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
  • Private 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


Location


Interests


Character Name


Character Race

Found 124 results

  1. ]=+ The Clan +=[ Emberhorn “How fair the mount at Hollowbold, And bright the embers’ forge of old, [...] Alas their halls the darkness swept, And there, forevermore, it slept.” -The Song of Tumunzahar The Aspects and Mannerisms += of the Emberhorns =+ The Emberhorns are fair of skin, with bright eyes the colour of emeralds which shine beneath bushy brows. Their hair is auburn, and rarely worn long enough to braid- though oft-times the older Dwarves among them will decorate their beards with braids and clasps. The Clan-members are slightly less broad and stocky than most Dwarves, but are still possessed of barrel-like torsos and powerful arms well-suited to the hardy professions. Their ears are slightly leaf-shaped- a peculiarity which some believe results from a far Elven ancestor. Mention this to a member of the Clan, however, and you may swift find yourself a few teeth lighter. While some are grim, prideful, and solemn, they are seldom evil-hearted, and cruelty does not come naturally to them except in the rarest of cases. They are possessed of a fortune to rival those of the richest clans and individuals upon the Isles, and as such the Emberhorns are somewhat more inclined to display Urguan’s Curse than others. Even still, the Clan will often be willing to help those in need, and charity is common and encouraged. There is only one line of the Clan at present, that of Hodfair, though it is believed that there may be others which have not yet returned to the Kingdom of Dwarves. Dwed of this blood bear all of the earmarks of Mountain Dwarves, but are not purely such- as stated above, it is quite likely that the Clan had an Elf in its ancestry, and even more-so that the Clan interbred extensively with Forest Dwarves. Their affinity towards their slightly leaner build and willingness to welcome their forest-dwelling kin into their clan is testament to this. They dress in tones of green, brown, and other natural colours, preferring to stay away from brighter shades and considering them needlessly garish. They often ornament themselves with gold to some degree, with many wearing engraved golden clasps and jewelry in their beards. This also translates to their armour, which is traditionally enameled green and gold like so: +=+=+=+=[=]=+=+=+=+ The Stones of += Tumun’zahar =+ Much of what is known today of the history of Clan Emberhorn finds its origins in the revered Tumun’zahar Stones, which were partially deciphered soon after the family's re-emergence in Axios. A series of seven stone-carved tablets, they appear to have been created around the year 800 by a skilled mason who used the moniker ‘the Keeper’. Of these stones, the first three detail the genesis of the Clan, and the last four various tales and stories of their exploits. Together compiled, they form the Song of Tumun’zahar, which is held in regard above all other relics of the family- though it was not always so, and a few of the stones (primarily the first few in the series) bear a great deal of wear and damage due to being at one point used as paving material. A central focus of the epic is the eponymous Citadel Tumunzahar, known also as ‘Hollowbold’ in the Common Language. Said to have been constructed some thousand years ago by Dwarves fleeing an unnamed cataclysm (possibly a dragon,) it nestled among mountain peaks and was possessed of a vast underground system of natural caverns. Precious little is known of this burg save its name and reputation for tremendous beauty, for the Stones which regard its construction are among the most damaged. To further cloud the matter, the stories that are translated have a tendency to conflict in the location, structure, and size of the settlement. This has led some to believe that the “city” is actually several cities, spread out over a long period of time, and that the Song of Tumunzahar is simply a retelling of much older stories. To quote the testament of the late Hodfair I Emberhorn, who spent many years translating the Song: “I shall tell it as it was told to me, many centuries ago, by my father- who heard it from his father, and his father from his father’s father, who had seen the glories of yore with his own eyes and beheld the founding of the great city Hollowbold, known as Tumunzahar in the Old Tongue. Carved into the side of a great and mighty mountain by myriad stonemasons, the citadel stood defiant in the face of all tribulations. By hammer, chisel, axe and shield was built upon that mount the greatest legacy of our Clan, the likes of which shall never again upon this world be seen. Such beauty there was that even the hardest of Dwarven hearts softened to see it. But ask me not to tell of it fully, for even my own father did not know its tales but for scraps and pieces which avail us naught. Perhaps it was as they say, in days of old, or perhaps not- those secrets are lost but for the earliest of the Seven Stones, and all our will must now be bent to translating them.” +=+=+=+=[=]=+=+=+=+ += The Ram =+ While we know very little of the city itself, it is told that the lone mountain of which Hollowbold was carved was surrounded by verdant highlands, upon which was found wildlife diverse and varied. Among these there lived an unusually large and abundant type of mountain-ram, exceptionally woolly and twice as dangerous as the frozen moraines upon which it survived. The rams were possessed of a pelt-wool softer than any other, well-suited for garment, rug, and all manner of weaving- but perhaps more importantly, their swift cloven hooves could traverse the treacherous alpine paths better than any Dwarven pony. Their violent disposition and resistance to any sort of domestication, therefore, presented itself as an obstacle to be overcome. A late passage in the Song of Tumunzahar tells that the dwarves of the colony attempted for many years to tame these so-called ‘Gabhar Rams’ to no avail, until the coming of a particularly lucky individual. The following excerpt from the Song details his victory over the largest animal in the herd, which led to the domestication of the species: "He leapt forth then, this tamer mad, whom in his hand a rope-length had, And with this made to gabhar bind. Lo! Ramhorn fierce, he kicked behind, for hempen bonds behooved him not, And dwed fell sprawling, temper hot. He tore his beard and cried aloud, To make return with spear he vowed. That clamour echoed through the peaks, There was a shattered, grinding shriek, And moraine swift came tumbling down. The dwed did sweat, and he did frown, And tumbled too, as not to fall, For snow, and ice, and boulders all, Came quick to bear upon his heel. He shut his eyes, his death to feel, But instead found himself aloft, As if by bough of tree. He coughed, And, baring frightened eyes, beheld, That by fair goat was he upheld. It bounded twice, s’if borne by wind, And as the falling glacier thinned, It set dwarf down upon the ground, Who reached fair up, removed its bond, And ever since, my sons, to fore, Gabhar and dwed, they fight no more." Whether it be true or fanciful, this passage records the beginning of a fruitful friendship which has lasted many generations, and in many ways defined the legacy of the Clan. The ram and its horns are often used in imagery, and the family employs them in everything from warfare, to caravans of goods, to shearing their wool for weaving. Members of the Clan who have proven themselves in war or other service to the family are said to have ‘earned their horns’, and receive the right to wear upon their helms the great spiraling antlers of the rams- a fearsome sight. Artificery, however, is not the only thing in which the rams have contributed to Clan’s culture, for they are also the inspiration of the Clan’s modern name- though it is never once mentioned outright and was never used to refer to the progenitors of the family. The passage is such, and recounts a battle against goblins late in the Song: And in that fateful charge of auld The dwedish clan, those brothers bold Dealt death unto the eldritch dark, Threw down their enemy, and hark! From that brash clamour embers flew, ‘Pon clashing horns, and bloody dew, which fell like rain upon the ground. And filled was glen with death’s grim sound. From which was gathered the name ‘Emberhorn’, and henceforth such was used to refer to the family in present times. The ram’s horns are also on the Clan’s banner, writ in gold upon a field of verdure. (to join contact D3F4LT#4284 or meet Nagorain Ekaraadorul)
