reached position of commandant later in his life. He also served as maer for the capital numerous times, helping violently suppress the turmoil of the Ale Riots of the 1620s. --- JOSEF VAN ALBAN Josef Baldemar - H.P. Everard IV | Piov Josef began his career as a peasant parishioner in the poor Alban diocese, and eventually rose to the seat as Vicar of God. Though his extensive charity work and preaching in the wooden capital of Alban, Josef created a powerful network of allies and contacts within the secular world and the papal court. When he eventually rose the seat of the pontificate, he brought peace following the Adelburg Coup, and re-established a position of clerical authority throughout the land. Following his death, he was canonized in the Church of the Canon as High Pontiff Saint Everardus Quartus. --- KOLTAIN VAR PIPI WICK Coltaine Wick | Hurferdurfer Coltaine belonged to the mysterious Wick clan, which rose sharply to prominence following the accession of King Stefan. He established to the first Magi Circle within Haense, constructing universities to teach theology and the arcane arts. However, in the peak of his power, he was assassinated and replaced by a supernatural entity, which was quickly destroyed by the very magi he created. During his life, he published numerous journals over his extensive studies on the arcane, including the famous Dialectics, which has become an important collection in arcane education. For his mastery of the arcane arts, he was known in life as ‘Coltaine the Elder’. --- JAN VAR KOLTAIN WICK John Wick | Kav Though the son of the famed Magi Coltaine, John pursued a career in the army. He is most famous for his brutal suppression of the numerous Ale Riots of the 1620s and became infamous for his vicious treatment of dissenters against the crown. He, along with his father, was assassinated and replaced by a supernatural entity, where he was swiftly destroyed by Haeseni magi. John was also remembered for his work in exploring the deepest part of the hinterlands called the Yahtl Wastes. For his womanizing ways and his charming looks, the court referred to him as ‘John the Handsome’ or ‘John the Pretty’. --- CULLEN VAR CULLEN VALREIN Cullen Valerin | Blago During the strike of the Metterden veterans, many lowborns rose quickly in the lack of a true officer core, including Cullen. He came quickly into the light of the royal court following his successful command against pagan raiders to the east, and he eventually rose the primacy rose as Commandant. During Otto II’s military reforms, however, Cullen was dismissed, and he retired to the countryside. For his stoic ways, he was known as ‘Cullen the Stern’. --- PETYR VAN ALRICZAN Petyr Barrow | _Gridlock Another veteran of the Black Company, Petyr served under the Palatine Henrik as a personal guard, where he performed numerous acts in service of the crown. He is most famous for being the suspected assassin of the unpopular consort Elizabeth of Courland, as well as being participant and leader of the Three Hand Plot, a conspiracy to assassinate King Stefan. --- SIGMAR VAR OTTO BARBOV Siegmar Otto Barbanov | Blauschlong The second son of Otto II, Siegmar studied in the burgeoning arcane arts, under the tutelage of the master magi Coltaine the Elder. He wrote numerous papers on his studies, mostly over the art of golemancy, and perfected the method of creation known as ‘Sigmarization’. Siegmar also hand a penchant for painting, and created numerous portraits of the royal family and the Karovic household, now maintained by the Royal Haeseni Guild of Art. --- KRISTOFF VAR SALDEMAR STAFYR I GRAUSPIN Kristoff Stafyr | Edel Kristoff was a minor lordling of middling estates of the ancient lineage of Stafyr, and served under the governments of Palatines Henrik Bihar and Josef van Alban in the position of ambassador and later emissary. He wrote numerous political treatises on diplomacy and state affairs, his most famous being Vayrkilar, detailing philosophically the concept of 'fair exchange' or 'geltostrin' and his controversial criticism of the imperial economy of the time. --- RUSLAN VAR ODRIN AMADOR Ruslan Amador | Xarkly Descended from the Amador banking clan, Ruslan continued the family tradition and maintained once again the Royal Amador Bank- the chief banking authority within the Kingdom of Haense. Ruslan was elevated to Steward and Auditor during the reign of Otto III, where he oversaw the construction of the planned capital of Markev. He maintained his grip upon the national reserves for all his life, serving till the death of Karl II. For his risky yet successful business choices, his peers called him ‘Ruslan the Ready’. --- BERENGAR VAR REINHOLT HELVETZ Berengar Helvets | Abeam1 Berengar ascended rapidly through the Haeseni military under Otto II and Otto III, achieving the prestigious rank of Grand Commandant by the end of his tenure. He was known for his quick wit and successes in the open field. After his service in the military, he retired to the colony of Otistadt, where he served as elder and maer till his death. --- INGRID VAS ADRIAN SARKOZ I ULGAARD Ingrid Sarkozic-Ulgaard | Tarrebear Perhaps the most beloved queen of the commoners, Queen Ingrid did her duties diligently as consort to Otto III. Following the example of her former peer Reza, she reinstated many traditional Haeseni customs back into court life, in addition to proficient diplomatic work with neighboring powers. The commoners referred to her as ‘Ingrid the Good’. --- JAN VAR ODRIN AMADOR Jack Amador - H.P. Clement III | bromodan Successor to Everard IV and of Haeseni stock, Jack was known for his humility and piety, yet clear bias towards the Kingdom of Haense. He wrote numerous papers upon different Haeseni saints, collected in the book ‘Yekilonsant’. --- GERALD VAR LERALD RAUEN Geralt Rauen | Pureimp10 A career soldier of Haeseni military, Geralt is well-known for several numerous victories on the field during the later reign Otto III, successfully commanding both the Second Battle of Stallion’s Hill and the Battle of the Dam. However, following setbacks as the conflict progressed and his main patron and liege Otto III dead, Geralt resigned. After the army, he settled deep into the hinterlands and Yahl, where he founded numerous trading posts and villages, including Geraltikev, Maristadt, and Tovikev. --- WULFREY VAR WULFREY SKARPEFANGER Wulffrey Skarpefanger | Wulfrey A settler of Gorundyr descent, Wulffrey