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  1. [Posters have been placed throughout Sutica, and they’re covered in ladybugs]
  2. Every so often, the Jassinissan Council of Seyam must commune to discuss things of national interest. These meetings carry with them very important customs that if broken, would void the sanctity of such an important meeting. These are the customs in their entirety that must be followed. Only four people are allowed to attend a Jassinissan Communion. These people being the Suldaan and the three Jassinissa members; the Enderase, the Meridazmach, and the Taezzaz. The Arenderase, Armeridazmach, and Artaezzaz are not allowed into the communion. Before the communion begins, each Jassinissa member must be sworn in by the Suldaan through a vow of honesty and nonalignment The Suldaan is required to attend, but is only able to talk when swearing in the Jassinissa members – during the communion, he is required to listen but is not officially apart of the communion, showing his limit in power. The Enderase, being the leader of the Jassinissa, will be required to guide the items discussed in the communion, to document all votings and their results activated during the communion, and afterwards to publicize the results of the communion unless explicitly stated otherwise. To request a topic to be discussed during such a communion, a citizen, foreigner, etcetera must contact the acting Taezzaz or Artaezzaz – in which, if he deems it necessary, he shall bring up such inquiries during the communion in which the Jassinissa will decide actions regarding it.
  3. [!] Before you, a picture was drawn upon on a scroll, a fine and lenient framing would complement the ancient scenery, which invited the beholder to what the artist depicts Arcadia as. Upon the back of the drawing a letter was attached... ልዪርልዕጎል 𝒾𝓈 𝒷𝑒𝓁𝒾𝑒𝓋𝑒𝒹 𝓉𝑜 𝒷𝑒 𝒶𝓃 𝒶𝓃𝒸𝒾𝑒𝓃𝓉 𝓅𝓇𝑒𝒸𝓊𝓇𝓈𝑜𝓇 𝒸𝒾𝓋𝒾𝓁𝓁𝒾𝓈𝒶𝓉𝒾𝑜𝓃 𝓉𝒽𝒶𝓉 𝓈𝑒𝓉𝓉𝓁𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝑜𝓅𝑒𝓃 𝓈𝑒𝒶 𝑜𝒻 𝒜𝓇𝓀𝒶𝓈, 𝒶𝓃𝒹 𝓅𝑒𝓇𝒽𝒶𝓅𝓈 𝒶𝓁𝓇𝑒𝒶𝒹𝓎 𝓈𝒶𝒾𝓁𝑒𝒹 𝑜𝓇 𝓁𝒾𝓋𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝑜𝒸𝑒𝒶𝓃 𝒾𝓃 𝓅𝓇𝑒𝓋𝒾𝑜𝓊𝓈 𝓇𝑒𝒶𝓁𝓂𝓈, 𝓁𝑜𝓃𝑔 𝒷𝑒𝒻𝑜𝓇𝑒 𝓉𝒽𝑒 𝒹𝑒𝓈𝒸𝑒𝓃𝒹𝒶𝓃𝓉𝓈 𝒻𝑜𝓁𝓁𝑜𝓌𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒𝒾𝓇 𝓅𝒶𝓉𝒽. 𝒩𝑜𝓉 𝓂𝓊𝒸𝒽 𝒾𝓈 𝓀𝓃𝑜𝓌𝓃 𝒶𝒷𝑜𝓊𝓉 𝓉𝒽𝑒 𝑜𝒸𝑒𝒶𝓃𝒾𝒸 𝓅𝓇𝑒𝒸𝓊𝓇𝓈𝑜𝓇𝓈 𝒶𝓃𝒹 𝓌𝒾𝓁𝓁 𝓃𝑒𝓋𝑒𝓇 𝒷𝑒. 𝒴𝑒𝓉, 𝑒𝓋𝑒𝓇𝓎 𝒹𝑒𝓈𝒸𝑒𝓃𝒹𝒶𝓃𝓉 𝒽𝒶𝓈 𝒷𝑒𝑒𝓃 𝑔𝒾𝒻𝓉𝑒𝒹 𝓌𝒾𝓉𝒽 𝒶𝓃 𝑒𝒶𝑔𝑒𝓇 𝓈𝑒𝓃𝓈𝑒 𝓉𝑜 𝑒𝓍𝓅𝓁𝑜𝓇𝑒 𝒾𝓃 𝒶 𝓌𝑜𝓇𝓁𝒹 𝓉𝒽𝒶𝓉 𝒽𝒶𝒹 𝒷𝑒𝑒𝓃 𝒻𝑜𝓇𝑔𝑜𝓉𝓉𝑒𝓃. 𝐼𝓃 𝒸𝑜𝓃𝓉𝓇𝒶𝓇𝓎 𝓉𝑜 𝓉𝒽𝒾𝓈 𝓋𝑒𝓃𝓉𝑜𝓊𝓇𝓊𝓈 𝓈𝓅𝒾𝓇𝒾𝓉, 𝓂𝑜𝓇𝓉𝒶𝓁𝒾𝓉𝓎 𝒶𝓃𝒹 𝓉𝒽𝑒 𝒻𝓁𝑒𝑒𝓉𝒾𝓃𝑔 𝓃𝒶𝓉𝓊𝓇𝑒 𝑜𝒻 𝓁𝒾𝒻𝑒, 𝒽𝒶𝓋𝑒 𝓂𝒶𝒹𝑒 𝒾𝓉 𝒾𝓂𝓅𝑜𝓈𝓈𝒾𝒷𝓁𝑒 𝓉𝑜 𝓇𝑒𝒶𝒸𝒽 𝓌𝒽𝑒𝓇𝑒 𝓃𝑜𝓃𝑒 𝒸𝒶𝓃 𝑒𝓈𝒸𝒶𝓅𝑒 𝓉𝒽𝑒 𝑔𝓇𝒶𝓈𝓅 𝑜𝒻 𝓉𝒾𝓂𝑒, 𝑜𝓇 𝓉𝒽𝑒 𝑜𝓉𝒽𝑒𝓇𝓌𝑜𝓇𝓁𝒹𝓎 𝒻𝑜𝓇𝒸𝑒𝓈 𝓉𝒽𝒶𝓉 𝒸𝒶𝓂𝑒 𝓉𝑜 𝒷𝑒 𝑜𝓃 𝓉𝒽𝒾𝓈 𝓋𝑜𝓎𝒶𝑔𝑒 𝒾𝓃𝓉𝑜 𝓉𝒽𝑒 𝓊𝓃𝓀𝓃𝑜𝓌𝓃. 𝒦𝓃𝑜𝓌𝒾𝓃𝑔𝓁𝓎 𝒸𝑜𝓃𝒻𝓇𝑜𝓃𝓉𝑒𝒹 𝓌𝒾𝓉𝒽 𝓌𝒽𝒶𝓉 𝒸𝒶𝓃 𝒸𝑜𝓃𝓈𝒾𝒹𝑒𝓇𝑒𝒹 𝒷𝑒 𝓉𝒽𝑒 𝑔𝓇𝑒𝒶𝓉𝑒𝓈𝓉 𝒸𝒽𝒶𝓁𝓁𝑒𝓃𝑔𝑒 𝓉𝑜 𝒶𝓃𝓎𝑜𝓃𝑒, 𝑒𝒶𝒸𝒽 𝓂𝒾𝓃𝒹 𝒸𝑜𝓃𝓉𝓇𝒾𝒷𝓊𝓉𝑒𝒹 𝓉𝑜 𝒹𝒾𝓈𝒸𝑜𝓋𝑒𝓇 𝓃𝑒𝓌 & 𝑜𝓁𝒹, 𝒹𝑒𝓈𝓅𝒾𝓉𝑒 𝓉𝒽𝑒 𝒽𝒶𝓇𝒹𝓈𝒽𝒾𝓅 𝓉𝒽𝒶𝓉 𝓂𝒶𝓎 𝒻𝒶𝒸𝑒 𝓉𝒽𝑒𝓂, 𝑜𝓇 𝒸𝒶𝓇𝓋𝑒𝒹 𝓉𝒽𝑒𝒾𝓇 𝓅𝒶𝓇𝓉 𝑜𝓊𝓉 𝑜𝒻 𝓉𝒽𝒾𝓈 𝑜𝓁𝒹 𝓌𝑜𝓇𝓁𝒹 𝒶𝓈 𝓉𝒽𝑒𝓎 𝓈𝑒𝓉𝓉𝓁𝑒𝒹 𝓊𝓅𝑜𝓃 𝓁𝒶𝓃𝒹. 𝒲𝒾𝓉𝒽 𝓉𝒽𝒾𝓈 𝐼 𝒸𝒶𝓁𝓁 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝓋𝑒𝓇𝓎 𝑔𝑒𝓃𝒾𝓊𝓈 𝓉𝒽𝒶𝓉 𝒾𝓈 𝓌𝒾𝓉𝒽𝒾𝓃 𝑒𝓋𝑒𝓇𝓎 𝒹𝑒𝓈𝒸𝑒𝓃𝒹𝒶𝓃𝓉, 𝓉𝑜 𝓇𝑒𝒹𝒾𝓈𝒸𝑜𝓋𝑒𝓇 𝒶𝓃𝒹 𝓊𝓃𝓋𝑒𝒾𝓁 𝓌𝒽𝒶𝓉 𝒾𝓈 𝒷𝓊𝓇𝒾𝑒𝒹 𝒹𝑒𝑒𝓅 𝓊𝓃𝒹𝑒𝓇𝓌𝒶𝓉𝑒𝓇 𝒾𝓃 𝓉𝒽𝑒 𝑜𝒸𝑒𝒶𝓃𝓈 𝓉𝒽𝒶𝓉 𝓈𝓊𝓇𝓇𝑜𝓊𝓃𝒹 𝑜𝓊𝓇 𝒸𝑜𝓃𝓉𝒾𝓃𝑒𝓃𝓉. 𝓦𝓻𝓲𝓽𝓽𝓮𝓷 1703 ԹՐƙԾՏ [OOC-Info] This is the final part of the naval eventline that I’ve run on Arkas, which means giving back to the you guys. Every player that participated, has a crew or is interested in other naval related activities, is invited to join the ocean-hub (Ancient Sea Ruin). One can think of it as a sort of event-charter, where there will be objectives, specialized bounties, and lore to discover and be written, all while having the freedom to do so on your own. As mentioned, the only requirement is involvement in the naval storyline, which will net you a spot to ‘freely’ decorate and live with your persona in the event-charter, while also staying at a close pulse with the storyline itself. I invite you to do DIY Events or make this your new favourite fishing spot... For further information message me on the Forums, Discord or your leave your Nickname & Persona’s Name in the thread (perhaps with a nice roleplay text to accompany it)
  4. [!] The following poster is posted on bulletin boards around Sutica, Irrinor, Haense, Fenn, Aegrothond, & Brandybrook. Naturesgiving ~+~ The Druidic Order welcomes all to attend our festival, to celebrate a successful harvest season. Nature provides to the wise, and as such we have deemed this Naturesgiving. Baked goods, treats, pies, drinks, and all manner of foods will be prepared for the enjoyment of us all, and you are free to bring your own to add to the festivities. The main event is a large, table-round meal and discussion with friends and strangers alike, in appreciation for the food nature provides for us. Additionally, there will be a jumping puzzle for you to partake in, extraneous items to purchase, and a large bonfire to end the evening off. We hope to see you there! -Druidic Order (Saturday, Nov. 30th - 4 PM EST)