  2. The Laws and Legislation of Kaz’Stailininn (Kingdom of Steel) Cities and holdings of the Kingship: Kal’Orvul/Mynebor (Capital) Section 1:The office and powers of the Kingship Section 2: The office and powers of the Council of Kal’Mynebor Section 3: The process for amendment of laws Section 4:The process for passing laws Section 5: Laws of Kaz’Stailininn Section 6: Rights of the citizens of the Kingdom Section 1: The office and powers of the King The King of Kaz’Stailininn has the responsibility to represent the people of the Kingdom in time of peace and in time of war. The King is chosen hereditarily, if no heir is available, the king may be elected through a unanimous decision made by the Council of Kal’Mynebor., If no decision is able to be made, a temporary ruler may be elected through a trial by combat. The King has all power over both foreign and domestic affairs. He oversees everything of importance in the Kingdom, The Grand Army of Steel, taxes, building and construction, and diplomatic relations. He can make decisions regarding foreign relations and the aforementioned aspects of government without the approval of the Council of Kal’Mynebor. Section 2: The office and powers of the Council of Kal’Orvul The Council of Orvul is made up of the Clan Lords or Fathers of prominent clans, city officials, or clans which have maintained activity levels for the required amount of time. New council members can be elected with a 75% agreement among the remaining Council members and the approval of the King. There are only ever 6 council members at one given point in time. The positions are as follows; Head of Internal Affairs, Head of Military, Head of Diplomacy, and the Head of Treasury. There are also two High Magistrates who will oversee and lead the court. One High Magistrate is elected by the King, and the other by the Council. The High Magistrate selected by the council must be elected by a 75% majority agreement by the Council of Kal’Mynebor. After selection, the High Magistrate has the authorization to lead the High Court however is wished. In order to be a member of the Council of Kal’Mynebor, they must have become an honorary dwarf a minimum of a week beforehand. The individual members of the Council of Kal’Mynebor are responsible for taking charge of their positions as Head. As the Heads of the Council are removed and replaced, The training of a newly appointed councilman is to be handled by the council as seen fit. Positions under the council are assumed by the Head Council members themselves. Depending on the position, they are addressed by the title of the highest position held. Section 3: The process for the amendment of laws The laws of Kaz’Stailininn can only amended if: A. Valid reason is given to amend said law: B. The King of Kaz’Stailininn approves: C. A majority consisting of 75% of the council agrees with the amendment. Section 4: The process for passing laws New laws of Kaz’Stailininn can only be passed provided: A. The King approves. B. The Council of Kal’Khorvad obtains a 75% majority in agreement with said law. Section 5: Laws of Kaz’Stailininn Murder, unless found to be in self defense, punishable by the decision of the high magistrates, the maximum sentence to be issued is death. Treason or leaking information from any part of the government of Kaz’Stailininn is punishable by banishment and death. Killing of livestock is punishable by a prison sentence and or by the High Magistrates choosing. Stealing is to be punished accordingly, the degree of which is the decision of the High Magistrates. Threats made against the Council of Orvul is punishable by banishment or by decision of the High Magistrates. Regicide and attempted regicide is punishable by banishment and death without chance of release. If a offense against the honor of another citizen of Kal’Mynebor is made, the offended may request an honor duel. in the standard dwarven fashion the winner of best out of three will have kept their honor. The loser of said honor duel will be known as the “Dishonored” for one stone week. Section 6: Rights of the Citizens of the Kingdom Property Rights: A citizen has the right to own housing provided it has been paid for and is legally a free citizen of Kal’Mynebor. Animal Rights: A citizen has the right to own animals inside the city of Kal’Mynebor at all times provided a one time fee for a license has been paid to the Head Treasurer the amount of 200 minas. Personal Rights: A citizen has the right to defend themselves with any weapon (Within reason) available at the time. The only justifiable case of killing or injuring another citizen or visitor without a bounty letter or express permission from the Council or the King. A citizen has the right to free speech. Anything non-threatening is permissible. Free speech applies to things in writing as well as in conversation or arguments. A citizen has the right to life. Under no circumstances will a citizen be called for no purpose or reason. Citizens will not be injured or maimed by the Army, Guard forces, Council, or King. A citizen has the right to worship any deity of the Brathmordakin without fear of retaliation, retribution, or consequences thereof. A citizen has the right to bear arms, weapons, explosives, or dangerous materials including but not limited to, Potions of any sort, arrows with any modification, Lava, Boomsteel, Thanium, or runic weapons without fear of confiscation or consequences of owning said tools, weapons or potions. Signed by the authority of, Balrog Ironkiln II, King and Ruler of the Kingdom of Steel
  3. Foundation of the new County of Domus [!] Standing in front of the Aliquam Domain, hanging on the wall a the right side of the gate, a commemorative bronze plaque can be seen relating tidbits of the history of Domus and the Aliquam family. In addition to the text, you can see some illustrations engraved on the metal. "Everything begins with a simple idea, at first this place was just a little piece of land with only one building standing, the Aliquam Mansion, nothing much really, just a quiet place far in the north far from conflicts inside a pin forest that would later become the woods of the Kingdom of Suffonia. The Aliquam family, followers and allies decided to settle here after the war against The Holy Orenian Empire and the Federation of Mokh-Urak, where they fought bravely to protect the Merentel family during the siege of the duchy of Vintas led at this time by Sergius Merentel... [!][You can see deeper grove on this name] the same one who disgusted those who had sworn to protect him by his disgrace." [!] An illustration of the war against The Holy Orenian Empire and the Federation of Mokh-Urak "Eadon Aliquam alias Eadon I of Domus, patriarch of the Alquam family was lieutenant of the black army of Vintas and a successful merchant of artifacts and precious gems, he used his wealth to finance the construction of the Aliquam Mansion and to create a trading agreement with the castle of Warwick nearby for land and protection. This agreement has evolved over time into a good relationship and then into a strong bond leading to the culmination where Eadon Aliquam made the oath to serve the Suffolk family and the kingdom to Suffonia in return, they ennobled him as the Count of Domus and gave him a bigger land to prosper in the year of 1746." [!] An illustration of the Eadon Aliquam "After some preparation and more construction, the official opening of the County of Domus took place in 1748, the year of creation of this commemorative plaque. The pillars of the Dommusian society are tolerance of race and religion, wealth, prosperity and Honour. [!][The last work would be underlined] As a matter of fact, the Domussians would rather die to cleanse their honour than live in shame, which is why they would hunt down any oathbreaker to the end of hell if they had to." [!] An illustration of the Aliquam domain [!] At the end you can see some sentences written differently as if they were engraved by another hand. “The Crown of Suffonia and the Dommusians trusted me to run this place, this is why I, Eadon I of Domus of the house Aliquam, vow to make this place the richest and most prosperous county this realm has ever seen, for the honour of my family and for all Domusians. Ave Domus!” “A man's worth is no greater than his word.” ~ Eadon I of Domus OOC We are officially opening the county to the world, with this new land extension we have a lot of ambitions for the future. That's why we are making a new look with a new discord and this post. I invite you to connect to our discord if you are interested there are a lot of jobs to be filled. Looking forward to RP with you soon ~ Eadon Note: You can join officially only by rping with me or one of the council member. https://discord.gg/aCuEjTW