Skarpefanger was an officer-favorite during his service in the Haeseni military during Otto III and recruited heavily to maintain manpower during conflicts on the River Czena. Later in his life, he led a colonization effort deeper into the River Czena valley, forming the trading post of Aberrang. Wulffrey was the most adamant in the conflicts in the inner hinterlands, most importantly against a body known as the Vaeyl- a group of supernatural entities, which squabble upon rightful Haeseni clay. The Personification of Haense = | = What truly is Sacrifice? Is it a personal burden each man must carry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? A punishment for our greed, and avarice? Is it with the grain or contrary? What truly is Sacrifice? A response to every human vice? Is there only one thing to give or does it vary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? Is it esoteric or precise? The focus of life or ancillary? What truly is Sacrifice? Oh creator what is the price? Simply a way to keep us warry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? How does one open the doors to paradise? On this I shall wonder till my body they bury. What truly is Sacrifice? Perhaps tis’ permenant or a moment in life that must be given once, or twice, or thrice? -Alistar Wailer, 1580
  19. Written by the efforts of Holy Ser Rymuel Elendil and Otto of Vanderfell during the Kingdom of Aesterwald Compiled and Completed by Arminius von Aesterwald, 1594 A drawing of King Arn Rovin during the Schism Wars, accompanied to the left by a young unnamed knight of the Order of Saint Godfrey, and to the right by an armsman of the AesterKorps Introduction "The culture of the Waldenians throughout the centuries has been one of many questions rather than of definite boundaries for the last century. Many Southeron chroniclers have made their best efforts in recording these quiet people in the cold Northern mountains, but to truly understand a Waldenian, one must first speak to a Waldenian. This booklet is a compilation and completion of the writings of many scribes during the time of the Kingdom of Aesterwald, the first and only Waldenian state to have existed. It is through great work and painstaking searching that such old documents were found, and hopefully the various topics addressed can shed some light into the incomplete picture that the world has of the Waldenian folk." - Arminius von Aesterwald A Note Regarding the terms ‘Hansetian’, ‘Waldenian’, and ‘Vandorian’ Hansetian is the name of the northern people, deriving their roots from the Verge nearly a millenium and a half ago. The term Hansetians is used to describe the overall people of the born of the northern soil and from the loins of the original proto-Hansetian peoples. Waldenian is the name used to denote men and women decendant from those who lived inside the borders of the Kingdom of Aesterwald. One does not need to be Hansetian nor Vandorian to be Waldenian, however it is usually a given. Many current Waldenians can trace their bloodlines to at least one Kaedreni and one Hansetian ancestor. Vandorian is the name used to denote all men and women deriving their heritage from the proto-Hansetian tribe of Vandor, founded by the Chieftain Rovyk. However, since such feats as tracing lineage back is nearly impossible, men and women who carry the traits of Chieftain Rovyk (i.e. blonde hair, blue or hazel eyes, etc.) are commonly called Vandors or Vandorian. This leads to a complication in the culture, for those who can actually trace their lineage back are given Vandor privileges under the Vandalore, while those who simply carry Vandor traits are given a slight edge in social rank. Vander is the name used to denote any descendant of an original Waldenian noble, a follower of the Vander Code, and hence someone under the authority of the Vandalore. Although rare, some men are raised to the rank of Vander through a series of trials and years of study by the Vandalore’s side. Not all Vanders are Vandors, and not all Waldenians are Vanders, just as not all Vanders are Waldenian. Recreations of traditional Waldenian clothing by Southeron tailors Traits Appearance Most Waldenians look typically like other Hansetians - tall, stocky brunettes with almost no completely distinguishable features from themselves in comparison to other ethnicities. Their fair skin, though hereditary, is also a sign of the lack of sun in the highland, and hair rarely bleaches in the sun. Rural men keep their hair and beards long, while city-dwellers often have sophisticated trims. Women are generally expected to keep their hair long and flowing, especially if they have blonde hair. Their heads are larger than their Southeron cousins - mouths larger, eyes closer together, and noses shorter than the average human. Despite their odd proportions, Waldenians are not giants over all men as legend generally has it. Most stand at between five and one half to six and one eighth imperial feet. Though a wide margin, it is only slightly above average for humans. Dress Life in the rural northern mountains has been a traditional shelter for the Waldenian people. The rugged terrain and vast spaces between settlements, and the rest of mankind, have made life miserable for many armies not suited for the complexities of region’s climate. Rather than adorn fancied cloth and uniform, Waldenian folk generally dress in simple woolen tunics and gowns with linen undergarments. Their colors vary depending on regional availability, but popular colors revolve around the Waldenian national colors (black, white, and yellow), and green, for its relative simplicity and humbleness. Most do not wear jewellry, either because they do not have the money to afford a luxury, or that they are simply thrifty and save most of what they earn. Men hold back their tunics with large leather belts, sometimes adorned with engraved decor or strips of fur. These belts serve for utilitarian purposes, often being used to carry the tools of the day and a large dagger. Swords, if carried, are always kept in an appropriate sheath on the hip, and it is considered disgraceful to do otherwise. Among younger men, large swords are considered symbols of status and prestige, and many men will walk around with large, two-handed swords, or “zweihanders”. These swords are cradled carefully in their arms as they walk around. Similarly, axes are also adorned in the same fashion by other, more traditional Waldenian