Jump to content

Search the Community

Showing results for tags 'culture'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Forums

  • News and Server Information
    • News
    • Rules
    • Information & Guides
    • Vote!
  • Arcas
    • Roleplay
    • Lore
    • Guilds, Trades, & Bounties
    • Events
  • Community Central
  • Applications, Reports, Support & Feedback
  • Staff
  • Applications & Guides
  • Remove Nexus Reboot™'s Remove Nexus Forums
  • Halfling Club's Discussions
  • Halfling Club's Memes
  • BetterRPItems Texturing Club's BetterRPItems General

Forms

  • Contact Form
  • Moderation Application
  • Event Team Actor Application
  • Event Team Builder Application
  • Application Team Member Application
  • Lore Moderator Application
  • Lore Master Application
  • Wiki Team Application
  • Media Team Application
  • World Development Team Application
  • Appeal
  • Guidelines Violation Appeal
  • Forum Warning Appeal
  • Student Application
  • Self-Teaching Application
  • Teacher Application
  • Creature/Entity Application
  • MArt Application
  • Staff Blacklist Appeal
  • Conflict Blacklist Appeal
  • Magic Blacklist Appeal
  • Warclaim Submission Form
  • Heist Submission Form
  • Nation Status Application
  • Dependent Charter Application
  • Charter Application
  • Player Report
  • Magic Report
  • Staff Report

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Email


Location


Interests


Character Name


Character Race

Found 102 results

  1. 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
  2. « The Forest Guard » « Okarn’ame » The realm of Cernunnos and Cerridwen on Arcas will be protected at all costs, as will its people. A century of division followed the fracturing of the Dominion of Malin, and along with it came weakness, slavery and death for the Mali folk, as they were taken advantage of by hostile forces in ways akin to the horrors of centuries past. Now, at the dawn of the eighteenth century, another centre of ‘ame, Alder and their wild kin rises. The worshippers of Moccus and Morea, Amaethon and Kwakwani, Nemglan, Hamatsa and more will take up the spear and the sword to defend their new home. The Forest Guard will defend its forest, and Irrinor which lay within its embrace. « Hierarchy » ‣ Annilir - One who guides ‣ Miklaeil Arvellon The Annilir is the supreme commander of all military elements in Irrinor, and is a great leader and warrior appointed by the High Chieftain in order to run the brave warrior bands of the Irrinite realm. ‣ Medirir - One who helps ‣ Therren Caerme’onn ‣ Andria Tresery The hands of the Annilir. They are expected to be able to handle themselves well, and to be ready to lead at a moment’s notice. They are the overseers of internal affairs in the Annilir’s stead should the situation prove necessary. ‣ Halerir - One who lights The fully inducted officery and ensigns of the Okarn’ame. They are expected to uphold the values of strength, valor, and professionalism in their position, as they are the influence of the lower rankings. They are expected to know how to run trainings, scouting patrols, and event defenses.The Haleriran are the hands of the Annilir in issues both internal and external. ‣ Siramir - One who is honourable The bulk of the Okarn’ame. The Siramiran serve as the core soldiery of Irrinor. These are the foot soldiers, guards, archers, and watchmen of Irrinor’s military. ‣ Sanir - One who speaks The initiates and recruits of the Okarn’ame. The Saniran are those who have not proven themselves, and will undergo supervision by an appointed senior member of the Guard. « Specializations » ‣ Elokarir’laurir - Prince Guardian Separate from the formal rank structure, this prestigious position is held by the warrior held in highest regard by the High Chieftain. The fighter chosen has the special responsibility of protecting chieftain. At assemblies, the chieftain’s chosen protector will stand at his or her side, serving as both their shield and even an advisor if asked. ‣ Walehir - Field Medic Every military needs medical expertise with them for whatever situation that may come. The Walehir are medics or aspiring medics being trained within the clinic to assist the Forest Guard on and off the field, further ensuring the survival of the fighting soldiers. These field medics typically serve as a support force rather than the vanguard, and are identified by an aqua blue and white band upon their left arm. They report to the Head Clinician as well as their ranking officers within the guard. « Apply for The Guard » APPLICATION MCname: Character Name: Discord: Timezone:
  3. 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)
  4. -={ 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
  5. 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)
  6. 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.*
  7. Music theme: Where the Shadows Cannot Reach Introduction We are the Reg’Wirs, patrons of the Arts. Armed with cunningness and knowledge, we will enlighten the darkness surrounding our beings, so that others may walk the path we have lit for them. “We are the elegance, the beauty and the harmful thorns of the rose” Brief history The Reg’Wir is an ancient noble family of scholars that originated near Ker’nor. The founder of the Reg’Wir Bloodline, Gaelrac Reg’Wir, was an outstanding, knowledgeable mali’ker. He seems to exude so much wisdom that, some thought Luara herself blessed him. After the many persecutions against their kin, the Reg’Wir were left to the wind and spreading to places far beyond their land. For the first time in years, the Reg'wirs have been gathering, now thriving like never before. “But he who dares not grasp the thorn should never crave the rose.” -Gaelrac Reg’Wir Physical appearance and culture Reg’Wirs are easily recognized in the mali’ker community for their corvine locks and emerald eyes. Their bodies are usually well-framed built, since they follow a rigorous way of living. A typical Reg’Wir member is knowledgeable, calm, resolute and thoughtful. The members are known to be quite cautious. Rarely you would see a Reg’wir getting overwhelmed by fear. Even in the direst situations, they would seem to be thinking straight and efficiently. They are known to be very protective about their identity and loved ones, showing a strong will to defend everything they care about. The bloodline isn’t affiliated with any religion or nation in specific. On this topic, the Reg’wirs are quite open and respectful about other beliefs. Their main values are Family, Honor, Improvement and Respect. “Elevates your mind and cast away the darkness around you” Proficiencies and specialties Reg’Wirs are known to be excellent artists, mages, scholars, and artisans. They have a particular interest in all sorts of arts, from music to literature — the ever-growing thirst for knowledge and inspiration is in their blood. Like said, Reg’Wirs are quite the patrons of Arts within the communities they resides in. The world is their muse and resource. Style of Combat Their favourite weapons are bows, crossbows, swords and polearms. Heavy weaponry is not uncommon, in any case just unusual. Unarmed combat is taught at a young age by the elders of the family. Reg’Wirs are trained to be effective, aiming to neutralize most targets with few precise strikes. The best fencers in the family are known to have quite an artistic form in their combat style, almost hypnotic in their movements and form. Traditions and festivities Blessing of the Iensuloem (Newborn ceremony) – The birth of a Reg’Wir is considered a huge blessing, often celebrated with a grand banquet. The Reg’Wir ladies often gather to commemorate the elven fertility and to help the new mother in her new life. Gifts are commonly given to the new parents, usually anything helpful to raise a child. Orrar trial (Coming of age ceremony) – When a Reg’Wir becomes mature, the patriarch or matriarch asks them to prove themselves through a trial. They are asked to put their mind and body to the test, in the merciless wilderness. If the youngling succeeds in their task, a grand banquet is held to celebrate them as a new Rose to the “bouquet” of the family. Traditional food – Reg’Wirs seems to have a liking for teas of any kind, wines, spiced bread and sweet pastries. Some Reg’wirs are known for their insatiable sweet-tooth. Falconry – Pride of the Reg’Wir bloodline is their ability in falconry. They have learnt, over the many centuries, how to tame various species of birds easily. Used as messengers, scouts or pets, these birds are the passe-partout to everyday life needs of every Reg’Wir. Love for animals is, in fact, uncommon within the bloodline. Ritual of Sirame – Usually, when a Reg’Wir dies, their body gets buried under a rose bush during a funeral ceremony. It is said that their life continues in the roses, as the flower grows. “Once you'll take away the petals from us, only the thorns will remain in your hands” -Emac Reg’Wir Please contact LordYuki#3274 or Tigergiri#0744 through Discord if you wish to join or interact with the bloodline
  8. 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.)