  4. [Posters have been placed throughout the Sutican waterfront] https://wikia.lordofthecraft.net/index.php?title=Lubba
  5. They’re small, they’re green, they’re nifty. They’re Ox. From the deepest caverns and deadliest badlands, the wee sized greenskin folk are marching through time. Even since Axios the goblins of Ox are existing as a family and culture. They may be not biggest orcs, may be not best fighters either, but they’re smartpants for sure. Goblin honour is something far different from Uruk-like, some uruk say they don’t have any though. Their people are also called Golin’Dar. Clan Hierarchy Big Bozz This one is a title is the same of Urukish Wargoth, but according to Golin’Dar’s culture. That is a superior gobbo, leading his Oxies (young Ox goblins) to the brighter future. The new Big Bozz is to be chosen by previous one, or with the debates on the court. Current leader is Snawt’Ox, the first Ox. Big Bozz himself. Dankzter That is the rank of a goblin who dares to dive into the life of a Criminal. Those are usually the ones that gather the wealth to their clan. Bandits, Thiefes, Assassins and Drug Dealers of course. They’re the main military force of the Clan. Dankzters have to go through many trainings to practice their skills well. Every Ox has to prove himself before going on a real Deal. They must prove they’re tough and artful enough to handle their duty, such as roof-jumping, lockpicking, assassination and teamwork. Ox Dankzters mocking on an Oren Soldier. Puzzlah This is the rank of those who are caring about fate of their Clan and carrying the knowledge of Engineering and Trading. Many great deals were done by the Puzzlah of Golin’Dar, many Shekelz (goblin currency) were gathered by those who invent and move the progress. Usually Puzzlah are practicing in building warmachines and forts, some of Puzzlah managed to sell their blueprints to other nations. They also managed to restore the lost technology of Steam-Engines, though some may say it was stolen from the Dwarves. Oh yes, Dwarves and Ox Goblins are blood enemies for many centuries already. An Ox riding a rhino traveling to Icy Mountains of Fenn. Clan Codex An Ox jurist. As in every well formed group Ox Clan has it’s own Authority and it’s own Laws. Such As: Big Bozz is a Big Guy, listen to him, kid. Don’t be dumb. It’s a fine. If there’s disagreement between two gobbos, or a gobbo or any kin, the lawsuit must be done. That’d be a fine. Don’t steal anyone’s chicken, that’s a fine. Pay Fines, or you’ll be fined too. Ox Culture Snawt’s Blodline – The true Oxies are carrying blood from Snawt’Ox, the First Ox. Those are midget sized goblins, being from 3 to 4 feet tall, having long twitching ears and a long pointy nose hanging down from their nose, such pointy it can be confused with a knife. Goggles – Children of Snawt have a chance of having vision problems, their eyesight tend to be blurred by unknown mutation. Probably the same mutation that turned Ox goblins that small. Don’t fight, ask a Brudda - True Oxie wouldn’t throw himself at the enemy. He’d probably give his fellow Uruk a well goblin crafted weapon and ask them to slay the foe. Praising Trokorl – Being faitful Engineers and Builders Ox gobbos are worshiping the spirit of Engineering, the Trokorl. Every well built goblin structure is a Trokol’s shrine itself. Ox Naming – Every Ox has his own unique name that represents their nature, skills or even their further fate. (OOC) Be a Gobbo, fill in the Application! MC Name: RP Name: Timezone: Discord:
  6. The 5th of Horen’s Calling, 1746 Muffled shouts can be heard drifting in through the hallway and past a large wooden door left ajar. Colonel Sabari sits behind a large dark oak desk, an ever-growing mass of paperwork dominates a corner of the wooden surface as the days affairs marched on. His hand gloved in a very fine yet sturdy leather hovers near his face as he occasionally strokes his chin in thought. As the clamoring outside comes to rest he knew it was time to address his congregation waiting diligently outside. In a smooth motion, he rises from his seat and without a thought grabs the imperial coat slung on the back of his chair; draping it smartly from shoulder to shoulder. In a matter of moments he was already through his office door and down the hall that was lit in a warm orange glow of the afternoon sun. As he would appear before the courtyard a loud crack would echo across the air as a legion of Imperial Army soldiers would snap to attention, the heels of their boots smacking together in unison. Giving a moment of pause before he spoke he would remark to himself proudly of what he saw. Brave men, both young and old, willing to lay down their lives for something that meant so much more than the sum of its parts. A slight smile would creep across his lips just before vanishing as he addressed his comrades. “Men of the Imperial Army, it is with great pleasure that I am able to stand before you today and share with you such great news. It is truly a sight to behold you all, shoulder to shoulder, in the colours of the Empire. The sacrifices you must make on a daily basis are of immeasurable magnitude. And such is the fact that you are all of a volunteer force, ready and willing to lay down your lives in service to this great Empire. If you have not heard it, I thank you. Your fellow citizens thank you, this whole city thanks you, and most of all your Emperor thanks you.” “In absolute recognition of your selfless and dutiful sacrifices, we of your upper leadership body would like to make your service to this mighty army even more worthwhile- past whatever justification you already hold dear. Veteran soldiers, after your fourth year of faithful service to the army, you will become entitled to your own homestead. One that is provided by the state and exempt from taxation. In addition, you will be awarded a plot of some of the Empires most fertile soil within which you may grow your own food, support your family, and contribute to a community of your own making. These homes shall be built by Imperial master craftsmen and shall adequately reflect our appreciation for what you all do for this organization. Take this opportunity to spread your roots and give increased meaning behind what it is that you fight for.” “Speak with your company sergeants or your brigade captains for further information regarding this announcement. I look forward to the future that we create together. Long live the Emperor, Ave Oren!” In yet another smooth and calculated motion, the Colonel performs an about-face and disappears from before the formation of soldiers and back into the red keep. His work never quite ending, he would return to his office. This time, the large wooden door would drift closed in his wake, ending with the light clank as the door latch finds its home with the stone frame. ~~~~~~~~~~~~~~ Imperial State Housing Edict ENLIST HERE ((IMPERIAL STATE HOUSES IMAGES IN GAME)) To recognize the selfless service and sacrifice of our brave Imperial State Army soldiers, the following will become the rite of all eligible members. Upon the completion of one’s fourth year and until their final year of faithful service to the Imperial State Army, the member becomes entitled to the following: State-provided, tax-exempt, homestead within the walled confines of the newly dubbed Harlingen Estates. State-provided, fertile agricultural land plot within which any myriad of crops or livestock may be cultivated for the benefit of the member and the community of the Harlingen Estate. Access to the community stores of the Harlingen Estates. A modest tariff of 20% of all produced goods within the state-provided land plots shall be directly contributed to the Imperial State Army. Eligible members may invite their immediate family members to take up residence within the provided home and participate in the community of the Harlingen Estates. Additionally, non-eligible military members or Imperial citizens may be given access to the Harlingen Estates so long as they are sponsored by a current eligible member. Responsibility and accountability of sponsored individuals falls solely on the sponsor. The Imperial State Army encourages the establishment of familial military lineage. As such, as a soldier continues their service, increases in rank, and assumes higher responsibility; said members may enjoy increased and improved living conditions. This may come in many forms but most notably as larger and more opulent homesteads. Furthermore, veteran soldiers may continue to receive all of the aforementioned entitlements even after the conclusion of their military service through military lineage. Offspring may inherit said entitlements without having to achieve veteran status so long as they join the Imperial State Army as soon as they come of age; with these benefits extending to their respective household patriarchs. For each family member that joins from a veteran status household, they shall receive a service lineage pay bonus. ENLIST HERE