populations. Waldenian women dress similarly, but adorn simple gowns in place of tunics. During the spring and summer, colorful flowers and ribbons are braided through their hair and clothing. Waldenian women do not generally like black or green, and hence keep their dresses in light colors upon availability. Like their male counterparts, many women go about armed with a small dagger, especially if they are travelling on the road. Married women do not keep such weapons handy, but have been known to inflict damage with a sharpened letter opener. There are a few items of clothing that Waldenians never wear, and to wear these articles in the home of a Waldenian is to bring great disgrace to his household. Waldenians never wear pointed shoes, and never wear shoes with laces, electing to wear buckles instead. This serves an actual purpose in being able to maneuver around the rocky terrain better, but Waldenians believe that pointed shoes and shoes with laces are a very demonic feature, and idolize the sin of gluttony. A page from the original Piscatoran Law, as seen in the Kingdom of Vanderfell, 1465 Attitudes and Customs Raising Children Although Waldenians are traditionally rural mountain folk, they have become adept warriors out of necessity in the last two centuries. Their cultural discipline and staunch adherents to traditional values make them prime candidates for professional martial training, and this seed of militance begins with the Waldenian childhood. After learning to walk and speak, children are generally put to work alongside their mothers, performing very menial and repetitive tasks throughout the day. This can include anything from gathering the pick of the day to washing the sides of dusty buildings. The goal of this, eventually, is to build a mentally sound individual who can contribute to the community. This is not to be mistaken as similar to the mindset of the Raevir, who contribute collectively to their society. Waldenians contribute as individuals and are driven by individual gain, which inevitably advances their society. Once old enough, by Southern standards, to start schooling or tutoring, Waldenian children take up an apprenticeship, generally under the same profession as their father’s (daughters will take up the profession of their mothers), but can choose to take up work with a close relative or family friend. They will learn and master this profession by the time they are sixteen years old. While undergoing their job training, Waldenian children also start to perform martial training in the form of basic games. As the sons advance in age, their training becomes more and more formal. Treating Guests Waldenians are known for their sternness and general distrust of outsiders, especially those of Raev ethnicity and descent. This does not, however, prevent them from being very accommodating hosts, and it often overshadows their enormous generosity towards their guests. After getting used to the general paranoia of their surroundings, visitors to Waldenian settlements are usually treated with great curiosity. Usually cut off from the rest of the world for much of the year, Waldenians are keen to hear news from the south, and with it fresh discussion. Waldenian women keep the hearthfire ready to cook various delicacies for any willing to eat, and feasting is a necessary evil to celebrate any guest’s presence. One of the more interesting traditions of the Waldenian people stems from their devotion to the ancient Vander code, and belief of the redemption of one’s self through “second birth”, or the adaption of the Vander code into one’s life. Anyone who is taken in by a Vander household, no matter their race or creed, are granted a sense of immunity until they are ready to travel on. This had lead to much conflict between Waldenian villagers and higher authorities when hunting various criminals. This should not be interpreted, however, to suggest that Waldenians harbor any common enemy or criminal. Those who are determined to use Waldenian hospitality for some sort of advantage usually meet grim fates by the villagers themselves. Vander Code The ancient Vander Code has been used for a millenia by proto-Hansetian tribes and their descendants, and remains virtually unchanged in the present day. The code was popularized by Jack Rovin during his ascension to grandmaster of the infamous Order of Saint Lucien - the legendary pontifical bodyguard of post-Exodus fame. The simple, yet powerful creed dictates to “fight”, or to live a life worth living. The code was so important to proto-Hansetians, a common leader of sorts was elected to maintain the code and observe its practice by various Vanders. This leader eventually became the Vandalore. While all true Waldenians follow the code, only a certain few are able to call themselves Vanders. This includes the Vandor families of ancient descent, and the Vander families raised in the last few centuries by the hereditary Vandalore. Why do Vanders Fight? † To fear the Creator and maintain His Church † † To serve the liege lord in valour and faith † † To refrain from the wanton giving of offence † † To live by honour and for glory † † To despise pecuniary reward † † To obey those placed in authority † † To guard the honour of fellow Vanders † † To keep faith † † To at all times to speak the truth † † To persevere to the end in any enterprise begun † † To never to refuse a challenge from an equal † † To never to turn the back upon a foe † Traditional Law Code A similarity between various Waldenian villages is the odd unification of their various law codes, known as Piscatoran Law. Its name is derived from the centuries old River Piscatoris, which separated the traditional land of Aesterwald from the rest of the world in the realm of Athera. To live under Piscatoran Law is to live north of the River Piscatoris. One of the most important differences between Piscatoran Law and old Imperial Law is the application of Weregild. Weregild is essentially the price of a man as dictated by social rank. When a man injures or kills another man, the assailant is expected to pay the victim or the victim’s family an established weregild, rather than face capital punishment. Before paying the weregild, an assailant is banished from the realm, and failure to pay in reasonable time usually results in a bounty on that man’s head. Waldenian application of weregild varies per region, but is usually united underneath a county or a