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  1. SUNDERED ELVES I. Origin + History [Sorry can’t make this two separate sections you’ll see why] Ancient History | The First Phase [This is the same as the past lore.] Part I: The Experiment The tale of the Mali’fenn begins with the schismatic war of the ancient Elcihi’thilln of the High Elves, or the Silver City. The untouched visage of the would-be ruler of the Mali'aheral, Lomal, after the inferno died around him during his trial by fire had stunned the many Mali’thilln of the Silver Hall, among them a young researcher named Aelthos Thuln’diraar and those of his laboratory. They stood then as he called for followers, a fire sparked in their hearts by the claims of elevation and destiny, and joined Lomal. They would be among the first of the Elsil’Parir, the Swords of the Harbinger, the flock of their prophet. As Lomal, who now called himself the Elannil’Ilum, chose Aelthos to be among the first to ascend the steps to his word altar and change his form, Aelthos would continue his research in a spectacular way - to ask for a change akin to that of the Golden Pools that their parents and grandparents had bathed in centuries before. Instead of gaining the fantastical form of a half-animal, and instead of gaining vast magical resistances, he would seek his version of the completion of maehr’sae hiylun’ehya - to become what he would call thill’al, purity complete. Physically his ears shortened and became more triangular as the hair around it bleached to a snow-white color. His eyes became a bright silver, and his skin paled to just more than that of a ghost. His muscles became more pronounced, his arms toned and hands dextrous, and his height shortened to an even six feet. He, however, would not take up any of the truly transformative properties that many other Elsil’Parir had chosen to take as he saw himself as the embodiment of physical perfection. His experiment, then, was to question whether the use of the word altar would fundamentally change them, and to do so he would enlist his laboratory. His researchers, scientists, the sparse few mages of the laboratory, and their families would gather at the altar one day and Lomal would change them one by one, granting them all nearly the same changes as Aelthos before them, with slight individual modifications of eye and hair color. Some had eyes a deep amethyst color, while others chose hair a pale blonde color instead of white. He saw them as family, then, and they tested themselves and each other. Part II: Purity They would, however, soon be forgotten by Lomal for those he had changed into more exotic and powerful forms, and by Larihei’s folk for their lack of connection to Lomal thereafter. Indeed, though originally entranced by their new forms, the lack of change during the stagnated conflict left Aelthos disillusioned, and whilst he had thrown in his proverbial lot with the Elsil’Parir, his people wished to return to their cousins and their purpose of forging their own destiny. He would, late in one Snow’s Maiden night, send a message across the wall asking for return. Months later, they would enact their plan on the third night of what would be called the Ball of the Century. As Lomal hosted perhaps the most grand ball the Silver City had ever seen, with magical displays far beyond that which had come before, Aelthos and his band stole away across the wards of the great wall put up to protect Larihei’s people from Lomal’s, assisted by those of Larihei’s followers that had been trying to undermine Lomal’s influence. They found themselves quickly isolated, however, as many of those that had once been their friends now declared their forms impure. Those that sought to join them thereafter were a tenth of the number that had applied previously to the once-prestigious laboratory, and indeed they found themselves to be a different definition of pure than their brethren. While they had set themselves back on the path of progress as they had once known it, peace would not come to them easily. When Larihei called upon Lomal for a final debate and shot in front of their many followers, and when Lomal’s supporters then broke through great wall’s wards, they fled with their brethren. They fled through Tahn’s great plains and ancient wilderness, and when they came across the portal, they too trusted in the missing Larihei and jumped into the portal. Part III: Ice When they found themselves deep in the Aegisian wilderness, they wandered separately from the many that would later assimilate into Laurelin. Instead, they would find themselves in the deep North, far past the future location of the Human city of Winterfell, where their changed bodies would not be called a curse by their cousins. Here they found that they had indeed lost some of what had once made them Mali’aheral - their eyes had only flecks of the deposits once vibrantly glowing within, and their search for health halted as soon as they had become accustomed to their "perfected" bodies. Instead they sought to defend themselves from the constant ringing within minds, the effects of the loss of the word altar. For decades, the men and women of the laboratory tested everything they could, subjecting themselves to intense training and work to delay what had taken the minds of their weakest. Indeed, deep in Aegis’ northern tundras, Aelthos seemed to be the only truly sane one of them. For this reason, they would not scout far past their frozen laboratory until the advent of Iblees, which forced them to flee south and into the Verge with the rest of the Descendants. In Asulon, too, they searched for a cure for decades with little luck before the continent was destroyed in fire and flood. Aelthos, while a good leader and smart in coupling his people, knew he would not be able to hold their new curse at bay for long. He had slowly found himself less in control, and while the changes of the word altar on him were small, he had still accepted Lomal's changes those many years go. Though outwardly he was still the same grand leader his people had always seen, he felt the lack of the altar eating at the edges of his mind. For Aelthos, though, he most cherished and cared about his young and growing son. When his son showed to be under the same mental strain as he, Aelthos knew finally that for their survival they must leave their laboratory. To find a cure for his son and his kin, Aelthos and his two original laboratory managers searched Anthos far and wide before finally standing at a frozen, bright blue lake far beyond the Wall that mirrored what had once kept them from being true High Elves. They had travelled for years, and their wills were all but broken by their lack of success. Their last lead had brought them to this lake, but they’d found it to be devoid of even the slightest lead. Here, as a tribe of mutated Bohra began to surround the group, they finally collapsed. Aelthos, for the third time in his life after his change at the altar and leap into the portal, placed his life in the hands of a greater being than he. Here, despairing for his son and their family’s fates, he prayed for salvation. Part IV: Fenn Whether by luck or by the will of a higher being, they were saved that day. As the Bohra closed in, the mountains framing the valley trembled and shook as great sheets of white thundered down around them, annihilating the small army of Bohra that had surrounded them and subsiding enough by the time it reached them to only push them onto the ice covering the lake. Also, perhaps because he sensed the avalanche, or perhaps of sheer luck in passing, Wyrvun, the Aengudaemon that had once fallen to corruption, learned of their survival, their drive in searching for sanity. Delving into Aelthos' half-mad mind, he pressed himself in a vision to Aelthos, delivering a verdict - bind himself to the Lord of the Deep Cold and have his people returned to sanity, or condemn all that had followed him those many years ago to the continuation of the painful spiral they had endured. Aelthos made up his mind in a heartbeat, and the effects were felt the next. When they returned to their laboratory, they were welcomed with great fanfare. To their new savior, Wyrvun, they dedicated shrines, temples, even their laboratory to him, renaming it to Fenn for the crystalline sheet that had covered the lake, saving Aelthos' group from death by Bohra or avalanche. They so truly followed their new lord that they took to calling themselves Mali’fenn, and neither Wyrvun nor Aelthos would stop them. Those joyous times, however, would not last. Only three years later, Aelthos would pass in his sleep. He was given a grand funeral, with a display of magic and people none of them had seen since Elcihi. It, however, raised the question of who would be the next head of those of the Deep Cold. Thill’al, that notion which had separated them originally from the other Mali’aheral of the city, gave their answer - his son, he who had inherited his father’s silver eyes and “perfected” features. There could be no other. They were a new people, then, with large numbers and a new leader. Aelthos II, whose original name is now lost to time, declared Fenn a Princedom in honor of Malin, only true king of the Elves. He became Grand Prince, for he was declared thill’onn, born of purity. His people, some now exhibiting the traits of those who had joined later rather than those created, worked to make their newfound Princedom their pride, and Aelthos II would open the Princedom to the outside world. Modern History | The Second Phase [This is a quick recap of events since the race began play] The Snow Elves’ entry into the world at large, however, was not met with the fanfare Aelthos II perhaps expected. Instead, what awaited them was the grim reality of the Fringe’s early years. In an attempt to stabilize the human realms, the Snow Elves were turned into scapegoats, blamed for their problems, and executed en masse. The few that survived fled to the far corners of the world, and the Princedom collapsed. When, half a century later, they began to coalesce once more, again they were purged - this time a matter of principle rather than politics. So began a cycle that would last until the end of the Fifth Empire, when a Tundrak warlord would help lead a coalition to collapse that beacon of human dominance. Upon that change, the Princedom began a long, relatively uninterrupted existence of isolated peace. Eventually, however, that Princedom too would see its end - not by the wars of the past centuries that had inflicted so much horror upon their small world, but to the inevitable decay that all Elven societies eventually face, that of declining population emptying their splendorous cities. The Sundering | The Third Phase [The New Stuff] The decline of Elven societies that caused the fall of such polities as Vira’ker and the earliest iterations of Haelun’or, however, would not have the same fallout as the slow death of Fenn, for a simple reason - the curse of the Snow Elves had always been compounded as compared to those of their brethren. The Snow Elves had once been High Elves, after all, before their alterations at the Word Altar - and, had it not been for the timely intervention of a higher power, would never have survived to the modern era. They, for a millenia, strictly followed the teachings of their founders, laying prayers and worship at the altars of Wyrvun, their patron deity. This was the cornerstone of Fennic society, and indeed they were kept safe from unnatural corruptions. Fenn’s decay, however, meant the decay too of their religious systems - in the end, the Grand Prince made a decision to try to improve upon the ways of his forefathers, creating the Idhren’tirn and promoting the worship of six lesser beings, whom they called Facets. The Contract was made tenuous with the addition of these beings, but still it held for a time. The final straw, however, was the reclusion of many Aengudaemonic powers that began in Arcas, among which was Wyrvun - and with it, the bond that had been forged between Aelthos of ancient legend and his god was broken at last. The effects of this were felt immediately - across each Snow Elf’s bodies rippled what was to be called the Event, the aftereffects of the Word Altar finally affected them as it had affected Lomal’s followers so many years ago, their alterations ripping apart their minds and bodies. Yet Tayl’s event had happened in the years of legend - of Larihei and Lomal, even of Horen and Krug. What had once been a major mark upon the altered elves had long degenerated, whether through interbreeding or through time, into less purposeful tendrils of deific magic within their beings. Many would survive the weakened backlash caused by their ancestors’ decadence, though found themselves altered beyond recognition in the aftermath of the collapse of their passed-down alterations. The newly-reborn sons and daughters of the Deep Cold would have to find a path in their new forms, or not at all. II. Description The trademark of Sundered Elves is the effervescent glow of their eyes and hair - shocking, almost radiant shades unnaturally light up their irises, and their hair accented by luminous highlights. Their eyes themselves can be so altered, in fact, that the entirety of the eye is a single color, appearing almost as a glowing orb. Their bodily makeup too is changed - where once their skin was pale, now it is nearly translucent, and beneath their skin the pulsing of blood in blue veins can be easily tracked by their dull glow. The appearances of their forefathers, however, is not truly lost - their eyes range in the same colors as previous, from whites, to electric blues, to deep amethyst, and everything in between. The glow in their hair matches, though now their hair’s natural colors are limited purely to the whites they were so known for. Thin frames, though not quite so thin as their High Elven ilk, are the norm of the Sundered Elves, their average limits capped by the Event. Normal heights, too, are reduced - 5’6” remains the floor, but none grow taller than 6’1”. Another key alteration, however, is the appearance of Quirks – that is, physical manifestations in some part caused by the ripples of the backlash. These can come in any number of forms – from unique coloration (think birthmarks) on the skin, perhaps vaguely resembling animals, as the Word Altar was so often used to mark Lomal’s followers – to ingrowth of a patch feathers, to warped or misshapen bone or facial structure. This is not enforced for use, and is not allowed to be used for any mechanical benefit. Quirks vary throughout the Sundered Elves, but rarely is it completely different from parent to child – if a parent has a quirk, for instance, it’s likely that if the child has one, it’ll be similar in some degree. Mental inadequacies can also be passed down among Sundered Elves, a remnant of the mental deficiencies once rampant among their population. It is encouraged, but not enforced, that if a parent is afflicted with something, the child also rp as having that same affliction. These can stack as well. III. Culture https://www.lordofthecraft.net/forums/forum/682-princedom-of-fenn/ I’d set up a potential new cultural doctrine for Sundered Elves, but as there is currently an established playerbase (though it’s somewhat inactive atm), their culture will be the moving-forward culture for this new phase. IV. Abilities They get to look cool. Their eyes and hair glow in the dark. 4 block radius. Obviously not through walls. Not useful against any magics or creatures. Just for seeing, I guess. They can see well in the dark. V. General Red Lines -All Sundered Elves are full-on lunatics by the age of 500. Please think of it like this - imagine an old man, say in his early nineties. His friends from youth, from college, maybe from the military - they’re likely all dead. If his wife isn’t dead, she’ll die soon, and he knows it. What he remembers of the past, if he remembers it, is faded. Now, take this imaginary old person, and imagine them living twice as long. Then double that. -No different-colored eyes. -No multicolored eyes. -No gigantism, no dwarfism. -No deity magic. The tendrils left behind by Tayl’s Altar still affect them to some degree, preventing connections to other Aengudaemons or their powers. -No dark magic. The self-sacrificial nature of dark magic would rip them apart. -Voidal magic is ok. -Quirks (Defined in Description) may not be used for any mechanical or crp or pvp benefit whatsoever – they are meant to be a unique aspect of the character, but cannot be used for anything useful. -IMPORTANT SIDENOTE: All current Snow Elves will be given the opportunity to choose between becoming a Sundered Elf or reverting to High Elves upon this lore’s acceptance. This is to let magic-mongers keep their stuff if they’d like without really altering their characters, and the rest of us get to be Sundered Elves. Win/win. VI. Purpose [OOC] I’ve been hearing for about two years now that people are planning on rewriting the Snow Elf lore into something less janky and more unique. It’s true - my original lore was essentially planned out in such a way as to scrape by and make it in through the rules at the time, because the group had been trying to become a subrace for four years at that point and it had gone nowhere. It was more of a desperation play than anything else, and it was a measure of the times - change and unique rp was generally shot down as special snowflake (even though, ironically, we’re on a fantasy minecraft server), and complaints included but were not limited to the fact that many of us had been human players, that the dark elves were still weak, and that we weren’t incredibly different from High Elves. Well, they never rewrote it, so here’s me doing it for them. VII. Citations owo what’s this? a link to the past snelf lore? omg who wrote it? Me. I wrote the original Snow Elf lore. This whole thing was a giant ego-stroking maneuver. Accept it please, so that there’s also physical differences between this subrace and High Elves. Credits to @Junar for telling me deal, and to @Gladuos for telling me to do it.