  9. 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.
  10. The Order of St. Emma From Ashes, From Rubble History “I do, truly, believe there is peace in our time.” -Paul I Varoche, Duke of Adria, prior to the burning of Ves. The Order of St. Emma can find its roots in the reign of John I Sarkozic of Adria (circa 1650). The Order, originally designed to be a knightly lodge of nobles, took up its role as the main military force of the Duchy upon the ascension of Josip I Sarkozic, serving as his own personal Bannermen. It was dissolved under Ratibor I Carrion, replaced by the City Watch of Belvitz. It is under our Duke, Adrian I, that we reinstitute these great gentry to their proper order. Charge of Belle’s Hill, The Battle of the Rolling Hills (1660) Ranking of the Order “You put the K in Chain of Command.” - Broos Wellis, to Vladan Valic Marshal of Adria: The Marshal of Adria serves as the commander and bearer of the Adrian sword. It is his pen stroke that accompanies the seal of St. Emma, and it is his will that sustains the Order and its expansion. He shall be tasked with leading the men of St. Emma in battle. Commandant of the Marshal: Second to the Marshal, the Commandant is the authority of the Marshal when he is not present. He is tasked with the sustenance of a well-regulated and well trained order of Knights within the Order of St. Emma. Training and skirmishing are under the jurisdiction of the Seneschal and Commandant, as well as the regulation of the finances of the Order. Knight of the Order: The final rank most Ordermen could achieve. A nobleman or gentry of the Holy Orenian Empire and the Duchy of Adria. Any man bearing proper titles may apply for this rank in the Duchy, and Sergeants at Arms of the Order are privy to a nomination for knighthood from the Marshal and Duke to the Holy Orenian Emperor and Grand Knight. Sergeant at Arms of the Order: The ultimate rank of non-gentry within the Order of St. Emma. Responsible for the day-to-day management of grunts and non-gentry inside the Order. Seen as the executive actor of the Marshal’s will within the rank and file, and tasked with the preservation of the well being of all men within the Order, from the lowliest recruit to the Marshal himself. Man at Arms of the Order: A rank displaying the seasoned nature of a non-gentryman within the order. Achieved after a Saint’s Month of service, or 4 years. Footman of the Order: A rank signifying a blooded member of the Order of St. Emma. 2 Years of service are required to achieve this rank. Recruit of the Order: The default starting rank of any member joining the Order of St. Emma. Not Blooded. Siege of Ruriksgrad, 1662 Honors “I’m an eggshell, protecting the yolk of Felsen.”- Halberdier Nathan Hawthorne The Grand Crow of Sigmund (200 Minas)- The highest honour available to members of the Order of St. Emma. Only officers are eligible to receive it. The Grand Crow is a golden medallion, affixed to the uniform of the honored man by the Duke himself. If not already a Knight, the reception of the Grand Crow will coincide with a recommendation to the Emperor of knighthood. The Gold Cross of St. Emma (200 Minas) - The highest honour available to enlisted-men of the Order of St. Emma. Affixed to the uniform of the honored man by the Duke himself, and each awarded cross contains a minor relic cast into the gold. If not already a Knight, the reception of the Grand Crow will coincide with a recommendation to the Emperor of knighthood. The Silver Cross of Adria (100 Minas)- The Silver Cross of Adria is awarded to members of the Order responsible for saving the life of a member of the ducal family, a noble vassal family, or one of his duke’s councilors. The Silver Cross is blessed by the Pontiff, and affixed to the uniform of the honored man by His Grace the Duke himself. The Bronze Cross of Adria (50 Minas)- Given for valorous service in battle, the Bronze Cross is blessed by the Pontiff, and affixed to the uniform of the honored man by His Grace the Duke himself. The Crow’s Shield (50 Minas)- Given for saving the life of a citizen of Adria from threats at home or abroad. In the form of a bronze shield embossed with the arms of the Ducal family, given to the honored man by the Duke himself. Customs & Regulations: “Sometimes when I close my eyes I cannot see.” Customs of the Rank Adrian Salute- The right fist clasped, placed over heart, and held there until the salute is returned. Church- The Ordermen’s uniform should always be worn, clean and pressed, to service. No sins against the Creator are to be permitted in the House of God, under threat of corporal punishment. Nobles- Nobles of the realm should be addressed politely according to their rank and station. If you are not sure how to address a noble, at least use the courtesy address of “Sir” or “Ma’am”. Superiors- Any soldier or officer of higher rank than oneself should be addressed as “Sir”. Uniform regulations- The regulation helm is optional, but otherwise the regulation Orderman uniform is required to be worn at all times in public spaces in the Empire unless instructed otherwise. Criminal activity is of course prohibited for members of the Order, but Ordermen caught committing crimes against the duchy or empire in their uniform will, at least, lose a hand and be expelled from the guard. Duels- The conflict resolution of choice for most knights, two gentry in such a situation shall find themselves subject to any duel format of their choice, so long as it abides by the codex of Adrian duels, which offers a variety of options for what constitutes a win and loss, and what punishment or reward they receive upon the decision. Regulations and Bylaws The Charge of Whitepeak, 1668 Book of St. Emma’s Songs “The Pen is stronger than the sword, but not the torch.” --Timeo de la Baltas, upon The Burning of Ves ((OOC)) ENLISTMENT Contact Icarnus#7244 for questions. Form: https://forms.gle/WU2pfDAWLkyPf9Nx8
  11. (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.”
  12. [!] 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!~
  13. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came the first sailors, who roamed upon the ocean’s surface with their wooden vessels. Their nets stole their food, their ships lingered above their homes, and their crewmembers stole any belongings they could find. Using every magic at their disposal did the sisters attempt to scare the seamen away, but to no avail. They hired mages to block their spells, and the finri did not wish to be discovered; for they cannot breathe air, bringing them to a swift disadvantage. Hence began the worship of Mother Moon, deity of secrets, darkness, and slumber. As the sisters slept, she visited their resting minds, blessing them with her powers on one condition. They must build an altar of peace and promise to never destroy it. The sisters agreed, mastering the power of transforming into shadow and entering dreams based upon the moon cycle. Together they gaslighted the mages on board these well-guarded boats, whispering in their ear while in shadow, giving them nightmares, and using lullabies to make them sleepwalk off the docks. Once their magical defense was down, the sailors left, marking the areas of the sea they should stay away from. A few centuries later--after the sisters died peacefully--a group of finir heard of the high elves and their philosophy. Believing that now is the time to kill the weak and breed the strong, they used each tribe’s pride against them, a tool of mass destruction. The descendants of the sisters--once loyal to each other--rained hell, redding the ocean with blood. An abysmal war for supremacy broke out, and in the final battle, the tribes decided to set the fight at Mother Moon’s temple in attempts to prove their worth to her. Their answer came when her shrine was destroyed in the process, each finir flesh stripped from bone and transformed into shadow. Now their ruins lie, temples crumbled, technologies unused, and kelp-woven scrolls eaten by fish. As Mother Moon awaits her next prophet, the corpses littering the deep’s floor hope to be discovered once more. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain a new form of magic and deity--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: https://wikia.lordofthecraft.net/index.php?title=Ancient_History Moon Worship and Magic influenced by moon phases inspired by Avatar: The Last Airbender
  14. The Convening of Spring To the death of Winter and end to Ignorance Followers of St. Nafis (′Alayhiṣ-Ṣalātu was-Salām) rejoice. Lady Khalila Rian ibnat-Nafis Yar, rightful heir to Khalestine, and her immediate family call upon the descendants of the Qalasheen Spring, all of our Farfolk-Canonist brethren and supporters of House Yar to convene under peace at the Monastery of Saint Robert located in Ves, Kaedrin. Send word to Saeewyn Jaco Yar for a meeting. GOD smite the kafir, Commander Saeewyn Jaco abn-Nafis Yar
