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Found 77 results

  1. AlbertoTC

    The Wuseng Warriors

    Despite the great power that Hou-Shen held in the past, that did not keep his three main children from danger. To protect them in times of war or when the great God king was not there, he created a small and select group of dedicated warriors and skilled fighters dressed in shining golden armor who used no more than their own bodies as a weapon. Nowadays the name of this group is used to designate those Hou-Zi who dedicate their life to the art of war, thus composing the Hou-Zi army, the Wuseng. The last Quántó of the original Wúséng warriors, member of the Zhúdíng family In its origins, this group was formed by a single block of eleven Hous, all of them with the same rank and power in the group, except for one. Above them was their leader, the Quántóu (the fist) who changed from time to time according to the achievements he had obtained. Fighters in the first great war against the elves hunted many of them, along with the three sons of Hou-Shen and protecting them at all times, fought without mercy, endowed with a strength that even among their own race was considered disproportionate, after the first great war, this group did not disappear, in charge of protecting the main sons of Hou-Shen even when he was dead, that's what they did, encouraged by a spirit of loyalty superior to death. After the death of the three prodigal sons of Hou-Shen and they defeat on the second great war, this group gradually lost strength until it disappeared completely without a trace. The gossips say that these honorable warriors supported the great noble families during the Jade wars in exchange of favors and huge amounts of wealth, although no one was able to affirm this. This group disappeared with the fall of the Hou empire’s capital of Jing-Taiyun, forgotten by all, recognized by no one, far from the respect that its name imposed in ancient times. At the present time this group does not exist, nevertheless its name is used of honorific form for the army Hou, looking to imbue it with the fierceness and loyalty that these incredible warriors showed in the past. In charge of exercising justice there where the law dictates, devoting their life to protect their friends and family from evil, anxious to recover the power that was once taken away from them. Perhaps one of the most reputable members during the first great war, belonging to the Quin family Enlisting in the troops is easy, talking to someone of higher rank than Jiǎo is enough for it, even so, if you want to be recognized as a member, you must first overcome a small initiation ritual… The Wuseng Warriors holds a series of traditions, some brought from ancient times, others more recent that arose with the passage of time, but all mixed and forming a unique and curious culture which defines the true life of a HouZi warrior: Initiation ritual: Anyone who seeks to devote body and soul to this profession must have the qualities necessary for it, so they will be thrown into a pit, where they must survive three different tests that show whether they are suitable or not (these tests are considered a secret, no one who has failed them has lived to tell). Peace before the battle: Only a few hours before any great battle, these great warriors all sit together to meditate, seeking inner peace achieving a greater synchronization in the field of war. Some say they have felt how all the souls of the Hou became one after performing this action, fighting in perfect synchronization as if a higher consciousness were guiding them. The forge of the weapon: Originally, Wuseng warriors used only their own hands as a weapon, this was gradually changing, finding utility to combat tools such as clubs, batons, spears... These however still maintain a unique and special nature, being forged by the warrior and cooled in the sea water, letting them rest in front of an altar in honor of the ancestors. Baijiu ceremony: the life of the warrior is dangerous. The life expectancy of these fighters may not be very long, dying on the battlefield or perishing after being taken as prisoners. Therefore, every time a member dies a ceremony is held in his honor, somewhat different from the one performed with the rest of Hous, in this ritual all his companions drink the traditional baijiu rice liquor, throwing a splash on the ground and seeking to honor their partner who has died with honor in the heat of battle. Current member of the Wuseng Warriors Quántó Leader of the Wuseng, directly elected by the Huangdi, leads the army and occupies a chair in the Council of Chi, distinguished by his great military experience and extreme combat skill. Tóu In charge of developing new military tactics and the creation of weapons, he is second on the scale of military power, with less experience on the war field, stands out for his ideas and contributions, participating externally in the battle. Qūgàn Two Hous hold this rank, chosen one by the Qúantóu and another by the Tóu they work as their right hands, besides being possibly their successors. Jiǎo The base of the army, formed by all the soldiers who seek to honour their race, like all HouZi they have to know the art of the fight, emphasizing these by their experience and arduous trainings. In addition to this powerful army, any member of the race would be called to fight in case a war happens or the kingdom is attacked.