  2. https://youtu.be/K-EthATzWzo [Art by Yuri Nikolayev] Cuisine of Hanseti-Ruska “Eat your food, child, lest you want the cold to nip at you more fiercely! Go on, eat!” Haeseni Babushka A cultural treatise presented by Her Royal Highness, Alexandria Karina Wick; Royal Curator of Hanseti-Ruska. The climate of Hanseti-Ruska is cold and cruel, and can be unforgiving to many - especially the unprepared. It has led to the belief the hardly many quality ingredients can be gathered within our Kingdom’s borders in order to prepare a delicious and hearty meal; many people over our generations have gradually taken to forgeign recipes and foods from the Crownlanders and other warmer regions, which has nearly made the spirit of Haeseni cuisine to fade entirely. This document is made in order to save and preserve it - as well as the urge for the denizens of Hanseti-Ruska to follow this example. Despite the hardened climate and landscape of the Haense, there are a wide variety of ingredients able to be grown, hunted, and gathered within the boundaries of the Kingdom. Grains Wheat A commonly grown and hardy grain in the flattened territories of Haense, abundant in supply and used in the preparation of various breads and other doughy goods within the Kingdom. It is one of the most important staple foods within Haense, for bread is a food found in many a Haeseni meal and plays an important role within Haeseni tradition to begin feasts; Breaking the Bread. Barley Being chiefly important with its role as stockfeed for those following the agrarian way of life within the Kingdom, barley is commonly used for various sorts of brews within Haense; most commonly Waldenian ales. Aside from that, the grain makes for a pleasant ingredient for various vegetable and beef stews. Rye Due to its similar uses to wheat and barley, rye may also be cultivated within the borders of Hanseti-Ruska. Haeseni porridges mainly utilize this grain. Meats Venison Deer are abundant in the forests of Hanseti-Ruska and make for a common game for Haeseni hunters and trappers to pursue. Oftentimes, it is prepared for less special occasions due to the gamey flavors of the meat; however, it still provides a quality amount of nutrients and an ample amount of meat for various stews and other fulfilling meals. Mutton A meat that has a strong and gamey flavor, used commonly in Haeseni stews due to his toughness; however, it isn’t as easy to acquire as venison and is saved to cook for more special occasions or to add more flavor to stews in the winter months. Rabbit A meat cooked and treated similarly to chicken, and often used in place of chicken when it is not available. It remains another popular choice for the preparation of hearty, Haeseni meals. A wide variety of meats plays into the cuisine of Hanseti-Ruska, since it offers so many nutrients to keep a Haeseni or Ruskan strong. To avoid repetition and for the sake of brevity, a simplified list of other meats often found in the Kingdom’s borders are as listed below: Pheasant Whale Goat Boar | A favorite game to pursue for Haeseni hunters, though dangerous. Often served at grand festivals or other celebrations by being slow-roasted over a fire. Cod Herring | One of the more favored seafoods of Haense; commonly found in territories bordering large bodies of waters, due to the love many Haeseni bear for the seas. Salmon Cow Fruits, Vegetables, Ect. Haeseni Wild Apples A rather small sort of apple that grows in the territories of Hanseti-Ruska with more mild climates. It has a rather tart taste, which grows sweeter the more it is ripened. It is often an added ingredient to certain stews or porridges for extra flavor and nutrients, though is favored mostly when prepared for pastries such as Ruskan cakes or pies. Prikaburren The national fruit of Haense.Red berries found commonly in the Haense wilderness or in the gardens of those with a sweet tooth. It’s used to accent dishes - often ones with meats; and is rather popular for pastries as well. Teas and alcohols have also been prepared from these berries, proving that they are truly a Haeseni favorite. More information on them may be located in the Tarcharman’s study: https://www.lordofthecraft.net/forums/topic/191294-prikaburren-prikaz-berry-national-fruit-of-haense/?tab=comments#comment-1771196 Pears Ruskan Olives | An olive favored by Prinzenas Aleksandriya Karina i Haense for its medicinal uses; an oil produced from these olives have acted as a base for salves that relieve muscle pains. Potatoes Beetroots Carrots Baby Bella Mushrooms | Small brown-capped mushrooms that grow in the gentler parts of Hanseti-Ruska, most notably clearings and meadows. Named after Prinzenas Theodosiya Ysabel i Markev, since the insides of these mushrooms are a luminous white that was reminiscent of her skin tone. Turnips Onions Herbs and Spices Paprika Oregano Thyme Rosemary Parsley Bay leaves Dill Mint Garlic [Art by Yuri Nikolayev] Recipes Pies Startlaefaf Pirok A savory pie favored by many Haeseni fishermen and sailors, its name translating to common as Salmon Pie. Made primarily from salmon, rice, cabbage, mushrooms, and a mixture of various other vegetables based on the cook’s choice. Cooked eggs, minced red onions, cheese, and parsley to help bring out more flavor. [ https://withinthewild.com/our-recipes/russian-alaska-salmon-pie/ ] Ruskan Apple Cake A sweet and crumbly cake made from Haeseni wild apples, a simple treat for all to bake in the spring and summer months of Haense; other fruits may be used within the cake, if apples don’t fit one’s fancy. Prikaburren are known to be used for cakes such as these. [ https://natashaskitchen.com/apple-sharlotka-recipe-russian-apple-cake/ ] Haeseni Vatrushka A Haeseni cheesecake that can be made sweet for desserts and tasted with prikaburren jams; or savory to eat with soups. If the filling is sweetened, some bakers are known to add dried fruits into it for added flavoring. [ https://russianrecipebook.com/vatrushka/ ] Stews or Soups Huntna Stew A hearty stew made with a wide variety of meats from a boar, vegetables, and wild herbs. Often slow-cooked within a cauldron over a day before it is served to a large group. Meant for celebrations and other popular festivities involving crowds. [ https://www.simplyrecipes.com/recipes/polish_hunters_stew/ ] Mutton Stew A savory stew meant for smaller gatherings, though is fulfilling nonetheless. Cooked with a wide variety of vegetables to accent the mutton. [ https://www.recipecottage.com/german/lamb-stew.html ] Winter Soup Very nutritious and fulfilling, and made from Haeseni vegetables capable of enduring some of the harshest of climates. Winter Soup is a common meal within the Kingdom, especially when meats are difficult to obtain - mainly in the winter months. [ https://www.foodandwine.com/recipes/nordic-winter-vegetable-soup ] Roasts Janz Dinna A juicy and tender roast made from the beef of a cow, once the favored dish of Komit Jan Kovachev i Carnatia, though still remains a popular dish for many other Haeseni for its simplicity and delicious flavors. [ https://www.theseasonedmom.com/dutch-oven-pot-roast/ ] Koengzdaf Often called a meal for a King, though it’s not an entirely complex recipe; the few ingredients involved, however, remain rather costly. [ https://nordicfoodliving.com/danish-roast-pork-with-crackling-flaeskesteg/ ] It is encouraged for other Haeseni to prepare and present their own dishes, or to even reference this document in moving forward with their cooking and baking. The soul of a nation is found in their food, and it’s the duty of every citizen of Hanseti-Ruska to keep it thriving.