  5. Citizens of Helena and travelers near and far! The Dragon’s Rest Tavern is reopen for business and now have a wide range of features! We sell drinks and food from tea and steak to rubbing alcohol and mashed potatoes to satisfy your taste buds or drown your sorrows! Not only do we sell the standard food and drink at our tavern, but we also assist with steward services, inquiries about work, and talent every other week. Steward Services – If you are in need of a place to sleep or sell your wares, bring this information to the barkeep to assist you. Assistance may vary. Inquiries for Work – Contact the barkeep about any jobs that will be hiring able bodies or negotiate to have Dragon’s Rest advertise your place of work! Talent – Last, but not least our talent consists of music, poetry, comedy, and the occasional play. All of this is only available at the hottest spot in Helena! The Theatre The Bar The Entrance The Chessboard The Floor
  6. Introduction Hello and welcome, dear reader, to another installment of scientific breakdowns of questions posed by Christopher Francis Ocean. Today we will be discussing the possibility of Mr. Ocean coming out as Mr. Surtr - the bringer of Ragnarök. If you missed the previous installment where we discussed a line in Biking regarding the effects of moving air and heat dissipation, please feel free to give that a read over here. Context, Lyrics and the Question In the Blonde album closer, Futura Free, our Los Angeles based rapper/singer heads into a realm of philosophy that touches upon theological territory. He asks his mother, Katonya Breaux Riley, the following: I'm just a guy I'm not a god Sometimes I feel like I'm a god but I'm not a god If I was I don't know which heaven would have me, momma? Let me run this ***** I'ma run it into the ground momma, the whole galaxy [Christopher Francis Ocean, Futura Free, 2016] This is indeed a valid question! Which heaven (a symbolic term which we will interpret as referring to a form of religious belief system) would be suitable for inviting Mr. Ocean, a god-but-not-really-a-god, to essentially destroy the whole universe? Analysis None of the most popular religions in the world seem to fit the mission statement that Mr. Ocean posits here: neither Christianity, Islam nor Hinduism seem to have religious scriptures that are a match for being run over by a would-be galaxy destroyer. We will have to find a place for our god-but-not-really-a-god elsewhere. And luckily enough, there is a place for Mr. Ocean in a religion: in the Norse Mythology, as Surtr, the bringer of the foretold apocalyptic event known as Ragnarök. Let us lay out the reasoning for this by learning more about the writings on Surtr: Surtr is foretold as being a major figure during the events of Ragnarök; carrying his bright sword, he will go to battle against the Æsir, he will do battle with the major god Freyr, and afterward the flames that he brings forth will engulf the Earth – Surtr will fling fire over the earth and burn the whole world. [Henry Adams Bellows, The Poetic Edda: The Mythological Poems, 2004] Seems pretty fitting a role for a galaxy destroyer as Mr. Ocean, no? Also, Surtr fits the description perfectly of a being like Mr. Ocean that sometimes feels like a god but is not a god, as Surtr is a Jötunn, more specifically a Fire Giant – who is not recognized as a God but can do battle with Gods. Also, Mr. Ocean could likely be a Fire Giant, as he 100% spits fire. And besides, what can make you feel like a God more than defeating one in combat: If Ragnarok comes to pass, Surtr will rise up with the legions of Hela's dead mortals and attack the forces of Asgard. It is prophesied that should this happen, Surtr will slay the god Frey. [Raven Kaldera, Northern Paganism, 2012] We’ll let you guys prophesy. [Christopher Francis Ocean, Nikes, 2016] in conclusion Narthok is based and a true son of Odin yours in raiding,
  7. The Lunar Domain of Asimu’lei ☽ A Settlement Guide ☾ WATCH OUR TRAILER “A traveller gets lost in the forest of whispers; an unexpected helping hand is there to help and welcome them” ☽ Overview ☾ The Lunar Domain of Asimu’lei is the home of the Mali’ker, though it is open to the other descendants. Asimu’lei is a peaceful town focused on commerce, harmony and progress. This blooming town can be found near the druidic grove, in the south-eastern region of Arcas (762 / 55 / -130), being a mere five minutes walk from Cloud Temple. To reach, just follow the signs for the southern road from Cloud Temple, follow for Sutica until you’ll see a sign on the left that will guide you to the blessed moon glade, Asimu’lei. ☽ Points of interest ☾ The “Adont’Haelun” clinic The “Twilight Trade Square” The “Dante’celia” Tavern The “Ilum’indor” Library The housing district “Diraar’ker” : the guardians The “Vallel’ame” forest The “Vihai’ame” forest ☽ Asimilian Government ☾ The Asimilian government is composed of many organs. From the Moon Prince and his wife with their two advisors. Then we have the “Council of many arts” with the ministers regulating their own ministries and fields of competence. And last but not least, the Lye debaters, the lifeline of the town, the citizens. Through debating sessions, they are be able to vote and express their desires and decisions, for a better future. Everyone is subject to the Ker’tir or the “Night Law” , a constitution-like document that regulates the everyday life and justice within the asimilian borders. ☽ Activity ☾ Need some guidance? Ask our stewards! Tigergiri#0744 / Mr.LordVoop#3803 / LordYuki#3274 / Josey#5073 Peak time: 3 Pm EST / 9 PM Gmt+1 US – EU timezones A huge thanks to everyone that helped and continues to help with this project.