  2. SimplySeo

    ----<{ Clan Starbreaker }>----

    “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  3. UnderRealmsofUrguan

    Dwarven Information Post

    The Under-Realm of Urguan -=<=-=>=- -=<=-=>=- National Anthem: The Capital: Kal’Varoth -=<=-=>=- Kal’Varoth, or the City of the Under-Sun is a subterranean dwarven city that is the capital seat of the Under-Realm of Urguan. Kal’Varoth is the most populated and largest dwarven hold and is the symbol of dwarven culture and power. Wish to live in the Dwarven capital? [Click Here] Important Documents -=<=-=>=- Dwarven Language Dwarven History Book of Grudges Articles of Urguan [WIP] Dwarven Family Tree The Government Leadership -=<=-=>=- Under-King Fimlin Grandaxe Grand Marshall Gimli Grandaxe Warden Utak Ireheart Legion Commander Dimlin Irongut Legion Commander Utak Ireheart The Dwarven Legion -=<=-=>=- The Dwarven Legion is the military force of the Under-Realm of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Under-Realm and protect the dwedmar from all evil is of utmost priority. To join the Dwarven Legion, enlist here; [Click here] Dwarven Clans -=<=-=>=- Clan Grandaxe [Kathaikaz] [Click here for the Clan Post] An influential clan of mountain dwarves that has stood the test of time. Grandaxes are known to be noble warriors; equally skilled in both battle and politics. Most Grandaxes are distinguishable by their fiery hair, though not all of them carry this trait. Above all else, Grandaxes adhere to a code of honor and hold the rest of their kin in high regard. Clan Lord: Borin Grandaxe [lucasking321] -=<=>=- Clan Irongut [Khrorul] [Click here for the Clan Post] Irongut Clan is an elder clan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts had held much influence within the dwarven timeline, presenting their own grand kings multiple times. Clan Lord: Dimlin Irongut [Beamon4] -=<=>=- Clan Ireheart [Kravamoruk] An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. Clan Lord: Bianca Ireheart [EnderMaiashiro] -=<=>=- Clan Starbreaker [Kornazkarumm] [Click here for the Clan Post] An Elder clan of Cave Dwarves mostly comprised of smiths, miners, and Golemancers. They are known for their scholar pursuits and their smithing ability, capable of creating weapons and armor of masterful skill. Clan Lord: Jorvin Starbreaker [DixieDemolisher] -=<=>=- Hefrumm Clans [Hefrumm Kazamar] [Click here for the Clans Post] The Forest Dwarves community, known for being very religious, druids, and great chefs. That community consists of the Cottonwood, Treebeard and Mossbeard Clans. Clan Lord: Bjor Cottonwood [Afoc17] -=<=>=- Clan Silvervein [Thryardohin] [Click here for the Clan Post] A prosperous clan of Mountain Dwarves with rich history. The Silverveins cover a wide range of professions and vocations. Ultimately they are known to be skilled miners and warriors. This clan is one of the founders of the Confederation of Hammers. Clan Lord: Dwarger Silvervein [LionEY_] -=<=>=- Clan Hammerfist [Ordrym] [Click here for the Clan Post] The Hammerfist Clan is a strong and proud clan hailing from the lands of Vailor. Founded by Duren Hammerfist and his brothers shortly before the First Frostbeard Rebellion the clan is currently led by the son of Duren, Darek Hammefist. Clan Lord: Darek Hammerfist [sneakybandit] -=<=>=- Clan Irongrinder [Khroneknazkarum] [Click here for the Clan Post] Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. Clan Lord: Zahrer Irongrinder [Josh3738] -=<=>=- Clan Emberhorn [Ekaraadordul] [Click here for the Clan Post] A clan of Mountain Dwarves known to be formidable fighters despite their smaller numbers. They are also distinguished by their ability to ride rams into combat. -=<=>=- Clan Frostbeard [Azwyrtrumm] Clan Lord: Argnos Frostbeard [Drumin] -=<=>=- Dwarven Guilds -=<=-=>=- The Kirkja Dverga [Clergy] The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. To join the Dwarven Clergy, sign up here; [Click here for the Clergy Post] High Prelate: Fili Grandaxe [Cpt_Noobman] -=<=>=- The Remembrancer’s Guild The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to High Remembrancer Kazrin Starbreaker [DrHope] High Remembrancer: Kazrin Starbreaker [DrHope] -=<=>=-
  4. UnderRealmsofUrguan

    Dungrimm's Legion - The Dwarven Military