  3. Ker’Okarn: Refuge of the dark elves In 1781, the city of Ker’Okarn was formed after the fall of Renelia. Forged from the fire of despair and the splintering of their race, this city is the new hope of the ashen folk. It lies on the coast, North-East of the Eternal Uzg. Built from the sand and stone of the area, it rises as a great testament to the longevity of ‘Ker pride that will last centuries no matter their setbacks. Guide to Ker’Okarn Culture of Ker’Okarn Within Ker’Okarn are dark elves of many different allegiances. After the fall of Renelia, different groups choose to ally themselves together. As a result, Ker’Okarn is also sometimes called The Bands of Ker’Okarn. While the majority of its inhabitants are dark elves, Ker’Okarn has been known to allow people of many different races refuge in their city. The city is led by a council of elders selected for their knowledge and ability to lead. The state religion is the faith of the Forebears. Those that live in Ker’Okarn pride themselves on their ability to honor their ancestors. The faith of Ker’Okarn is upheld by the Mor’Hotep. The High Priest Maelo leads the faith and has a seat within the Council. Ker’Okarn elves are less secretive than their sanctum counterparts. They participate in many different events. In 1783, there was a festival to open up the city where much of the realm was invited to participate. Their population is constantly growing as more remnants of the dark elf race begin their search for more of their kind. Ker’Okarn is a beacon for those who yearn for the community of old and wish to reach for new heights. Housing There are many different housing opportunities in Ker’Okarn. You can choose to take a room within the Ziggurat of Mor where the majority of ‘Ker live. You could also live by their border in the halls of Sirame Khel (See below). You also have the option of living along the seaside in small houses that give you beautiful sea-side views. The Ziggurat of Mor As you travel lower down, the halls tighten slightly and you will find yourself amid hallways filled with doors leading to rooms. Every now and then you’ll hear a child’s laugh, a mother's coo, or a snore emanating from closed doors. Or perhaps you’ll see an older dark elf stumbling out of his rooms, late for his lesson, papers flying everywhere. The housing in the Ziggurat of Mor brings you closer to your kind. If you choose to live here, you are a dark elf who doesn’t mind striking up a conversation with someone that you meet in the hallway or on the stairs. This is the place where leaders, merchants, and mothers live. The military of Ker’Okarn has a section here where they prefer to live among like-minded peoples who are bettering their combat skills. To get a room in Ker’Okarn rent is not necessary. However, to get more space you will have to give pay for renovations. Sirame Khel Sirame Khel gives dark elves and others alike the option of living below its halls. These dwellings are near the border. If you choose to live here, you are someone who prefers to decide when conversing with your kind and doesn’t want to live amid the hustle and bustle of the city. Though here you may find yourself out of place if you decide not to join their order. As a result, many of those who live here are affiliated in some way or another with Sirame Khel. Seaside Dwellings Not all dark elves wish to live underground. The seaside Dwellings are given as an option to dark elves who prefer the open air at all times. As a result, those that choose these dwellings are often care-free and careless about the future of the race and realm then those living below in the heart of ‘Ker society. Many of the people involved with ships and the port live in these houses. Some of the religious dark elves of Mor’Hotep choose to live here. Points of Interest/ RP Opportunities Sirame Khel Sirame Khel is an organization that likes to remain relatively secret. They have their headquarters on a hill overlooking the Ziggurat of Mor. If asked, their members profess their philosophy about strengthening the dark elves and their allies. They will tell people that they are willing to help any person in the realm who asks for it so long as they haven’t broken any of the moral ideals of Sirame Khel. The order of Sirame Khel wishes to bring an age of dark elves where dark elves don’t have to hide in the shadows and where they stand proud of their heritage and beliefs. They believe that this new age is on the horizon and that they will help bring it about. In short, they wish to begin a revolution of the dark elves on the same level or greater than that of their namesake: Khel Oussana. Often dark elves of all ages and genders can be seen going in and out of their headquarters. Often they will be holding a report from whatever part of the realm they are focusing on. Or perhaps you’ll see them practicing combat in front, or muttering words of incantation under their breath, or reciting poetry. The Library The library of Ker’Okarn contains its people history and knowledge of thousands of years. Within its stacks one can find the occasional tired-looking ‘Ker reading though one old manuscript or another. Every now and then one of the venerable dark elves of the city will present lectures on magic, history, or the ancestors. The dark elves are not a scholarly race in comparison to the high elves. They don’t worship knowledge or seek knowledge for knowledge’s sake. Instead, they learn what is necessary to thrive in whatever profession they pursue. The Port The port contains ships from across the realm. At the port you can meet dwarves selling their wares, or dark elves traveling from far away. The sound of shop owners yelling prices or people talking in ten different languages would echo across the bay. A breeze carries with it the smell of fish and ocean salt. Its port would also smell somewhat of old cheese or an orc who forgot to take a bath. The Town Square Here dark elves can be found conversing about the latest news of the realm, or just enjoying time with their friends and family. At night, music would sound through the semi-darkness, and elvish songs would be heard from the local tavern. A small garden in the center acts as a place of respite where dark elves can relax and breathe the open air. The Lower Marketplace Here dark elves talk in quiet tones as they walk around the pillars and shops below. In the middle lies a shrine to Laura, the spirit who saved the dark elves from destruction so many years ago. The torches throw shadows on the walls and one can often see dark elves hurrying about their business. The River of Uradas Around the land of Ker’Okarn is a small rushing river that flows from a mountain spring. There are flowers at its edge and fish that spring from its depths. Dark elves come here to sit at its side and contemplate life. The river is named after Uradas the Protector as it encircles the city and is its first line of defense. The Sun Garden After going past Sirame Khel and The River of Uradas, one comes upon The Sun Garden, a beautiful field of wheat and flowers that stretches across the land until one reaches the beach and Ker’Okarn itself. The wheat was grown in the shape of the sun to signify life. The Halls of Ker’Okarn. Empty, dark, and unused, these large halls were built to house large meetings of dark elves, or weddings. Yet, after many years of lost time where dark elves were scattered across the realm, there is little use for them now. However, perhaps in the future these halls will be filled with elves, music, and laughter as ‘Ker trade tales of old and new. Vault Here, in the deepest region of the Ziggurat of Mor, you’ll find many rows of chests and barrels rising high into the ceiling. Iron and wooden gates bar your way into the vault and guards stand watch over the treasure within. You might see an important looking dark elf going in and out, a ledger in their hand as they count the gold of the dark elves. In the advent of an emergency, this is the place where the young dark elves will be led to protect them from danger. It is the last and most difficult area of the dark elves dwelling to get to. The Council Room At the highest reaches of the city is a platform with a long table. Here is where the important meetings of the nation will be held, and important decisions will be made. You might sit here and listen to dark elves debate about the best course of action in the future as the ocean breeze, strong so high up in the sky, rushes by your face, sweeping your hair to the side. List of People that can assist: Catalina, Matriarch of Ker’Okarn: Catalina#8540 Tide Falkmoor, Suliin of Sirame Khel and of Ker’Okarn intelligence services: TideFalkmoor#4561 BenjiBot, High Priest of Mor’Hotep: BenjiBot#1207 Peak Time 5-7 PM Est. Hope to see you here!
  4. THE SER “Man is the cruelest animal.” ― Friedrich Nietzsche Lore/Origins Long before the Ser were born, the dragons ruled the lands. These giant beasts flew across the night sky in search of prey, with no mercy. Yet, these beasts were one with nature, and when Horen, the first King Of Man, gained power, the dragons fell into ruin. Before their demise, however, two new creatures were created. Nephilim were the first, the Dragon People. These were the creatures men saw in dragons, yet not what they were. And then the Serpens, also known as The Ser. These creatures looked more like snakes then dragons, where what the dragons really were. The Nephilim were created to punish men, and The Ser was made to let Dragons live on. They lived in peace, away from all men, orcs, and dwarves. A handful of Mali’ame found their way to the Ser, and were, in general, not eaten. Many people have claimed to have seen these beings, as they reach 6’ in height. All sightings have been seen as myths, however. After thousands of years of living in peace and away from modern society, the Dwarves tunneled their way into the Ser’Tarra tunnels. A massacre ensued, leaving many Ser and Dwarves dead. The remaining Ser’Tarra fled, and rallied their siblings, and thus, the Ser were introduced into the modern world. The Ser despised the Dwarves, Humans, and Orcs for disrupting nature, and that the dwarves were the worst. A similar race in the Fae realm, called the Elekhei (https://www.lordofthecraft.net/forums/topic/194526-ca-race-lore-elekhei/?tab=comments All credit to her for the Elekhei) was also being evolved at the time. Many believe that the Elekhei are related to the Ser, but it is not certain. Appearance The Ser range in many different looks, some looking like Cobras, and others like Common Garter Snakes. Depending on the subrace, they would have different tints to their scales. The Ser’Tarra would be brown, the Ser’Aquis blue, and Ser’Ven black. They often have jewels attached to their tales, with one joule per year alive. This is a sign of glory, as many Ser died in the first years of their introduction into the modern world. If you were to insult a Ser’s looks, the Ser will attack, with the intention of making you as ugly as you said they were. Unhealthy Ser are smaller, weaker and overall worse. The tail of a Ser can be from 4’ to 6’, depending on the Ser. Many despide the Ser due to their looks, as a common fear of people revolve around snakes. Diet The Ser mainly only eat meat. Their favorite food being fish, rats, mice, pork, and steaks. All raw, of course. According to them, fire ruins the world. A healthy Ser will be 6’ tall and giant. An unhealthy one being slim and small, around 4’. Children are around 3’ healthy, and 2’ unhealthy. The unhealthy will die young, at 300 years old instead of 500 years old. If they were to eat anything but meat, they will have a reaction. Their scales would turn deep gray and start to fall off, leaving bare skin behind. This, to the Ser, is very painful and would kill them if not treated. They will not eat meat from Humans, Elves, Dwarves or etc. This, to them, is a sign of disgust, and rarely, can cause Dragon Rot. Disease The Ser don’t suffer from normal disease, yet they do suffer the same diseases, and some new ones, as the dragons. -Scale Wilting. Their scales will fall off, living pink or red skin in their wake. These patches will start to break up in hives, and sting to the slightest touch. -Claw Rot. Their claws will slowly shrink, leaving nubs behind. In time, if not treated, the claws will disappear and never grow back. Having no claws is a common sign of weakness to the Ser, and many will be disgraced for the rest of their lives. -Dragon Rot. The entire body will start to shrivel, making the Ser weak. Its caused by malnutrition mainly, though rarely Ser get it by feasting on Humans, Dwarves, Elves, and Etc. This disease makes the Ser VERY weak, and can die from the slightest cut. If the Ser where to do nothing about their sickness, they could die within a year. -Fire Glaze. When a Ser is burned, they can rarely get Fire Glaze. This disease will make the Ser very weak and unable to sit upright. Over a course of one week, the Ser will get temporary bad vision, bad hearing, and bad overall senses. In addition, they will have a constant headache and hives/welts. The Ser can also suffer from The Cold, yet it hardly affects them. Language The Ser speak in a weird tongue, consisting of mostly hissing sounds. They cannot write well, and often the writing looks like a child’s first attempt. Religion The Devourer - Primal god of the Ser The Religion of the Ser, peoples of the snake...from other races’s view on the practice their ways seem alien & strange-yet detailed & of interest. The Ser worship a giant snake, its humongous & strikes fear for all who dwell-its scales are said to be made from Descendant Skin-under the scales, the flames of Hell, if you stand near it you could smell its burning insides as its charcoal clusters around you, wherever it goes comes destruction, however-due to this it doesn't move that often, its constantly in sleep unless the end times comence-which is believed by the Ser. The Ser were touched by this giant snake, seeing it as their god, constantly doing its bidding through worship, they call him SEL’ANK, or the DEVOURER in common...reasoning being they believe at the end of time-the snake shall come out from its resting-awakened from times of troubles, and through this itll slither through the worlds, eating everything in its sight until there is no more signs of life, this is the end story for the Ser-However, the Ser believe they could resist this end event through practicing worship of this demon...this form of worship is done through the removal 0f skin on the snake’s tail, this being with a knife or any form of blade-once done they take the skin & burn it...of course as the Ser are similar to snakes they could regenerate said skin. In the Ser’s mindset their god is the creator of the ser, along with the first snake to ever exist. Rites of Ancient The Ser follow a very strict code, and when they come of age, (100) they will receive the Rites of Ancient. These