  15. The Silma A comprehensive and complete guide to the Silma House Written by Elros Silma, 5th Keeper of Malin’s Flame of the Siolian Line Summary The Silma are an Elder House of Elves who currently reside in Aegrothond. They are generally followers of the Culture of the Almenodrim, though they have their own traditions and rules beyond the Sea Tenants. The Silma, as a house, focus on defending and aiding other elves however they may, whether through skill at arms or knowledge of the world and its ways. They hold themselves to high standards of honor, humility, and hold traditional elven values strong to this day. They are led by the Keeper of Malin’s Flame and see themselves as guardians of the Elven people and the traditions of Malin. Foundation and Ancient History The Silma are an ancient house of Elves whom were founded by Siol, Son of Malin. Many of them were originally a tightly bound company of warriors called the Silmarion, whom were organized by Siol who sought to protect the children of Malin as they escaped from the Demonic Hordes of Iblees, and many died working towards this task. They stood before the demons, their swords, bows, and spears held at the ready and their formations tight, though they were often outnumbered twenty or more to one by the Undead. Overtime, Siol began to see his companions not as simple brothers and sisters in arms, but as family. Hence held them to high standards of honor and humility throughout the war, the same standards to which he would hold himself or his own kin. He adopted many of them over the course of the war, with them taking on his surname of Silma. With the end of the War and the Fall of Iblees, Malin promptly disappeared into his exile, and Siol disappeared soon after. Why he left the people he cared so much for is unknown, but it is thought that he felt some sort of guilt for his father’s self exile. After the departure of Siol, the Silma was left in the hands of Siol’s two sons, Skale and Loriens. They held the unit together as best they could, staying in the city of old Malinor while watching over the elves who resided there and trying to mediate some form of order. The Ichorian departure came very soon after Malin’s death, and due to this early abandonment of Malinor and the Ichorian’s quest for power and to pursue traditions that the Silma saw as savage, few or no Silma joined them. A few decades later, when the Irrinites departed, some Silma did accompany them, led by Skale. They admired the Seeds and were largely Aspectist, and hence wished to leave the walls of the city and rejoin nature as the Irrinites did. They left on good terms with the rest of the house who, led by Loriens, stayed in Malinor as its population dwindled. Eventually, when the population of Malinor was sparse and few besides the Silma remained, Edrahil Sylvaeri and his company returned from their adventures and the famous dragonslaying. At this point the Silma met him at the gates with some degree of hostility due to Sylvaen’s Kinslaying. However, after some form of atonement from Edrahil, the details of which have been lost to time, at least to my knowledge, the Silma and remaining elves joined him in his quest across the sea. The Siolian culture slowly blended with the Almenodrim’s as the years went on, the two houses residing together in Old Aegrothond off the coast of Atlas until it was abandoned and the Almenodrim rejoined the other Elven splinter groups in the reformed Malinor. The Silma then lived in Malinor through its existence, though they started to slowly grow apart as the years went on. This is due to the Silma being less necessary when Malin’s children were at their strongest with no great enemy to fight. Loriens, however, kept what traditions he could and passed them to his three daughters, Lûthil, Hâdhel, and Esgalneth in Anthos. Loriens believed all three, along with his wife, were lost in the flood. This was, however, not entirely the case, and led to a further fragmentation of the House. Then next section will follow the happenings among the branches of Loriens’ children before returning to the Siolian line which persists today. Large portions of the account of Arben’s line are taken verbatim from the histories of Haston Silma, which were given to me by Haust when he rejoined the main line of Silma The Quenching of the Hearths In the years leading toward the dawn of the modern age, three distinct lines of Silma came together in preparation for the oncoming storm of Ibleesian servants. During this time it is said that the matriarchs of these lines, daughters of the then missing Loriens, became twisted in their ideologies. The eldest sister between them, Lûthil, remained most closely tied to Siolian customs. The younger, Hâdhel, proved the opposite. Marrying a man of ‘aheral nobility proved to eviscerate the woman’s love for her kin, as soon concepts of purity and superiority prevailed over her mind. Hâdhel became a soul afflicted by vile whispers of treachery - yet still she could not bear to see her kin slain. In desperation to repair cultural hostilities growing between the two Lines, Lûthil summoned for her sister’s kin. This did not, however, ended in hostility, starting a great and long feud among these lines, leaving only Arben and his sister Tirnel and a handful of others alive at its conclusion. The Arbenian Line The Line of Ârben began briefly after the first blood-feud between opposing lines of Silma. In the diminishing and rapidly darkening days thereafter would the son of Lûthil, a woman hardened by the tragedies of the First Ibleesian war, emerge to lead his few remaining Kin. Much like his mother, Ârben had been forged by conflict, though evermore was he plagued by his earliest days of combat. Later within his life, he was given a Sister - an elfess brought into the Siolian ranks during the earlier days of the blood-feud. It was said that she provided the voice of mercy, a motherly figure to those who found serving alongside Ârben as too exhausting. While Ârben remained the sole Keeper of his line, much credit is given to Tirnel for keeping the few remaining survivors of the feud united. Above all, Ârben taught those who remained under his protection the art of discipline. To be a Silma was to become a greater guardian of Malin’s Children. An honor that befell a relative few, Ârben commanded a guard of Elites that rarely numbered higher than seventy-five men. The distraction of war brought by conflict between the Descendants was not the primary focus of the Line, after all. The Siolians of the early modern age most often placed familial Halls wherever able, creating a network of sorts between Elven settlements of varying size and importance. There was a time in which the Halls of Siol represented a safety of sorts to citizenry - an elder brother of sorts to watch over not only the nobility, but the peasantry as well. Despite whatever poise the Siolians of Ârben’s line seemed to achieve, humility oftentimes shrouded the true magnitude of heroic deeds performed by the ever standing guard. Vanguards against evils greater than the pursuits of lesser men - Ârben’s Line became the unsung champions of their time. Of course, the strength of one’s sword arm means little against certain creatures of the abyss. It was for this reason that Ârben anointed many outside of the bloodline Silma. Specialists of every variety were once as equally demanded as warrior of great reputation. It was for this reason that the followers of Ârben became split into two distinct branches; those who were guided by Tirnel, the sister of Ârben, and those who fought alongside Ârben himself. Tirnel acted as a guide for Siolians delving into scholarly, diplomatic, and creative pursuits. It was beneath her that the true upkeeping of the family took place, the Seer branch being ever important stewards of familial Halls and courtrooms. The Siolian Line Loriens persisted on after Anthos, thinking the whole of his line was dead, not knowing of Arben or of the Quenching. He would go look for his families over the descendents time in Athera and Vailor before coming to the Dominion of Malin in Axios and joining their guard force, trying to reconnect with his past and his old reason for being. In Atlas, Loriens met with Skale again and the two decided to reform the Silma, for a brief time as a banner house of the Sylvaeri and then as their own house as they were in the past. The two brothers blended the old Ame idea of a Seed with the traditions of Malinor and the original Silma in this new iteration of the house, which made it grow quite quickly. Loriens then succeeded Belestram Sylveari as the Third High Prince of the Dominion of Malin after it’s reformation, and he led the nation for a brief time, trying his best to further improve things for Malin’s Children, though internal and external turmoil hindered his efforts. The stress of the position slowly got to him, eventually leading him to step down and go back to simply being the Keeper of Malin’s Flame. Eventually he left even that position, appointing Skale as the new Keeper and going forth to wander and clear his head, occasionally coming back to check on the family he had formed. Skale then left after a relatively short and uneventful term as Keeper leaving Miklaeil as his successor. Miklaeil led the Silma well in his time, with his term stretching over the fall