    Dungrimm’s Legion <=-<>-=> Dungrimm’s Legion, protectors of the Urguani Nation, guardians of the people and bastions of light. The mission of Dungrimm’s Legion is to protect and serve the Council of Rikkin. It is the main military force within the Underrealms, and also descends from the most prestigious and oldest military guilds to date. It is currently led by Grand Marshal Gimli Grandaxe. The Legion is known for its admirable order and discipline, and precise execution. Perks of Joining the Legion <=-<>-=> Equipment; Gear for combat and traversing the land is available to the forces of the Legion who have passed training (Grunt Rank) and can be obtained from the Grand Marshal or Commander, a Dwarf may only receive one off duty kit per Stone week and will by default receive a combat kit during times of war. Free housing; A new recruit may gain free housing within the barracks, the recruit that partakes in this bonus will lose their lodging after purchasing a home of any type within the capital or in the kingdom’s surrounding lands. Military Ranks The main body of the Legion consists of her Legionnaires. Dwedmar from Kal’Varoth with an extra urge to protect their home. Having the choice between Light, Medium and Heavy armour is left up to the individual but the ranks stay the same for each Dwed. -=<>=- Senior Offices xxxxxxx Grand Marshall <=-<>-=> First in Command. Leading the Legion in the name of King and Council. The utmost respect is paid to the Leading dwed and his voice ranks so high that it he even allowed to be seated on the council of Rikkin. xxxxxx Commander <=-<>-=> Second in command. These Dwed work as the Right and Left hand of the Grand Marshall and should be treated for they managed to obtain the rank. This legionnaire must be treated as the Thruum'Kazak, should he be absent or if he has chosen the Velerakian to give orders. Only two Dwarves may have this position at a time. Junior Officers xxxx Lieutenant <=-<>-=> Highly respected among the Legionnaires. Veterans and skilled fighters, the Barel'Rikkin are trusted the most. They may be chosen to lead squads or lead the army, should both the Velerakian and Thruum'Kazak prove absent. These Dwed often show exceptional fighting prowess or combat-leading capabilities. Only three may have this position at a time. Enlisted xxx Ironbreaker <=-<>-=> The Ironbreaker is the highest achievable Legionnaires rank. Often veterans within the Legion. They are some of the finest soldiers found on the field compared to any Nation. xx Ironguard <=-<>-=> The Ironguards are the Stoneguards who had proven their expertise. Either a display of discipline, bravery or fighting prowess has earned this Legionnaire a distinguished rank above the common soldiery. x Stoneguard <=-<>-=> A Stoneguard is the base rank for most Legionnaires. The backbone of the whole order. These are your average well-trained Dwed who know how the to fight. - Grunt <=-<>-=> A Grunt is the beginning Rank within the Legion. All Dwarves can sign up at any time to start their progress within the legion as a Grunt. These beginning soldiers will be taught all the basics they need within their military career. Auxiliaries <=-<>-=> Thorns of Hefrumm ϏIV The Thorns of Hefrumm is a unique group within the Legion for only the Forest Dwarves of Hefrumm can join them. These brave warriors of surface-dwelling kin are expected to guard their own town but fall under the direct influence of the Legion’s chain-of-command. The Obsidian Guard ΩVΣI The Obsidian Guard. The guards of King and Council. The strongest, the best of fighters and nothing but the best. These are the Legionaries that will protect the High King, the Rikkin and all of those who need extra protection. They are one of the few that may be armed around the High King and Rikkin. As the Most elite Warriors, the Obsidian Guards enjoy a respected status within the Legion and Nation. When not personally shielding the High King or Rikkin, they are tasked with guarding the key elements such as the Throne Room, Council Room and Upper Gates. Training <=-<>-=> Practice or Training one’s combat skills and labor talents is an important factor within the Dwarven Kingdom as well as the Legion. Formations and discipline are often the most stressed subjects as the Dwarven Legion is well known for its organization and discipline. Combat Training Military practice is often done once or twice every Stone Week to hone the skills of both recruits and veteran soldiers. It is also to ensure that siege weaponry is in working order. Practice also allows the legion to plan for their battles, and also to give newer recruits a chance to gain experience. Group Training Drilling (Training one’s fighting prowess.) Combat Practice (Fighting in Formations in Combat Scenarios.) Discipline and Order (Training soldiery) Personal practice Demonstration of Competency to be excluded from, or put in a educating role, in one of the fields of Group Practice. Guard Duty <=-<>-=> The Duty of Guarding is a crucial role within the capital, Militants within the Legion are expected to serve for one stone hour to protect the Hold, duties of guarding include: Gate Management Is the duty in which a Legionnaire is to protect the mighty stone gate way of the capital. In order to promote camaraderie it is recommended that more than one guard is on duty during shifts. During shifts legionnaires are expected to keep the gate open for Dwarves to pass freely in between, but be alert enough to shut the gates for outsiders so that the following questions may be asked (Name, Race, Reason for Visiting, and their home, weaponry/magic). Patrol Patrolling is vital to the Kingdom’s well being be it either; tunnel