writes, which can only be found in a single thousand year old book, must be read in the birthplace of the Ser, no matter how far it is. The rites consist of an oath, a pledge to nature, and deep magic. A council member is present at each, and if not, the rites will not happen. If the rites are not done by age 110 years old, the Ser will start to suffer from a curse, The Dragons Curse. This curse makes the Ser lose vision, smell, and senses. The Ser will suffer constant pain and then, in time, turn into a fern. Once the curse starts, there is no stopping it. The Rites go as followed. A 100 year old Ser walks into his/her birthplace, accompanied by their parents. (If alive) Ser being given the rites will say, “I, (Name) give myself to the Aaumin, pledge myself to naturz, and join the Ser in the togetherness of life.” At this point, a Ser elder will accept or deny the rites. If the Ser is denied, they must wait one more year before retrying. If/When rites are accepted a Ser Council member will enter the birthplace, and say the following in Ancient Serpenian “Quis sponzet az natursam izvenzes zias eozam sna auza mazorez, nusquaz ezze tusbaza.” Thus, the rites are complete. Culture The Ser have a strict code of honor, and if broken, the punishment is often death. The Ser, over 5,000 years ago devoted themselves to nature, and if a Ser were to dishonor nature, the Ser will no longer be worth anything to other Ser. The different Ser races have different opinions, however they all come down to the same principals. (I’ve decided that if the Ser are accepted, the different species should be able to make their own culture norms, as I think races should be as up to the player as possible. -Asteodia) Mating The Ser choose one mate, and stick with them for life. If a Ser were to break a bond by cheating, breaking up, etc. The two Ser will be unable to mate again, or have a love interest. They will feel no love for any other Ser ever again. If a Ser breaks a bond with another, the Ser in question will be put on trial, as this ruins the life of the other Ser. The punishment is often life in prison. Over the span of their 500 years, the Ser finds a mate at around 200, any younger will most likely not work out. Government The Ser have a unique government system. In the idea of a hierarchy, there is the Leader of a Ser City, a council consisting of 5, Royalty (The Ser Leader’s or Council’s Family) Guardians, whose job it is to keep the peace with nature and other beings, the common police, business owners/artisans, and then the common people. The roles go as followed: Ruker– Makes the final decision, advised by the council. Keeps the city in check, hires new council members and fires old ones. Oversees the Army, Business, Economy and just overall runs the city. Council of 5 – The council holds meetings with the people. The council listens to the concerns of the common Ser, and then take part in a private meeting in which the Council comes to a conclusion. Most decisions are made by the Council, yet the very big ones by the Serpans Ruler. Royalty – These Ser are family of the Ruler or council, they are normal people except they get honorable treatment. Guardians – These are hand picked Ser who pledge themselves to nature, the Ruler, and dragons. They protect nature, oversee the most dangerous tasks, etc. Common Police – These officials will take care of the majority of problems. The giant problems will go to the Guardians. Business Owners/Artisans – These are normal Ser who simply own a business or possess are useful skill, the Ser officials host more meeting for them than the common folk. Common Ser – These Ser make up the Majority of the population, just being normal, everyday folk. Titles are given by the council, and the Ser apply for them. Arts The Ser build in a very Elvish style, often with dragons and snakes engraved in all the buildings or items. Some examples of Ser what buildings look like are seen below: Ser’Ven Ser’Aquis Ser’Tarra ITEMS
  5. Bilobooz The Rabbit Mani Goddess of large families, bloodlines, and Fertility Summary: As the Princess of rabbits, Bilobooz is more than willing to share her boons with those wishing to expand their families. She tends to value quantity of children over the quality of their character. Those who are looking to establish lasting bloodlines would be wise to ask for her aid. Bilobooz offers no protection, but luck in your personal quest to build a legacy. Those that come from long bloodlines will always have the blessings of the Rabbit Mani. Twins are said be the greatest gift Bilobooz can bestow upon an expecting mother. Though typically benevolent, Bilobooz has been said to curse those who neglect their families. Ilmyumier: Bilobooz Path Bilobooz is proud of all of her children, and her ilmyumier reflects that. For each child in your line, you walk with the Princess of Rabbits. To represent this, a paw print is given for each child you have. It is preferred, but not expected to wear these ilmyumier somewhere that is rarely covered. The paws come in a variety of colors and it is common to make each one different, representing each child of a house with a different color. Offerings: Black cohosh, Evening Primrose Oil, helonia’s root Worship: Bilobooz has always had a distant relationship with mali due to their fertility curse. It is often said that she will attempt to provide worthy bloodlines with an heir by offering up one of her own children. Orphans are often thought to be gifts from the Princess of rabbits to those unable to conceive. Others believe baren wombs are punishment for offending the Great Hare. It is said that insulting your family traditions, disgracing your family’s legacy, or abandoning your family are ways to offend the rabbit mani. No one group of worshipers will agree completely on the topic of Bilobooz’s hand in the lives of her followers, but the general ideas of Legacy, family, and fertility remain the same. Credits: The Rabbit Mani art by Twsister2361, the ilmyumier art by rayalia, Offering art by rayalia
  6. Hello! I have tons of skins and am willing to auction them off so they are being used and not just taking up my space on my computer and so you can enjoy them just as I did! Here are the rules. Once you post your bid, do not edit it! Please only comment to up the bid and no spam. You must be able to pay the full amount once the auction is done. Bidding starts at 800 minas, and the minimum it may increase by is 100. The auction will last until 8/9/2020. Skins Format Skin Name: Bid: Previous Bidder:
  7. [!] Before you lays a book, detailed with golden rims. The illustration on the book appears to be a lion, stabbing a rooster in the heart. The title reads: "Tales of The Revenge, Volume One, The Beginning". (OOC: Cover Art) As you open the book, you start reading; ”Written by Edward Redfist Volume One, The Beginning Day one, the 14th of The Grand Harvest, 1762 This is officialy the first day that I, Edward Redfist, can call myself Captain upon this vessel. I gathered a small crew together, some of the men I trust the most, and we went out to open sea with a small sloop. Once seeing another, bigger merchant vessel, we decided to make an effort to take the ship. Coming closer to the merchant vessel, some of the men jumped off-board, and started swimming towards the ship, snatching on to a rope and climbing up. Whilst they were focussed on our sloop, that kept getting closer, our men that climbed aboard assassinated most of the people aboard. By the time we arrived, the crew had already surrendered and the captain wished to parley with me. Once arriving in the Captain's Quarters, the man inside said in fear; 'Take what-ever you want, I have no need for it'. I chuckled for a bit. 'Alright then', I said. 'I'll take y'er ship'. The man looked confused and started to grin. 'I'm not joking, lad' I answered. The Captain then reached for his cutlass, laying on the desk next to him. Before he could get his cutlass, I swiftly removed his head from his shoulders. The ship was officialy ours! Day two, the 15th of The Grand Harvest, 1762 After taking command of this large vessel, the men and I decided to get some rest. When we woke up this morning, our men spotted distant land, shouting; 'LAND HO!'. We anchored not too far from the land, and headed to shore in longboats. Once arriving at land, there was nothing to see in the near distance. We decided to make haste and follow a road that we found a bit further inland. Travelling on the road for a while, we saw a settlement with grand, grey walls with yellow and black banners flying off them. 'Haense' is what they called the place. We went through the big, front gate of the settlement and started wandering about. Eventually, my long time friend and Quartermaster, John Silver called out to me. He found a tavern he said. Well, that was a delightful thing to hear after traveling that long. We went in and ordered some drinks. I asked around for places we could stay for the night, and we were allowed to stay in the tavern for the night. So, knowing that we now had a safe place to sleep, we decided to celebrate our new pirate crew! Day three, the 16th of The Grand Harvest, 1762 The following morning, we went to the local market and made sure we had some supplies for our next journey. We decided to try and get some trade going for us by hunting and selling fish, shark and every other edible creature in those waters. We bought some equipment and headed-off to open water. At first, most of the men were only catching cod and salmon, sometimes a clownfish or two. But the more we went into the open sea, the creatures started getting bigger. By the time we were officialy in open waters, it was time for us to get some rest. Day four, the 17th of The Grand Harvest, 1762 I woke up to the men shouting in joy this morning. The sun was shining through my windows and I smelled the open sea. Upon opening my door, and going to the upper-deck, I was met by a large shark cadaver. I looked around and saw another two large shark carcasses. The men looked at me, all of them with a smile on their face. ‘We’re in the good waters now, one of them said’. ‘Aye’ I screamed out, ‘AYE!’. The rest of this day was very profitable, we caught a whale in the evening. Whales are valuable because of their oil. They can be used to make lanterns. Back in the Redfist Keep, my father, Petrus, thought me how to make lanterns with whale-oils. I decided to use some of the oil we had to make some good lanterns for the ship, so the night’s wouldn’t be so dark anymore. By the time I finished, the men who were off duty had already gone to sleep, so I decided to go catch some good night’s rest aswell. Day five, the 18th of The Grand Harvest, 1762 It was still very early in the night, as we woke up to our ship crashing into something. Some of the men said that we must have hit a reef. We all went up, investigating what happened. We were in the middle of the ocean, no land in sight, the sails bracing the full winds. But still, the ship did not move an inch. We looked overboard and saw nothing, when suddenly, a group of large tentacles, around 39 feet tall, came shooting up out of the water, grabbing on to the ship. Using the hunting equipment and balistas we bought a couple of days ago, we started attacking the foul beast. We stabbed the tentacles with spears, cutlasses. We even shot them with balistas, bows and crossbows. It took us approximately half an hour to take out one tentacle, and as far as we had seen, there were six of them grabbing on to our ship, trying to pull it to the depths. We also bought one, bigger balista, but we could not use it because one of the tentacles damaged the platform in was resting on. We took out five of the six tentacles, taking us about two and a half hours. Once we started downing the sixth one, two, even larger tentacles starting coming up both sides of the ship. John Silver looked at me and nodded. He quickly ran away, running off to the broken platform with the bigger balista. Whislt we were fighting off the sixth tentacle, plus trying to down the two larger ones in the meantime, he tried everything in his power to fix the platform. The two larger tentacles reached a point where they were almost as grand as our masts, one of the tentacles started slinging back down, towards the middle of the ship with great force. Before the tentacle could hit the deck, John Silver shot a perfect balista-shot, the sizable reinforced arrow went right through the tentacle, splitting it in two and taking it down with it. In the meantime, me and my men slayed the sixth tentacle, and looked above us. The second tentacle started making the same, slamming movement. In a split second, another large, reinforced arrow went right through it, splitting it in half. We officialy defeated the beast known as a ‘Kraken’. Day six, the 18th of The Grand Harvest, 1762 The morning after defeating the beast, we all started fixing up the ship as best as we could, with the materials we had at the time. We decided to make port at the first mass of land we came across, which happened to be a small village by the seaside. Once making port, we asked the locals if we could dock our ship there momentarely and cut down some trees to fix up the vessel. The villagers received us with great positivety, and even offered to help us gather the materials needed. After repairing the ship for a full day, the locals gave us some supplies to survive another while longer on the open seas. We told the villager we would come back and pay them in full once we made our profits, since we now had chunks of kraken and three, large shark’s we could profit from. We decided to head back to the longboats and set out to open sea once again. Upon arriving on deck, we saw clouds clustering in the skies, and rain started pouring down on us. Bad weather had found us, but we had to make sail to a nearer, more civilized settlement, so we sailed off to the horizon. Day seven, the 19th of The Grand Harvest, 1762 After sailing for some time now, we saw a port in the distance, a large castle-like structure was built on a great rock, which seemed to be hollow on the inside, full of trade. We docked our ship not far off-shore and took the longboats to the beach. We were met by no-one, and there was no-one to be seen. We looked around the settlement for a while, and found a shipwreck that was decorated as a tavern, and a nice coral reef in between the rocks. I decided we should follow the path following along the shoreline, so that is what we did. We followed the path for some time, and arrived at a great gate, which appeared to be carved into the mountainside, allowing safe passage through. We made our way down a path going through a forest, passing high hills and mountains, when eventually seeing white cliffs. The closer we got to the cliffs, the more we saw what layed behind them. Enourmous walls, red of colour, with black, red and white banners flying of them. We arrived at The City of Helena.”