  8. Mali’fenn Bloodline Reforms, 1741 For centuries, the ancient and sacred bloodlines of Fenn have been instrumental in the running of the Grand Princedom. However, in recent times, these holy families have fallen ill to infighting, rivalry, and a lack of patriotism for the Fennic state. In order to combat the recent misfortunes of the bloodlines, Grand Prince Aelthos III has deemed it fit to reform the structure of the Fennic bureaucracy and rewrite the rules governing the bloodlines. ARTICLE I - THE SACRED BLOODLINES ARTICLE II - THE DUTIES OF THE SACRED BLOODLINES ARTICLE III - THE RIGHTS AND PRIVILEGES OF THE SACRED BLOODLINES ARTICLE IV - THE LAWS GOVERNING BLOODLINE DISPUTES ARTICLE V - THE LAWS GOVERNING BLOODLINE HEADS ARTICLE I The Sacred Bloodlines The bloodlines of the Grand Princedom of Fenn are families which have shown their dedication to the Fennic state and the Tundrak family for many years. Though this devotion usually manifests in the form of one particular service of outstanding merit, many bloodlines play an important role at different levels of the Fennic government and society. The current bloodlines are as named: I - Tundrak II - Atmorice III - Drakon IV - Tathvir V - Sylric VI - Oakenarrow ARTICLE II The Duties of the Sacred Bloodlines Although, as stated above, individuals within a bloodline are free to choose a career as they wish, each family shall have one specific duty that they are charged to perform. This duty will typically be one that they have performed for centuries and thus have perfected their craft in. It is the responsibility of the bloodline head to ensure that their family is upholding the specific task assigned to them. I - To the Tundraks, they are charged with leading the Grand Princedom of Fenn. It is only by the Grand Prince’s guiding hand that the Fennic state shall prosper. II - To the Atmorices, they are charged with the spiritual guidance of the adherents of Wyrvun as well as leading the clergy. It is only through faith and devotion to Wyrvun that the Fennic state shall be holy and blessed. III - To the Drakons, they are charged with being leaders among the Ivae’fenn so that it may be well-led and disciplined. It is only through courage and an iron will that the Fennic state will be strong. IV - To the Tathvirs, they are charged with learning the medicinal arts and serving as healers both in the Ivae’fenn and in the clinic. It is only through knowledge and reason that the Fennic state will advance. V - To the Sylrics, they are charged with running the mines and smithies of Fenn, for they are to be the main workforce. It is only through hard work and determination that the Fennic state will be able to grow and expand. VI - To the Oakenarrows, they are charged with protecting Fenn and its people from beasts both natural and otherwise. It is only through safety and security that the Fennic state will be able to look inwards. ARTICLE III The Rights and Privileges of the Sacred Bloodlines For their exemplary service towards the Grand Princedom, the bloodlines are to be rewarded with special privileges that are unique to them. These privileges, however, are at the expense and mercy of the Grand Prince, so should a bloodline fail to perform their duties properly they may have them revoked at any time. Because of the bloodlines’ importance in the governance and maintenance of the Grand Princedom, these privileges primarily center around their historical, and present, ability to serve as leaders within Fenn. I - For the Tundraks, one of their line shall always sit atop the throne and be named Grand Prince. In kind, a Tundrak shall always be preferred for the position of Grand Treasurer. II - For the Atmorices, one of their line shall always serve as Arch-Vigilant of Fenn. Should there be one present, an Atmorice will always lead times of prayer, blessing, and sacrifice. III - For the Drakons, one of their line shall always be preferred to lead the Ivae’fenn as its Grand Marshal. The position of Sentinel shall be reserved for the Drakons, but the Grand Marshal can grant said position a non-Drakon if they deem their service worthy of such. IV - For the Tathvirs, one of their line shall always be put in charge of the city’s clinic should they be capable of such matters. Should they need any supplies or materials, the cost will be paid for by the Fennic Treasury. V - For the Sylrics, one of their line shall always be preferred for the position of Grand Exchequer of Fenn. All means of production shall be run and operated by the Sylrics and their employees. VI - For the Oakenarrows, one of their line shall always serve as beastmaster of Fenn. They will be allowed to construct a den or dungeon to keep any creatures they capture, so long as said creature does not pose such a threat that demands its immediate execution. ARTICLE IV The Laws Governing Bloodline Disputes It is no secret that the Mali’fenn are a militant and outspoken people. Although they produce fine soldiers, thoughtful councilors, and zealous priests, Mali’fenn are apt to fight and bicker amongst each other. Most of the time this bickering is no worse than a few petty arguments and insults, but on rare occasions certain ‘fenn of a heated temperament may resort to violence. Thankfully, no deaths as a result of bloodline violence have occurred in recent memory, but there have been a number of injuries that have resulted from these rivalries. In order to prevent blood from being spilled in the future, Grand Prince Aelthos III has created a list of regulations for bloodline disputes. I - If two bloodlines have a dispute, the conflict will first be mediated by the Grand Prince. Violence and further fighting will try to be avoided at all costs. II - Should the Grand Prince deem the situation serious enough to warrant it, the two bloodlines will be allowed a duel to determine the outcome of the dispute. The two primary instigators of the conflict will engage in a duel to first blood. Whichever bloodline wins the duel will be allowed to impose their terms, after confirming them with the Grand Prince, upon the other bloodline. III - Should there be no two primary instigators of the conflict, the bloodline heads will be allowed to name a champion for the duel. IV - Once the duel is complete, the two bloodlines will partake in a feast of reconciliation overseen by the Grand Prince. Gifts will be exchanged, talk will be made, and the feast shall not end until the Grand Prince deems that amends have been made. ARTICLE V Laws Governing Bloodline Heads The leaders of the Fennic bloodlines, better known as bloodline heads, are tasked with guiding and directing their families so that they may serve the Grand Princedom with distinction. Therefore, the expectations of the bloodline heads are even higher than that of their normal family members. In action, conduct, and word, the bloodline heads represent the Fennic state and are thus expected to act as such. To better-establish the legal and cultural position of the bloodline heads, Grand Prince Aelthos III has written a list of laws to govern the bloodline heads. I - When the head of a bloodline dies or is stripped of their position, their family is allowed to choose a member within their bloodline to become the new head. This nomination is then either confirmed or denied by the Grand Prince. II - Bloodline heads must make an active effort to involve themselves and their family in the affairs of the Grand Princedom. Should a bloodline head not be making genuine attempts to contribute to the Fennic state then they are liable to be removed from their position of bloodline head by the Grand Prince. III - Bloodline heads must reside within the Fennic capital. They are allowed to own properties outside of the city, but their primary residence should be within Fenn itself. Should a bloodline head choose to move outside of the Grand Princedom, they immediately forfeit their position as bloodline head. IV - Should a bloodline head go absent for a period of seven Elven Days without first notifying the Grand Prince, they are liable to be removed from their position of bloodline head.
  9. Portrait of Princess Karina Sofiya Alimar A portrait of the little Princess Karina at her young ages Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 24th The Grand Harvest, 1740. - Come visit my workshop at New Reza, Blackstreet IV -
  10. Hunters of Blood and Flame Followers of the Sanguine Fire Since the birth of the Creed, it has remained an unknown and quiet addition to the culture of Mali’ame and Druids alike. Its teachings reserved only for those who were thought to be wild in their heart and strong of body. That changes now with the creation of this group, our ways becoming open to any who seek to learn the ways of the Sanguine Fire. As the ways of the Creed say, those who follow it are the apex predators and guardians in the Wild. They hunt the corrupt and tainted of the natural world and cut them out, they purify the debris left behind through blood and fire, and they do it all with the very spirit of a Mani in their souls. The Hunters and Warriors Devout Followers of the creed who show their devotion to the Wild Gods through hunts and battle alike. Typically found in the professions of bounty hunting and tests of battle prowess in the ongoing effort of collecting trophies and adding onto their lists of grand testaments. They are not hard to pick out in a crowd due to the common theme surrounding Sanguine dress and armor. Usually found in padded and studded leather or half-plate, covered in trophies and adornments. Another giveaway is the crimson daubs of paint (or perhaps blood) marked upon their varied armor pieces. Heralds of Blood-Fire The Heralds are the attuned druii of the Creed, wielders of kuila-infused black ferrum weaponry and natural communion with the most wild places in the world. Their duties are mostly the same as the Devoted, spending much of their time as hunters and warriors, only with a more spiritual connotation added to their work along with the added duties of watching the Balance constantly before leading the Devoted to purge any taint threatening its sanctity. The Heralds also act as guides for the rest of the devoted Sanguine. There are only ever allowed seven Heralds within the Creed, for too many may cause an imbalance in the strength of the Sanguine just as too many predators tilt the natural life in the wild. When a place opens up in the Heralds, a current Herald takes on a student from the devoted Sanguine to be taught. Current Heralds The Leopard The Raven The Fledglings The uninitiated of the Creed are those not yet tested by the Wild Gods, and thus have yet earned the right to their Sanguine armor and weaponry. They are encouraged to accompany the initiated and the Heralds on their hunts in hopes of being tested. Once tested, the Heralds will decide whether or not the Fledgling has earned their place among the rest of the Sanguine. OOC This group is essentially mandalorian druids. Bounty Hunting, Taint purging, a lot of event seeking and RP! If you want to join the Creed of the Sanguine Fire, come to Irrinor and seek out Miklaeil or Layla Arvellon IRP! IGNs are ThumperJack_ and Numirya!