duchy, with similar social ranks having similar consequences. Weregild can be established either where the crime was committed or from what region a victim was from. Generally, this is left up to the family of the victim to decide. Pride Modern Waldenians strongly consider themselves descendants and inheritors of both Hansetian and Kaedreni culture, especially after the Exodus. This has been applied not only in their social structures, but in their physical endeavors as well. Waldenian soldiers are among some of the hardest-drilled and most productive officers across the far reaching corners of the Empire, taking both the engineering ingenuity of the classical Hansetians and combining it with staunch Kaedreni discipline and fighting technique. If anything, this is most evident in Waldenian architecture. Houses are constructed with strong frames and steep, sloping roofs. Their ground floors are often elevated off the dirt, but so long as the floor is made of stone or wood, it is not considered unclean. Living in the dirt is considered barbaric and otherwise repulsive, hence, cellars are generally only used for storage. In some villages, the master bedroom is put at the highest floor of the house, while some put the master bedroom at the second-to-highest floor, and reserve the highest for a guest room. Much of this is synonymous with Waldenian castle building, often considered the most secure and among the most beautiful ever created. High walls with thick, sloping crenellations dominate Waldenian styles, with multiple successive entryways and sections being used for multiple fall-back points. Waldenian Keeps, although epic in their decor and scale, are also functional as death traps, and have been known for entrapping whole armies. Among the most prevalent examples, however, is the Waldenian Aqueduct, A purely Waldenian invention, aqueducts were used both to access clean mountain water and to remove waste for villages too high to access water from the ground. These massive works of have been known to run for miles in a single direction, gradually sloping to allow the water movement from its source. Accent An enigma of Waldenian culture is the development of its strange accent, a butchered combination of old Hansetian and Common Tongue. Not all Waldenians speak this way, but many of the older families continue a tradition of using Hansetian words and phrasings. Take for example the phrase, “I will get the bread from the oven, little girl.” Many Waldenians would say this “Ich vill get zhe bread from zhe oven, Fraulein.” The sentence structure from Common Tongue is preserved, while old Hansetian words “Ich” are implemented along with a general inability to correctly pronounce “double-u’s” and and “tee’s”. In addition, Waldenians are famous for saying “jo” or “zhou” instead of “you” and “mutter” or “vader” instead of mother or father. (( Much credit goes to Yopplwasupxxx for originally creating this document and for his notes in completing it after all of this time ))
  20. Ultimate Guide to the Halfling Race Contents: ~The origin of the Halfling culture ~How to Halfling ~Halflings, what are they? ~Should I play a Halfling? ~How to create a Halfling ~How to talk like a Halfling ~How to join the Halfling village ~How to build a Halfling burrow ~Things to do as a halfling ~The Halfling Festival ~How to Shog ~How to build Halfling villages (Coming soon) ~Other cool Guides The Origin of the Halfling Culture Halflings first came to LOTC as a sub-race of the Humans when sub-races were added to the server during Aegis. They were short with thick-soled hairy feet, fun-loving, and nearly impossible to predict. The first Halflings lived among Human settlements, making a living through thievery and adventure, staying true to their Human sub-race roots. However, one day three Halflings known as Len, Kipp, and Gimblo set out to create the first Halfling village Aegis had ever seen: DUNWOOD! Dunwood soon became the center of the Halfling race, although it was not without competitors. The villages of Thistledown and Greenshire were also founded and had their own populations, leadership, parties, etc. Facing all of these rival villages and the loss of some prominent Halflings, Dunwood soon fell into a state of prolonged inactivity. The village stayed empty for a good while, until one day Petyr (drplat) decided to revive the village with LotC’s most well-known festival ever: DUNFEST! Dunfest brought activity and life back to Dunwood (as well as plenty of people just there for the fireworks), and helped guarantee that the village culture of Dunwood would persist for years to come. The culture of Dunwood was roughly as follows: -Living in circular buildings surrounded by dirt, called “burrows” -Not using swords or other weapons unless absolutely necessary. -Living off of farm produce primarily instead of mining, smithing, lumberjacking, etc. -Being kind to one another, and valuing fun and enjoyment over conflict and intense character building. -Not wearing shoes or hoarding excessive amounts of materials/coinage in one’s burrow. Some time passed, and after 2.0 came to LOTC and the village of Branborough was founded, the halflings took on newer characteristics. Many ex-Undead players flocked to the halfling race after the end of Aegis, yearning for an end to all the conflict and strife they roleplayed constantly as Undead. This led to the supposed “Halfling Golden Age” and firmly set halflings as a sort of “vacation race” to serve as a break for those tired of the rest of LOTC. From there onwards, Halflings have waxed and waned in activity and hilarity. Many Halfling villages, such as Willow Hollow/Reedsborough, Mapleshire, Dunshire, and Gimblewood had stable roleplay and loads of fun, whereas others either only had activity for short periods of time or fell into long droughts of any meaningful content. Currently, the Halflings live in the village of Brandybrook next to Aegrothond under the leadership of their Thain, Rollo Applefoot. How to Halfling Halflings, what are they? ~Merridolph Applebrook, a Halfling from Pendlemere~ “In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort.” -J.R.R Tolkien Height: Halflings are the smallest race in all of Arcas, ranging from 2 feet 6 inches tall to 3 feet tall. Due to this small size, Halflings make for excellent thieves and poor hand-to-hand fighters. Appearance: Halflings strong, thick, and hairy feet that protects them from harm as they walk