  8. The Highland Realm, Clan Vyremark [!] As the brave soldiers of Norland settle down after yet another vicious War with the Holy Orenian Empire, chatter forms within the halls of Morsgrad. The men and women feast, celebrate the inevitable end to the War, knowing they had done all they could, and battled valiantly. Jorvic Vyremark stands, addressing as many as he could within the Feasting Hall, a flask of ale in his hand and his fur coat strapped around his torso. “Attention brothers, sisters, loyal subjects to the King, Halvar Edvardsson, today we celebrate!” Roars, slamming of tables and more commotion would be heard throughout the hall. “Today, we made history. Tomorrow, we shall keep the peace.” He would nod to his friends, sitting next to where he stood. “The Clan of Vyremark shall now thrive. Our purpose? To keep those who have wronged us under shackles, to make sure they don’t burst free and cause the same issues they have for the majority of our life time, and the lives of those before us!” Clan Vyremark are followers of the Red Faith, every member has to denounce their rights to citizenship and follow the rules of the Clan. Said rules shall be pasted below. All participants lose their rights to marriage, as they swear their lives to the Clan. They may have romantic relations, children, and their freedom but they must commit their allegiance to the Clan, not a partner. Those who wish to join Clan Vyremark must undergo a trial, where they must show willingness and commitment. At the end of the trial, they will be branded with the sigil of Clan Vyremark on their right, preferably sword, arm. Uniforms will be provided once the ‘New Bloods’ have passed trial. Keys to the Clan Hall will be passed onto ‘Clan Members’ once we have been given a place of residence from the Crown. As a member of Clan Vyremark, you carry responsibility. We strictly do NOT bandit, harass or injure citizens of any Nation. The only time we shall commit violence against others is if we are threatened, or the Nation declares War with Norland or its vassals, and vise versa. Those who associate themselves with the Clan, regardless of rank must attend Red Faith events, praying to the all Father, and paragons often. Clan Members must always wear their fur coats in public, and their allocated uniforms depending on their rank within the Clan. The Hierarchy of the Clan consists of: - The Vykan, Jorvic Vyremark - Chief Advisor - Clan Elder - Clan Member - New Bloods - Peasants/Outcasts Signed, Jorvic Vyremark, The Vykan of Clan Vyremark Halvar Edvardsson, King of Norland
  9. A post is nailed to each den door of the Sanctum. ”Dear resident. It’s come to our attention that over all and daily spiritual devotion is lower than desired. Many look at the spirits and see only sacrifices. If you are struggling with your own creativity or simply are dull, have no fear. The following will contain standard ritual practice for every day. This is to help other spirits than Luara gaze their eyes upon you. To know only one spirit, is to shun the rest. Many can say they have faith, so let’s put that to the test. “ Overall worship concepts: Step one 1: Early Morning: Awaken and offer thanks to Dazkur and Deltrhok. Dazkur, the Greater Immortal spirit of loyalty and protection (For keeping you safe another day.) An offering to Dazkur can be simple. The act of protecting, or in a more simple case. Deltrhok, The Greater Immortal spirit of dreams and slumber. Step 2: Early Morning: The elementals. They help make life possible, and unlike Immortal Spirits. Elementals do not require mortal praise to be. Though they still enjoy praise. Step 3: Mid Day: Immortal Spirits: There are many, many immortals. This time in the day should be used to give praise to an immortal or few. The more devote tend to do as much as they can, however, simply praising a different Immortal each day works fine. This example, will use Akezo. Step 4: Late day: Ancestors The Ancestors are a stable of Maehr Culture. From the great and mighty Krug, to the Dalmakia trio. Many have their own ancestors, and we implore you to praise your direct own during this time. Ancestral offerings range from anywhere to personal things that the spirit enjoyed in life. To valuables. Ancestral spirits follow the same rules as other spirits with offerings. Many ancestors have their own prayers. If you’re looking for offering ideas to an ancestor, read above. Any of the rituals preformed can generally be applied to other spirits. Acolyte Qudlia Jusmia
  10. The Taste of the Eternal Uzg A Comprehensive Guide on Orcish Cuisine Prologue: Whilst a subject relatively unexplored in scholarly works, or otherwise, Orcish cuisine is a wide subject that us forever subject to radical shifts as we progress into each new realm, and new environments to settle upon. Take this guide with a grain of salt as, Orcish tastes in food tend to differ from each clan and individual, and constantly undergoes significant change across the times; consider this a basis on the general conception of what Orcs frequently enjoy to eat. With that said, feel free to leave any criticism, and Krugmari recipes of your own below. On Meats and Proteins: Generally, Orcs favour hardier proteins over lighter ones; this plays a big part in an Orc’s wellbeing, both physical, and spiritual. Orcs are, in most cases, advised to maintain a mighty physique that leaves fear in those who dare oppose, or pick a fight with them, thus the liking for proteins such as meat, and poultry. However, with that in mind, such sources of meat and/or poultry such as cattle are somewhat scarce under the cancerous sun of the savannah, hence why Orcish cuisine may come off as odd to those unfamiliar with it. Orcs usually take to eating whatever meat is available in the savannah, such would include that of gazelles, to more sturdy flesh, including that of wildebeests. The meat, so long as it is fresh, aged well, and shows no signs of decay may be eaten raw, to the Orcs’ liking. Second to an Orc’s taste for game meats is that of swine. Pork, although viewed as that of an unsophisticated diet, is a meat not reared within the savannah. Instead, an Orc may take to hunting it on their own, as the Spirits intended it, or simply purchase it from outside of the savannah; the hardiness of it’s nature makes it optimal for the marginal conditions Orcs are brought up in. However, seldom is swine ever eaten by the Orcs raw, seeing as it may decay rather easily under the sun’s eye. This feat renders preventing significant rot upon the meat from spawning a difficult task, and swine may take as little as two cactus days to grow rotten, but this is no problem to the Orcs for, their immune systems are built to filter out the impurities in such rot. On Grains and Greens: Commonly enjoyed grains amongst the several clans of Krugmar are few as, the average Orc’s diet is mostly consistent of hardier foods, as mentioned earlier on in the guide. With that said, they are not completely out of the picture; maize crops may be harvested, and are favoured across the clans as being one of the healthier dietary options for the growing Orc or Fe-Orc. Rice, too, is a grain enjoyed across Krugmar, primarily because it is so easy to harvest in the savannah. It, in particular, is used frequently in Orcish recipes, specifically Zhroom Gumbo, or Mushroom Stew and Rice, favoured amongst folk of the Madcap and worshippers of the Mushroom Spirit. Zhroom Gumbo is also combined with seafood, such as crawfish and lobster, seeing as the sea is so easily accessible. In terms of fruits and vegetables, the healthy Orc may come to a liking of such foods, especially in the most dire of situations. Cactus Apple, or Prickly Pear Fruit, a subspecies of paddle cacti, is amongst the few fruits enjoyed in Krugmar. This fruit can be eaten fresh, dried, or boiled to produce a sweet nectar one may drink alongside his or her food. Agave and Amaranth are also a fitting food for the ever-changing diet of an Orc, Amaranth in particular being both delicious, and easy to harvest, seeing as it thrives in arid conditions, and requires little, to no irrigation to survive. It is commonly used to fortify bread, when mixed in with flour, or simply eaten after being roasted by a fire, giving it a crisp, hard exterior, and soft interior. It’s leaves, too are often served as garnishes for meats, stews, and gumbos. The Aizen shrub, whilst more prevalent in desert and oasis regions, is also a herb that serves a part in the everyday Orc’s diet that is to be noted of. Usually used as marination of game meats, and a common ingredient in gumbos, this herb is largely known to be immune to the blazing heat, and insufferable drought, and offers a sweet, nearly toffee-like berry that grows off it that, when dried, may be boiled into a nectary syrup an Orc may use as a refreshment after a long day of hard work. The leaves may be eaten dried, or cooked; the seed itself, boiled or baked; and the root, boiled into a sweet gruel. On Alcohol Traditions: The most widely-respected brew of the Urukhai is Grog, which is brewed in a different way as according to what each specific clan’s traditions call for. The recipe most often used simply for the sake of convenience is Cactus Grog; an Orcish delicacy, put lightly. Harvested from the sweet nectar of a cactus’ inside, this beverage is a hazy hue of white, thick in volume, often inducing hallucinogenic effects upon the lucky drinker, similar to those of Cactus Green, having been drawn from a plant left to dry under the heat of the savannah. Similar in both flavour and scent to rum, it retains the same bittersweet taste as Cactus Apple, and gives a burning sensation in the throat afterwards due to such. Similarly to Cactus Grog, or Kaktuz Grog, in Blah, there is Agave Berry Cider, a beverage similar to wine, but significantly hardier. It goes down the throat the same way Rum, or Cactus Grog does; with a burning, tingling sensation. Just as the Cactus Grog, this one puts upon it’s drinker an intense feeling of nausea, and hallucinogenic thoughts and visions, which may include seeing or hearing what may not exist at all; simply senseless babbling and seeing. This is due to the fact that the berries in which the alcohol is drawn from have been left to ferment under the intense heat of the sun. The last of the Orcish beverages I will mention here is Akrûm’Ghûd Ran’Ztauk, or Sweet Berry Moonshine, widely regarded as the strongest of the bunch, in both taste and effects on one’s health. It glows a clear shade of grey, similarly to Cactus Grog, and is brewed on makeshift stills, from the fermented nectar of the berry in Agave Berry Cider, traditionally mixed in with maize crops such as corn, and sugar, if available in the savannah, or wherever one may find the need for it. In regards to the effects it has on one’s mind, one may experience a terrible headache for several hours on end, as well as poor memory, and mood swings, typically, mainly due to it not being fertilised long enough. Epilogue: As mentioned in the prologue, take this guide with a fair grain of salt, as it is not entirely accurate to every Orc’s dietary tastes and needs, and does not nearly include all Orcish recipes cherished and brought down upon by the descendants. To reiterate another thing the prologue mentioned; feel free to submit recipes of your own Orcs, as I will leave this thread open for comments, and will happily add them later on.
  11. The Damerian Guard Codex For many years, Damerians have lived oppressed. They have been led astray, swaying from the purpose of Darrowmere and the Cannonist faith, which we have claimed to follow. From this day forth, the Damerians shall swear their allegiance to the Crown, and to the Noble House of Onfroi. Those who are capable fighters will be required to take up arms, joining the newly founded Damerian Guard force held in Fort Darrowmere. The sole purpose of the Guard is to defend the Noble House of Onfroi, above all other tasks. There are many duties and responsibilities which the Guard must follow. Said duties consist of: Remain fit and strong. Mandatory exercise will be a practice of the Guard to ensure the safety of the Guards and the people of Darrowmere alike; being unhealthy and incapable puts yourself and others at risk. While on duty, a uniform is required, which will be provided once you join the Guardforce. All Damerian Guards shall wear this uniform at all times without fail while defending the walls, protecting travelling nobility or being stationed on the gate. All Guards shall be armed while on duty. Failure to be armed will lead to issued punishment depending on the severity. Lack of preparation is an easy way to put yourself, and those around you, in danger in the unlikely circumstance we are attacked. Guards shall refer to all Onfroi’s as ‘My Lord’, or ‘My Lady’. They shall refer to the general public while on duty by their titles, those without titles shall be known as ‘Ser,’ or ‘Madame’. Use of force is permitted to all Guards, however abuse of power will be heavily sanctioned and those found guilty will be exiled from Darrowmere. This includes: Unjust murder, abuse of Citizens without trial, execution of a punishment before trial. The rest shall be considered common sense, and the Marshal and the Head Guard shall deem those guilty of abuse in a case-by-case format. ((OOC: If you wish to apply for the Damerian Guard, please apply on this forum using the format pasted below: IGN: RP NAME: RP AGE: DISCORD: Former military experience shall be noted below, please go into detail of your past experiences in combat, and ability to keep the public safe. Any criminal records shall be stated here, if found to be lying you will instantly be denied. Past housing and living records shall also be mentioned, for example if you lived in Morsgrad prior, or even another City:)) Signed, Dame Alli Ruse Onfroi, Burgrave and Head of the Onfroi Household Ser Hadvar av Mitteland, Marshal of Norland, Head of the Onfroi Household, Head of the Damerian Guardforce Ser Jolfrey, Head Guard of the Damerian Guardforce Alexios Onfroi, The Noble House of Onfroi Ave Darrowmere.