  11. Company of The Rose (Depiction of the Rose Company harassing members of other lowly bandit groups) What it is: The Company of The Rose, is a ‘free company’ a band of gentlemen who appreciate the word of minae more than the word of a King. The term ‘free company’ began catching on after the Lothragnian’s stooped to banditry during the Emperor Alexander’s reign. When Lord Protector Adrian began his ever vigilant watch over The Empire; many hedge knights, ex-footmen, and cavalrymen got the good idea of finding a legal way to provide for themselves and their families. So, over a tankard or two, a hardy group of men decided to write up a precursor for what would become the Codex for the men of the Company to follow and abide during their employment under Julius Franz. The Free Company Codex: Orenian Imperium Edition First Law: The murder of innocents for one’s own selfish desire is strictly prohibited. Second Law: Any sort of harassment towards local organizations or in-fracturing armies, without the probable contract, documentation, and a ranking member to oversee is strictly prohibited. Third Law: Petty theft from those can not afford financial loss, is strictly prohibited. Fourth Law: Allowing a Destrier to be lost in battle is strictly prohibited. Fifth Law: Failure to abide by these laws is strictly prohibited. Sixth Law: Failure to adhere to this new standard of ‘Free Comapany’ will result in immediate termination, of position, and life as you know it. Hierarchy: Grandmaster Contractor: Oversees all operations within the Company, ensures no man within the Company falls beneath standard. Lord Contractor: This position is reserved for those that provide payroll and employment in the Company. Cataphract General: Leads the Companies cavalry regiment on the battlefield and off of the battlefield. Field Marshal: Commands the infantry and shock troopers on the battlefield and off of the battlefield. First Hand: Second in command to both Field Marshal and Cataphract General, is in charge of organizing rallies and training. Cataphract: A mounted soldier of the Company, a key component in the Companies battle strategies. Shock Trooper: Heavily armoured soldier, often a veteran of many battles and has the most renown on the battlefield. Initiated: Learning their ways of rapidly swinging a sword into the battlefield still, but have proved themselves trust worthy. Rando: Entry level position meant for those who are still feeling out the Company and undecided if they wish to join. APPLICATION: MC Username: Character Name: Race: Specialty (pvp, cooking, farming, mining, etc.): (Also the Company has build in progress, it’s glorious so, please contain yourself when finished) ( POST IS STILL A WORK IN PROGRESS: FEEL FREE TO ADD ME ON DISCORD @hotboss_monk#8587 to make an inquiry to join)
  12. They’re small, they’re green, they’re nifty. They’re Ox. From the deepest caverns and deadliest badlands, the wee sized greenskin folk are marching through time. Even since Axios the goblins of Ox are existing as a family and culture. They may be not biggest orcs, may be not best fighters either, but they’re smartpants for sure. Goblin honour is something far different from Uruk-like, some uruk say they don’t have any though. Their people are also called Golin’Dar. Clan Hierarchy Big Bozz This one is a title is the same of Urukish Wargoth, but according to Golin’Dar’s culture. That is a superior gobbo, leading his Oxies (young Ox goblins) to the brighter future. The new Big Bozz is to be chosen by previous one, or with the debates on the court. Current leader is Snawt’Ox, the first Ox. Big Bozz himself. Dankzter That is the rank of a goblin who dares to dive into the life of a Criminal. Those are usually the ones that gather the wealth to their clan. Bandits, Thiefes, Assassins and Drug Dealers of course. They’re the main military force of the Clan. Dankzters have to go through many trainings to practice their skills well. Every Ox has to prove himself before going on a real Deal. They must prove they’re tough and artful enough to handle their duty, such as roof-jumping, lockpicking, assassination and teamwork. Ox Dankzters mocking on an Oren Soldier. Puzzlah This is the rank of those who are caring about fate of their Clan and carrying the knowledge of Engineering and Trading. Many great deals were done by the Puzzlah of Golin’Dar, many Shekelz (goblin currency) were gathered by those who invent and move the progress. Usually Puzzlah are practicing in building warmachines and forts, some of Puzzlah managed to sell their blueprints to other nations. They also managed to restore the lost technology of Steam-Engines, though some may say it was stolen from the Dwarves. Oh yes, Dwarves and Ox Goblins are blood enemies for many centuries already. An Ox riding a rhino traveling to Icy Mountains of Fenn. Clan Codex An Ox jurist. As in every well formed group Ox Clan has it’s own Authority and it’s own Laws. Such As: Big Bozz is a Big Guy, listen to him, kid. Don’t be dumb. It’s a fine. If there’s disagreement between two gobbos, or a gobbo or any kin, the lawsuit must be done. That’d be a fine. Don’t steal anyone’s chicken, that’s a fine. Pay Fines, or you’ll be fined too. Ox Culture Snawt’s Blodline – The true Oxies are carrying blood from Snawt’Ox, the First Ox. Those are midget sized goblins, being from 3 to 4 feet tall, having long twitching ears and a long pointy nose hanging down from their nose, such pointy it can be confused with a knife. Goggles – Children of Snawt have a chance of having vision problems, their eyesight tend to be blurred by unknown mutation. Probably the same mutation that turned Ox goblins that small. Don’t fight, ask a Brudda - True Oxie wouldn’t throw himself at the enemy. He’d probably give his fellow Uruk a well goblin crafted weapon and ask them to slay the foe. Praising Trokorl – Being faitful Engineers and Builders Ox gobbos are worshiping the spirit of Engineering, the Trokorl. Every well built goblin structure is a Trokol’s shrine itself. Ox Naming – Every Ox has his own unique name that represents their nature, skills or even their further fate. (OOC) Be a Gobbo, fill in the Application! MC Name: RP Name: Timezone: Discord:
  13. Portrait of Bo’rok Bo’rok the gentle ogre Oil in canvas, 90cm x 60cm Painted by Darius Morgrain Whisperhood, New Reza, 6th Malin’s Welcome, 1738. - Come visit my workshop at New Reza, Blackstreet IV -
  14. Portrait of Vladrick Barbanov Alimar His Serene Highness, Rickard Heinrik, Black prince of Rubern, Sovereign Protector of the Riverlands, Before the siege of Krugmar circa, 1737 Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 6th Snow’s Maiden, 1738. - Come visit my workshop at New Reza, Blackstreet IV -
  15. The Wessan History: The islands The Wessan people originated from the three islands of Wess: The island of Tal, The island of Stiprumo, and the Island of Amatu. The three islands found themselves vying for power constantly as the ages went on. The island of Tal found themselves known for their bloodthirsty nature within the islands as they were the most feared on the battlefield. Mindless warfare was constantly waged on their island against the tribes with the occasional leader who rises from their bloodshed and drives it towards the other islands. The island of Stiprumo lead a name for military discipline and tactics and ruled their islands with the mind rather than strength. Stiprumo towered with large stone buildings and scores of armies that seemed to skirmish occasionally with each other. Then lastly the island of Amatu found themselves the most peaceful of the three islands as they focused on the arts and craftsmanship. Skilled blacksmiths forged weapons and armor better than the other two islands creating an advantage against the other islands as they found themselves being raided by the tribes of the island of Tal. Lover’s Rise Under the island of Stiprumo a man named Aegeus Cyberniskos of the city of Cyrene was born. He was known across the island as a prodigy during his childhood, He found himself skilled in the art of combat and leadership as if he were born for it. When he reached his younger adulthood he was found waging war across Stiprumo against the other cities, the streets ran red with blood during these times. After years of war, he finally united the island of Stiprumo and formed the first kingdom in Wess. The kingdom found itself prosperous and powerful under his rule. Though like most rulers he fell in love, but not with another noble from his island instead he fell in love with a noble girl, Helna Praetori from the island of Amatu. Unfortunately for him, this noble girl was given to Amroc’ Valdrun, the leader of Tal, as she was sold for peace between the two islands. Aegeus Cyberniskos was infuriated by this fact and called upon his armies to wage the largest war the islands ever seen before. The Waters of Red The wrath of Aegeus Cyberniskos filled the waters as warships covered the as far as the eye can see. The sea turned red with blood from the amount of bodies that fell from their boats and the islands smelled of fire from the constant razing. The island of Amatu fell quickly under siege from the Cyrene navy. Unfortunately for Amatu they couldn’t keep up with the constant shift in the battles as their enemy was far more disciplined in the art of war. The island fell within only a few years with little damage to the Cyrene navy. Though on the campaign of tal the war slowed to a stalemate as the war waged on. Hundreds of deaths piled during their battles as the Tal people rushed against the lines of Cyrene Soldiers like barbarians. Till the battle of Valr’uk when both leaders, Aegeus Cyberniskos and Amroc’ Valdrun faced each other in the field of battle. Aegeus called out demands from Amroc’ before the battle occurred. He asked for Helna Praetori in exchange for peace. Amroc’ took this as an opportunity to enrage Aegeus by allowing Helna to walk towards Aegeus only to be shot down by arrows from the Tal forces. Aegues Cyberniskos was filled with anger from seeing his love fall dead before him, the only words that left his mouth was “Mirties Savo Visus” (Kill them all). The battle waged for two days straight till the Cyrene forces became victorious leaving nearly no-one alive on either side. The Migration After the war came to a halt the land was left in ruins. The soil became barren and the waters void of all sea life. The people of Wess were united but at the cost of losing their homes. The remnants of Stiprumo and Atmatu united under a wessan name and