  7. [!] The scroll was sent out to the libraries of Irrinor and Talus, as well as some specific druii. A collection of writings from Sister Orison on the Emerald Way On the Nature of the Tayna Tayna. The soul of life. It is the living energy that contains all. I speak of the balance, of the living, breathing, growing, changing soul, one alive just as you are. You are part of the tayna- connected and one with every living thing on this world. With every moment, ripples and changes cascade outwards as time goes on. Just as any living being, it can be harmed just as you can. But it also can heal, and grow just as you. One can hear these ripples, these... cadences if one tunes themselves into the world around them. The tayna sings these changes constantly, and with a trained ear, one can sense and notice this song. To do this, a disciple must be sensitive to all of the living beings around them, to each and every one, no matter how insignificant they may seem on the surface. Once you do this, you will hear the song of the tayna, and you will know its will. By being in tune with the balance, you will be guided. It will influence your feelings, your instincts, and it will bring you where you are needed most. Follow your instincts, and your feelings, and the balance will show you its will. It will become your own. And now a question we face, a question answered in different ways by the creeds. Are the Aspects like water, formless spirits of nature? Or beings such as you and I, living, breathing, talking? The answer is not so simple, I think. I believe them to be both. They exist within the balance, and I know that the balance is but one living and growing energy within the world. It holds but one soul, in which is held every life as we know it. It makes its presence solid through its various forms. A blade of grass, a boar, a tree, and even the mani themselves. And within this soul, I believe the Aspects dwell as well. Their spirit formless as ours all are, but omnipresent as the tayna. But still, beings that live and breath just as you and I. Must the two be mutually exclusive when dealing with forces as universal and powerful as the tayna and the Aspects? To Strengthen the Three Your body is your tool for your will, and the tayna’s. Your instrument with which to tune the world. It is both your sword and shield that you must use to defend yourself and the balance that we hold so dearly. It is the arrow that reaches its target, and the home that protects you from the biting winter rains. What use is a broken tool? Would you fight with a blunt blade, or a shattered shield? Would you seek shelter inside of a rundown shack? I would think not. As one would sharpen their blade, so too must we sharpen ourselves. And just as one would survey a fortress’ walls, we can leave no part of ourselves unable to withstand the coming battles. This process does not come without pain. To build yourself up in such a way is to undertake great suffering. A necessary suffering to build a fortress from crude beings such as we. This hardiness sits at the core of the Emerald Way. Endurance through all things. In order to become as emerald, the mind, body, and spirit must be trained and hardened to withstand all that a disciple of the Aspects may come across. To become a guardian of the Emerald Way, one must undergo this rigorous conditioning, that they may uphold the balance in the face of the countless threats this world offers the balance. Mind - To be sharp and alert. Aware of the world around you, and of the world within you. To remain calm when confronted with great tragedy and terrible loss. To stand unflinching against unimaginable horrors. Do not let adversity shake you, even when faced with overwhelming odds. Find the calm which keeps your serenity through the darkest of times. A calm, steady mind brings strength, and through strength you will endure. This is what it means to follow the Emerald Way. Body - Let not the frost bite, nor the flame burn. Let not the blade sting, nor the arrow pierce. Make your skin as an ironwood shield, your breath deep and cavernous! Know thy body, and wield it as you would a quill. From now forward, you pen a letter to those above with your life. Spirit - Live in tune with the tayna- the living energy that runs through the veins of the world, and within the veins of every creature that walks it. The energy that both contains us, and that we contain within. For those that live at one with the tayna will be able to bring the Eternal Forest to the earth. Open your eyes, and look within the balance to show you the path ahead. Trust in the will of the tayna, and allow it to guide your actions within the world. To Be in Tune with the Tayna Bring yourself to the present moment. The song does not exist within the past, nor the future. Do not allow your mind to bring you to these places. Do not dwell on the events of the past, nor on what has yet to come. Be mindful of them, but do not allow them to tear you from the present. Do not allow your worries, or your shame to distract you. Focus. It will determine where you are. If you live within the past, then within the past you shall live. If you seek to reach into the future, the moment you are in will slip by without notice. Be now. Keep your serenity. A calm mind brings strength, and through strength you will endure. When you are in tune with the tayna, you will become one with it. It will make its will known to you, deep in your heart. When you are in tune with the tayna, your feelings will guide you towards its will. You will be able to sense its cadences, its ripples. You will be able to read them as one reads a book. Trust in your feelings and in your instincts when you are at peace. It may be the will of the balance making itself known to you. To Fight for Harmony Cities of stone are great wounds upon the earth. Great wounds within the tayna- within the Balance. Picture this place, the bustling roads full of people. Picture the great towers of cut stone that threaten to pierce the sky. Now picture a ruin. A fallen fortress within your mind’s eye. It is overgrown, reclaimed by the life around it. Between the stones in the walls, life stretches between, breaking even the tallest of walls into piles of rubble. Water floods once busy causeways, washing away even the memories of the past into the rivers and into the oceans. This is the power of the tayna when it is allowed to heal. Life reclaims all in due time. These stone palaces can know no permanence when left at peace. When the bustling roads become barren, and the constant fight against the balance ends, the tayna reclaims. As adherents of the tayna, our fight must be to bring this peace to fruition- to end the constant fight against nature, that these wounds may heal on their own. By this, I do not mean to fight against those within cities. I do not intend to end the city as we know it. No, our path lies in teaching harmony to those within cities and stone. Look to Irrinor. Look to Talus, though it is not a city of its own- many people live within its borders. These places are examples of how we may live in harmony and peace with nature. See how the streets themselves are bountiful with life, and the places in which they live provide bounty of their own. In return, they provide protection for the land upon which they rest. The tayna need not fear wounds within their bounds. They work in tandem for mutual benefit. Bring this harmony to the world, and fight against those that would seek to upset it. Fight against those that would have discord and chaos.
  8. [Posters have been placed throughout Sutica, and they’re covered in ladybugs]