of the Dominion and the migration of the Silma to Aegrothond, to rejoin the Sylvaeri there as they had in ancient times. In his term, though the family grew and flourished in several family units that had been adopted in since the reformation of the House, the strong sense of duty and the purpose of the family were somewhat put by the wayside in favor of being a standard but inviting Almenodrim house. When Miklaeil stepped down and, after a tight election, I was chosen to succeed him. It was then my goal to rebuild the Silma with the sense of purpose we had lost over the years, aided by the last notes of Loriens and the history of the Arbenian line. The following are the codes and traditions of today’s Silma, which will hopefully allow us to thrive and continue in our purpose with a lesser risk of misunderstandings, family divisions, and ideological breaks tearing us apart. These rules are a compilation of Arben’s codes and some I have added for clarity and to suit modern times. Family Tree Note to reader that many on the family tree are adopted, and that all those noted as Siol’s Children, outside of Loriens and Skale, along with Renee Silma, are all adpoted and are simply noted as how Loriens would have refered to them. Whether they are Blood Siolians is questionable, though some (Aewion, Annil, and myself, for example) exhibit some signs such as the line’s characteristic red hair and paler skin than many mali’ame. This could represent some distant relation, perhaps through the Skaelian or Hâdhelian lines, or through some Silma where either no wife/husband is noted or by some unmentioned, deceased line. Hierarchy The hierarchy is fairly simple, with the Keeper of Malin’s Flame as the leader of the house, the Elders as leaders of safehouses or simply being senior and respected members of the family, and the members being brethren in name and in purpose. All in the house can voice their disputes, but the Keeper and Elders will always have the final say, unless they directly break the Codes. When a Keeper steps down, he is the choose his successor from among the Elders. The Elders can overturn the appointment only if they can demonstrate that the candidate directly broke the codes, in which case a new successor will be chosen. If the Keeper dies before naming a successor, then the Elders and family will decide on the new Keeper in an election. The Codes of the Silma The Children of Malin are to be regarded as a precious resource in the realm, and are to be guarded accordingly. Traitors to the race (e.g, murderers, tyrants), are to be detained if found and brought before either the court of the nation whom they attacked or to the Keeper for judgement. If found guilty, these individuals are deemed to have abandoned Malin, and thusly no longer fall beneath the protection of the Silma. If one is found guilty of causing great harm to Malin’s Children (kinslayers and slavers especially), the Keeper and the Silma are to suggest death as a punishment, and carry such a punishment out if it is possible and reasonable to do so Elves beneath the age of 50 are exempt from this process, as they juvenile. The Family and its goals must take precedence before one’s personal pursuits. Elven customs of all cultures are to be tolerated, lest such customs interfere with the greater safety of Malin’s Children. Any Mali’ to declare themselves ‘King’ by right or claim is to be treated as a traitor to the one King of Elves, Malin. To serve Elven royalty beyond the Silma is permitted, so long as no oath binding the individual from acting in accordance with the word of the Keeper or the Codes listed. Our ancestors are to be held in reverence. Fallen Silma are to be laid within a canoe and set to sea, then to be cremated. Interbreeding or engaging in intimate relationships with other Descendants is not to be tolerated. Elven blood may mingle, but the race is to be kept free of halfbreeds. Born halfbreeds are to be treated with pity. These individuals are victim enough already to the two curses that afflict them. Silma are expected to maintain dignity and poise in their public life. Being a representative of Siol’s will is no task to be taken lightly. Discipline or expulsion will follow any act deemed disgraceful to the family by the Keeper. The practice of magic is permitted, so long as it does not endanger the greater safety of Malin’s Children. Any Keeper or Elder within the Silma who gives an order that directly violates these codes is to be disciplined as found necessary by the Keeper and/or Elders (depending on whom gave such an order) The Silma are to obey local laws and traditions when they are afield unless they directly violate one of these codes Traditions of the Silma Trials for Entry The Silma require anyone who seeks to join the House to complete 4 trials in order to prove their dedication to the Children of Malin and the ideals of the Silma. The first 3 may be completed in any order, though the fourth one must be done last. Trial of Knowledge: The goal of the Silma is to aid and protect other Elves, so hence they are to learn of the different Children of Malin, and their customs. For this trial a Silma initiate should as a member of each race and culture of Malin’s children to speak of their people and traditions, and the initiate should then report of what they learned to an Elder or the Keeper in either writing or speech Trial of Craft: A Silma must use their talents to help Malin’s people, hence they should create something with their talents to glorify the legacy and home of the elves. It can be food, music, literature, poetry, woodwork, smithwork, or any other craft, so long as it is tied into the history and heritage of the Mali. Trial of Family: An initiate must know of the Silma and their history and meaning, so for this trial they must speak with the Keeper or an Elder about the history of the Silma and about events in one’s life that display what it is to be a Silma. Trial of Honor: A Silma must help their kin with honor, and in this trial the Silma must demonstrate they are willing to do this. Here, an initiate must do some service for the Mali as a whole, whether it be freeing Mali slaves, defending a Mali nation, healing wounded, brokering peace, or otherwise working for the betterment of Malin’s Children. Once this trial is complete one has proven themself to be a worthy Silma and may receive the mark. Malin’s Flame Malin’s Flame is, in literal terms, the hearth kept by the Keeper or Elders of the Silma house. There can be multiple physical hearths that hold the flame, as any Silma manor or safehouse will hold the hearth, and even the hearths commonly found in the rooms or homes of the Silma could be considered to be lit with the Flame. However, it is much more than a simple ordinary fire found in a Silma-owned hearth, but a concept central to the Silma ideology. The Flame represents the will of Malin himself, and by extension represents tradition, knowledge, wisdom, justice, and strength. A Silma may often bid someone farewell by saying “May Malin’s Flame Guide You.” or some variation of such, as a form of blessing upon a traveller, hoping that they find wisdom and safety in their journey. The concept of the Flame is central to the Silma ideology, so it should never be doused if at all possible. The Burning of the Mark If a Silma departs the house,or if they are determined by the Keeper to have betrayed the goals and traditions of the Silma, or brings great dishonor to the House through their actions, then a Silma is to have their tattoo burned off their back with either conventional fire or with the fire of a pyromancer or fire elementalist. This is to forever be a mark of shame on them, and to show that what they are giving up or what they have betrayed is something that they will likely never attain again. It is meant to be a deterrent, a warning, and a sign to any seeking to join the Silma of the severity of such an infraction and the high standards the house holds themselves too. Funerary Rites A deceased Silma is to be laid onto a pile of straw soaked in oil in a small wooden boat (rafts, canoes, or other small boats are all acceptable) and then pushed out to sea. Once they are a fair distance out, a flaming arrow lit from the Silma Hearth (directly or through a torch lit from the Hearth) is to be shot into the boat, igniting the straw so that Malin’s Flame may claim the body and lead them to the next world. Silma who were close to the deceased, or all the Silma in the case of the death of a present or former Keeper of Malin’s Flame or a great Elven hero, traditionally douse the hearth in their home, though the main communal hearths are to be kept lit. Rites of Hospitality The Silma are protectors, guardians, and friends to all Mali, so hence the doors of their safehouses and manors to be kept open to any who seek refuge, food, shelter, or even simple conversation. If in times of peace, the doors of the main manor are to be kept unlocked. In times of war, or where there is an open threat to a Silma, they are to be kept locked, but are to be open if any of peaceful intent come to them. To violate the hospitality of the