  12. Wherever the wind went, Sleeping Hawk followed; such was the way of life he’d grown accustomed to, a way of life which hadn’t done him wrong. Not now, nor ever. If the wind trailed along a shallow creek, the Hawk followed; if it guided him to a desolate mountain, he followed. And yet, now, it seemed, the wind had taken him beyond the fields of Athera, and perhaps many frontiers following it. The last he could remember was waking from his slumber, of which he’d been trapped in for years, or centuries, as far as he was concerned. It wasn’t long before darkness came, once more, in the form of slumber: inescapable sleep that he’d been doomed to withstand. But by Igne’Acaela, Sleeping Hawk refused to allow this to hinder his wanderlust for, wherever the water flowed freely, he followed. Sandy, the shores of this ’New Malinor’ were. Was it called Siramenor? Only Lyes could tell, for these large trees were not similar to the ones he’d grown close to; those of the bayou. No, these were larger, and mightier, and alien to Sleeping Hawk’s naïvete. Had it been one year, or one aeon? And yet, only word of Arcas was muttered. Arcas? Sleeping Hawk thought to himself, scratching upon his hair without an inkling of an idea as to what had occurred prior to his awakening. He could not remember, nor identify any of what was around him. His own tribe; his family, the only thing he’d ever known, out of sight. But where there was darkness, there was light, in the form of fire, an element so holy to his people it protected their own realm. Igne’Acaela, a prophetic fire, similar to the divine water the Owynists would sip from, and bathe their cubs in. And for nights where he fasted from sleep, he took to staring at the fry, in pure admiration, with hopes that it may satisfy his wanderlust. But even three hundred years into the future was not enough to satisfy his primeval instinct to travel, and roam the wild frontier, It was high time the Hawk took his flight.
  13. You wake up wearing a messily folded paper hat, you open it to a new buck news.
  14. The Introduction The Uddad -a Farfolk sub-culture & tribe of Qalasheen peoples, being mainly Desert Dwellers & Nomads, Craftsmen, Philosophers, Artists, Musicians, and great Warriors. Some live in Tent camps in the middle of a Desert, herding ram & sheep - travelling around on a mount & trading, others found joy in crafting complex art, with colours & sciences.The Uddad, commonly referred to as "Beni Uddad" in the Qalasheen tongue, are a tribe of semi-nomadic herdsmen that roam deep within the Korvassa desert, grazing their cattle and patrolling the edges of the Sultanate's borders. History Little is fully known of the origins of Uddad, however according to Oral tradition, the founder of the tribe was a man by the name of Abd Al Tandir-A Warrior who gathered his brothers to form a Tribe. According to ancient texts found within the Grand Library of Al-Faiz, it is mentioned that there was a man of the same name that existed around the time Uddad claim their tribe was founded (thus adding some weight to scholarly claims), Tandir was on a Dune with his white horse, Baobul-upon the other side of the dune, there was a fresh piece of land-with grass perfect for herding & setting up a camp-though protecting it was a Lion named Mihran, he rode into the sands with spear in hand, stabbing the beast before it could attack him-with it then he set a stick upon the ground, marking it the new homeplace for his Tribe. Uddad had been a nomadic herdsmen known for his breeding of exceptional Rams, they were shown to be larger, stronger and faster than the average of their species.The Herdsman's children would come spend most of their days herding and taking care of the livestock, and in time, they had come to take on some of the bear's qualities, namely their stubborn nature and unrelenting behavior. Current conditions After decades of roaming around aimlessly, the chief of the Uddad, Badir Yahya, led the tribe to the desert of Korvassa, seeking an audience with the ruler of the land, Sultan Al-Mujaddid, soon after this audience, the Uddad were formally granted permission to around around the desert, as vassals and and tributaries of the Sultan. Society Society Uddad Society is quite Democratic, in each tribe there is a leading council of 9, known as the Jamelzih-the Jamelzih have one leader inwhich is the Chieftain/Chieftess of the tribe-who would sign off on the Council’s decision-they deal with Social, Economic, and Political issues amongst the tribe, along with crime & punishment-all who commit the crime of Banditry is sentenced to death. Uddad women have much freedoms in the tribe unlike other culture, they dont wear veils-they could pick their husbands, and they could even become the tribe chief. Uddad Chiefs rule as Monarchs, their known as “Amenkl”-most often then not their women, or sometimes men-to become a Chief one must belong to a family known as the “Aitzigh”, being the descendants of the very first Uddad-once born into the Family you are sent into one of the 4 main Uddad tribes, the Dorduga-The Urzil-The Langtazigh-or the Hassanir. The Dorduga being the main leading tribe of Uddad, ruled formly by Badir Yahya, until he was beheaded after he was caught in the middle of selling slaves. Now being ruled by his son, Aderfi Yahya. For Uddad marriage rituals, it often follows the same as those who follow Al’ Rashidun Faith, however-due to the Uddad’s past traditions, theres a twist. Once the marriage ceremony is completed, the Imam would carry out a Uddad ram from the herdsman-the couple must then put their hands on the ram for 1 saint minute, as they recite prayers, after that they kill the ram through a slit of the throat, however the Imam would measure the amount of blood droplets from the ram, putting the blood onto the couples hand-the couple must then mix the blood around their hands as they recite more prayers, then they will interlace their hands with the blood, this symbolizes how Uddad society is based upon the ram, the ram’s blood means how they are connected to eachother through a common thing-Even if the Uddad was a upper class Helenian Noble, or a Wealthy merchant-the ram is always a reminder to all Uddads around the realms, that they started off as Shepherds in Korvassa. Uddad men are allowed to have as many Wives & Concubines as they wish, most often then not the frist & primary wife would belong to the Uddad Culture, and her children will hold their father’s claims to whatever the family owns, however the Concubines & other wives would be Foriegn, such as Ruska & Lech Women (being the most popular concubines of Uddad men), or even elven women-reasoning behind this being unknown for now. Clothing Uddad clothing mainly consists of wear well suited for desert climates-made up of linen & wools (the wool made from the Uddad Ram of course) being wrapped around their heads, only showing some of their face-to protect them from the sands of Korvassa, one might say they've never seen a Uddad man without his Turban on. Men Men’s clothing is often wrapped around the head to form a Turban, most often then not its in Black, Dark Blue, Orange, or Purple-this part of the Uddad’s wear is called the “Talgult”, a Uddad Turban. Another inside clothing, mainly for Uddads living in cities & such, being known as the “Llamba”, a long robe like clothing, most often being topped by a Fez-the fez is a red/black fur/linen cap worn on the head. Women The clothing of a Uddad woman involves large amounts Jewelry, made from Qalesheen steel & golds, and a heavy interest in blue rocks, these blue rocks would be dug from the sands & smithed onto a set of Jewelry, the larger the rock the more power you have in Uddad culture, along with this the woman would wear dress with complex detailed geometric designs on the wool (made by Uddad sheep of course). Its common fashion to see Uddad women wear black tattoos around the upper body, reasoning behind this go back to the early Uddad Spiritual beliefs. Festivities & Cuisine The Uddad enjoy the same Festivities as the Qalesheen, however they have one unique holiday known as “Ram”, Ram is a day of feasting on the well known Uddad Ram, being some of the best Mutton in the World-the entire day & night each Uddad must only eat the mutton of Uddad Ram & their other productions, whilst dancing & colourful outfits are being worn. While the Uddad are well known for their Mutton, they do have another dish thats not as well known, yet still tasty-”Garmok”, Garmok is a type of hard cheesy bread made from flour, grain/wheat, and of course Uddad milk, being mixed together & put in the oven for 2 days, its quite crunchy in the outside, however in the inside its cheesy & milky, a savory taste that anyone could enjoy! Along with this, Uddad Milk, known as Blue Milk is quite popular amongst the Uddad, for some reason, all Uddad ram that have black wool produce a strange blue milk, when you drink it, it tasts like any other milk, however its very sour & creamy, if one were to put some water in a cup with blue milk, itll bubble up-making it even more creamy, however it becomes very sweet instead of sour. Most Uddad women enjoy a rare type of Tea known as “Ulik”, its made from 15% blue milk, 10% normal Uddad Ram milk, and the rest is grass taken from deserts, mixed together along with some water, heated up-surprisingly its quite nice, especially when warmed. Religion The Uddad religion is Al’ Rashidun, followed by most Qalesheen-however before then they followed a Pagan Pantheon. Not much is known of their old ways, however what is known is there was 3 gods, formulating 3 forms of life-with it then each tribe of Uddad (still being tribes to this day) Would follow, along with 5 other minor gods-there was 1 god leading all the other ones, with it then all Uddad folks worship him. During the time of Al Rashidun’s early foundation in the worlds, the Uddad converted willingly. Architecture Due to the Uddad mainly being desert dwelling nomads, it only seems fit for them to live in Tents, Uddad tents are often black, or white-with complex designs sown on the backings of the tent, being made from Uddad sheep wool, however-those Uddad who live in Cities or have access to large buildings, take great joy in Tilework. Uddads are probraly the greatest tile workers of the Human realm, they create complex geometric design, adorned with colourful hues of Blue & orange, yellow & red-etc… it is truly a wonder to look upon such detail into art. Most Uddad buildings feature a inside open area known as the “Riaad”, the Riaad would serve as the primary meeting place of the home, most often then not it’s floors have tilework, along with a good amount of flora, and in the very center is a Fountain. The Outside of Uddad housing is mainly made up of Red Mudbrick, having simple yet detailed designs carved into the hardened wall-some of these houses are fully whitewashed, red washed, or made completely blue. Military Still being Written, however heres a traditional Uddad War song. Language Ntaughzigh is the language used by the Uddad, sounding similar to Qalesheen & Original Uddad delelects. --- Amenkl - Chief/Monarch/Sultan/Emir Jamelzih - Council Aitzigh - Uddad ruling family Iqqifar - Sand/Desert Ayyour - Sun/Moon Yeurmih - Sea Tatuich - Tree Zamil - Man Zamal - Woman Baba - Grandfather Yima - Grandmother Tamgarth - Wife Tamgiral - Husband Khalu - Father Kuaal - Son/Daughter Names Male Badis Badir Aderfi Brahim Gwafa Idder Iken Izel Izil Imersan Sufian Ridha Uada Wangu Warani Yedder Ziri Zdan Female Yimul Basil Illi Kahina Lalla Lunja Safiyya Sekkura Thiyya Sakina Tadla Tagweran Tafara Notable Uddads throughout History -Badir Yahya, Former Chieftan of the Dorduga tribe of the Beni Uddad -Aderfi Ibn Badir Yahya, Former Chieftan of the Dorduga & Urzil tribe of the Beni Uddad -Alib Kemish, ⅓ Uddad, due to him being more Kalamite, Uddad/Kalamesh Polymath & Poet -Mohammad Ibn Badir Al’ Fujadeen, ‘Chieftan’ of the Uddads as a Whole, however mainly a Poet ((If you wanna be on this list, I suggest making a Uddad character!)) (( OOC ENDING NOTE : As you could tell, the Uddads are inspired by the Amazigh of North Africa, or known as the Berbers. If you wish to play a Uddad character, feel free to contact me. Still writing the Military Section! Also, I would like to thank @AquaticWolf for helping me write this to fit in with the current lore! Discord Seus#4667 IGN CatalanSupremacy Planet Minecraft Teseo ))
  15. Now that it's always night, buck doesn't quite know when to sneak into your house anymore. It gets slingshotted at you in a crumpled ball from the roofs.
  16. Buck news has been nailed to the ceiling over your head, so you can read it as soon as you open your eyes in the morning! How convenient(?)