  9. Every so often, the Jassinissan Council of Seyam must commune to discuss things of national interest. These meetings carry with them very important customs that if broken, would void the sanctity of such an important meeting. These are the customs in their entirety that must be followed. Only four people are allowed to attend a Jassinissan Communion. These people being the Suldaan and the three Jassinissa members; the Enderase, the Dejazmach, and the Taezzaz. The Arenderase, Ardejazmach, and Artaezzaz are not allowed into the communion. Before the communion begins, each Jassinissa member must be sworn in by the Suldaan through a vow of honesty and nonalignment The Suldaan is required to attend, but is only able to talk when swearing in the Jassinissa members – during the communion, he is required to listen but is not officially apart of the communion, showing his limit in power. The Enderase, being the leader of the Jassinissa, will be required to guide the items discussed in the communion, to document all votings and their results activated during the communion, and afterwards to publicize the results of the communion unless explicitly stated otherwise. To request a topic to be discussed during such a communion, a citizen, foreigner, etcetera must contact the acting Taezzaz or Artaezzaz – in which, if he deems it necessary, he shall bring up such inquiries during the communion in which the Jassinissa will decide actions regarding it.
  10. [!] Before you, a picture was drawn upon on a scroll, a fine and lenient framing would complement the ancient scenery, which invited the beholder to what the artist depicts Arcadia as. Upon the back of the drawing a letter was attached... ልዪርልዕጎል 𝒾𝓈 𝒷𝑒𝓁𝒾𝑒𝓋𝑒𝒹 𝓉𝑜 𝒷𝑒 𝒶𝓃 𝒶𝓃𝒸𝒾𝑒𝓃𝓉 𝓅𝓇𝑒𝒸𝓊𝓇𝓈𝑜𝓇 𝒸𝒾𝓋𝒾𝓁𝓁𝒾𝓈𝒶𝓉𝒾𝑜𝓃 𝓉𝒽𝒶𝓉 𝓈𝑒𝓉𝓉𝓁𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝑜𝓅𝑒𝓃 𝓈𝑒𝒶 𝑜𝒻 𝒜𝓇𝓀𝒶𝓈, 𝒶𝓃𝒹 𝓅𝑒𝓇𝒽𝒶𝓅𝓈 𝒶𝓁𝓇𝑒𝒶𝒹𝓎 𝓈𝒶𝒾𝓁𝑒𝒹 𝑜𝓇 𝓁𝒾𝓋𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝑜𝒸𝑒𝒶𝓃 𝒾𝓃 𝓅𝓇𝑒𝓋𝒾𝑜𝓊𝓈 𝓇𝑒𝒶𝓁𝓂𝓈, 𝓁𝑜𝓃𝑔 𝒷𝑒𝒻𝑜𝓇𝑒 𝓉𝒽𝑒 𝒹𝑒𝓈𝒸𝑒𝓃𝒹𝒶𝓃𝓉𝓈 𝒻𝑜𝓁𝓁𝑜𝓌𝑒𝒹 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒𝒾𝓇 𝓅𝒶𝓉𝒽. 𝒩𝑜𝓉 𝓂𝓊𝒸𝒽 𝒾𝓈 𝓀𝓃𝑜𝓌𝓃 𝒶𝒷𝑜𝓊𝓉 𝓉𝒽𝑒 𝑜𝒸𝑒𝒶𝓃𝒾𝒸 𝓅𝓇𝑒𝒸𝓊𝓇𝓈𝑜𝓇𝓈 𝒶𝓃𝒹 𝓌𝒾𝓁𝓁 𝓃𝑒𝓋𝑒𝓇 𝒷𝑒. 𝒴𝑒𝓉, 𝑒𝓋𝑒𝓇𝓎 𝒹𝑒𝓈𝒸𝑒𝓃𝒹𝒶𝓃𝓉 𝒽𝒶𝓈 𝒷𝑒𝑒𝓃 𝑔𝒾𝒻𝓉𝑒𝒹 𝓌𝒾𝓉𝒽 𝒶𝓃 𝑒𝒶𝑔𝑒𝓇 𝓈𝑒𝓃𝓈𝑒 𝓉𝑜 𝑒𝓍𝓅𝓁𝑜𝓇𝑒 𝒾𝓃 𝒶 𝓌𝑜𝓇𝓁𝒹 𝓉𝒽𝒶𝓉 𝒽𝒶𝒹 𝒷𝑒𝑒𝓃 𝒻𝑜𝓇𝑔𝑜𝓉𝓉𝑒𝓃. 𝐼𝓃 𝒸𝑜𝓃𝓉𝓇𝒶𝓇𝓎 𝓉𝑜 𝓉𝒽𝒾𝓈 𝓋𝑒𝓃𝓉𝑜𝓊𝓇𝓊𝓈 𝓈𝓅𝒾𝓇𝒾𝓉, 𝓂𝑜𝓇𝓉𝒶𝓁𝒾𝓉𝓎 𝒶𝓃𝒹 𝓉𝒽𝑒 𝒻𝓁𝑒𝑒𝓉𝒾𝓃𝑔 𝓃𝒶𝓉𝓊𝓇𝑒 𝑜𝒻 𝓁𝒾𝒻𝑒, 𝒽𝒶𝓋𝑒 𝓂𝒶𝒹𝑒 𝒾𝓉 𝒾𝓂𝓅𝑜𝓈𝓈𝒾𝒷𝓁𝑒 𝓉𝑜 𝓇𝑒𝒶𝒸𝒽 𝓌𝒽𝑒𝓇𝑒 𝓃𝑜𝓃𝑒 𝒸𝒶𝓃 𝑒𝓈𝒸𝒶𝓅𝑒 𝓉𝒽𝑒 𝑔𝓇𝒶𝓈𝓅 𝑜𝒻 𝓉𝒾𝓂𝑒, 𝑜𝓇 𝓉𝒽𝑒 𝑜𝓉𝒽𝑒𝓇𝓌𝑜𝓇𝓁𝒹𝓎 𝒻𝑜𝓇𝒸𝑒𝓈 𝓉𝒽𝒶𝓉 𝒸𝒶𝓂𝑒 𝓉𝑜 𝒷𝑒 𝑜𝓃 𝓉𝒽𝒾𝓈 𝓋𝑜𝓎𝒶𝑔𝑒 𝒾𝓃𝓉𝑜 𝓉𝒽𝑒 𝓊𝓃𝓀𝓃𝑜𝓌𝓃. 𝒦𝓃𝑜𝓌𝒾𝓃𝑔𝓁𝓎 𝒸𝑜𝓃𝒻𝓇𝑜𝓃𝓉𝑒𝒹 𝓌𝒾𝓉𝒽 𝓌𝒽𝒶𝓉 𝒸𝒶𝓃 𝒸𝑜𝓃𝓈𝒾𝒹𝑒𝓇𝑒𝒹 𝒷𝑒 𝓉𝒽𝑒 𝑔𝓇𝑒𝒶𝓉𝑒𝓈𝓉 𝒸𝒽𝒶𝓁𝓁𝑒𝓃𝑔𝑒 𝓉𝑜 𝒶𝓃𝓎𝑜𝓃𝑒, 𝑒𝒶𝒸𝒽 𝓂𝒾𝓃𝒹 𝒸𝑜𝓃𝓉𝓇𝒾𝒷𝓊𝓉𝑒𝒹 𝓉𝑜 𝒹𝒾𝓈𝒸𝑜𝓋𝑒𝓇 𝓃𝑒𝓌 & 𝑜𝓁𝒹, 𝒹𝑒𝓈𝓅𝒾𝓉𝑒 𝓉𝒽𝑒 𝒽𝒶𝓇𝒹𝓈𝒽𝒾𝓅 𝓉𝒽𝒶𝓉 𝓂𝒶𝓎 𝒻𝒶𝒸𝑒 𝓉𝒽𝑒𝓂, 𝑜𝓇 𝒸𝒶𝓇𝓋𝑒𝒹 𝓉𝒽𝑒𝒾𝓇 𝓅𝒶𝓇𝓉 𝑜𝓊𝓉 𝑜𝒻 𝓉𝒽𝒾𝓈 𝑜𝓁𝒹 𝓌𝑜𝓇𝓁𝒹 𝒶𝓈 𝓉𝒽𝑒𝓎 𝓈𝑒𝓉𝓉𝓁𝑒𝒹 𝓊𝓅𝑜𝓃 𝓁𝒶𝓃𝒹. 𝒲𝒾𝓉𝒽 𝓉𝒽𝒾𝓈 𝐼 𝒸𝒶𝓁𝓁 𝓊𝓅𝑜𝓃 𝓉𝒽𝑒 𝓋𝑒𝓇𝓎 𝑔𝑒𝓃𝒾𝓊𝓈 𝓉𝒽𝒶𝓉 𝒾𝓈 𝓌𝒾𝓉𝒽𝒾𝓃 𝑒𝓋𝑒𝓇𝓎 𝒹𝑒𝓈𝒸𝑒𝓃𝒹𝒶𝓃𝓉, 𝓉𝑜 𝓇𝑒𝒹𝒾𝓈𝒸𝑜𝓋𝑒𝓇 𝒶𝓃𝒹 𝓊𝓃𝓋𝑒𝒾𝓁 𝓌𝒽𝒶𝓉 𝒾𝓈 𝒷𝓊𝓇𝒾𝑒𝒹 𝒹𝑒𝑒𝓅 𝓊𝓃𝒹𝑒𝓇𝓌𝒶𝓉𝑒𝓇 𝒾𝓃 𝓉𝒽𝑒 𝑜𝒸𝑒𝒶𝓃𝓈 𝓉𝒽𝒶𝓉 𝓈𝓊𝓇𝓇𝑜𝓊𝓃𝒹 𝑜𝓊𝓇 𝒸𝑜𝓃𝓉𝒾𝓃𝑒𝓃𝓉. 𝓦𝓻𝓲𝓽𝓽𝓮𝓷 1703 ԹՐƙԾՏ [OOC-Info] This is the final part of the naval eventline that I’ve run on Arkas, which means giving back to the you guys. Every player that participated, has a crew or is interested in other naval related activities, is invited to join the ocean-hub (Ancient Sea Ruin). One can think of it as a sort of event-charter, where there will be objectives, specialized bounties, and lore to discover and be written, all while having the freedom to do so on your own. As mentioned, the only requirement is involvement in the naval storyline, which will net you a spot to ‘freely’ decorate and live with your persona in the event-charter, while also staying at a close pulse with the storyline itself. I invite you to do DIY Events or make this your new favourite fishing spot... For further information message me on the Forums, Discord or your leave your Nickname & Persona’s Name in the thread (perhaps with a nice roleplay text to accompany it)
  11. [!] The following poster is posted on bulletin boards around Sutica, Irrinor, Haense, Fenn, Aegrothond, & Brandybrook. Naturesgiving ~+~ The Druidic Order welcomes all to attend our festival, to celebrate a successful harvest season. Nature provides to the wise, and as such we have deemed this Naturesgiving. Baked goods, treats, pies, drinks, and all manner of foods will be prepared for the enjoyment of us all, and you are free to bring your own to add to the festivities. The main event is a large, table-round meal and discussion with friends and strangers alike, in appreciation for the food nature provides for us. Additionally, there will be a jumping puzzle for you to partake in, extraneous items to purchase, and a large bonfire to end the evening off. We hope to see you there! -Druidic Order (Saturday, Nov. 30th - 4 PM EST)
  12. Citizens of Helena and travelers near and far! The Dragon’s Rest Tavern is reopen for business and now have a wide range of features! We sell drinks and food from tea and steak to rubbing alcohol and mashed potatoes to satisfy your taste buds or drown your sorrows! Not only do we sell the standard food and drink at our tavern, but we also assist with steward services, inquiries about work, and talent every other week. Steward Services – If you are in need of a place to sleep or sell your wares, bring this information to the barkeep to assist you. Assistance may vary. Inquiries for Work – Contact the barkeep about any jobs that will be hiring able bodies or negotiate to have Dragon’s Rest advertise your place of work! Talent – Last, but not least our talent consists of music, poetry, comedy, and the occasional play. All of this is only available at the hottest spot in Helena! The Theatre The Bar The Entrance The Chessboard The Floor
  13. Introduction Hello and welcome, dear reader, to another installment of scientific breakdowns of questions posed by Christopher Francis Ocean. Today we will be discussing the possibility of Mr. Ocean coming out as Mr. Surtr - the bringer of Ragnarök. If you missed the previous installment where we discussed a line in Biking regarding the effects of moving air and heat dissipation, please feel free to give that a read over here. Context, Lyrics and the Question In the Blonde album closer, Futura Free, our Los Angeles based rapper/singer heads into a realm of philosophy that touches upon theological territory. He asks his mother, Katonya Breaux Riley, the following: I'm just a guy I'm not a god Sometimes I feel like I'm a god but I'm not a god If I was I don't know which heaven would have me, momma? Let me run this ***** I'ma run it into the ground momma, the whole galaxy [Christopher Francis Ocean, Futura Free, 2016] This is indeed a valid question! Which heaven (a symbolic term which we will interpret as referring to a form of religious belief system) would be suitable for inviting Mr. Ocean, a god-but-not-really-a-god, to essentially destroy the whole universe? Analysis None of the most popular religions in the world seem to fit the mission statement that Mr. Ocean posits here: neither Christianity, Islam nor Hinduism seem to have religious scriptures that are a match for being run over by a would-be galaxy destroyer. We will have to find a place for our god-but-not-really-a-god elsewhere. And luckily enough, there is a place for Mr. Ocean in a religion: in the Norse Mythology, as Surtr, the bringer of the foretold apocalyptic event known as Ragnarök. Let us lay out the reasoning for this by learning more about the writings on Surtr: Surtr is foretold as being a major figure during the events of Ragnarök; carrying his bright sword, he will go to battle against the Æsir, he will do battle with the major god Freyr, and afterward the flames that he brings forth will engulf the Earth – Surtr will fling fire over the earth and burn the whole world. [Henry Adams Bellows, The Poetic Edda: The Mythological Poems, 2004] Seems pretty fitting a role for a galaxy destroyer as Mr. Ocean, no? Also, Surtr fits the description perfectly of a being like Mr. Ocean that sometimes feels like a god but is not a god, as Surtr is a Jötunn, more specifically a Fire Giant – who is not recognized as a God but can do battle with Gods. Also, Mr. Ocean could likely be a Fire Giant, as he 100% spits fire. And besides, what can make you feel like a God more than defeating one in combat: If Ragnarok comes to pass, Surtr will rise up with the legions of Hela's dead mortals and attack the forces of Asgard. It is prophesied that should this happen, Surtr will slay the god Frey. [Raven Kaldera, Northern Paganism, 2012] We’ll let you guys prophesy. [Christopher Francis Ocean, Nikes, 2016] in conclusion Narthok is based and a true son of Odin yours in raiding,