Silma, whether by committing a crime, causing disorder, or other such mischief is not acceptable, and will be punished to a level fitting of the crime, with being thrown out being a common punishment for smaller infractions and arrest, execution, and/or the waiving of one’s rights to the protection of the Silma being punishments for serious crimes. Final Notes from the Author Some of the text is of my hand and some is more ancient, though parts of the older transcripts have been edited and names changed so it is easier to read and understand for the modern reader. For example, Loriens and Skale went by different names in ancient times, so their names were change so those of our Era would recognize that they were being spoken of. The history section in general is based of a mix of Silma Oral Tradition, old tomes I have found upon my travels, the histories of the Arbenian Line that my nephew Haust granted me, the Oral Traditions and histories of the Sylvaeri, and some archeological evidence I have found throughout my life. Note that some of this information may be flawed, as some of it is based on logical inferences. Simply note that I tried my hardest to potray events as accurately as I could to history, and our morals as true to the words and Will of Loriens and to the Codes of Arben as I could. Finally, I offer a short note to any who find this tome, identify it, and seek to join us. I can relate with your feelings, as I felt them as well when I first heard of the house and saw the actions of Loriens in the Dominion, and I would encourage you to come and seek me out, for you will be welcomed with open arms so long as you respect our principles. I am often found in Aegrothond though I like to wander, so perhaps you will find me elsewhere. Even if you do not seek true entry to the House, we always seek brothers and sisters in our goals, and would welcome you as friends and allies should you not take the name, echoing the Silmarion of old. May Malin’s Flame Guide Your Path, – E.S. OOC Notes
  16. The Silver Calendar of Sun’s Smile to Snow’s Maiden 1727 [!] A catalogue of events would be dropped off at every doorstep by a small army of Uherian. There would also be stacks of these calendars inside the tavern for all to see whom are passing through the Silver State. Mali’ Yoga Class Malin’s Welcome “Greetings nimble mali’, you are invited to attend a mali’ yoga class. This will teach you to increase your dexterity and flexibility. This class is especially recommended for mages to help learn mana control and increase their control on their connection to the void. The class will be held in the gazebo outside of the ballroom. Afterwards, there shall be a breakfast bar and smoothies.” Signed, Medi’ir Uppori Visaj Okarir’tayna Caestella Valarieth [[ MONDAY AUGUST 5TH, 2019 4:00 PM EST/22:00 CET]] Archery Competition The Deep Cold “Citizens of Haelun’or are invited to the Berr’lin Archery Competition. Archers are encouraged to come no matter the skill set to prove their strength with a bow. Winners will be rewarded with a bottle of alcohol and minas.” Signed, Okarir’tir Alaion Miravaris Okarir’tayna Caestella Valarieth [[ TUESDAY AUGUST 6TH, 2019 2:30 PM EST/ 20:30CET]] Heial’Indor Snow’s Maiden “Come one come all to the Heial’Indor! The first book club meeting in the blessed city of Berr’lin will take place in the lower level of the Eternal Library. The Heial’Indor will discuss their favorite books as well as what they will be reading until the next meeting. This circle of avid readers and author calls all who wish to further their knowledge and wisdom to join the group in their discussions, debates, and studies.” Signed, Okarir’maehr Nerithil Valarieth Okarir’tayna Caestella Valareith [[WEDNESDAY AUGUST 7TH, 2019 5:00 PM EST/ 23:00 CET]] liewyn'Larihei eltaeleh walehe ohn vallein eltaliyna walehe maehr'sae hiylun'ehya
  17. The Almenodrim Of Aegrothond [!] A book would lay open on a table in the library of Aegrothond for all to read and ponder The Almenodrim are a semi-ethnolinguistic cultural group of Sea-Elves which originated from the sons and daughters of Sylvaen. They have historically been a meritocratic nomadic society. Often lead by the house Sylvaeri. They are a high culture, a proud people, renowned for their craftsmanship and naval abilities, but are otherwise solitary to the outside world.
  18. The Principality of Cresonia The cresonians are a proud folk of men and women alike, who do not wish to take commands from outsiders like dogs do their masters. Though proud they can be, they are also patient and kind with their fellow friends and allies alike. They are also one of the few people who have learned to tame the deserts that no man wishes to reside in. Cresonia is not like most other human kingdoms as their military is more commonly run by women and so is their kingdom, for they take great pride in the women of their country. Men of course are equal to women, and no disrespect towards either man or woman is allowed if it is based on what they have in their pants. History The people of Cresonia’s history is a bloody one with long family feuds between three tribes, though their names has been purposefully forgotten by the people. During this endless fighting between the tribes, it was said that a crow was seen flying down during a beautiful crescent moon. The crow would turn into a woman by a blinding light that was rumoured to be from The Sun Goddess. The people all saw this and stopped their fighting as golden eyes looked down upon them. The woman spoke of coming together into one tribe, to become a kingdom of unity to end the bloodshed and grudges. The people made the woman named Farzeen their Queen, as that is what her name meant. And she ruled with a strong hand for many years. Farzeen’s children took her surname as their official royal house name, House of Nasrid. Though sadly once Farzeen died there was a battle between her children for the throne. Larym of House Nasrid, the eldest son, claimed that it was his birthright as the oldest child of their deceased Queen. Though he was not well liked by the people for the way he treated others and used the kingdom's resources for himself and friends. The youngest child of Farzeen, Kira, took up a spear and started a rebellion against Larym and those who supported him. The fight between the two siblings would last seven years until it would finally end, the loss on both sides being immense. The closest ally of Larym, his twin sister Pernia, would end the whole feud by cutting Larym's throat and his counsellors with her other three siblings. Though their names were lost in history during all this as they died shortly after from fatal wounds made by the counsellors. The only surviving children of Farzeen now being Pernia, Kira, Hakith and Foe. Two daughters and two sons out of nine. Together they would build up the kingdom again, though ruled together. Until they together decided on the next heir who was most competent. Instead of their ruler now being named Queen or King, they would take the name High Princess if female or High Prince if male. For they felt that their kingdom was no longer worthy of that holy title that their dear mother had worn. So instead of a kingdom, it became a principality. The heir being chosen from Foe's line as he and his son had been neutral and wished for peace during the whole rebellion. And to this day, the heir would always be chosen by their High Prince(ss) like the four siblings had done. A symbol to make sure a rebellion and bloodshed like that of the past was never repeated again. They renamed the principality Cresonia, after the crescent moon made by the Moon Goddess on the day that Farzeen flew down to their world in the form of a crow. The people of Cresonia used to live on a desert island far away before they came to Arcas. Their last ruler back on this island being Khalir Nasrid that became the High Prince in 1658 at age 15. He was a just and wise High Prince, said to have been one of their best rulers after Queen Farzeen. He was dearly beloved by his people and he loved them in return. Though there was one he loved more than most. His one and only daughter out of 3 sons, Asria Nasrid. Born year 1683 during a horrid sandstorm. Although he gave the same education as his sons had been given, he saw she took more after him. She too was a just and wise person. Although his sons were wise they never wished to bring justice to cruelty. As they believed mercy was the greatest tool, though mercy was well and wise… It was not always the best course of action to be taken. So the day she turned 12, year 1695, he named her the heir after a well done discussion and agreement from the rest of his council. The people rejoiced from this, though their happiness would quickly be blown out. Their High Prince fell ill one year after and died at age 53. Not only did their ruler die, but their resources were running dry. The mines no longer giving them what they wished for, so her highness, Asria Nasrid gave the order with her brothers that they would travel the world by the sea to find a new place. At year 1713 they finally stumbled upon the world of