sailed off to Arcas in search of a new home. Unfortunately, the people of Tal were far too weakened to travel and fell to starvation and death. Culture: Family Life Within the culture, it is the father's responsibility to raise up with sons and daughters for their test. When the children are born he must harden his heart and raise them with a harsh hand so that they may have a chance to survive later in their life. So, the children spend most of their time training. The males tend to be trained more in the physical areas as the females spend more time with their mothers in learning house maintenance, taxes, and other important support roles while still being trained in combat even though it’s less extensive. The mother is the foundation on which the house stands on she keeps everything in order and fulfills most tasks that may require a more civilized mind. She also is the educator within the family as she teaches the children while the father is the physical trainer. The daughters tend to spend more time with their mothers as the sons tend to be with their fathers more often. The fathers in the family tend to be considered the ‘House Patriarch’ as they are the head of household as their wives are considered ‘House Matriarch’. These titles typically only affect the leadership class as the titles become more important to the family. Roles of Women The roles of women are quite different but equally as important as the men. By the time a girl turns 15 she will have completed her education and training, which includes: Combat, Housekeeping, Running the home, ect… and have a tattoo inked on their backs. The Matriarch (wife of the Patriarch) holds equal power in the household however, the Patriarch's word is final. Drinking is prohibited for all children until they turn 15, but even then women must have complete their education and training, until then they are still prohibited from drinking. Women are also prohibited from drinking while pregnant. All abusive substances are prohibited for everyone, not just women. Women do not have to wear dresses and may wear trousers if they wish to. Women are not expected to marry or have children but they must get the blessing and/or permission of the Patriarch before they can marry or court (date) if they wish to do so. Women however cannot be a Patriarch, and cannot lead the family. Trials It is a common practice that the sons are tested at the age of fifteen. This is the most crucial part of the son's life as it could be their last moments before ultimately dying. The father is thought of the one responsible if they die or not as if he failed to raise them correctly then it’s their blood on his hands. The trials typically are dangerous and life-threatening as it’s a testing one’s strength for battle. If the son survives the trial is then welcomed home as a true man and typically given tattoos to signify his success. Each trial must be completed alone as if he were to experience true loneliness on the field of battle. Most suffice with a hunt with minimal equipment or raid on an enemy camp. Honor They are a proud people whom honor means a great deal. Though the honor is only shared among those within the culture as outsiders are not viewed as people with great significance. Thus an outsider’s words hold no pull over how they think or feel about their honor and pride. Though respect is held between the others within the culture. One’s honor is something that is heavily protected and sometimes such protection causes disputes that require honor dueling. This is known as ‘drawing the circle’ as a circle is drawn for the two before they fight to the death or first blood within the circle. An outsider whom has been accepted into the culture may become an honorary member of the culture, thus allowing them to hold the same weight as someone who was born into the culture.Society norms and systems The people find both strength and intelligence as virtues of a leader thus the most intelligent combined with strength will typically claim head of the village. Each village is broken down into three classes Leadership, Warriors, and outsiders. The leadership class consists of the most skilled family heads as they make most of the village decisions while maintaining a healthy control over the warrior populace. The Warrior class is everyone else within the village was all of them are raised to be warriors and they spend most of their time training or running their household. The outsider class consists of the people whom lives within the society, but doesn’t really conform to the culture that they are surrounded with. These outsiders are typically merchants or farmers who feed into the society's economy as the warriors do not have the time to properly pursue these things. Architecture Their buildings are typically made of hard stone brick to that of early lithuania. The buildings are typically spaced out across a range of mountains or plains. They never tend to overcrowd the land houses as they enjoy the open space for training. Inside the homes tend to be very minimalistic in nature with a few exceptions of course. The smaller villages typically lack walls surrounding the village, so they build garrisons near the center of the village for them to defend. Farming is based with agricultural aqueducts for the best irrigation possible, typically made further out from the village. Military: The military consists of the entire warrior class as both men and women fight on the field of battle. They typically branish chainmail and other light armors that the local blacksmiths can forge. A warrior’s armor and arsonal is typically self funded or even heirlooms passed down for generations as they typically spend all their money on equipping themselves with better gear. Spears are mandatory for carry as many of the formations they use mimic the great Greeks with their phalanx formation and many others. Formations are typically tightly formed together as they work in perfect unison to combat their enemies, using the group as a whole rather than dispersed combat. Language: Greetings/common words: Hello: Labas. Bye: Aki. Yes: Taip. No: Ne. Maybe: Siedes. Honour: Farafo. Trial(Youth Trial): Banjomaja. Blood for blood (Warriors greeting) : Tal ish tal’din. Till the dawn draws (Until tomorrow): Rashse mosa drewfes. Death: Mirtis. Traitor!: Veremus! To/the: Iki. Day: Darishur. Night: Farishur. Sun: Elina. Moon: Lunamous. Sorry: Atleisk My: Mano. Insults: Nipikan! Veruz! Sliv! Thank you: Aciu. Names: Lord: Viespats. Lady: Panele. Child: Fursi.(masc.) Fursia. (Femn.) Mother: Masan. Father: Vasan. Grandmother: Blesmasan. Grandfather: Blesvasan. Sir!: Parei! Madam!: Lisia! Patriarch: Tevo. Matriarch: Masian. Lover(Wife/husband): Meilužis. You: Jus. Friend: Draugas. Foe: Namavey. His/her/your/their: Savo. All: Visus. Outsider.: Sevti. Commands: Draw swords: Azandi Kardas! Charge: Mokestis. Withdraw!: Atšaukti! Capture them: Suokite juos. Defend: Genti. Bring me: Pareikšti. Defend to the death!: Genti iki Mirtis! Patrol: Patrulis. Burn: Irasyti. Shield Wall!: Azandi Danas! Notch! (Bow command): Žingsniu! Draw! (Bow command): Traukti! Loose! (Bow command): Palaidos! Weak!: Silpnas! Things: Sword: Kardas. Shield: Danas. Bow: Shendi. Quiver: Lockefore. Helmet: Headfar. Chest plate: Torsofar. Horse: Mutique. Food: Maisto. Drink: Gėrimas. Home: Namun. Arena: Furashur. Military: Armiati. Navy: Laivyno. Army: Armijos. (Sub notes) This was a co-worked culture, I strongly drove the history and the meat of the culture. Though the language and women’s roles was strongly influenced by LizzyTheElement. If you wish to use this culture it'd be nice if you messaged me! Citation for art: https://www.artstation.com/artwork/oAAkz https://gameofkings.wikidot.com/military
  16. Ode to Mars Mars de Rubrum being martyred, circa 1735 Remember his story, Remember his face Do not forget the story Of Mars the Brave Taken too soon Now stuck in a grave Do not forget events That happened that day Stricken by grief Saddened by pain The only thing left Is to remember his name Wallowed through sorrow Walked through the flames The only thing left Is to remember his name Remember the day The day he died The sun was gone And mothers’ cried For a son was lost A baby was dead Smiles were gone And tears were shed Who knew it was time Who knew it had came Who knew Mars would Meet his Dad that day As sturdy as Nam As smart as Tephes He was killed And war was said Remember his story Remember his face Do not forget Mars the Brave Up in the Skies Unchained as you’ll see We miss you Mars Now you’re finally free Composed by Jahan Basrid
  17. 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)
  18. The Fiscere are a prominent clan in Nordic culture. Well known descendents of the clan are the late Carina Rosik, the late Kenswey Fiscere, thane of Norland and the late Uther Fiscere, admiral of Nordengrad. Two descendants of the Fiscere clan have laid claim to the throne of Norland at one point. Torsten Rosik, who founded the house of Rosik and laid claim to the throne of Norland but was later replaced by his cousin king Alvar the first who was recognized by all as the rightful king of Norland. The Fiscere are a clan of fishermen, sea raiders and laborers. Renowned for their command over the old Nordengrad’s navy and their excellent fishing skill, the Fiscere are a clan of people of the sea. ( Insert Crest Here ) I’m looking for people that would want to roleplay as my brothers, who are the bastard sons of Bron Fiscere, but I’m also open to any other suggestions. Bjorn Ash ( Bastard Son of Bron Fiscere ) Status: AVAILABLE Age: ~18 Race: Human, Highlander Mother: unknown Father: Bron Fiscere Estimated height: 6’2/188cm Estimated personality traits: Short-tempered, great warrior, good leader, extraverted. Estimated description: Prominent jaw, square face, big nose, wide neck, mesomorph, brown-blackish hair, green eyes and pale skin. Unferth Ash ( Bastard Son of Bron Fiscere ) Status: AVAILABLE Age: ~16 Race: Human, Highlander/heartlander Mother: unknown tavern wench (Renatus) Father: Bron Fiscere Estimated height: 6’0/183cm Estimated personality traits: Even-tempered, lazy, great thinker, neurotic, slightly introverted. Estimated description: Diamond shaped face, thin nose, thin neck, ectomorph, blonde hair, green eyes and pale skin. As I said above, any character suggestions are welcome, though they have to be a Highlander. P.S. Their last names were told to be Ash as they were growing up. But at this time, Bron has told them their real last names, that’s why it’s Ash... for now...