clearances (when a guard goes into the deep mines and disposes of creeps and critters who may harm the miners) or doing surface checks (where the militant will do tasks similar to the tunnel clearance but on the surface. This is usually the job of a ranger.) Any peculiar sightings are to be reported to the Legion Officers for further inspection. Surface Checks The Guard is to wander about the perimeter of the capitol where he or she will be charged with examining the wall that protects the Hold’s border as well as slay and critters who threaten travelers, any peculiar sightings such as wall breaks, mysterious structures, or brigand presence, is to be reported. Formations <=-<>-=> Vel <=-<>-=> - Vertical line. - Formation always has the leader in front - Line must not pass leader or break form during march - Not default stance when inactive Dree Vel <=-<>-=> - Multiple vertical lines. - Formation always has the leader in front - Line must not pass leader or break form during march - May be default stance when inactive if numbers exceed 8 soldiers - Continues going down in rows to accompany all soldiers Aemiz <=-<>-=> - Horizontal line - Formation always has the leader in front - Row will not be used during march - Default stance when inactive if number is less than 8 soldiers Tekom <=-<>-=> - Box - Formation has leader in the center - Important individuals will be hosted on the inside - Line must not pass leader or break form during march - Rarely used during march due to difficulty to maintain - Not default stance when inactive Uniforms & Rank <=-<>-=> Tailor Supplied Uniforms Enlistment Form
  5. SaltyStormJakob

    The Braduk Clan

    The Braduk clan "Ghash Nagraufom" - "The Fire Rises" The name of the Braduk clan is one steeped in blood and brutality. Legend tells of the grim, dark giants of the Orcish race, their judgement swift and mercy fleeting. Brothers and sisters beyond blood and oath, theirs is a bond etched with fire upon the iron of their souls, a bond shared with their steeds, the mighty rhinos whose calls are as thunder in the night. Founded centuries before many of the modern clans of the current Orc society, the Braduk clan was founded in Aegis by Baderkuk, first son of Braduk. Braduk was a legendary and heroic orc who saved thousands of orcs after the fabled Clash of Clans war and founded the city state of Kenuk, which is widely regarded as arguably the greatest Orcish settlement of its time. In that time of history and legend the Braduks tamed and befriended the intelligent rhinos of the deserts, hulking beasts of vast difference in size and ability with sword-sharp horns and armour-thick skin. From their place of birth the Braduks have cut a bloody path throughout Orcish history, their story one of rises to greatness and falls into apathy. Great Wargoths of the clan whose names sing out across the ages, Mokrag, the Blood Talon, of Asulon, Ghazkull, the Shadow of Death, of Anthos, Kahn, the Iron Rhino, of Vailor, led the clan into greatness only to see their legacies washed away in less than a generation. But the true blooded descendents of the First Rhino have returned and reclaimed past glories. Turob’Braduk, child of Maduk’Braduk, has taken up the mantle of the broken clan. He, who was born with the mark of the Blud Taluun, seeks to restore the clan to its former glory. Members Most of the Orcs in Arcus who name themselves Braduk are not descended from the venerable lineages of that mightiest of lords, for those lines have been sorely thinned by the cycles of attrition and desertion. However with the prophecy of the three coming to fruition once again, purebloods have returned and assumed control of the clan, reforming it and reclaiming it’s past glories. ‘Bloodline’ or ‘pureblood’ Braduks, also known as half-ologs –are the massive, 8-10ft tall dark green skinned descendants of the legendary Braduk, mixed with the blood of the intelligent Olog hero Kudo who cuckolded Baderkuk – they are monstrous behemoths to be feared. though their strength is less then that of a full olog, the combonation of their large stature and their near-normal inteligence are nothing to be trifled with  Leadership Clan Chieften Turob’Braduk The Chieftain is traditionally the biggest and strongest of the Braduks, and may only be a true blooded Braduk. His word is final, and to challenge his word is to face the harshest of punishment. All Braduks and members of the Black Legion fall to his command. Elders Elders are those of pureblood whom have been apart of the clan for some time and show great knowledge and wisdom of its history. They act as guides and mentors to the younger orcs and the chieftan. Madak’Braduk Jolagh’Braduk Vruk’Braduk Clan Laws I. The clan comes before everything else, including you. II. Every Braduk is a sworn brother and sister of eachother, and you are to lay your lives down for them when called upon. III. Do not forget those who have wronged us. IV. Do not forget those who have aided us. V. If you