Arcas, and chose to settle down on the desert island there. After ten years at sea, it felt lovely to stand at sturdy ground once more. And thus the building of their city began. Choosing to wait with the official crowning of their High Princess to concentrate on more important matters, though she still held the title and acted as their ruler. For that was and still is her duty until she dies and one of her children takes over. Military The military of Cresonia is called The Sunguard. Named after their beloved Sun. The Sunguard is either run by a woman or a man, depending on who’s the most competent. More commonly by one of princes or princesses from the royal family to earn trust and bond with the people of Cresonia. The military can often be seen wearing light leather armour as it is too hot to wear a fully plated body armor. A plate covering the torso can also be seen by soldiers who come from wealthy families. Their weapon of choice are spears and bows as the country is not the richest in iron and steel. Religion Cresonia follows the faith of The Two Sisters. It is a ritualistic faith where worshipping of the Sun and Moon in the form of Goddesses is done. Festivals is common to hold for their Goddesses, along with rituals and offerings. Common things to offer are an animal that the noble houses killed during a hunt and once offerings are complete the commoners gets to eat the food that has been offered. As the Goddesses would want them to be fed with their blessed meat. The titles of those leading the faith are called a High Priestess if female or a High Priest if male. Their jobs is to hold different rituals for the people. This can be all from a marriage to a holy bath. The Goddesses and their Prophet(s): The Goddess of the Sun, Mehry. She who brings the sun to give life to the crops and people so they can live. The symbol of light, earth and crops along with life. The Goddess of the Moon, Elaheh. She who brings the moon to control the waves of the waters and a light during the darkness for those who are lost. The symbol of water, marriage, hope and death. Queen Farzeen the Holy, the prophet of The Two Sisters. She who came from the skies as a crow and brought peace with the blessings of Mehry and Elaheh. The symbol of a great ruler, war, peace and fertility. Marriage The way a woman and man are wedded is an ancient ritualistic way of love. The Cresonians call it soul binding, as it is thought that the pair join their souls together. It is very uncommon to do it out of love, though very uncommon, marriages has happened where the two did not love each other. The way it is done is that the man or woman will offer their partner a single ring of gold or silver. If the partner accepts they must ask the High Priest(ess) of a time and place to hold their wedding. Once decided and set in stone, the two cannot opt out of the marriage. For it is final, as it would be a great disrespect and shameful once the whole principality has been informed to end it. Both bride and groom will dress in their finest clothing no matter the color. Though red or pink is most commonly worn as it is the color of love. On the day itself the two will meet by the temple of the Two Sisters to stand in front of the holy bath. Family and friends gathered with them to watch. The High Priest(ess) will bring a goblet made of gold and a golden rope. The High Priest(ess) will ask the two if they are ready to bring together their love and make it into one. Where the two will answer “By the name of our moon, Elaheh, I [name] wish to bind my soul to [name of partner]. May our Holy Goddess smile upon this and bless us through sickness and health.” in which the High Priest(ess) pours water from the holy bath into the goblet and have them both drink to ask and show respect to the Moon Goddess. Once done, the High Priest(ess) will loosely tie the golden rope between the couple’s wrists. The Priest(ess) will then ask “And do you both swear to protect each other and hold true to one another until you both die?” In which they both answer I do. At last the High Priest(ess) will say the words “The Moon Goddess, Elaheh, has blessed your marriage and will continue to smile upon you both. Your souls are now bound together my darlings” After this a small feast is held for the newlywed couple. When the night has arrived the two will take to bed along with the High Priest(ess) and/or High Prince(ss) and the head of their family, if they both have one, to watch them consummate and make sure it is done. For if they do not consummate on the first night after their soul binding the marriage will no longer be blessed by their Moon Goddess. Divorce A marriage is a fine thing, but it can be easy to marry wrong. In the Cresonian culture it is common for women to leave their man or husband if they find him to not be competent. For she decides which children she wishes to bear into the world. If the man is not worthy in the woman’s eyes anymore, she can leave him if allowed so by the High Prince(ss) and High Priest(ess). And no harm or disrespect nor judgement will be cast upon the woman. For it is simply her duty to make sure only the best of all children gets to be born. The man can of course leave his wife, but unlike the woman he must show proof of why his woman is not fit to bear children or be a wife to him. And if his reasons are good enough in the eyes of the High Prince(ss) and High Priest(ess) then he may do so. Appearance In Cresonia it is more common to wear less thick clothing due to the heat and humidity of the desert. Therefore the people can often be seen walking around showing more skin than usual for both men and women. Their skin tone varies from dark tanned to a darker shade of pink(pale/white). Their eyes coming in all forms and colours as well as their hair. Blonde and blue eyes however is less common. Their build can also vary from person to person. The colours often used in Cresonian clothing are warm and bright colours. Orange, yellow, and red being some of them. Food The Cresonians mostly eat meat and fish as their diets. Their farms never holding vegetables or wheat unless for the animals. Cow, pig and sheep is what the farms are mostly made up of. Horses can be there too, but not used for food. They often fish for food as they live near the ocean. Salmon being the fish most valued of them all to eat. If met by other merchants that are not from Cresonia that carries wheat, they often trade for this so that their animals can eat more. Noble Houses In Cresonia the nobility is that of a hardworking family, and their houses are called a noble house. For they have done noble deeds or worked hard for the country and been rewarded to live a more luxuristic life for this. When addressing a noble person you will call them a Lady or a Lord. The titles a Lady or a Lord can bear are as following: Baron or Baroness, Their Lordships/Ladyships Count or Countess, Their Excellencies Duke or Duchess, Their Graces The noble houses can change or go from a lesser nobility than they were once a new monarch has taken over as the new High Prince(ss). For if a noble house no longer thrives to bring something to its people and their leader they will be seen as no longer being worthy of the comforts of living a noble life. They will be retired from their titles and removed from their manor. Be they Baron(ess), Count(ess), Duke or Duchess. Though they won't be shown any disrespect nor is it seen as shameful to go from a noble house to a commoners house. It just makes way for a new family to take upon the roles and thus the wheel continues to spin. As a form of respect those who are no longer a noble house can still be called and wear the title Lady or Lord, though any of the heirs or children they have will not be allowed to inherit these titles or the manor their family once held. The only way is if they once again become a noble house. A Duke or Duchess will become a Count or Countess A Count or Countess will become a Baron or Baroness A Baron or Baroness will become a commoner The Ruling Family At this moment the cresonians are led by house Nasrid. All heirs and rulers will always take the house name of Nasrid even if they are female and have wed a man as it is the law. This practise also stands for noble houses when it comes to their house name when their leader and/or heir is a female. The common trait of a true Nasrid heir and ruler are the eyes of Farzeen herself. The golden eyes that were a blessing from The Sun Goddess, Mehry. A woman or man without these eyes are not allowed to be made an heir nor can they ever take the throne. It it said that if a child without the eyes of Farzeen one day rules as the High Prince(ss), the ancient feud between the three tribes will once again begin and they will all fight to the death. Causing the destruction of the Cresonians. All titled members of the Royal Family are permitted the style ‘His/Her Royal Highness’. This style expected to be used on them.
  19. “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:
  20. Treemo

    Delete this

    -snip- Discontinued for various reasons. Moderators please delete or archive this, thank you.