  19. The Mali’Asul Elven Dwellers of the Desert (Culture, not race) A tribal culture of High Elves, hailing from within the desert. Rich, noble, and elitist, the Sun Elves are a proud group of tribes, seeking glory and power. Ancient History Though commonly believed the scrolls and books containing countless lines of history of the Mali’asul were destroyed long ago, many few people still retain the memories and ancient folklore of an ancient elven culture who called the desert their home. Tales ranging from a handful of ‘aheral flocking the quiet dunes of the desert from their ‘thill brethren to a group of elves born from the sand itself; the true origin of the Mali’asul remains a secret. Though, amongst the tall tales and folklore, many stories remain consistent; stories speaking of a great nation forged in the desert led by a ruler with an iron fist counseled by the tribes of his people. Years progressed into decades as these people lived in solitude and amicableness. As the years went by, so did the sense of concord leave these people. Soon, famine and drought raged the desert lands and rendered these people to nothing more than simple tribes in chaos amongst each other. Another handful of years went by before an agreement was made between what was left of these people. The made the realization that these lands they once called home could no longer house them. They must move elsewhere in this world the resided in. And with an agreement made, they sought out; looking for new lands and resources to claim. A new place to settle their newly conjoined kingdom. Modern History Years of searching led the Mali’asul to the shores of a nation that called Arcas home: Sutica. There, they set camp and vassalized under the Great Trade Federation’s flag; creating tents and small stalls to make a name for themselves. And as the relation between the ‘asul and the Trade Monarch grew, so did the Sun Elves little encampment. Walls soon erected from the grounds surrounding their encampment and create what was known as the City of Alarak. More stalls emerged, houses were built for the people who called Alarak their home, and a grand palace was forged along the shore. Alarak stood for many years after it’s formation and so did the Sun Elves. With a new nation soon afoot, they sought to reform their government to create a stable society. Alarak was ruled under the ancient Mali’asul Pharaoh's daughter, Rana Arak, and alongside her, her sister and dear friend leading the remaining people of the Arak and Nekhabet tribes; Masika Arak and Kesi Nekhabet. And as their first civilization experienced, disaster followed them to these lands of Arcas. Rumors of the Nekhabet speaking of treasonous thoughts to their allies and such broke out till it was no longer bearable by the Pharaoh herself. Rana sought to take action, calling a meeting and council amongst her people in the newly created palace which quickly turned into a trial of Nekhabet leader. After much bickering, a verdict was enacted. Kesi Nekhabet, the elder of the Nekhabet tribe, was the be executed where she stood in that palace. Chaos broke out soon after as the wife of Kesi brought her form towards the square of the city, lighting a flame within her hand and torching the entire city till nothing remained. Any survivors vanished and fled the city; some taking residence in Sutica such as Senet Nekhabet, Shani Nekhabet, and a man of the name Modus and others simply vanishing from the land itself as their Pharoah and many of the Arak did. Decades of silence followed. The mali of the sun made no reappearance until quite recently as the Arak Elder, Masika Arak, brought organization to what remained of the people. Culture Honoring the Dead Even in death, the great warriors and leaders amongst the Asul keep their glory and honor. Laid to rest in tombs with their wealth, their death is celebrated with a ceremony known as Amentacaln. Accomplishments and memories of the dead are reminisced about as their remains are placed in the dunes of which they came. The dead are sacred and respected among Sun Elves, and the families of the fallen are often provided gold or money from the grand coffers - severance for their families service. Along with respect, regardless of social standing, the greatest and most significant of the dead are created shrines and memorials. These select few of ‘asul are treated as gods and goddesses; worshipped amongst the living in belief their doings in the afterlife would bring guidance and prosperity as the dead did in the living world. Those who meet these qualities being ‘god-like’, are recorded in a single, golden laced scroll famously named ‘The Book of the Dead.’ The scroll is held under Nekhabet supervision; the names and people recorded controlled by the leading elder. It’s quite common for an ‘asul to devote their entire life to their community in aims to remember as a god amongst their people. Notable Figures considered Dieties Purity Like their ‘thill brethren, the ‘asul hold a similar sense of purity amongst their people. People of direct and pure Asulian blood are held with high regard; their most prized and treasured people. People of pure Asulian blood are believed to be the strongest of their warriors, wisest of their scholars, and most creative of the artisans. All other people are seen as lessers, especially the Vahal. Valah are forbidden to hold positions of power and not even an impure ‘Asul could even think of reaching a position such as an elder. Clothing The Sun Elves desire and admire a lavish lifestyle, rich with ornate clothing, jewelry, weaponry, and glory that goes along with it. The most powerful and esteemed of the culture can be easily identified by the golden piercings and similar adornments they often wear. Combat and Military Combat is another large part of their daily lifestyle. Whether it’s settling a petty argument through a brawl between friends or going to war for a show of power, the Mali’Asul hold great warriors in high regard. The leaders are the best fighters, known for both their wisdom and intelligence and their prowess on the field. Gold colored tattoos mark the skin of accomplished members of their society - further showing off their lavish lifestyle of fancy design and earned honor. Despite the Valah’s inability to hold a position of power, they are still allowed to participate and can often be seen as great warriors and earn glory within the culture. Horses Throughout the years of the existence of these sun elves, the value of a horse has always been retained. The Mali’asul see horses as a companion; rather for simple travel or as a steed to take into a mighty battle. To attack or steal a mount is a crime of the highest order in the eyes of these people. Though it may seem petty, many executions have been held for a valah who slew a single Asulian horse. Architecture The exteriors of the Asulian’s structures are generally large and impressive, tall pillars and monuments for both support and aesthetics. Carvings and etchings and implanted into their building’s walls and monument sidings recall great moments of history - battles and the like - and the names of tales of the soldiers and leaders that have passed away. But the bulk of the Mali’Asul’s building was hidden away beneath the ground. Tunnels and great underground halls hid them away from the harsh desert sun. Above the ground, tents and homes with few windows were used. Tribes Though having many of their people fleeing or killed after the destruction of Alarak, the tribes of the Mali’Asul still stand - albeit with a smaller number of members. Tribes among the Mali’asul act as smaller families; usually working together and providing their skills to the group as a whole. Each tribe is leaded by an Elder, usually from a bloodline of previous elders, and are governed by such. The Elders speak on the tribes behalf and act as a caretaker for their people. Nekhabet The Nekhabet are the Mali’Asul’s most prestige and wisest scholars; taking pride in the scrolls they write and provide to their people. They hold the most similarities to their ‘thill brethren as they enjoy a good debate amongst their peers and take refuge in their books and scrolls. Members of this tribe make for good advisors to the court, knowledgeable of the doings of the other populations across the world. They’re also frequently the scribes and diplomats of the culture. The Nekhabet can commonly be recognized by their pale skin - compared to the other two tribes - spending more time taking cover from the sun. Arak The Arak are the Asulian’s natural born leaders. Children of promising families are groomed from childhood to be potential generals or leaders within the community. Being keen in combat and strategy, the Arak have, so far, been the only tribe to place a member of their community in the seat of the Pharaoh. The average Arak being easily stronger compared to the scholarly Nekhabet, there was little contest in power for the higher positions within the court. Ibartos A newer self-proclaimed tribe, still made up of Sun Elves and named after the land they frequent. However, they worry more about their personal wealth, and power rather than the betterment of the group. Wayfaring and hostile, a group of tightly knit members roam the lands preying on loan travelers, caravans, and smaller settlements. Even with their personal values and community, there is still an established hierarchy among them. For a leader to emerge amongst the Ibartos, he or she must prove themselves against any and all challengers. Cliques are common, and the loyal followers of the elder or aspiring challengers support their chosen in their claim to power. With their greed and restless nature, most of the aggression is focused elsewhere - other ‘Asul or whoever their sights are set upon. With their more outdoors focused lifestyle, the Ibartos can be recognized at a glance with their tanned skin and cooler clothing. Image Reference Sources (In Order of Appearance) Elisheva by littleulvar on DeviantArt https://www.deviantart.com/xpe/art/desert-castle-428283242 https://www.pinterest.com/pin/489062840780212380/?nic=1 https://www.deviantart.com/artnothearts/art/Cavalry-Knights-366671944 Text and Lore Sources https://www.lordofthecraft.net/forums/topic/181455-culture-sun-elven-tribes-of-nekhabet-arak/ Cigarette__butt Marshmallower EntyElephant UwUMeansILU ((Without CUwU, the Sun Elves wouldn’t have ever existed, so much thanks to them for creating a wonderful culture and bringing a neeto take on new High Elven RP. All credit to the original culture page goes to them and spr0nk.)) Interested in joining the Sun Elves? Go ahead and join our discord if you have any questions or concerns about the group. Anyone is welcome to join, whether a new character or a preexisting. https://discord.gg/38BZmjJ Location: -153 43 364
  20. -={ Nakama’s Harvest Festival }=- In celebration of the approaching harvesting season his lordship, the Daimyo, announces to his people the holding of a great festival to begin the season. In order to ensure a properly wealthy harvest respect must first be paid to the Spirit of Nakama. As the founder of Nakamachi and teacher of the farming techniques that enable us today, Nakama is responsible for all our success and it is the wish of the Daimyo that we honor him. WHEN: At the end of this elven week. (Saturday the 7th at 3est) WHERE: The Village of Nakamachi WHO: -All residents of Nakamachi -Our friends, the elves of Haelun’or -Any and all spectators and well-wishing visitors
  21. 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.*