slay, rob or betray your brothers and sisters, you will be terminated. VI. Do not put personal wealth, political gain and power or anything else above the clan. VII. Do not disobey your superiors. VIII. Do not challenge your superiors without proper cause. IX. Once a Braduk, always a Braduk. X. Follow Krugs code to your death. Traditions Ponytails- A Braduk, regardless of their preferred hairstyle, will usually grow out a long ponytail from the crown of their head down, braided or bound with leather or blue cloth. The ponytail is only to be cut off in the event of humiliating defeat. Braduk males popularly shave all of their head aside from the ponytail - with females there is more variation, but a common style is having an undercut beneath the ponytail. History Keeping- Unlike most clans, whose histories are purely oral, the Braduks also make a habit of creating written records of their clan legends on large, word-covered leather skins that are also adorned with illustrations. As a result the Braduk histories are far more detailed and well-remembered than those of other clans, dating back to their founding in distant Aegis. (Examples can be found below in the lore section). These histories are also important in determining how best to follow the third and fourth clan laws.  Initiation- If a clanless Orc wishes to join the Braduks, they must be complete numerous initiation tests. These tests can vary from obstacle courses, to riddles, but usually include a klomp with the current Warmachine of the clan (which they usually do not win). These tests are not about if the Uruk completes the tests, but the way they complete the tests, which will later be looked over by the Elders of the clan. If all aspects are pleasing and show good qualities in the Orc, they will be sworn into the clan by the Wargoth. The Initiation Verse- The Wargoth asks the the Orc to hold out his klomping hand, beginning to say the verse. He then places a cloth in the Orc's outstretched hand, lighting it with a flint and steel. At the end of the verse, the Chieftain sprinkles a small bit of 'Braduk zand' into the fire, which causes it to flare up, turn purple, then die down. At the end, something similar to "Welkum tu da Bradukz bruddah." is usually said by all attending. "Da Bradukz am awl bruddahz am ziztahs, iv nub bai blud, den bai hart. Ib latz behtrae latz bruddahz, latz zuwl, agh da zuwl ob awl latz kubbehz wil buhrn en da Nefah liyk da kluwf duz en latz hand." Choosing Ceremony- At the age of six, or when a recruit joins the clan, a Braduk must receive his or her Braduk rhino. A bond must be cemented, for they are as much a brother as an orc. The tradition goes as follows, the orc will enter the rhino pen where many unbonded rhinos are residing. Then, a rhino must take interest in the orc. They cannot be forced. Once a rhino has found interest in the orc, the two will engage in a klomp, a show of strength. If the orc can successfully mount the rhino, he will go on to name it. From then until their deaths, the two will be bonded. Carrying of the Golok- During the choosing ceremony, a new Braduk is thrown a short ceremonial machete with which they cut a ‘Z’ shaped mark into their rhino’s cheek - the rhino creates the same mark on the Braduk with its razor sharp horn. Thereafter the Braduk will carry the machete with them for everyday use and possibly in combat (although it would be inferior to most battle-purposed weaponry), generally worn strapped to the belt or small of the back horizontally in its sheath. Should the terrible day come where the Braduk is guilty of an incredibly severe dishonour he or she will be expected to perform the punishment of Uihnce with it, as detailed below. Giving out of the Rudis- A Rudis is a short wooden sword earned by an orc of the Braduk clan once they have achieved a great and glory filled deed. Whether it be an immense service to the clan, the slaying of a beast or taking many lives in a battle, an orc will be given this wooden sword by the Wargoth, who would have inscribed the story of as to why it has be earned, on the blade.  Bloodlines Bloodline Braduks are, in short, the phenotype of the Orc species that developed in the city state of Kenuk during the Clash of Clans War in Aegis – the great cataclysm that drove the Orcs into their current state of technological regression in ceaseless waves of savage and unending destruction. The genes of Kenuk’s founding family proved dominant and inter-breeding with other Orcish refugees from the senseless carnage consuming most of the Orc lands produced a high number of very large and dark skinned Orcs. While there is a reasonable amount of variation amongst Braduk’s descendants, a combination of many of the following is usually a good indication of Braduk blood: · Dark Swampy Green Skin – Some variation here but invariably darker skinned that most green Orcs. · Large Physical Stature – Generally ranging between 8ft to 10ft tall, with heavyweight, imposing frames. · High