  21. Aestian culture. ! NOT ACTIVE ! ! IF YOU WANT TO TAKE ELEMENTS FROM THIS POST FOR ANY USE YOU ARE FREE TO DO SO ! (big thank you to chaotikal for his template) Introduction to the Culture: If you’d like to make a character, and join the tribe, send me a PM on the forums and I’ll be glad to help, and as soon as we get enough people, we will apply for a Tier 1. If you want to see this culture evolve, join us! Aesti culture is mostly based off of Finnic tribes of the Neolithic and Mesolithic periods. The goal is to develop and expand this culture to maybe one day becoming a popular choice among new players. (this post is bound to change so expect an edit so more information could be added about this culture.) (and keep in mind this is a WIP) Aesti is a culture that has it’s roots in the landscapes beyond the mountains, where cartographers didn’t dare venture to, in the northern wastelands of Arcas, no written records, or depictions in manuscrips of the Great Library exist of this presumably new, yet undiscovered culture. History: Aestian culture starts with the chief of Lumi, Kristofer, who leads a small tribe in the desolate winter wasteland with his wife Gwendolyn, which was outcast from her previous tribe, who rejected her for having a more independant attitude. This new culture brings a more freer and less feudal option to new players and old ones who want a tribal experience, with human characters, and the opportunity for people to make history! Language: Aesti, being very similar to Common, has some words of it’s own, a heritage from the ancient periods: Some examples include: Hei, Tere – Hello. Mitte, Hüva, Head aega – Goodbye, bye. Tänan – Thanks, Thank you. Jah – Yes. Ei – No. Kurat or Raisk (curse word) – Damn, hell. Sina, Sinu – You, Yours. Mulle, Minu – Me, Mine. Hea, Halb – Good, Bad. Head ööd – Good night. Head päava – Good day. Hästi – Well, good. Poiss – Boy. Tüdruk – Girl. Mees – Man. Naine – Woman. Juht – Chief. Kallis – Dear. (feel free to ask for more.) Common Traits: Aestians don’t have a sparse ethnicity, they’re very pure northerners. A typical Aestian man would be quite tall, with a burly build, blonde, or black hair. His eyes would be shades of light blue, blue or, more rarely, gray or blue-silver. Men: A beard is a standard facial feature of Aestian men, which is a sign of power, fertility and charity. Some older tribesmen have a beard braid. Hairstyles aren’t of much value in Aestian culture, long or short hair for men is common. Again, braids are common on older tribesmen. Women: However, tribeswomen value their hair, keeping it lush and silky. Long hair is a sign of femininity and beauty. Women are to be considered equal due to their natural, and societal responsabilites. It is said that Aestian women can, with enough training, beat a trained man in hand to hand combat. Society: Traditionally, Aestian society is based on a tribal government. It’s lead by a Chief (Juht in Aesti), and at death, the oldest child of the Chief becomes Chief, regardless of the child being a boy or girl. To address a Chief, one would use “Kallis Juht..” or ”Juht..” Warchiefs are frowned upon due to their reign of terror, war and misery. Behaviour: Aestians are very secluded people, they’re very wary of strangers, be it from other tribes or nations. They tend to stick with their friends and family, and reach out to others in times of need. They like to keep their conversations concise and clear. Small talk is avoided in public, as it’s considered as a waste of time. Every Aestian is expected to work, due to the harsh conditions and their small numbers. Elders are an excpetion to this rule, due to their physical capabilites but most importantly the importance of preserving their knowledge. Food: Aestian food is quite basic. It’s composed of tubers such as potatoes and/or yams wich are either grown in a field or inside of a bag or barrel, due to the land being frozen most of year. If grown in a field, the potatoes are sown 3 inches (or 8cm) into the ground to keep the potatoes from freezing, and thus dieing. Carrots are also common, due to them being a source of vitamin C, wich is used to cure and protect people from scurvy. Pork and fish are the most common meats in Aestian cuisine, along with their smoked variants. Dairy products aren’t very diverse either, butter and milk are the only ones made. Cereals, with the excpetion of Wheat, aren’t planted or consumed. Festivities: Saunas: At every end of a Saint’s Week, Aestians gather in a room which is heated to very high temperatures thanks to a fire that would be roaring for atleast 2 hours before entering the sauna (~90°C or ~194°F) in which they can discuss important matters, or just relax with friends and family. A common thing to do is to jump in some near freezing-point water or snow after getting out of the sauna. The room is made from wood, and the furniture too. In some cases, water is thrown on the volcanic rocks (basalt or granite) that are extremely hot which vaporizes and raises the heat even more for a short period. Clothing: For everyday use, most of Aestian clothing would be made of furs from various animals, capes, coats, headwear and boots are generally made from ONLY fur. Underwear such as shirts, tunics is either made from wool, or flax, a costly alternative to wool due to the climate Aestians live in. Architecture: Aestian houses are cheap, and fast to build and require little maintenance. Materials like dirt, thatch, wood, stone are very common in the style of Aestian architecture. The roof is generally made from dirt which can freeze and form a permafrost layer, the house is quite short in height. (the typical house is very similar to a Icelandic turf house.) Walls around a camp or settlement can be built out of Stone and Ice. In some cases, dirt mounds are made when other materials aren’t of easy access. Religion: Animism is the common faith among Aestians, however, some Aestians simply have no faith due to their straightforward lifestyle. Science or rationalism isn’t a notion used by Aestians in the early stages of the culture. Aestians learn through mistakes, and knowledge is passed on through elders. Military: A military of Aestian origin would be small in numbers, but makes up for that in good fighters and thought out tactics. A warspear, a round shield would be the standard issue weapons. For the richest warrior, who could afford to wear armor used helmets, metal armor made of chainmail, and a type of armor called lamellar, which consisted of iron plates sewn together. Lower-status Aestian warriors also used layers of quilted cloth, such as linen or wool, to protect the body during battle. Aestian warriors are lead by the Commander, which in war, would shout the orders at them and be in the frontline of the battle. A modern and organized army would defeat an Aestian army pretty easily on foreign soil. The same cannot be said if Aestians are defending, due to the terrain on which they train which gives them a considerable advantage against the enemy. ! NOT ACTIVE ! ! IF YOU WANT TO TAKE ELEMENTS FROM THIS POST FOR ANY USE YOU ARE FREE TO DO SO ! (and please keep in mind this is my first serious post on the forum, don’t be too harsh on me, thanks!)
  22. CATHALON RISING (or How Helton Hadrian Brought Down the Republic) 12th of Owyn’s Light, 1724 Twas the 9th of Owyn’s Light when the Seventeenth Assembly was called. Delegates from around Ves attended within the Great Hall of the Prince’s Palace, and to many, it would have simply been another normal assembly meeting. However, this would not be the case, for it would be a monumental day in the history of the assembly. Helton Hadrian arose, calling forth a quorum amongst the delegates only to realize that four seats had been left vacant from departures to the demon-hive that was Llyria. And so, like the assemblies before it, a raffle was conducted. Only six came forth, offering their honorably-acquired gains to purchase tickets. The raffle was conducted, and so four new assemblymen rose to take the place of those who abandoned the Republic. GOD bless Caleb Crider, Jayce Lancefeld, Caius Rhodes, and Robert Rovin. Only one issue was brought forth to the assembly that day, a petition - a plea - issued by the Prince Regent Helton Hadrian Helvets. He sought order. “There have been tea ceremonies in Ba'as more able in government than this worthless pit of gossip.” Simon of Bass remarking on the state of the Serene Republic of Ves, 1724. “Within the past year alone, our Republic has fallen victim to all manner of vice and debauchery. The Beets began their insurrection, decimating the defenses of our Golden City. Were that not enough, our most Serene Prince, Ide Haraccus has abandoned his post, fleeing to Llyria whilst our people were stricken with the ratman menace!” The assembly frowned - not because of the honorable Prince Regent - but instead due to the feeling of betrayal. The rowdy assemblymen who had dedicated their lives to Ves’s Military boo’d, cursing the name and the deeds of corruption. In the crowd, one could hear Assemblyman Rovin shout “Drain the Swamp!” Helton, ultimately, continued. “I ask you, of the assembly, is this what our people deserve? In the past few years he was the second Prince to abandon Ves. Are we to hold ourselves as servants to this craven and that, over and over again?” He paused for some time, allowing the assembly to digest what was being said. “I will tell you all of where I, as Prince-Procurate, have been since Ide abandoned the Republic! I was in the streets, fighting alongside the Caer Bann as the Beets sought to usurp our Republic! I fought and bled alongside the people of Ves as the ratmen besieged us from within our very walls!” Those who were patriotic boomed at this, for they knew that the Prince did not simply talk the talk but instead walked the walk. The Regent had bled for his people, more than could be said for the previous heads of state. “Praise Helvets!” could be heard from the plethora of assemblymen, with claps and unruly cheers echoing throughout the hall. “And I will tell you, my assembly, that we have won! The Beets have fled the realm, the ratmen lay broken and defeated! All while our supposed Prince has hid himself away in Llyria.” “Helvets, Helvets, Helvets!” repeated those with patriotic fervor, becoming inspired by the speech. “What I ask you now is the gravest of all favors. The PRINCE has FAILED. The REPUBLIC has FAILED. I ask you, the ASSEMBLY, to JOIN with me and reorganize Ves into THE FIRST DUCHY OF CATHALON!” Helvets exclaimed. His voice rang through the room, being heard by all. A pause was evident, for not even a rat’s squeak could be heard in the dead silence of the chamber. Helvets inhaled, concluding “For a safe and secure society…” Those present knew; as did the populace, that Helvets was correct. There was need for change, and so, the hall was called to a vote. An overwhelming majority was reached, Seven patriotic men voted in Favor of the Duchy, No one dared object, and only Three Abstained. Thus, with a Two-Thirds Majority, the motion was passed, and so, the Republic was reorganized into the Grand Duchy of Cathalon. “CATHALON INVICTA!” “I love Democracy...” said Helvets with a beautiful, elegant smile. And all bar those who slithered in grass knew from this day forward Ves would be on the incline, rather than the decline.