barefoot. Their hair ranges from dark browns and reds to light blondes, and almost never sticks up straight. Their eye colors are the same of humans, except that Heterochromia is very common in halflings, with Heterochromia being where the two eyes have different colors. Clothing: Halfling clothes are usually simple wool-cloth or leather garments made by fellow Halflings designed to fit their small stature. Green and Yellow are common colors, followed by brown and the dull white of undyed cloth. Overalls are common in Halflings who farm frequently, and more adventurous Halflings might wear simple capes and hoods. Aging: Halflings are usually around 3 feet tall and have very hairy feet. They grow to maturity at the age of 33, live to 150, and show signs of old age after around 100-120. However, many Halflings artificially increase their lifespan through Druidism or other methods. Characteristics: 1: Halflings love eating food, often eating more than characters twice their size! 2: Halflings love to drink alcohol and smoke pipeweed. Most Halflings build up a strong alcohol tolerance from an early age, and thus beating a Halfling in a Drinking Competition is no easy feat! Meanwhile, pipeweed is just a simple crop similar to tobacco but with less negative health effects. 3: While shunning violence in most situations, Halflings can be quite dangerous if cornered! Nobody wants to face an angry midget with a big stick, of course! 4: While more adventurous/non-village Halflings love to steal from bigger races, Halflings rarely steal from other Halflings. 5: For unknown reasons, Halflings prefer to fight with Shovels whenever forced to fight. For village Halflings this is symbolic of their desire to return to a peaceful life, whereas for Halflings outside of Halfling villages this is due to the desire to whack things real hard with the shovel! 6: Halflings almost never wear armor, partially due to the non-existence of Halfling-sized armor, but also due to Halflings’ peaceable nature. 7: Halflings shun on the use of locks and the hoarding of resources, instead preferring a more open and sharing community. Should I play a Halfling? Halflings aren’t for everyone. Those who enjoy more violent characters will be disappointed in the small size of Halflings, and those who like getting rich will not enjoy the more communal lifestyle of Halflings. However, Halflings still manage to appeal to many by providing things other races cannot. Halflings are never at war, host frequent parties and celebrations, and never cease to amaze with their frequent antics! To re-state Petyr’s words on whether or not you should play a Halfling: Some points to Note: If you really enjoy PvPing, a halfling is probably not for you. If you rage or have a temper, being a halfling is not for you. If you want to be a Mary Sue or be a super duper badass, halflings are not for you. If you get really bored really quickly, halflings might not be for you. If you want to mine, halflings might not be for you. If you are too serious, halflings are not for you. HOWEVER: If you enjoy farming, drinking, fishing, and laughing, be a halfling. If you are tired of powergamers, poor RPers, or just tired of conflict, be a halfling. If you want some peace and some good friends, be a halfling. If you are drawn to short and weak races like hobbits and gnomes, be a halfling. If you like the sound of an Irish accent, be a halfling. If you want a community that is more focused on fun over items, be a halfling. If you've always wanted to live in a hobbit burrow, be a halfling. How to Roleplay a Halfling Roleplaying a Halfling is a unique experience on LOTC. No other race is as short, and no other communities party in such copious quantities. In spite of these differences, halflings are not that difficult to roleplay, and anyone can pull it off with minimal practice and a good bit of pipe smokin’! How to create a Halfling 1: Read up on Halfling lore! A quick glance at this Guide and the wiki page should be plenty! 2: Get a skin! This can be an unused skin from Planetminecraft, a skin you made yourself, or a skin you got a halfling skinner to make for you! Halfling skins aren’t that hard to make, and many non-Halfling skins can be turned into Halfling skins by removing all armor, making it barefoot, and adding in more Halfling-like attire like overalls, for example! 3: Get a name! This can be done by stealing the name of a lesser known hobbit from Lord of the Rings, mashing together some random nature words until you get something that sounds cool (“Stump Mossbranch”, for example), or by visiting https://chriswetherell.com/hobbit where you can generate both male and female Halfling names for free! 4: Create your persona and start RPing! How to talk like a Halfling While no two halfling accents are alike, most share a few common characteristics 1: Don’t use T in the middle or end of a word, replace it with an apostrophe instead. Example: “Tha’s terrible! Translation: “That’s terrible!” 2: Don’t use H at all, unless it’s combined with another consonant. Replace them all with apostrophes as well. Example: “‘elp me! Me ‘airy fee’ be on fire!” Translation: “Help me! My hairy feet are on fire!” 3: Replace -y with -eh if you feel like it, although this is not required. Example: “The mos’ vereh nice ta’ers always be slimeh!” Translation: “The best potatoes are always slimy!” 4: When drunk, sleepy, or otherwise impaired, replace the letter I with “oi” or “o” wherever it seems appropriate. Example: “Oi nay b-beh drunk! T’is os ‘ow oi normalleh speak! Moind yer manners!” Translation: “I’m not drunk! This is how I normally speak! Mind your manners!” 5: -ing turns into -in’ in most accents. Example: “Runnin’, jumpin’, swimmin’, these be me favori’e thin’s!” Translation: “Running, jumping, swimming, these are my favorite things!” 6: Add in your own extra flairs! Many halflings like to replace “the” with “t’eh” or “t’a”, or turn “my” into “me”, “mah”, or “meh”. The more it sounds like something a country bumpkin would say, the better! Example: “Buh wha’ abou’ t’eh droid a’’ack on t’a wookies?” Translation: “But what about the droid attack on the wookies?” How to join the Halfling village 1: Create a Halfling character, duh! (See “How to create a Halfling”) 2: Go to the Halfling village. Sometimes the location of the Halfling village is a secret, and sometimes the Halfling village is right in the open for everyone to see! Whatever the case may be, you’ll eventually find the village is you ask and look around a bit! Check the forums to see if its location is put there, and try to contact the Halflings themselves on the forums if you are still confused! 