Birth Weight – Braduk blooded cubs are usually quite large when born, leading to a higher chance of difficult births for Braduk fe-orcs and more so for Orc women who aren’t Braduk descendants themselves. · Larger Tusks – The tusks of Braduks are, in general, larger and grow earlier. · Signature eyes – All modern Braduks bare piercing blue eyes, a calling card of the descendants of the rhino. However, it times of old in blood lines now long lost, the colours white, purple and black appeared. However, it appears the Black Moon bloodline, baring black eyes, has returned. There are countless bloodlines that have stemmed from Braduk’s offspring. As previously mentioned, they all possess similar physical traits – however these bloodlines would dictate or even prophesize certain things about the Orcs born to them. They are a unique cobweb that is spun to make up the pureblooded, having created both honourable heroes and terrible warlords. The Founding Lines The First Rhino Blood Line All Braduks descend from this bloodline, begun by the famous Braduk himself. Descendants of the First Rhino are giant creatures, fabled to be destined for great or terrible things. The Line of Goregutz Known as the father of the blessed lines of the Braduks, those of this line were once the great leaders and chieftains of the clan who valued honour and diplomacy above all. The Line of Goregutz gave way to the three famous sub-lines; Blood Talon, Howlur Durub and Black Moon. The Line of Goregutz is extinct. The Line of Orgrim Known as the father of the warrior lines of the Braduks, those of this line are titans amongst men. They are the largest bred Braduks and have an affliction for war and combat, revelling in the glory that becomes from it. The Line of Orgrim gave way to three famous sub-lines; Rage, Psychotic and Insanity. The current pureblooded Braduks all stem from this line. The Blessed Lines The Blood Talon The most noble and honourable of all the Braduks, those of the Blood Talon bloodline were heroes – champions of the clan and the Uzg. Known for their purple eyes, those of this line took the symbol of the horned raven. The Blood Talon line would occur every one hundred years, yet none have been born with it’s mark. It was beleived that this bloodline had gone extinct, until the current chief, Turob, was born with the mark. Howlur DurubLoyal to the death, the Howlur Durubs were utterly without fear and equally without mercy to those who would defy them and their allies. Giant Orcs baring white eyes, those of this line took a snarling wolf as their symbol. Occuring every sixty years Black Moon A disgraced bloodline of the Braduks, the Orcs of the Black Moon who have existed were unearthly cunning and completely malicious. It has been thought that they are inherently evil. Long believed to be extinct, the Black Moon bloodline made a brief return but was soon put back to rest. Those of the Black Moon took a crescent moon as their symbol. this clan is beleived to have gone extinct The Warrior Lines Rage Those of this line take to the spirit Enrohk for worship, and were touched by bloodlust moreso than any other Orcs had ever been. Breath-takingly aggressive and hot-headed, they are well an excellent combination of strength and speed. The children of Kahn’Braduk are all of this line. Psychotic Orcs of the psychotic line possess no feelings of sympathy, nor empathy, and live only to inflict pain and relish in doing so. Torturous, murderous, they are the greatest warriors in the Braduk clan and have taken to the spirit Leyd so that they may be blessed with tremendous strength and physical dominance. The children of Ghazkoth’Braduk are all of this line. Insanity Quick and agile warriors those of the insanity line strike hard and strike often, and with lethal intent. They pay no mind to the harm befallen to themselves, only to the pain they can inflict on their foes. They cannot be reasoned with, only pleaded to – even then there is no guarantees. The children of Drax’Braduk are all of this line. Consider that when making a returning or newborn braduk, even if the sign is extict, perhaps the bloodline has simply not shown its mark until your charactar. or perhaps the day the bloodline appears has fallen onto you. Spirituality Like most Orcs, the Braduks hold fast to their belief in the Spirits and their interaction in the mortal plane. Chief amongst their worship is that of Enrohk, spirit of war, blood and murder. Braduks have served him well over the centuries as well and their clan words make up the latter half of the standard phrase spoken to invoke Enrohk's interest when sacrificing in his name. The last Chosen of Enrohk was Kahn'Braduk, mighty Rex and wargoth in Athera. The greatsword of Kahn, War Maker, is blessed by Enrohk and remains in the clan's possession. It is said that the axe of Leyd is also possessed by the clan.  