  22. Name of Culture: The Altaira (singular Altairi, adjective Altairan.) Introduction to the Culture: This culture is not (consciously) based on any real-world culture. It was mostly made to fulfill certain aesthetic and anthropological preferences of mine. Cultural Stereotypes (I.E. TLDR): Haughty Flatterers, Impious, Head-in-the-clouds, Strict and repetitive, Artistic and poetic, Weaklings, Romanticists, emotional, dithering, addicts History: Many theorize that the Altaira were originally half-elven. While it may have been true once, they are certainly now far removed from such ancestry. Due to their small, isolationist communities, the Altaira have mostly flown under the radar of many nations. Commonly, a larger nation will find an unaccounted for castle full of Altaira. They most often just take the castle without thought to the culture of those inside. Because of this, it is far more common to see Altairan jewelry and treasures than it is to see actual Altairi. The predatations of the nations forced the Altaira long ago into the wildlands, though certain noble clans in civilized areas are descended from Altaira who were assimilated. Because the basic cultural appearance of the Altaira is so dignified (as opposed to certain more boisterous cultures), the process of naturalization and acceptance is far easier for Altaira, at least in places where such things are valued (they do not often find acceptance in dwarf lands for instance). This further dwindles the population of recognizable Altaira. Many speculate this culture is on its last legs, but the acceptance the Altaira have for others joining in their customs gives a certain amount of stability. Society: The basic unit of Altairan society is the Kun, or castle. Altaira do not possess individual houses, but rather everyone in a community is united under the roof of the Kun. The only people in Altairan society who do not live in the kun are the herdsman, who are marginalized but necessary for the food and fibers they provide. Each Kun is essentially an independent city-state, with its own king, called a Karilan or Kurilan. The Altairans mainly depend on wheat, honey, sheep, and fruit for nutrition. They also cultivate a type of grass-like plant fiber which is integral to the makeup of their clothes. Eating as a whole community is common, but smaller meals in one’s personal rooms aren’t stigmatized. Both of these meals are mostly meats and meat-pies or fruit pies, both including many flavorful herbs. They often create creamed honey and fruit candies in various whimsical shapes. They also often delight in odd fruit trifles made with goat cream and liquor, sometimes even Altairan absinthe (see the religion section). While there is certainly a great deal of love shared in a Kun dwelling family, each person is expected to care for the other citizens of the Kun almost as much as he cares for his own family. In the same way, Altairan romance can become dampened by the various pressures and duties to the Kun and to natural law (as we will see later). Because of such deficits, emotion, from joy to melancholy, is highly valued in Altairan society, and those who show their emotions, and experience such emotions in fullness at the proper times, are greatly admired. Another value held by most Altaira, though for quite different reasons, is the interpretation and creation of symbolism. Such things make the Altaira known, when they are indeed known, as unrepentant artists, even when the Altairi in question would be considered quite average in his own Kun. While the Altairan herders ostensibly share these values, they express themselves in quite different ways. The Herdsmen are stereotypically hedonistic (for food and sex more than drugs), and are known as augurs and interpreters of omens. These things further complicate their relationship with the Kun dwellers. Disreputable Kun-dwellers sometimes engage in pastoral trysts, or seek out herdsmen for heterodox fortune-telling practices or interesting ideas for poems and plays. Because of these things, Kun-dwellers’ view of the herdsmen exists in a semi-contradictory state of reverence and contempt. (In Altairan stories, the herdsman is something like a perverted diogenes, making fun of the standard view of the world. Keep in mind that herdsmen almost never appear in plays or dances, only stories) Religion: The Altaira are mainly aministic, revering and ascribing sentience to important natural and artificial structures, such as mountains, rivers, and wells, as well as celestial events like storms and seasons. While most Altaira also give material offerings and prayers, the main bulk of Altairan religious practice is in the form of Ritual Plays, Dances, and Conversations. In each of these rites, the principle actors take on the personages of gods, spirits, and natural phenomena, acting out various parts of the natural order. This has a specific purpose in Altairan culture: maintaining the law of the world. Altaira believe that the elements of nature often disrupt or forget the natural order, so these rites are demonstrations of the way things should be. The Altaira are very syncretistic, and have few problems adopting gods, aenguls, and spirits from other cultures. Since their own religion is very dependent on the locale in which it is practiced, they tend to view other gods as very regional as well, and tend to ascribe them natural aspects, such as understanding Aeriel as a god presiding over a local hill or statue that just happens to be a beloved psychopomp and god of light. They are, however, perplexed slightly by the workings of divine magic, as their religion isn’t so much about the accumulation of power against evil, and the phenomena they revere rarely grant powers. Dreams also feature in Altairan religion, but not in the way they do in other religions. Instead of functioning as revelations, they are seen as another area in which the natural order can be symbolically reinforced. Drugs aren’t heavily stigmatized in Altairan society, but they are heavily frowned upon when taken outside the proper context. The Altairan drug of choice is a type of hullucinatory herb which is often mixed with alcohol, often called Altairan Absinthe or Dreamer’s Wormwood. Flowers tend to represent dreams in Altairan religious thought, each with associated meanings. Certain types of flowers, in certain arrangements, are thought to allow the creation of shared dream-spaces (if this is indeed true, it may be thought of as a culturally linked, very low powered form of cartelepsy, which may persist between uses. If needed, I will draft up a lore submission for it). The conjunctive use of flowers and dream-inducing drugs is the standard for all those overly interested in dreams. The spaces cultivated for such uses are called Lukumu. On the topic of dreams: it is said that some castles are so involved with dreams that they are themselves reflected in dreams. Such places are called Kun Tunianik, or Castles half-dreaming. Some also say that there are Castles entirely held in dreams, spirited there by the machinations of wizards and dreamers. These aren’t so much ghost stories as idle rumors, and some dreamers seek out such places. Language: While most Altaira speak the common tongue, they also possess a ritual language used for religious and magical rites, including Altairan ritual conversations. Note: A is always ah, I is always ee, u is alway oo. If two vowels are next to each other, pronounce them individually (thus, the pronunciation of Altaira is Alta-ira). Sentence structure proceeds Subject-Object-Verb, with adjectives and adverbs following what they modify. General nouns: Atun: The way of things, the natural order Kun: House or Castle Alasi: Spirits and gods Pin: Forest Naka: Hill Nurimu: Mountain Iral: Spring or well Duni: Lake Luka: Meadow or Garden Umulu: Veil Iklin: Robe Iklan:Cloak Tuni: Dream, vision Terms for People: Karil: “Dweller in a castle”, variously translated as prince, noble, or courtier. A general term of respect. Kuril: “Dweller in a castle”, variously translated as princess, lady, or maiden. A general term of respect. Karilan: “Ruler of a castle”, masculine. Sometimes king or chief Kurilan: “Ruler of a castle”, feminine. Sometimes queen Kariliamu/Kuriliamu: Artificially constructed by the Altaira to describe the kings/queens and emperors/empresses of other lands, who rule over many castles Neka: Masculine foreigner or traveler Neku: Feminine foreigner or traveler Adjectives: Iamonu: High or Important Moknin: Steady Anak: Little Anik: Half Particles and Verbs: Ki: this Ara: is, am (singular) Iri: Are (plural) Ni: I, we (indicated by verb declension) Li: You Nesak: not, no Latu: has (i.e. singular) Litu: have (i.e. Plural) Bakma: Destroy (Singular) Bikmi: Destroy (plural) Arpa: Wear (singular) Arpi: Wear (plural) Sample text: A ritual conversation to praise the king and protect against earthquakes Adam: O! Ben Karilan ara Nurimu Ki. Li Latu Kun ki. (Oh, king Ben is the mountain. You have this Castle [in your hands]) Ben: Ni, Nurimu ki, ara moknin. Ni Bakma Nesak Kun Ki. (I, the mountain, am steady. I will not bring ruin to this castle.) Ben: O! Adam Karil ara karil moknin. Ki Ara Atun. (Oh, Prince Adam is a steady courtier. This is the way of things.) Note: the phrase “Ki Ara Atun” (this is the way) is very important in their culture. The standard use is as a close to ritual conversation, it is also a phrase of agreement or acquiescence. Think of it somewhere between “Goodbye”, “C’est la Vie”, and the type of “amen” found in really enthusiastic protestant churches. If someone sings a song that reflects the natural law, an Altairi in the audience might call out “Ki Ara Atun!” while clapping or singing along. If there is a difference of cultures, or some kind of natural mistake, the phrase is also used in a more questioning or dejected manner. However, if someone says something untruthful (that is, something which does not reflect the natural law, like declaring that a sea shall burn in ritual conversation), or if someone refuses to participate in ritual conversation, the phrase “Ki ara nesak atun” (this is not the way) is used to indicate departure from proper order. Think of this one more like a director’s “Cut!”, “No, I said that wrong”, or a jeering insult. Common Traits: The Altaira are a culture, not a race, and so have many disparate traits, but the vast majority of humans in the culture have pale blonde hair and green eyes, and are fair skinned (but again, this does not hold for all). They are also usually very thin and willowy. Because of certain cultural ideals of beauty, these traits can appear in races where they are not very common (i.e. if a dwarf who is integrated into the culture matches more closely the ideals of beauty, their traits get passed down more often). Not much grief is held by people who don’t meet beauty standard, due to a cultural propensity for obscuring the face and body. Behaviour: The Altairan way of life is very ritualized from day to day. For instance, the example of the Altairan language shown above is a ritual conversation, meant to show and embody the atun. These conversations typically consist of three sections: First, an introduction in which the roles of each participant is established, which may take either the form of one participant declaring both roles, both declaring their own, or both declaring the other’s (in the first case, some amount of correction by the passive participant is acceptable); Second, an extended metaphorical dialogue in which the participants attempt to ascertain the dictate of the natural law in the specific circumstance; Thirdly, an optional final step delivering information not conveyed in the dialogue (such as the answer to a question that the interviewee regards as in the natural law but not in accordance with their chosen role), or the execution of certain actions decided upon in the dialogue. Here is now another example in common: Alice: O! I am the Daughter*, seeking to know. Who are you? Adam: Hail, daughter. I am the River-Spring, bringing water. Alice: River-Spring, is it in the way that I might have a drink? Adam: Daughter, the river should not stop the Kuril** from drinking. [The action is carried out]*** *the Daughter or Son is one of a class of generic, person oriented roles. The Person/Natural force dialogue is the most common form of ritual dialogue, since it is always of concern to make certain that natural forces act in a certain way to people. In contrast, Natural Force/Natural Force is more