  14. The Lunar Domain of Asimu’lei ☽ A Settlement Guide ☾ WATCH OUR TRAILER “A traveller gets lost in the forest of whispers; an unexpected helping hand is there to help and welcome them” ☽ Overview ☾ The Lunar Domain of Asimu’lei is the home of the Mali’ker, though it is open to the other descendants. Asimu’lei is a peaceful town focused on commerce, harmony and progress. This blooming town can be found near the druidic grove, in the south-eastern region of Arcas (762 / 55 / -130), being a mere five minutes walk from Cloud Temple. To reach, just follow the signs for the southern road from Cloud Temple, follow for Sutica until you’ll see a sign on the left that will guide you to the blessed moon glade, Asimu’lei. ☽ Points of interest ☾ The “Adont’Haelun” clinic The “Twilight Trade Square” The “Dante’celia” Tavern The “Ilum’indor” Library The housing district “Diraar’ker” : the guardians The “Vallel’ame” forest The “Vihai’ame” forest ☽ Asimilian Government ☾ The Asimilian government is composed of many organs. First of all, the Lunar Sage, a guidance for the settlement. Then we have the “Council of many arts” with the ministers regulating their own ministries and fields of competence. And last but not least, the Lye debaters, the lifeline of the town, the citizens. Through debating sessions, they are be able to vote and express their desires and decisions, for a better future. Everyone is subject to the Ker’tir or the “Night Law” , a constitution-like document that regulates the everyday life and justice within the asimilian borders. ☽ Activity ☾ Need some guidance? Ask our stewards! Tigergiri#0744 / Mr.LordVoop#3803 / LordYuki#3274 / Josey#5073 Peak time: 3 Pm EST / 9 PM Gmt+1 US – EU timezones A huge thanks to everyone that helped and continues to help with this project.
  15. Mali’fenn Bloodline Reforms, 1741 For centuries, the ancient and sacred bloodlines of Fenn have been instrumental in the running of the Grand Princedom. However, in recent times, these holy families have fallen ill to infighting, rivalry, and a lack of patriotism for the Fennic state. In order to combat the recent misfortunes of the bloodlines, Grand Prince Aelthos III has deemed it fit to reform the structure of the Fennic bureaucracy and rewrite the rules governing the bloodlines. ARTICLE I - THE SACRED BLOODLINES ARTICLE II - THE DUTIES OF THE SACRED BLOODLINES ARTICLE III - THE RIGHTS AND PRIVILEGES OF THE SACRED BLOODLINES ARTICLE IV - THE LAWS GOVERNING BLOODLINE DISPUTES ARTICLE V - THE LAWS GOVERNING BLOODLINE HEADS ARTICLE I The Sacred Bloodlines The bloodlines of the Grand Princedom of Fenn are families which have shown their dedication to the Fennic state and the Tundrak family for many years. Though this devotion usually manifests in the form of one particular service of outstanding merit, many bloodlines play an important role at different levels of the Fennic government and society. The current bloodlines are as named: I - Tundrak II - Atmorice III - Drakon IV - Tathvir V - Sylric VI - Oakenarrow ARTICLE II The Duties of the Sacred Bloodlines Although, as stated above, individuals within a bloodline are free to choose a career as they wish, each family shall have one specific duty that they are charged to perform. This duty will typically be one that they have performed for centuries and thus have perfected their craft in. It is the responsibility of the bloodline head to ensure that their family is upholding the specific task assigned to them. I - To the Tundraks, they are charged with leading the Grand Princedom of Fenn. It is only by the Grand Prince’s guiding hand that the Fennic state shall prosper. II - To the Atmorices, they are charged with the spiritual guidance of the adherents of Wyrvun as well as leading the clergy. It is only through faith and devotion to Wyrvun that the Fennic state shall be holy and blessed. III - To the Drakons, they are charged with being leaders among the Ivae’fenn so that it may be well-led and disciplined. It is only through courage and an iron will that the Fennic state will be strong. IV - To the Tathvirs, they are charged with learning the medicinal arts and serving as healers both in the Ivae’fenn and in the clinic. It is only through knowledge and reason that the Fennic state will advance. V - To the Sylrics, they are charged with running the mines and smithies of Fenn, for they are to be the main workforce. It is only through hard work and determination that the Fennic state will be able to grow and expand. VI - To the Oakenarrows, they are charged with protecting Fenn and its people from beasts both natural and otherwise. It is only through safety and security that the Fennic state will be able to look inwards. ARTICLE III The Rights and Privileges of the Sacred Bloodlines For their exemplary service towards the Grand Princedom, the bloodlines are to be rewarded with special privileges that are unique to them. These privileges, however, are at the expense and mercy of the Grand Prince, so should a bloodline fail to perform their duties properly they may have them revoked at any time. Because of the bloodlines’ importance in the governance and maintenance of the Grand Princedom, these privileges primarily center around their historical, and present, ability to serve as leaders within Fenn. I - For the Tundraks, one of their line shall always sit atop the throne and be named Grand Prince. In kind, a Tundrak shall always be preferred for the position of Grand Treasurer. II - For the Atmorices, one of their line shall always serve as Arch-Vigilant of Fenn. Should there be one present, an Atmorice will always lead times of prayer, blessing, and sacrifice. III - For the Drakons, one of their line shall always be preferred to lead the Ivae’fenn as its Grand Marshal. The position of Sentinel shall be reserved for the Drakons, but the Grand Marshal can grant said position a non-Drakon if they deem their service worthy of such. IV - For the Tathvirs, one of their line shall always be put in charge of the city’s clinic should they be capable of such matters. Should they need any supplies or materials, the cost will be paid for by the Fennic Treasury. V - For the Sylrics, one of their line shall always be preferred for the position of Grand Exchequer of Fenn. All means of production shall be run and operated by the Sylrics and their employees. VI - For the Oakenarrows, one of their line shall always serve as beastmaster of Fenn. They will be allowed to construct a den or dungeon to keep any creatures they capture, so long as said creature does not pose such a threat that demands its immediate execution. ARTICLE IV The Laws Governing Bloodline Disputes It is no secret that the Mali’fenn are a militant and outspoken people. Although they produce fine soldiers, thoughtful councilors, and zealous priests, Mali’fenn are apt to fight and bicker amongst each other. Most of the time this bickering is no worse than a few petty arguments and insults, but on rare occasions certain ‘fenn of a heated temperament may resort to violence. Thankfully, no deaths as a result of bloodline violence have occurred in recent memory, but there have been a number of injuries that have resulted from these rivalries. In order to prevent blood from being spilled in the future, Grand Prince Aelthos III has created a list of regulations for bloodline disputes. I - If two bloodlines have a dispute, the conflict will first be mediated by the Grand Prince. Violence and further fighting will try to be avoided at all costs. II - Should the Grand Prince deem the situation serious enough to warrant it, the two bloodlines will be allowed a duel to determine the outcome of the dispute. The two primary instigators of the conflict will engage in a duel to first blood. Whichever bloodline wins the duel will be allowed to impose their terms, after confirming them with the Grand Prince, upon the other bloodline. III - Should there be no two primary instigators of the conflict, the bloodline heads will be allowed to name a champion for the duel. IV - Once the duel is complete, the two bloodlines will partake in a feast of reconciliation overseen by the Grand Prince. Gifts will be exchanged, talk will be made, and the feast shall not end until the Grand Prince deems that amends have been made. ARTICLE V Laws Governing Bloodline Heads The leaders of the Fennic bloodlines, better known as bloodline heads, are tasked with guiding and directing their families so that they may serve the Grand Princedom with distinction. Therefore, the expectations of the bloodline heads are even higher than that of their normal family members. In action, conduct, and word, the bloodline heads represent the Fennic state and are thus expected to act as such. To better-establish the legal and cultural position of the bloodline heads, Grand Prince Aelthos III has written a list of laws to govern the bloodline heads. I - When the head of a bloodline dies or is stripped of their position, their family is allowed to choose a member within their bloodline to become the new head. This nomination is then either confirmed or denied by the Grand Prince. II - Bloodline heads must make an active effort to involve themselves and their family in the affairs of the Grand Princedom. Should a bloodline head not be making genuine attempts to contribute to the Fennic state then they are liable to be removed from their position of bloodline head by the Grand Prince. III - Bloodline heads must reside within the Fennic capital. They are allowed to own properties outside of the city, but their primary residence should be within Fenn itself. Should a bloodline head choose to move outside of the Grand Princedom, they immediately forfeit their position as bloodline head. IV - Should a bloodline head go absent for a period of seven Elven Days without first notifying the Grand Prince, they are liable to be removed from their position of bloodline head.