3: Find an Authority Figure within the village. This is easier said than done, as the Halfling leadership isn’t online all the time (They have to sleep as well ya know)! If none of the Halfling leadership is online, try to find the village’s noticeboard to see if any OOC contacts are listed. If they are, then contact the leadership via the Discord, Skype, Forum Profile, etc. that is listed to try and be online at the same time. 4: Do whatever is required in order to get a home! Normally Halfling burrows are free, but that hasn’t always been the case! Back in Dunwood new Halflings had to fill out some fancy paperwork before being able to live there! Hopefully you will be able to get your burrow in no time flat! How to build a Halfling burrow There are many different ways to make a Halfling burrow. I shall list a few guides below: Here is Petyr’s guide to making burrows way back in Asulon And here’s Larry’s guide to more modern burrows And here’s my own guide on how to make burrows in RP And here’s Faldo’s guide to making burrows Things to do as a Halfling 1: Have parties! You can never party too much as a Halfling! Ideally there should be at least one event, party, or festival every weekend, but if there isn’t one you can easily plan your own! ((See: How to plan Halfling parties)) 2: Fishing, farming, baking, brewing etc. Of course, not every day can be a party, so every Halfling character should have some personal activity they can perform when things are quieter. Whether or not you want to roleplay these activities or do them out of character is up to you. ((For brewing, if you screenshot the roleplay of your booze-making, you could get the Moderators to rename bottles for you)) 3: Small talk, small adventuring. As with all races, the majority of Halfling roleplay consists of relaxed chatter between characters. However, Halfling roleplay is more interesting when there’s a sense of direction and light-hearted urgency to it. If you ever get bored when chatting with your pals, you can simply invent some non-existant problem that has to be solved, be it evil gnomes stealing all of the booze, or chemicals in the water turning all the frogs gay! 4: Event builds within the village! Halfling villages are usually filled with small secrets that can be used for more interesting roleplay. Some secrets contained within Halfling villages include… ~A giant chicken protecting its lair! ~Tunnels filled with rats underneath the fields! ~A secret passageway to the edge of the world! ~Secret shrines to the Pumpkin Lord! ~A toilet that flushes you into the dark realm of Arugula, the evil Squid Lord! The Halfling Festival ~The Dunshire Harvest Festival~ Halfling Festivals are always massive events, drawing large numbers of players to the Halfling village for a good ol’ time! There are several features in common with Festivals, although almost every Festival is unique in some way! Common features of Halfling Festivals: 1: Shogging, Darts, Pie Eating, and other games. Halflings love playing fun little games! For instance, Shogging, a common halfling sport played on two logs, is a part of almost every Festival! Pie-Eating is also common, as Halflings are fond of food and often wish to turn it into a competition! Darts are a bit less common, but still fun nonetheless! 2: Drinking! If there’s anything Halflings love more than food, it’s booze! It’s not uncommon for Halflings to drink an entire barrel of booze in one sitting! Due to this, massive amounts of booze are consumed in practically every Halfling Festival worth writing home about! 3: Another main attraction! While drinking and games may appeal to many, many Halfling Festivals go beyond this! Some Festivals include massive events like Pig Races, Boat Racing, Scavenger Hunts, and entire adventures as the main attraction for the Festival! How to Shog Shogging is a very common Halfling Sport that most Halflings wish to master. Here are the basic rules: 1: Begin with one person on each log. 2: The goal is to knock your opponent off of their log without falling off of your own! 3: No jumping from one log to the other! Stay on your own log! 4: You must wear a pumpkin on your head and use a shovel to try and knock your opponent off. 5: No finding extra holes through your pumpkin! (Don’t use third person camera or hide your user interface to avoid the pumpkin penalty!) Some tips and tricks: 1: It’s useful to sneak so that you don’t fall off by accident. 2: However, you can suddenly stop sneaking to rapidly move forwards to catch your opponent by surprise! 3: Playing defensively is usually better than playing aggressively, but sometimes being aggressive can pay off! Other cool guides: The Halfling Information Mega-Thread (which this thread is replacing) An unofficial Halfling guide to Hosting Guests (still relevant) Halfling Activities Guide (outdated, but great for inspiration!) So you want to be a Halfling (outdated) The Official Halfling Guide (Outdated but still good!) Why you should be a Halfling (Outdated but an excellent read!) That’s all for now! I’ll keep on adding to this guide until I am satisfied with it. It’s just that I wanted to post it sooner so that new Halflings wishing to live in Brandybrook may see it!
  21. BLACK BLOOD The Blackfog family's origins are largely untraced, only 2 known: Novo and his daughter Hibiscus. It's rumored that the heritage of the Blackfogs, the elven blood, carries a particular nastiness in it. A special sort of madness beyond what is normal for elvenkin. Despite the rumors, the founder of Oropo remains friendly and approachable, if somewhat secretive. DIVINE CHILDREN Around the fires late at night, Adherents tell tales of Dresdrasils children and their exploits. A favorite tale is that of Dresdrasil's Heir, an egg that has taken on descendant form. Not yet hatched, but awake and awake, the disguised Heir wanders the lands and seas, performing miracles. One such tale implies that sightings of this supposed Heir decided where Oropo would be built.