Moreso than most other clans the Braduks engage in ancestor worship. This is for both famed figures from their history, especially their namesake Braduk and his son Baderkuk, founder of the clan, and general reverence of past Braduks of any rank in order to honour their memory and draw on the strength of the honoured Braduks in Stargush'Stroh, the Orcish afterlife believed to exist at the zenith of the Spiritual Plane. Shrines to all Braduk ancestors are commonly erected by Braduks, as are memorial caves which depict the names of deceased Braduks remembered in their histories as well as those who have more recently joined the honoured dead.   When a Braduk dies their material remains are cremated on a pyre and scattered, although certain figures who attained legendary status amongst the clan in life have been known to have their burned bones placed in large stone urns and interred in elaborate tombs.   Celebrations Blood Talon Celebration- A day to honour the glorious and honourable Mokrag'Braduk, known as the Blood Talon, the greatest Braduk to ever have lived. His life, his deeds and ultimately his sacrifice is the reason why the Braduk clan exists to this day, and he is honoured in an annual festival. ((First weekend (fri/sat/sun) of the IRL month)).   Kenuk Feast- A day of feasting and drink, celebrating the end of the “Village Wars” between feuding arms of Braduk’s family and the start of peace. Various competitions testing strength and dexterity will be held throughout the day, prizes varying from the mediocre to the more valuable.  Zpidhammah Day- Named after the weapon Braduk used in the Village Wars, Zpidhammah day is a celebration of the founder of the Braduk clan; his life, and his death in battle immortalized in the somewhat joyous occasion. On this day, klomps will be held, feasts will be had, and many stories of times long past will be shared to the cubs from the knowledgeable Elders. Punishments All punishments can be issued at the discretion of the Chieftan Blood Taloning, Blood Eagling: Named for the favoured execution method of the acclaimed Braduk Chieftan Mokrag’Braduk, the offender will be placed on their knees with their arms restrained in a stretched out 'T' position. Their back will then be sliced open, created a large wound. The offenders ribs will individually be broken, before the lungs removed from the body, being strapped to the shoulder blades to form makeshift wings. The cause of death-suffocation. Decimation: If any given party of orcs disobeys their superiors in combat or in a given task, the ancient act of decimation will be carried out. The group of orcs will be lined up, and usually every tenth orc will be chosen, and beaten to death with clubs by the other orcs. However, if the number is too few or simply one orc, the clan as a whole will engage in the killing. Due to the low numbers of the clan it has been well over a century since this act has been carried out. Flaying: As the title suggests, the offender will be flayed either lethally or non-lethally depending on the severity of the offence. Crucifixion: The offending offender will be nailed through his wrist arteries and Achilles heels to planks of wood in the shape of a cross, and left to starve or bleed out. Only when the body has completely rotted may it be taken down. Skrote'n: A punishment reserved for males who bare no children, should they commit a great offence against the Braduks, they will have their testicles cut off so that they subsequently cannot breed. Uihnce: An ancient Braduk punishment, given out for only the most heinous of crimes. The orc, in full view of the clan must take an ancient Braduk weapon, a machete type blade known as a Golok, drive it into his stomach and slice it open, allowing his innards to spill out, therefore committing suicide. Clan Lore Threads Overview of the clan history: https://www.lordofthecraft.net/topic/112251-the-rhinos-history/ Sagas of the Braduk clan: https://www.lordofthecraft.net/topic/119187-war-stories-the-braduks/ Lore of the Braduk Rhinos: https://www.lordofth...-braduk-rhinos/ Overview of pureblooded Braduks: https://www.lordofthecraft.net/forums/topic/146917-ooc-bloodline-braduks/ Previous Braduk thread including information on specific bloodlines: https://www.lordofthecraft.net/forums/topic/128780-the-braduk-clan/ Recruitment Information: Considering joining the clan? You can join in one of three ways: Approach the clan on your current character and ask to join. You will be tested, and if found worthy will be inducted into the ranks. Create a new character that is a returning Braduk (either pure or normal). You can either have your character be a Braduk who was previously in the clan, or the (possibly adult) child of one or two of them born outside the clan. After testing for traits of cowardice and divergent behaviour, your character will be re-inducted. Be born into the clan. Start from childhood and work your way up. To join, approach us in game or post here. Alternatively, message me here on the forums. Credits to Samoblivion for contributing to much of the clan post.