rare, since nobody much cares if snow falls on some distant, uninhabited mountain. **Kuril is here used to establish the river-spring’s relation to all Altaira, not just one. ***Due to the metaphoric nature of the dialogue, what action this is remains context dependent. Some possibilities are: Adam lets Alice drink from the literal water he was carrying, Adam gives Alice some piece of wisdom which is refreshing and necessary, Adam and Alice “fade to black”, Adam gives Alice some alms. Metaphoric Faux Pas: Comparing someone to a dream, as dreams aren’t often under natural order, and are mildly associated with subservience when they are. Instead, compare them to a garden or, if the person is powerful or artistic, to a dreamer. Do not either compare someone to a mask, or make references to a mask one is currently wearing. Instead, treat the person as if they were whatever the mask represents (at least in name only, it’s just polite). Comparing someone to a tool, even one well made, is likewise somewhat rude. The best connotations tools can have is sturdiness, good-making, and diligence. Festivities: The two main festivities, Plays and Dances, bear themselves a resemblance to more formal and communal versions of the Ritual Conversation. Plays, if you can call them that, do not need an audience, and don’t necessarily need a script. They always include masks and at least one narrator (if there are multiple narrators, they function as a kind of greek chorus). The narrator could be synonymous with the master of ceremonies. Generally, experienced actors are required for major roles (I.E. Those that can go most astray from the natural law). In a play, anything goes as long as it is in line with the Atun. Characters often introduce themselves when they appear first on stage whenever there is time to do so. This is because leaving identities up to interpretations is a danger to the natural law. Characters in Altairan plays always act with proper respect (or intentional and proper disrespect) for the same reason. Dances in Altairan community are a bit more visually interesting. Music isn’t necessary beyond at least a drum-beat. The general dance begins with a slow start, called the Moknil, or steady forms. The Altaira engaging with the dance assume various poses, some premeditated, some improvised, symbolizing some piece of the natural order which their character must enact. They switch from pose to pose rapidly on the drum beat, moving around most often in a circular pattern, staying completely still otherwise. The drumbeat becomes faster and faster, seamlessly transitioning into the Tuni, or vision. In this stage, the performers no longer pose, but seem to fly about the stage in their previous patterns, with cloaks and veils billowing about them. The name of this stage of the dance is speed and elegance in equal measure. (for the Moknil, think of the dance aang and sokka did in the episode “the firebending masters”) Another sort of dance, sometimes thought of as a game, is the mock-battle. This activity, which also serves as a surrogate for honor duels, is sort of like skillful rock-paper-scissors fought with wood sticks. The opponents swing their sticks at different heights, attempting to get a knock on the person. A higher height generally beats a lower height, but if an opponent ducks and hits very low than the height is a disadvantage. If the sticks clash, then both players attempt to quickly pull back and hit again. This lasts until one opponent gets a number of hits previously specified. Matches between skilled opponents become quite the spectacle of clacking sticks, since one can predict where an opponent is likely to hit based on where he is swinging. This bit of recreation is quite peculiar in the Altairan Kun. Firstly, it bears little resemblance to real Altairan fighting styles, which eschew slashes for stabs. Because of this, it is widely regarded as very silly, and this is the reason that they are called mock battles and not just stick-fights. However, almost every grown man and woman is rather skilled in it. Even more perplexingly, few children play it. The most common theory is that this practice was imported from elsewhere, and its use in honor duels is much more common and important than outside observers think, leading to its widespread use. Clothing: The standard outfit for domestic life in the Altairan Kun consists of modest underclothes, overlaid with two or three flowing robes and a cloak. This is the minimum requirement for clothing, and most people wear far more (but little care is paid if reason is given for less clothes, and many wear only one shorter robe for more practical activities). Veils of thin cloth are also worn by both men and women. These veils vary from covering only the hair to reaching to the shins. Everything, except the underclothes, is brilliantly dyed, woven, and embroidered, and muted tones are very rare. When clothes aren’t bright colors, they are pure white. For official activities, veils are required, and wooden masks are often worn Military: When The Altairi fight, they wield weapons of ceramic and imported bronze. Their cloaks function as a kind of armor, catching and dulling blades as it tears. They employ a brutal martial style, going for the throat as quickly as possible against armored opponents. They are known for employing very tricky tactics, often causing illusions, both mundane and magical, to confuse and frighten the enemy. There is a famous story where a band of Altaira stretched painted fabric between themselves and each held a lantern pole, giving the appearance of a great army with many link-boys, frightening off the enemy. The veracity of this story is suspect, but gives insight into the sorts of tactics they might use if given the chance. However, when in one-to-one combat, an opponent who experienced the Altairan style before will generally prevail, as the style is very predictable. These opponents are rare due to the rarity of the Altaira in general. (This Culture is still open to suggestions and revisions, particularly in the History and Language sections. If you’d like me to retcon your culture into the history, or to suggest a (non-joke) word or grammatical feature, let me know and I’ll consider adding it. This is my first lore(ish) post, so I hope you like it.)
  23. Culture of the Shinrin This post is laid out with the goal of better defining several cultural points of the Shinrin that might be a bit more obscure or unclear. Additionally, the culture itself is intentionally bare bones so that it can be developed in character depending on how things carry on. General Culture “Shinrin” meaning Forest. The culture of the Shinrin can most aptly be compared to that of the ancient samurai. Guided by their code of conduct and their dedication to the different spirits they perceive as integral to their way of life, the Shinrin are a people driven by honor and spiritual dedication. With a strict hierarchy bound to a ruling lord, the Shinrin may often be found training or else practicing various arts in the form of painting, music, and gardening. Language of the Shinrin While the Shinrin may have originally maintained a distinctly different language from Common, their extensive period as a nomadic people forced them to adapt their tongue in order to more easily commune with those they came across in their travels. This would all but obliterate their original language from common use, even evolving so far as to cause the loss of accents when speaking common. In present times the only remnant of their original language would be that of a number of titles in the hierarchy of the society or other similarly rare examples. For example: “The duty of a Samurai is to his lord, the Daimyo.” Gender Opinions and Position in Society Just as the Shinrin a shifting in their language over the years, they also had a rather large shift in their perception of women and their roles in society. Originally a male oriented society, the Time of Wandering would have the effect of forcing a greater reliance on women to take over many of the necessary roles. Over time this reliance on women would come to generate a certain degree of respect and eventual acceptance as equals in all things. While it would have been unheard of for a woman to become a Samurai prior to this transition, it is now nearly commonplace, and it is even acceptable for women to occupy positions on the Daimyo’s Council. Racial Prejudices and Acceptance Since the old times of the Shinrin, it has been generally acknowledged that the Shinrin have few issues with other races. Typically those who were not Shinrin were welcome to visit Shinrin settlements, though they were very rarely welcome to live there. There have certainly been rare cases of this occurrence but only in cases where the newcomers have proven capable of replicating the Shinrin way of life. Code of Honor (When in doubt: Bushido) Rectitude or Justice Rectitude is one’s ability to decide on a course of action and conduct in line with reason. “To die when to die is right, to strike when to strike is right.” Courage A virtue of exercising rectitude given that doing so is for the purposes of righteousness. Mercy To fight and kill is an action of ease. To not do so is far more difficult. One who practices love, sympathy, and pity exudes traits of benevolence, that which all Shinrin must aspire towards. Politeness Courtesy, rooted in benevolence and mercy, is an expression of the regard for the feelings of others. Honesty and Sincerity Wealth and money, to those who follow the code, are items of distaste. For the accumulation of wealth is the root of greed and menace to those of practical wisdom. Honor The word of a Shinrin is everything to them. Their self worth and respect to their own is reflected in their unwavering honor. So much so that dishonor to one’s self is an act that can only be resolved by their lives given. Loyalty One of the strongest tenets of the Shinrin is that above all things to be observed is one’s loyalty to their Daimyo. They are utterly devoted to their fidelity to their lords and their given word. Character and Self-Control It is taught that all Shinrin shall hold themselves to an absolute standard. Regardless of the actions or attitude of other races or creeds, the Shinrin will never lower themselves to a baser way of being in reaction.
  24. (A Depiction of Humble Servants of The Creator gathering amoungst themselves peacefully) Circa, 1725, 9th of Sun’s Smile A man sits in his study, Eyes follow trails far too muddy, Lost is his mind, Forgotten when it is time, Let us look to our predecessors we’ve forgot, For we may continue on to one hundred new Empire’s, Or not, “Do not allow your Monarchs, Bureaucratic Patriarchs, and inept Dukes decide your fate, for they shalt leadeth thee into oblivion, and allow Iblee’s chaos to once again ravage our people’s GOOD hearts.” ”Look unto my eyes for I am a man created by Lord GOD, Lo’ I am the servant to whom is all powerful, I tell thee, and I tell thee.” The man hoists up his White Scepter; made of Lord GOD’s own bounty, “There’s work to be done.”
  25. [!] A few propaganda leaflets are spread throughout Vira’ker T’A SPICY EMPIRE ~The crew of the Spicy Shrimp reign supreme over Vira’ker, circa 1729!~ Our little crew o’ sailors is back in action! We’ve gone and claimed Vira’ker on a whim to show our dominance over the puny non-Spicy Shrimp folks! Our new SPICY EMPIRE shall rule the waves! In order to assert out control over Vira’ker and all the waters between her and our ship, we’re going to enact a few laws to maintain public order! NEW LAWS!: 1: All shall worship the Squid Lord Arugula in order to avoid her divine wrath! 2: In order to avoid a fine of 300,000 minas, every Spicy citizen must compliment Deek Driftwood’s feet! 3: Wearing shoes is strictly prohibited! 4: All of Vira’ker is to be DIRECTLY RULED FROM THE SPICY SHRIMP! Join the Spicy Empire today, or face the wrath of the squids! ~The lands claimed by the SPICY EMPIRE!~
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