  17. The Imperial Association of the Performing Arts Est. Anno Domini 1769, Under the Company of Thespians and Revelers About this Worshipful Guild The Imperial Association of the Performing Arts, established 1769, is a guild under the blanket administration of The Livery Company of Thespians and Revelers. The corporation is a cooperative assembly of verbalist artists. Formed by Peridot Beryl Carrington, the guild represents the interests of comedians, spoken word poets, musicians, actors, playwrights, and other performance-based artists. The guild organizes events for these performers to enlighten the masses, spread their so-saught after fame, and, of course, make money. The primary goal of this merry association is to bring entertainment to all the crowds of Oren, whether it be a high society gala or the local tavern. The Chamber of Romantics The guild is governed in a loose manner, so as not to oppose the freedoms of its performers. Each man or woman is their own, the guild serves more as a means to hone their craft, create bonds with the rest of the performance community, and find jobs. Further, membership is accompanied by a license from the Company of Thespians and Revelers; a member of this guild is a member of that company as well and attains all rights that come with that status. Despite this loose structure, there are basic rankings amongst the group: the organization of this ranking is called the Chamber of Romantics. A key necessary to understanding our organization is that rights afforded to each rank are relatively fluid and ceremonial in nature. Each performer, regardless of their rank in the Chamber, is an individual and has the right to their pursue own activities without oversight. Director-President: The Director-President is the chief amongst the Chamber of Romantics. They are charged with the overall management of the guild and organizing guild-wide events. Further, they are charged with the duty of the purse and are the primary representative to the Company of Thespians and Revelers. The Director-President acts as a manager for all artists and will represent them to potential clients. Master: A master has proved themselves a capable performing artist. Whatever their form may be, they are recognized across the land as a titan of art. Within the guild, masters can induct official apprentices whom they can teach in the arts. Lesser Romantics can also take on students, but these students will not be immediately inducted as apprentices. Journeyman: A journeyman has proved they are above instruction from a master. They can provide their own lessons and earn the right to independent representation. Journeymen are afforded the ability to organize their own events, incorporating other guild members as they please. Apprentice: Usually young, the apprentice is just learning their craft. Apprentices are assigned to a master of their craft if there is one. If not, they are supervised by the Director-President when possible in their performances. Relatively, the apprentice has free reign on their journey to becoming a full-fledged artist as there is no true plan to make somebody into an artist. The Enlightened Endeavor: Stagecraft While the guild does indeed field a wide array of sound-based performers, ranging from musicians to poets to comedians, the primary and recurring function of these artists is the pursuit of drama. Those who come onto the company as thespians will find themselves as the actors of a variety of plays. Further, the company seeks out talented playwrights and directors to aid in the creation and production of these spectacles. The entirety of the guild is incorporated, with musicians and comedians both being brought into the unifying art of stagecraft. Associated Playwrights: Playwrights with associated status are those who primarily identify with the troupe itself. These playwrights can produce their entirely unique scripts and utilize the expert artists and thespians of the guild at their will. The guild, ultimately the Director-President, will act as a producer for the playwright’s plays and coordinate times, venues, and handle the marketing side of the art. These talented writers need to make money after all! Associated Thespians: Actors with associated status are those thespians who run with the troupe and see regular employment in the many dramas set by the company. Thespians of the guild rely on the playwrights (whom they can also be themselves, as artists can be both actor and writer) to provide them with plays and will hone their craft through such endeavors. Actors receive a paygrade from the Director-General via commission of the plays and an actor’s respected role within said play. Scheduling an Event with the I.A.P.A It is hereby decreed that any citizen of Oren or beyond can contract the Imperial Association of the Performing Arts to perform any variety of entertainment at their events. Whether it be a gala or a comedy night, the association can provide entertainment. Below is a format by which to submit a Letter of Request to the Director-General to schedule such affairs. Client Name: Client Aviary Address (Discord): Venue: Entertainment Needed (Music, Improv, Comedy, Actors, etc.) Joining the I.A.P.A Hear hear! All performing actors, musicians, thespians, etcetera, are called to join our Association. You will have access to top-notch production and management, as well as to a semi-regular source of income. Further, you can hone your craft and network within and without our art market. You need not experience, just hope! We can provide lessons and top-notch education in the ways of the performing arts. Applicant Name: Applicant Aviary Address (Discord): Applicant Sex and Race: Form of Art: Would you be interested in acting (Y/N): Experience in the Performing Arts (if any):
  18. This buck news has been just tossed at your doorstep. Buck just doesn’t seem to be in the mood tonight.
  19. ᛥᛜᛝᛜᛜᛝᛜᛜᛝᛜᛜᛝᛜᛥ Lechitian Culture ᛥᛜᛝᛜᛜᛝᛜᛜᛝᛜᛜᛝᛜᛥ Lechitian Empire Coat of Arms Crest made by Mykei ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ History ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ ᛜᛝᛜ Unifying the tribes ᛜᛝᛜ Lechitian people are a very old society rich in history, religion, and customs that lived in a distanced continent known only from their folk stories and books. There were three major tribes that later evolved into a strong kingdom. Those tribes were Lechians, Tshechs, and Ruthians. Constant wars between the tribes were destroying their economies, culture, and social life. The major problem in unifying the tribes were religious differences between them. Although Lechians and Tshechs shared nearly the same beliefs, old Ruthian nobles were against any kind of unification. When the Grand Prince of Rusthovy began his expeditions towards the east, both Tshech and Lechian princes were worried that a growing in power Ruthian leader may become a major threat for their freedom. Prince Bojan of Tshechia and prince Radomir of Lechia secretly united under one banner to fight power-hungry Grand Prince. Army of 67.000 men crossed the Ruthian border and began the surprise attack on Grand Prince’s lands. Tschecho-Lechian army didn’t expect such a friendly greeting. Farmers, workers, and priests welcomed foreign soldiers as saviors. The hidden truth about the Grand Princedom of Ruthia was that people living there were hungry and poor. Citizens were waiting for this war to come for many years. Ruthians didn’t win a single battle as the majority of their army was focused on expeditions in the east. Armies of Bojan and Radomir were advancing east really fast, within a week they reached Ruthian capital - Kijv. Grand Prince Dymitr got worried when during his way back to the capital from a distance he saw huge clouds of black smoke. Ruthian army arrived too late because the royal guard and city watch were already either killed or captured. Dymitr knew that this war was lost and gave in. His execution marked a new era in the history of those three tribes. Fresh crowned Grand Prince was in strong favor of unification and mutual help. “Act of Unification” was signed a few years after the bloody war which was later named “Vyprawa Kijvska” which meant “Kijv Expedition” in their native language. Newly created title of “Lechitian Empire” was a decision of all three rulers. This act not only united three brother tribes under one king but also created a united and strong religious group. Bojan and Radomir entering Kijv Lechitians working in the time of peace ᛜᛝᛜ Incompetent regency & problems with succession ᛜᛝᛜ After decades of peace and prosperity came the times of troubles. King Radovan died without a legitimate heir to the throne. His cousin Vladko of a Tschech descent was a designated regent of the empire. His rule was unfortunately very weak and unstable. Peasants began to riot and nobles wanted more power form the Crown, it turned out to be too much for incompetent regent. He couldn’t hold the power that the regency council gave him because of his lack of experience. Growing tension between the rich and the poor escalated into a big civil disorder which led to a small Peasants War. Upcoming years were the worst years in Lechitian history, empty granaries and weak army morales were a perfect opportunity for Lechitian enemies to attack. The weakening empire slowly met its end, this giant and prosperous country in fact destroyed itself. Lechitians were sure that the fall of their homeland was a side effect of their gods wrath that appeared after weak regency and turmoil in a country that lived in peace and prosperity for so many years and wasn’t prepared for such problems. Lechitians fought in many wars, most of them turned out to be a loss for them. High ranked nobles - so-called magnates - used their first opportunity and left their continent. The ones who left got erased from the memory of still living Lechitian nobles that didn’t leave their homeland to die. Lord Regent Vladko ᛜᛝᛜ Current state of Lechitian rulership ᛜᛝᛜ When the strongly damaged empire finally expired and got erased from the map last Lechitian nobles gathered in a secret meeting to pick a family that will uphold religion and customs. That day a male representative of Pasnians which is a Lechian subgroup - Jan Stefan Batory married a Tschech-Ruthian female representative - Izabela Eugenia Potocka. This marriage originated the House Batory that became the last legal upholder of Lechitian title, religion, and customs. Newly elected Lechitian leader moved to Arcas and stayed humble until the end of his days - his offspring are still upholding the title, religion, and culture. Currently, there is one more family that has the right to uphold the Lechitian title. A family that was backing the Batory’s right to rule, Svarogov’s always played a supportive role. On 9th of The Amber Cold 1779 families united under the name of Jazloviecki. Jazloviecki Crest ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ The question of faith ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ After many years in Arcas Lechitian people were gradually influenced by new cultures. Many of them have chosen the path of Canonist Church and have been baptized. Some of them doubted any of the gods and left the faith. Few remained faithful to the old deities and follows the path of Rodnovyery. ᛜᛝᛜ What is “Rodnovyery” ᛜᛝᛜ Rodnovyery is a polytheistic religion that originated ages before the Lechitian Empire was founded. Religion itself focuses on worshiping many gods and divines that are said to help in everyday life. Lechitian people also believe that that worshiping gods is helping them to win the war between them and demons. Lechitians believe that everything comes from the greatest of the gods Perun who looks after them and sends smaller deities to help them live a normal live. ᛜᛝᛜ Major deities ᛜᛝᛜ ᛜ Perun ᛜ Father of everything that lives Highest of all the gods Biggest crops gifts are always for Perun – almighty god of life, war, and weather. People always talk about him with respect and honor as he's believed to be present all the time in Lechitian's life. He's watching everyday life from a distanced Island of Volin on which every brave and pious living being will wake up at the beginning of its afterlife. When a thunderstorm appears far away on the sky above and with every minute it’s covering bigger parts of it it’s believed that Perun got angry because of the stupidity of people’s decisions and deeds. Perun is believed to take form of a big white wolf that wanders around the forests all across the world. His throne in the middle of Volin is made out of light gray stone with beautiful engravings. ᛜ Svarog ᛜ God of blacksmiths, craftsmen, fire and sun One of three god brothers Svarog is believed to be one of three Perun’s sons, this friendly god of fire and sun is also a patron of blacksmiths and craftsmen. Blacksmiths can offer their products like swords to please him and get his blessing or wear an amulet with a small iron anvil. He’s believed to take the form of a blazing deer that leads lost craftsmen through darkness of night. Sits on a throne made of iron with a pure silver sword on top of it. ᛜ Jarilo ᛜ God of spring, cropses and fertility Second of three god brothers Jarilo is the second of three Perun’s sons, this god is associated with spring, well grown cropses and fertility. Believers always burn hay bales to please him and make their cropses grow faster. It’s said that he appears as a white dove and visits farmer’s houses. His throne is said to be build of wood with fruits and vegetables all round it and golden rye at it’s steps. ᛜ Weles ᛜ God of afterlife, magic and vow Third of three god brothers Weles is the last of Perun’s sons, this god is associated with afterlife, magic and evertything related to it as well as vows. He’s the oldest of god brothers and because of that Perun gave him the role of afterlife warden. People who pray to Weles often worship big rocks and mountains as he’s believed to live in the mountains where no man can enter. This kind and often smiling god likes to visit human villages as a bear cub and play with children. ᛜ Morana ᛜ Goddess of death, winter and resurrection Morana is the fifth one of the most important gods in Lechitian beliefs. This ice-cold goddess of death and winter is associated with a white swan that swims in the lake, that’s why Rodnovyery’s worshipers aren’t getting to close to the water when they spot a swan. She’s believed to take the form of a moon that during her way through the sky kills everyone who’s not a good person. For everyone who was good during life, she offers a resurrection and a wealthy life in the land of Volin with other worshipers and gods. Her throne is said to be made out of bones and that cushions on it are filled with swan’s feathers. ᛜᛝᛜ Minor deities ᛜᛝᛜ ᛜ Leshy ᛜ Spirit of forest Nature warden Leshy is neither good nor bad – he’s a designated warden of nature and forests. He’ll attack everyone who’ll enter the woods with bad ambitions but will protect everyone who truly fears him and wants to share the wealth of forest with others. Hunter that didn’t offer him a gift will most likely