  22. The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Hostile Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Clan Silvervein: Friendly Clan Hammerforged: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dimlin Irongut (Beamon4) Clan Elders: Bolgnir Irongut(Tide1) Dwain II Irongut (Hiebe) Balek Irongut(Hobolympic) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Alfy Irongut(littleyoshy) Sharr Irongut (lordbobby123) Grandour Irongut(SaltyStormJakob) Ulhor Irongut(BlackDwarvenFire) Yor Irongut(punni_boi) Robin Irongut(Pilantos311) Beardlings: Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Grungron Irongut(James27049) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Gauldrim Irongut ((Redbench)) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Uldar Irongut ((Tirenas)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  23. 𝕿𝖍𝖊 𝕽𝖎𝖙𝖊 𝖔𝖋 𝕭𝖆𝖙𝖙𝖑𝖊 While inspecting a freshly constructed Theruz Shrine, Falum’Lur notices some rustling in the papers below held in the library. As he descends he comes into contact with Malohk of the Yar Clan reading upon old Yars and Ancestors. Malohk notices Falum and explains “Mi wus readin sum books tryin to find anything on old Yars.” Falum’Lur gazes over the book the young Yar reads and begins to offer his knowledge to Malohk as he says “Theruz bless this lessun mi am gonna teach lat. I have known dub Yars that have flatted in the past years.” “There wus a Yar by the name, Phaedrus. Mi wus too young to ever meet him before he was killed by Rex Kharak’Raguk but he was a well known klomper agh wus well verzed in the spirits.” “The other was, Vorgo’Yar, who wus also my popo. He wus best known for klomping agh defeating the Greater Spirit of Disease, Orgon, but alzo zerved under Kharak as Targoth, Dominuz agh when da time came Rex. A internal wagh grew in the lands of Krug along wiff a foreign threat uf a Hooman agh Albai empire marching on San’Kharak. In da end, he wus flatted before da pink skin courtz for da blaming uf Orgon.” Falum reaches towards his neck and lifts up a bone hanging on the end of it “Thiz iz all I have to rememba him by. They sawed off him tuzkz as prizes for ivory.” Malohk looks focused on the conversation as he learned of some of his clans ancestors and says “Vorgo wer lat popo? Mi think mi heard da name blahed but he sownds like a hosh orc. Mi cannub find any books on him though.” Falum remains silent for a moment as he begins to light a cactus green blunt and lets the incense of it smoke out the shrine. “We nub need any books to lurn. All we need is da relic mi has in mi hand to blah with his Spirit in Stargush’Stroh.” he raises the bone tusk before the light and flicks the blunt towards Malohk “It might be hosh to take sum of dat medicine if lat am new wiff spirit walking.” The young Yar fumbles for the blunt but once received takes a great drag of it as he begins to say in a muffled voice “Mis been to the Realm uf Votar before, but nevur the Stargush’Stroh.” They both let the high of the blunt take them and begin to meditate while the smoke drifts around them and the torch of the library burns brightly. Their minds grow focused on the tether and the chantings of the ritual grow louder their minds begin to grow warped as the foundation beneath them grows with tall grasses and the sky is drowned by the torch in a glorious combination of orange and crimson. They rise from the grasses and travel through the thick of it searching after tracks that may have been left behind but only seem to enter a denser forested area. Before they knew it, the jaws of a large beast snap shut behind them and leave them trapped within the darkness of it’s maw. Malohk quickly begins to panic as he tries to find a weapon but Falum grabs and shakes him “Do nub klomp it. This beast is a Dunah Skhell.” Malohk glares at the Shaman attempting to understand his words but leaves his trust and faith and lets him guide the spirit walk into the belly of the beast. They wander in the confines of the belly with the darkness blinding their every movement until a faint light can be seen. Quickly they begin to draw near to the light and turn to find a campfire with a skeletal figure hiding behind the smoke. Malohk begins to question why a campfire lies within a turtle while Falum begins to speak in Old Blah to the aging Spirit that sat before them offering his greetings to Vorgo of Yar. “It is always hosh to peep lat again popo.” Falum relays to his father as Malohk speaks up offering his greetings “Throm’ka, mi am Malohk of the Yars.” The Spirit of Vorgo’Yar looms forward revealing his true orcish figure, his spiritual presence surges when the Yar greets him, “A Yar lat has brought? Nub many haz visited since mi flat, but mis been serving Yar klompin agh feastin alongside him.” Malohk bewildered by the spirit replies “Yuh gruk Yar? Mi ancestor?” and a laugh booms from the Spirit’s voice “This am mi home, yung Yar. This is mi realm serving unda the great spirit, Yar. We com from da same bloods, Malohk, da same peoplez.” The trio sat among the spiritual fire and talk to some lengths. “So wub brings lat here, yung Malohk?” the Spirit questions the orc’s visit to his realm “It nub be an oftun thing dat sumash accompanies my cub here.” Malohk looks up to the ancestor and replies “I wizh to prove miself to mi clan. Mi am a hunta and dus it in da name of Votar agh Yar. Mi seeks the guidanze of the great ancestors, the legends of the Yars.” Vorgo reminisces back to his days of the Mortal hunt and says solemnly “Votar, one uf mi favorite past times. If lat wishes to prove latself stick tu lats roots, agh hunt agh trap a ferocious animal like the Dunah Skhell. Mi flatted a dwarf since the tales told uf a stowt flatting Yar. It myte be worth ztickin tu da tales and peepin lats luck wiff a jabbernak.” The Spirit wanders around the campfire a bit longer and returns to his seat behind the smoke as some of his speech turns to the Old Tongue due to his aged spirit making it a bit hard to understand Vorgo “If lat succeeds lat will be glorified by lats clan and the ancestors. Yar himzelf will be peepin over the votar and peep lats worth.” The longer the descendants stayed the more the spirits speech returned to the Old Tongue and it begins to all weigh down upon the young Yar and renders him unconscious. Falum returns his gaze to the spirit of his father as Vorgo does the same speaking first “Mi knows why lat haz come here mi cub.” The shaman raises his head in curiosity of Vorgo’s words and asks what he meant. The environment begins to shift and dematerialize around them as a vast forest sprouts rapidly from their foundation. The father and son begin running through the forest as if they were hunting in the jungles of Axios again. The Spirit passing between trees and bushes at incredible speeds returns his sight upon his son and speaks in a muffled tone “You visit oftun mi cub. A shamans duties am a heavy labor that must be done, but do nub let it affect lats battles in the mortal uzg.” Falum remains silent as he attempts to keep up with his father but is quickly being outran. “Peep lat now mi cub. The fasting for the rituals is ruining lat. It uzed to be dat lat culd keep up wiff me but now lat am falling behind, lat haz grown weak.” The Stargush’Stroh quickly begins to warp as Falum’s magic power begins to exhaust him and Vorgo continues running ahead leaving the Shaman to fall unconscious, but before he does Falum falls to one knee and looks on after his father leaving last words for the Spirit “Mi will lizten tu lats words, mi popo. If lat wus willing to fall by the blade then I shall do the same as thoze many before mi.”