  23. A guide to Court Etiquette and Customs At the castle, the courtiers live under the constant surveillance of the Duchess, and upon their good behaviour, their respect, and their observance of etiquette their whole careers depend. If you displease the Duchess she will simply "not see you" the following day; her gaze will pass over you as she surveys the people before her. And not being "seen" by Her Grace is tantamount to ceasing to count. In the presence of The Duchess (Duke if male) One must always address the Duchess as “Your Grace” during formal meetings and events unless told otherwise. One must never touch or in anyway violate Her Grace’s person unless it is to protect her life. One must remove their headwear and masques in the presence of her Grace unless it is for religious reasons. It is considered rude to interrupt her Grace while she is speaking. Those listed below has first right to sit beside the Duchess. If they arrive and a commoner sits next to Her Grace, they must move and make way to them. Otherwise one is free to sit by her side: Her husband (if she has one) Her children Foreign Leaders One must bow or curtsy when the Duchess walks by and/or addresses you. Only a Nasrid by blood and with the golden/amber eyes may sit upon the throne. Regents and other members of the council must stand before it upon the Dais should the Duchess not be present. Never compliment the Duchess halls, city or herself with the word Queen or King or implying their place is worth such a title, as it will be taken as an insult due to their blood filled history that can be read about [here] Etiquette of Rank One must always respect the Title of another even if they hold a grudge with the individual. One must know the Titles within Cresonian Peerage and their subsequent addresses: Duchess – “Your Grace” Duke – “Your Grace” Count – “Your Lordship” Countess – “Your Ladyship” Baron – “Your Lordship” Baroness – “Your Ladyship The title Lord & Lady for all nobles and their children Knight – “Ser” or “Dame” Privy Councilors – “Your Excellency” High Pontiff – “Your Holiness” The Keeper of the Cresonian faith – “High Priestess” If one is not sure of someone's Title, but recognizes them as some form of nobility, one must address them as “my Lord” or “my Lady”. One should not refer to a noble by their first name unless given permission to do so as a show of respect. Furthermore, if one is granted permission. For Instance one should address a noble with the first name of Edward as “Lord Edward” and not “Edward”. One should bow or curtsy to a noble of higher stature upon arriving, leaving or being acknowledged by them for the first time as a show of respect. One should not instruct an out-ranking noble how to handle his or her business or question their judgement, especially in the presence of a lower or equal ranking noble. Unless he or she is speaking complete rubbish as a show of respect. A Lord in Court A Lord must never shame a lady unless she has shamed herself to the Duchess, his Holiness or the High Priestess. This does not count if it has to do with ones clothing in Cresonia due to culture and religious laws clash with the Canonism faith and Cresonian faith. One is not above a lady or a woman, for they must be treated equally or punishment will be given. Usually by the loss of a finger or an ear depending on how severe the treatment was. A Lord, in order to be gentleman, should not touch or harm a lady who does not wish to be accosted unless Her Grace, The Cresonian Faith or the Church of the Canon has said otherwise. One should not speak ill of her Grace, the Nasrid family or the Faith, for it is sedition and can cause loss of a finger or an ear. One must never eat in the Grand Halls or in the Temple of the Faith unless tables made for it are placed, for punishment will be given out. Usually in the form of removal of a finger or an ear. One must never, under any circumstance, conduct themselves in pre-martial coitous as such would bring great shame to both their family and ruin the purity of his shaft. If any children is made from this they will be considered illegitimate and the man will be shamed publicly. A Lady in Court One must never, under any circumstance, conduct themselves in pre-martial coitous as such would bring great shame to both their family and ruin the flower of maidenhood. If any children is made from this they will be considered illegitimate and the woman will be shamed publicly. Ones clothing should not cover too much of the skin or be heavy clothed as to make sure one does not smell badly due to sweat from the Cresonian heat. As a Lady should always look her best when in court. One should not speak ill of her Grace, the Nasrid family or the Faith, for it is sedition and can cause loss of finger or ear. One must never eat in the Grand Halls or in the Temple of the Faith unless tables made for it are placed, for punishment will be given out. Usually in the form of removal of a finger or an ear. A Lady must never shame a lord unless he has shamed himself to the Duchess, his Holiness or the High Priestess. This does not count if it has to do with ones clothing in Cresonia due to culture and religious laws clash with the Canonism faith and Cresonian faith. One is not above a lord or a man, for they must be treated equally or punishment will be given. Usually by the loss of a finger or an ear depending on how severe the treatment was. A married Lady and Lord in court One must not tolerate the advances of another man or woman in any capacity, for to do such would encourage adultery. One must never have intercourse with one who is not their husband or wife as that is against the Cresonian faith and considered unholy. If any children is made from this they will be considered illegitimate and the woman and man will be shamed publicly. Ladies in waiting, proper manners and their tasks A lady of a noble title or of a gentry family who usually serves a superior Noble or the Duchess, the terminology also being that of a mistress (not the prostitute variant). The tasks and guidelines for a lady in waiting are as following: One must always refer to one’s mistress with their title and no other name unless in private or when introducing her to another person. One must always follow one's mistress around to provide unto her company unless instructed otherwise One must act as the message courier for their respective mistress, being both a letter receiver and drafter. One must help their mistress dress and undress and one must also clean their jewelry. One must help pick out the correct outfits for ones mistress’ activities for the day One may not engage in a marriage unless one's mistress has provided approval as to prevent chaos within their posse. One must act as an assistant to their mistress in court at all times to ensure that she is well-kept and proper to the environment. Proper manners and rights for a lady in waiting are as following: One may demand respect in the name of their mistress from those of an inferior titular caste, for if one disrespects a lady in waiting, they also disrespect their mistress. One must always remain loyal to one's mistress and never gossip nor speak ill of her to others. Furthermore, one must never embarrass, disrespect or tell the secrets of one's mistress’ to others One will stay as your mistress’ lady in waiting until one has been relieved of duty. Almost all tasks, guidelines, manners and rights are the same for that of a male, who is known as Butler or Lord of the Bedchamber to other male Nobles. All of these customs and laws must also be followed by all citizens of Cresonia. Be they noble or not. Allies and foreigners must also follow these customs, if not a trial will be called and the same punishment will be given if found guilty! Signed, Her Grace, Asria of House Nasrid, The Duchess of Cresonia
  24. Mactroth! Cresonian Ducal Theatre Mactroth - A man and his wife work together to take over a throne that doesn’t belong to them, but what will be their end all fates in this tragic production? Audition to join the cast now! ((Co-ords to Cresonia: x: -1354, y: 60, z: 529)) Lady Jasmin Nasrid, governess of the Ducal Cresonian Theatre, has currently opened auditions, taking place on [[Saturday, 6th June, 5pm EST, 10pm GMT]] Sign up below Roles to audition for: Mactroth (Human) Lady Mactroth (Human) King Duncard (Human) Banqaul (Human) Fishmongerer (Any) Fleana (Human Child) Three Witches (Any race)
  25. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came an secret abysmal war. Almost each tribe has invented a new form of magic and had the instinct to claim their territory. Gi invented Umbra Phasing, to manipulate and transform into shadow. Mol made a type of magic known as Siren Callings, allowing her children to enslave sailors and wreak their ships. And Bow discovered Taint Marking, to claim an environment with runes that control the area. After the death of the four daughters, in the final battle, Gi’s descendants casted a spell that transformed all Finir into shadow, stripping themselves into nothing but bone, dead before the world even knew they existed. The only thing that remains of them now are their ruins, their guardians, their technologies, and their corpuses littering the sea. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain new forms of magic--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: · https://wikia.lordofthecraft.net/index.php?title=Ancient_History
×
×
  • Create New...