be attacked by a wolf's pack during his hunt and die in agony, while a pious man who did offer something to him will probably get very lucky and hunt a big animal that could feed his whole family. He’s often seen as a cloud of black smoke wandering across the forest, or a tall creature with long arms and a skull on its head. ᛜ Klobuk ᛜ Patron of house fireplace and prosperity Klobuk is one of the good spirits in Lechitian beliefs. He’s said to protect the fireplace in your house and make your work more prosperous. Often appears as a black cock with red eyes, despite his scary appearance he’s one of the most peaceful house spirits. It is believed that the first sign of Klobuk's protection is when the homeowner finds a single black feather on the doorstep in the morning. ᛜ Domovik ᛜ Household peacekeeper Domovik is a second deity who is said to protect a household. He’s usually seen by the house owners in a corner of their eye but when they turn to see him he disappears. He's a friendly spirit that looks after babies while they're asleep and makes sure that animals such as sheep and cows aren't killed by wolfs at night. He’s described as a small humanoid creature with long beard and big hands. ᛜ Horst ᛜ Rival of Leshy Hunting Patron Horst is in a constant rivalry with Leshy as he helps hunters to ruin the woodland’s environment by killing too many animals during hunts. By some, he’s considered as a demon, by others as a helping spirit. To gain his blessing hunters often hang the biggest deer horns they can find, over the fireplace. Some hunters confess that during their hunt with Horst’s patronage a big wolf attacked them but to their defense came a giant black deer with sharp horns. They're sure that it’s a sign of Leshy's and Horst's long term rivalry. ᛜ Murz and Rekaᛜ Twin gods of rivers, seas and oceans Murz and his twin sister Reka are often portrayed as wet children of waters. They mean no harm to people and if people sacrifice something for them, they will protect them while they’re in water. Lechitians believe that without their protection evil water spirits that they’ve called “utopce” will grab their legs and take them deep under the water where they’ll drown. Those two are also patrons of sailors and swimmers. People believe that when they enter any type of water and waves are getting calm it’s the sign that Murz and Reka are there to guard them. Another evidence for their presence is a story about a big water serpent that fishermen have seen swimming around and helping to get more fish into the nets. Legend says that they live in a palace at the bottom of the ocean where no man can enter. ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Social structures ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ ᛜᛝᛜ Ranks ᛜᛝᛜ Lechitians are following the old customs of rulership and social structures. The highest position in society is the Vozhd (leader) and his house. Currently, this title is in hands of House Batory from a Pasnian descent. When Vozhd dies and his eldest son is not above 18 years old then a designated regent is given the lead in “Rada” which is a Lechitian council that includes every high ranking family representative. If there was no designated regent, then the wife of dead Vozhd takes his seat in Rada before her son becomes an adult. On the day of legitimate heir’s 18th birthday, the regent has to step down. At the beginning of its existence, Rada wasn’t meant to work on its own – Lechitians once formed an Elder Council that was meant to help it work properly but now, when the Lechitian Empire no longer exists and their community is rather small, the Elder Council is not playing any role anymore. The power of a house is determined by the current ruling family, so if a family that has a seat in Rada is clearly unworthy to hold this seat, then it can be revoked and given to a different family that Vozhd found worthy. Different families can have diverse customs and symbols. Colors are playing a crucial part in the family importance level, for example, a family having a shield with its colors on it is most probably holding a seat in Rada. If that shield is shattered publicly then it means that this family is no longer worthy to represent the Lechitians and should leave the society as quickly as possible usually, it’s the next morning. Next in the hierarchy are priests that are taking care of gods' monuments and are taking care of official state sacrifices. They’re highly respected among the Rada’s members as they’re known from their life wisdom and experience. Only the High Priest is permitted to give state sacrifices to Perun. Most important in Lechitian society is the Family as it makes warriors strong and provides society with new members that are born. From this belief comes the popular Lechitian saying: “Dzie rodina tva, tam dom tvoj” which means “Your home is where your family is”. One of Lechitian rituals “Dzhiady” ᛜᛝᛜ Military ᛜᛝᛜ Many books from various tribal subgroups gave us different names and responsibilities, so it was really hard to determine which one was the most popular. Lechitian army was built mostly out of infantry, not that big but also important was cavalry, and the smallest part of the Lechitian army were bowmen. Old Lechitians always say that the sight of such a combination was frightening even the bravest soldiers. It’s hard to say what were the military ranks in Lechitian society. The most important moment in the history of Lechitian military was when the Empire fell, and during its last council Lechitians decided that there should be no military ranks among the soldiers because one soldier can be as good as the other one and everyone will be judged by the gods on the same basis so that makes every Lechitian equal. Later this decision was slightly changed so that the Vozhd has the military command and house representatives in Rada, that answer to him, are leading their regiments as commanders. Lechitian tribes have two elite military formations except for regular army regiments that survived to this day: ᛜ Druzhina ᛜ Elite soldiers regiment that listened only to Vozhd’s commands. First Lechitian army reform says that “(...) no man except Vozhd can do anything against them (...) or command them.” Equipping them with weapons of the best quality - swords, axes, pikes and good armors - made Druzhina nearly unstoppable. Druzhina was mainly built out of infantry but there were usually some horsemen as well. ᛜ Jazda ᛜ Elite regiment built fully out of the best Lechitian cavalry. Skill and tactics are those two things that made Jazda a swift regiment that could very easily elude arrows shot by their enemies. Jazda was known for brutality. Its most terrifying tactic was striking in the middle of the enemy’s infantry regiments and killing tens of soldiers. Spears and short bows weren't the only way to kill, riders often used their horses to stomp on enemies with heavy hooves. ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Settlements ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Most of them live in small villages. Settlements are usually surrounded by mountains or lush forests, but you can find their villages located on a hilltop or on great plains as well. All houses are rather humbly built as they’re made out of wood. The only difference is that houses of wealthier Lechitians are made fully out of wood, and those who are not so wealthy usually have to cover their roof with thatch. They usually have a small garden near the house where they grow herbs and small plants. Some Lechitians might have animals in small wooden enclosures, those are often located behind their houses. In the middle of the Lechitian settlement, you can either find a big old tree or a big campfire that settlers are dancing around at night and warming themselves up in winter. Villages are always surrounded by a wooden palisade that gives the village the protection it needs. The biggest danger for the villages are wolves that kill animals and bandits who pillage their peaceful settlements. The way that Lechitians are living gives them a unique bond between every single one of them that you wouldn’t find anywhere else. Typical Lechitian village ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Appearance & character ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ Lechitian men are usually tall, while women are rather short. Most of them have dark hair and their eyes are typically in the shade of green or blue, sometimes brown. Women are thought about as one of the most beautiful in the world because of their soft facial features and ideal body shapes. Men are handsome and well built because of their hard work for the commong good. As a group they follow no fashion because they wear handmade clothes and armours done by Lechitian tailors. Their outfits are mostly done out of what they can find in the forest or in the fields. Both - female and male - clothes are made out of linen and their shoes are usually made from skin of animals they hunt down. There are some exceptions when it comes to wearing clothes in Lechitian villages. The best example is that Vozhd should wear his armour most of the time as he’s supposed to represent the community and show their strength. Lechitian women for special occasions are wearing their expensive handmade amber jewelry inter alia necklaces and earrings. While staying at their village you would probably encounter their kind and open attitude toward strangers. They always offer travellers a place to spend a night in and provide them with bread and water. Lechitian men are very honorable so they believe that giving up in a fight is a sign of weakness and cowardness. It is believed that a man who ran from the battlefield will lose his place on Volin when he finally dies. Lechitian women always feel obliged to take care of wounded people no matter what their allegiance is as life is one of the biggest values in their culture. Men always work hard in the fields or as a soldiers because they’re the main family providers, while women take care of children and elders. ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ (WIP) ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ OOC INFORMATION ᛜᛝᛜᛥᛜᛝᛜᛜᛝᛜᛥᛜᛝᛜ This culture is not yet fully finished there’s still more to come: - Festivals and religious traditions descriptions - Bestiary - Language If you want to RP as this culture just let me know, and we’ll somehow get you into this weird pan-slavic world. PM me on Discord: Olox#9528 Note: if there are any serious spelling or grammar mistakes just let me know and I’ll fix them
  20. Buck

    Buck News.

    You wake up this morning.. no sign of buck news. you check your pantry, all of your food is there. No more holes in your window, all of your possessions intact. Not even a single smidge of mud tracked on your floor. You breath a sigh of relief, opening your closet for you morning coat when 50 MORE COPIES OF BUCK NEWS SPILL OUT ALL OVER YOU AND THE FLOOR
  21. a crinkled up “news” paper as been thrown at your door
  22. Scribed in remembrance of those fallen in the defensive effort against the Scyfling forces. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae Zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. But behind he left, a single mortal possession. One he could not take with him and was forced to leave behind. Sojoernaal I Ve Fitsker The shouting begins and the screaming is heard, as the Haeseni holds their ground strong and true. A flood of Scyfling scum rushing out towards the stout walls of the Fort at Metterden, this would be the true test of strength. Javelin quickly flew overhead, shattering shields of the Crows one by one, sending ballista fire back in response. Their motive to take this land remains unclear to most, but this will not stop the men of gold and black as we fight until our last breath, and in response “Krause Zwy Kongzem” we shout until our voice cannot be heard any longer. We fight for the spirit of Haense and the protection of our heritage, this land gifted to us by Godani and protected by the soldiers of those who inherited it. It was not long though until the Scyfling horde began creeping in on the ravine that held our brave cavalrymen. They through everything at us, but we prevailed even lost in a daze of confusion and pain simply because the fight was not over. As javelin continued to fly towards the proud Haeseni men, we gave a constant fight back until the moment we break. Our men falling one by one and there was no telling how this would end, so what could we do but fight. My life before theres, I will not not this kingdom fall under some barbarian claiming this is his land. Bralt I pity you, thinking we will fall so easily. So hear this in fear “Krusae Zwy Kongzem”. Ser Siegmund Wick
  23. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. Ser Siegmund Wick
  24. The Irongut Clan History of the Irongut Clan The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons, the exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar. Ancient History: Modern History of the Clan: Clan Culture and Tradition: Forging of Weapons: It is tradition that those with the skills to use the forge will often make their own weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. The Creation of Personal Relics: For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. Beard Braiding: For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. Bearers of Magic: According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. Funeral Customs: The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. Clan Crest and Colors: The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it! The Clan Trials: The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing these three sacred goals. The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan. Clan Organization Clan Hierarchy and their Rights: The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. Clan Father Rights: Clan Fathers enjoy all the rights of a clan elder Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion. Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. Clan Elder Rights: Clan Elders enjoy all the rights of a clan member Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable. Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan. Clan Member Rights: Clan Members enjoy all the rights of a clan beardling Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop. Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. Clan Beardling Rights: Right to Hearth - Each beardling has a right to housing in the Irongut Hold Right to Food - Each beardling has a right to take their own food from the Irongut farms. Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. Clan Roster: Clan Father: Falk Irongut (TheFirstShroom) Clan Elders: Dwain II Irongut (Hiebe) Dimlin Irongut (Beamon4) Balek Irongut (Hobolympic) Hogarth Irongut (Jordan1917) Clan Members: Sharr Irongut (lordbobby123) Grandor Irongut (SaltyVibes__) Dwalin Irongut (Cordial__) Almaic Irongut (Volous) Clan Beardlings: Dverga Irongut (Clayphish)
  25. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
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