  24. “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  25. The Wuseng Warriors Despite the great power that Hou-Shen held in the past, that did not keep his three main children from danger. To protect them in times of war or when the great God king was not there, he created a small and select group of dedicated warriors and skilled fighters dressed in shining golden armor who used no more than their own bodies as a weapon. Nowadays the name of this group is used to designate those Hou-Zi who dedicate their life to the art of war, thus composing the Hou-Zi army, the Wuseng. The last Quántó of the original Wúséng warriors, member of the Zhúdíng family Their History In its origins, this group was formed by a single block of eleven Hous, all of them with the same rank and power in the group, except for one. Above them was their leader, the Quántóu (the fist) who changed from time to time according to the achievements he had obtained. Fighters in the first great war against the elves hunted many of them, along with the three sons of Hou-Shen and protecting them at all times, fought without mercy, endowed with a strength that even among their own race was considered disproportionate, after the first great war, this group did not disappear, in charge of protecting the main sons of Hou-Shen even when he was dead, that's what they did, encouraged by a spirit of loyalty superior to death. After the death of the three prodigal sons of Hou-Shen and they defeat on the second great war, this group gradually lost strength until it disappeared completely without a trace. The gossips say that these honorable warriors supported the great noble families during the Jade wars in exchange of favors and huge amounts of wealth, although no one was able to affirm this. This group disappeared with the fall of the Hou empire’s capital of Jing-Taiyun, forgotten by all, recognized by no one, far from the respect that its name imposed in ancient times. At the present time this group does not exist, nevertheless its name is used of honorific form for the army Hou, looking to imbue it with the fierceness and loyalty that these incredible warriors showed in the past. In charge of exercising justice there where the law dictates, devoting their life to protect their friends and family from evil, anxious to recover the power that was once taken away from them. Perhaps one of the most reputable members during the first great war, belonging to the Quin family Traditions and enlisting Enlisting in the troops is easy, talking to someone of higher rank than Jiǎo is enough for it, even so, if you want to be recognized as a member, you must first overcome a small initiation ritual… The Wuseng Warriors holds a series of traditions, some brought from ancient times, others more recent that arose with the passage of time, but all mixed and forming a unique and curious culture which defines the true life of a HouZi warrior: Initiation ritual: Anyone who seeks to devote body and soul to this profession must have the qualities necessary for it, so they will be thrown into a pit, where they must survive three different tests that show whether they are suitable or not (these tests are considered a secret, no one who has failed them has lived to tell). Peace before the battle: Only a few hours before any great battle, these great warriors all sit together to meditate, seeking inner peace achieving a greater synchronization in the field of war. Some say they have felt how all the souls of the Hou became one after performing this action, fighting in perfect synchronization as if a higher consciousness were guiding them. The forge of the weapon: Originally, Wuseng warriors used only their own hands as a weapon, this was gradually changing, finding utility to combat tools such as clubs, batons, spears... These however still maintain a unique and special nature, being forged by the warrior and cooled in the sea water, letting them rest in front of an altar in honor of the ancestors. Baijiu ceremony: the life of the warrior is dangerous. The life expectancy of these fighters may not be very long, dying on the battlefield or perishing after being taken as prisoners. Therefore, every time a member dies a ceremony is held in his honor, somewhat different from the one performed with the rest of Hous, in this ritual all his companions drink the traditional baijiu rice liquor, throwing a splash on the ground and seeking to honor their partner who has died with honor in the heat of battle. Current member of the Wuseng Warriors Ranks Quántó Leader of the Wuseng, directly elected by the Huangdi, leads the army and occupies a chair in the Council of Chi, distinguished by his great military experience and extreme combat skill. Tóu In charge of developing new military tactics and the creation of weapons, he is second on the scale of military power, with less experience on the war field, stands out for his ideas and contributions, participating externally in the battle. Qūgàn Two Hous hold this rank, chosen one by the Qúantóu and another by the Tóu they work as their right hands, besides being possibly their successors. Jiǎo The base of the army, formed by all the soldiers who seek to honour their race, like all HouZi they have to know the art of the fight, emphasizing these by their experience and arduous trainings. In addition to this powerful army, any member of the race would be called to fight in case a war happens or the kingdom is attacked.
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