  16. Portrait of Princess Karina Sofiya Alimar A portrait of the little Princess Karina at her young ages Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 24th The Grand Harvest, 1740. - Come visit my workshop at New Reza, Blackstreet IV -
  17. Hunters of Blood and Flame Followers of the Sanguine Fire Since the birth of the Creed, it has remained an unknown and quiet addition to the culture of Mali’ame and Druids alike. Its teachings reserved only for those who were thought to be wild in their heart and strong of body. That changes now with the creation of this group, our ways becoming open to any who seek to learn the ways of the Sanguine Fire. As the ways of the Creed say, those who follow it are the apex predators and guardians in the Wild. They hunt the corrupt and tainted of the natural world and cut them out, they purify the debris left behind through blood and fire, and they do it all with the very spirit of a Mani in their souls. The Hunters and Warriors Devout Followers of the creed who show their devotion to the Wild Gods through hunts and battle alike. Typically found in the professions of bounty hunting and tests of battle prowess in the ongoing effort of collecting trophies and adding onto their lists of grand testaments. They are not hard to pick out in a crowd due to the common theme surrounding Sanguine dress and armor. Usually found in padded and studded leather or half-plate, covered in trophies and adornments. Another giveaway is the crimson daubs of paint (or perhaps blood) marked upon their varied armor pieces. Heralds of Blood-Fire The Heralds are the attuned druii of the Creed, wielders of kuila-infused black ferrum weaponry and natural communion with the most wild places in the world. Their duties are mostly the same as the Devoted, spending much of their time as hunters and warriors, only with a more spiritual connotation added to their work along with the added duties of watching the Balance constantly before leading the Devoted to purge any taint threatening its sanctity. The Heralds also act as guides for the rest of the devoted Sanguine. There are only ever allowed seven Heralds within the Creed, for too many may cause an imbalance in the strength of the Sanguine just as too many predators tilt the natural life in the wild. When a place opens up in the Heralds, a current Herald takes on a student from the devoted Sanguine to be taught. Current Heralds The Leopard The Raven The Fledglings The uninitiated of the Creed are those not yet tested by the Wild Gods, and thus have yet earned the right to their Sanguine armor and weaponry. They are encouraged to accompany the initiated and the Heralds on their hunts in hopes of being tested. Once tested, the Heralds will decide whether or not the Fledgling has earned their place among the rest of the Sanguine. OOC This group is essentially mandalorian druids. Bounty Hunting, Taint purging, a lot of event seeking and RP! If you want to join the Creed of the Sanguine Fire, come to Irrinor and seek out Miklaeil or Layla Arvellon IRP! IGNs are ThumperJack_ and Numirya!
  18. 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)
  19. Portrait of Bo’rok Bo’rok the gentle ogre Oil in canvas, 90cm x 60cm Painted by Darius Morgrain Whisperhood, New Reza, 6th Malin’s Welcome, 1738. - Come visit my workshop at New Reza, Blackstreet IV -
  20. Portrait of Vladrick Barbanov Alimar His Serene Highness, Rickard Heinrik, Black prince of Rubern, Sovereign Protector of the Riverlands, Before the siege of Krugmar circa, 1737 Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 6th Snow’s Maiden, 1738. - Come visit my workshop at New Reza, Blackstreet IV -
  21. The Wessan History: The islands The Wessan people originated from the three islands of Wess: The island of Tal, The island of Stiprumo, and the Island of Amatu. The three islands found themselves vying for power constantly as the ages went on. The island of Tal found themselves known for their bloodthirsty nature within the islands as they were the most feared on the battlefield. Mindless warfare was constantly waged on their island against the tribes with the occasional leader who rises from their bloodshed and drives it towards the other islands. The island of Stiprumo lead a name for military discipline and tactics and ruled their islands with the mind rather than strength. Stiprumo towered with large stone buildings and scores of armies that seemed to skirmish occasionally with each other. Then lastly the island of Amatu found themselves the most peaceful of the three islands as they focused on the arts and craftsmanship. Skilled blacksmiths forged weapons and armor better than the other two islands creating an advantage against the other islands as they found themselves being raided by the tribes of the island of Tal. Lover’s Rise Under the island of Stiprumo a man named Aegeus Cyberniskos of the city of Cyrene was born. He was known across the island as a prodigy during his childhood, He found himself skilled in the art of combat and leadership as if he were born for it. When he reached his younger adulthood he was found waging war across Stiprumo against the other cities, the streets ran red with blood during these times. After years of war, he finally united the island of Stiprumo and formed the first kingdom in Wess. The kingdom found itself prosperous and powerful under his rule. Though like most rulers he fell in love, but not with another noble from his island instead he fell in love with a noble girl, Helna Praetori from the island of Amatu. Unfortunately for him, this noble girl was given to Amroc’ Valdrun, the leader of Tal, as she was sold for peace between the two islands. Aegeus Cyberniskos was infuriated by this fact and called upon his armies to wage the largest war the islands ever seen before. The Waters of Red The wrath of Aegeus Cyberniskos filled the waters as warships covered the as far as the eye can see. The sea turned red with blood from the amount of bodies that fell from their boats and the islands smelled of fire from the constant razing. The island of Amatu fell quickly under siege from the Cyrene navy. Unfortunately for Amatu they couldn’t keep up with the constant shift in the battles as their enemy was far more disciplined in the art of war. The island fell within only a few years with little damage to the Cyrene navy. Though on the campaign of tal the war slowed to a stalemate as the war waged on. Hundreds of deaths piled during their battles as the Tal people rushed against the lines of Cyrene Soldiers like barbarians. Till the battle of Valr’uk when both leaders, Aegeus Cyberniskos and Amroc’ Valdrun faced each other in the field of battle. Aegeus called out demands from Amroc’ before the battle occurred. He asked for Helna Praetori in exchange for peace. Amroc’ took this as an opportunity to enrage Aegeus by allowing Helna to walk towards Aegeus only to be shot down by arrows from the Tal forces. Aegues Cyberniskos was filled with anger from seeing his love fall dead before him, the only words that left his mouth was “Mirties Savo Visus” (Kill them all). The battle waged for two days straight till the Cyrene forces became victorious leaving nearly no-one alive on either side. The Migration After the war came to a halt the land was left in ruins. The soil became barren and the waters void of all sea life. The people of Wess were united but at the cost of losing their homes. The remnants of Stiprumo and Atmatu united under a wessan name and sailed off to Arcas in search of a new home. Unfortunately, the people of Tal were far too weakened to travel and fell to starvation and death. Culture: Family Life Within the culture, it is the father's responsibility to raise up with sons and daughters for their test. When the children are born he must harden his heart and raise them with a harsh hand so that they may have a chance to survive later in their life. So, the children spend most of their time training. The males tend to be trained more in the physical areas as the females spend more time with their mothers in learning house maintenance, taxes, and other important support roles while still being trained in combat even though it’s less extensive. The mother is the foundation on which the house stands on she keeps everything in order and fulfills most tasks that may require a more civilized mind. She also is the educator within the family as she teaches the children while the father is the physical trainer. The daughters tend to spend more time with their mothers as the sons tend to be with their fathers more often. The fathers in the family tend to be considered the ‘House Patriarch’ as they are the head of household as their wives are considered ‘House Matriarch’. These titles typically only affect the leadership class as the titles become more important to the family. Roles of Women The roles of women are quite different but equally as important as the men. By the time a girl turns 15 she will have completed her education and training, which includes: Combat, Housekeeping, Running the home, ect… and have a tattoo inked on their backs. The Matriarch (wife of the Patriarch) holds equal power in the household however, the Patriarch's word is final. Drinking is prohibited for all children until they turn 15, but even then women must have complete their education and training, until then they are still prohibited from drinking. Women are also prohibited from drinking while pregnant. All abusive substances are prohibited for everyone, not just women. Women do not have to wear dresses and may wear trousers if they wish to. Women are not expected to marry or have children but they must get the blessing and/or permission of the Patriarch before they can marry or court (date) if they wish to do so. Women however cannot be a Patriarch, and cannot lead the family. Trials It is a common practice that the sons are tested at the age of fifteen. This is the most crucial part of the son's life as it could be their last moments before ultimately dying. The father is thought of the one responsible if they die or not as if he failed to raise them correctly then it’s their blood on his hands. The trials typically are dangerous and life-threatening as it’s a testing one’s strength for battle. If the son survives the trial is then welcomed home as a true man and typically given tattoos to signify his success. Each trial must be completed alone as if he were to experience true loneliness on the field of battle. Most suffice with a hunt with minimal equipment or raid on an enemy camp. Honor They are a proud people whom honor means a great deal. Though the honor is only shared among those within the culture as outsiders are not viewed as people with great significance. Thus an outsider’s words hold no pull over how they think or feel about their honor and pride. Though respect is held between the others within the culture. One’s honor is something that is heavily protected and sometimes such protection causes disputes that require honor dueling. This is known as ‘drawing the circle’ as a circle is drawn for the two before they fight to the death or first blood within the circle. An outsider whom has been accepted into the culture may become an honorary member of the culture, thus allowing them to hold the same weight as someone who was born into the culture.Society norms and systems The people find both strength and intelligence as virtues of a leader thus the most intelligent combined with strength will typically claim head of the village. Each village is broken down into three classes Leadership, Warriors, and outsiders. The leadership class consists of the most skilled family heads as they make most of the village decisions while maintaining a healthy control over the warrior populace. The Warrior class is everyone else within the village was all of them are raised to be warriors and they spend most of their time training or running their household. The outsider class consists of the people whom lives within the society, but doesn’t really conform to the culture that they are surrounded with. These outsiders are typically merchants or farmers who feed into the society's economy as the warriors do not have the time to properly pursue these things. Architecture Their buildings are typically made of hard stone brick to that of early lithuania. The buildings are typically spaced out across a range of mountains or plains. They never tend to overcrowd the land houses as they enjoy the open space for training. Inside the homes tend to be very minimalistic in nature with a few exceptions of course. The smaller villages typically lack walls surrounding the village, so they build garrisons near the center of the village for them to defend. Farming is based with agricultural aqueducts for the best irrigation possible, typically made further out from the village. Military: The military consists of the entire warrior class as both men and women fight on the field of battle. They typically branish chainmail and other light armors that the local blacksmiths can forge. A warrior’s armor and arsonal is typically self funded or even heirlooms passed down for generations as they typically spend all their money on equipping themselves with better gear. Spears are mandatory for carry as many of the formations they use mimic the great Greeks with their phalanx formation and many others. Formations are typically tightly formed together as they work in perfect unison to combat their enemies, using the group as a whole rather than dispersed combat. Language: Greetings/common words: Hello: Labas. Bye: Aki. Yes: Taip. No: Ne. Maybe: Siedes. Honour: Farafo. Trial(Youth Trial): Banjomaja. Blood for blood (Warriors greeting) : Tal ish tal’din. Till the dawn draws (Until tomorrow): Rashse mosa drewfes. Death: Mirtis. Traitor!: Veremus! To/the: Iki. Day: Darishur. Night: Farishur. Sun: Elina. Moon: Lunamous. Sorry: Atleisk My: Mano. Insults: Nipikan! Veruz! Sliv! Thank you: Aciu. Names: Lord: Viespats. Lady: Panele. Child: Fursi.(masc.) Fursia. (Femn.) Mother: Masan. Father: Vasan. Grandmother: Blesmasan. Grandfather: Blesvasan. Sir!: Parei! Madam!: Lisia! Patriarch: Tevo. Matriarch: Masian. Lover(Wife/husband): Meilužis. You: Jus. Friend: Draugas. Foe: Namavey. His/her/your/their: Savo. All: Visus. Outsider.: Sevti. Commands: Draw swords: Azandi Kardas! Charge: Mokestis. Withdraw!: Atšaukti! Capture them: Suokite juos. Defend: Genti. Bring me: Pareikšti. Defend to the death!: Genti iki Mirtis! Patrol: Patrulis. Burn: Irasyti. Shield Wall!: Azandi Danas! Notch! (Bow command): Žingsniu! Draw! (Bow command): Traukti! Loose! (Bow command): Palaidos! Weak!: Silpnas! Things: Sword: Kardas. Shield: Danas. Bow: Shendi. Quiver: Lockefore. Helmet: Headfar. Chest plate: Torsofar. Horse: Mutique. Food: Maisto. Drink: Gėrimas. Home: Namun. Arena: Furashur. Military: Armiati. Navy: Laivyno. Army: Armijos. (Sub notes) This was a co-worked culture, I strongly drove the history and the meat of the culture. Though the language and women’s roles was strongly influenced by LizzyTheElement. If you wish to use this culture it'd be nice if you messaged me! Citation for art: https://www.artstation.com/artwork/oAAkz https://gameofkings.wikidot.com/military
  22. Ode to Mars Mars de Rubrum being martyred, circa 1735 Remember his story, Remember his face Do not forget the story Of Mars the Brave Taken too soon Now stuck in a grave Do not forget events That happened that day Stricken by grief Saddened by pain The only thing left Is to remember his name Wallowed through sorrow Walked through the flames The only thing left Is to remember his name Remember the day The day he died The sun was gone And mothers’ cried For a son was lost A baby was dead Smiles were gone And tears were shed Who knew it was time Who knew it had came Who knew Mars would Meet his Dad that day As sturdy as Nam As smart as Tephes He was killed And war was said Remember his story Remember his face Do not forget Mars the Brave Up in the Skies Unchained as you’ll see We miss you Mars Now you’re finally free Composed by Jahan Basrid
  23. 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)
×
×
  • Create New...