  6. Beamon4

    -=-Clan Irongut-=-

    The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Hostile Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Clan Silvervein: Friendly Clan Hammerforged: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dimlin Irongut (Beamon4) Clan Elders: Bolgnir Irongut(Tide1) Dwain II Irongut (Hiebe) Balek Irongut(Hobolympic) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Alfy Irongut(littleyoshy) Sharr Irongut (lordbobby123) Grandour Irongut(SaltyStormJakob) Beardlings: Ulhor Irongut(BlackDwarvenFire) Yor Irongut(punni_boi) Robin Irongut(Pilantos311) Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Grungron Irongut(James27049) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Gauldrim Irongut ((Redbench)) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Uldar Irongut ((Tirenas)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  7. EN SENTVORIGEO EDLERVIK ON THE ANCIENT HISTORY OF THE HIGHLANDER PEOPLE Written and compiled by BROTHER ALEXANDER OF THE FIVE LAKES, WHO, by the Grace of God, records these notes to chronicle the histories and myths of the Highlander People, to bestow upon future men the knowledge of their blood. May these texts be used for righteous intention, and any who pollute this message be cursed to eternal damnation, with their ashes grinded and discarded. ON THIS DATE 7 SE 1689 - Dedicated to Sofiya, my once love and now angel of the Skies, for which I don this habit and wield this quill. PROLOGUE Years -1000 to 0 TIME BEFORE TIME or The Four Brothers and the Curse of Iblees --- CHAPTER I Year 0 FALL OF PARADISIUS or Death of the First Prophet and the Calling of the Three Sons --- GLOSSARY Names, Terms, and Translations
  8. Ultimate Guide to the Halfling Race Contents: ~The origin of the Halfling culture ~How to Halfling ~Halflings, what are they? ~Should I play a Halfling? ~How to create a Halfling ~How to talk like a Halfling ~How to join the Halfling village ~How to build a Halfling burrow ~Things to do as a halfling (Coming soon) ~The Halfling Festival ~How to Shog ~How to build Halfling villages (Coming soon) ~Other cool Guides The Origin of the Halfling Culture Halflings first came to LOTC as a sub-race of the Humans when sub-races were added to the server during Aegis. They were short with thick-soled hairy feet, fun-loving, and nearly impossible to predict. The first Halflings lived among Human settlements, making a living through thievery and adventure, staying true to their Human sub-race roots. However, one day three Halflings known as Len, Kipp, and Gimblo set out to create the first Halfling village Aegis had ever seen: DUNWOOD! Dunwood soon became the center of the Halfling race, although it was not without competitors. The villages of Thistledown and Greenshire were also founded and had their own populations, leadership, parties, etc. Facing all of these rival villages and the loss of some prominent Halflings, Dunwood soon fell into a state of prolonged inactivity. The village stayed empty for a good while, until one day Petyr (drplat) decided to revive the village with LotC’s most well-known festival ever: DUNFEST! Dunfest brought activity and life back to Dunwood (as well as plenty of people just there for the fireworks), and helped guarantee that the village culture of Dunwood would persist for years to come. The culture of Dunwood was roughly as follows: -Living in circular buildings surrounded by dirt, called “burrows” -Not using swords or other weapons unless absolutely necessary. -Living off of farm produce primarily instead of mining, smithing, lumberjacking, etc. -Being kind to one another, and valuing fun and enjoyment over conflict and intense character building. -Not wearing shoes or hoarding excessive amounts of materials/coinage in one’s burrow. Some time passed, and after 2.0 came to LOTC and the village of Branborough was founded, the halflings took on newer characteristics. Many ex-Undead players flocked to the halfling race after the end of Aegis, yearning for an end to all the conflict and strife they roleplayed constantly as Undead. This led to the supposed “Halfling Golden Age” and firmly set halflings as a sort of “vacation race” to serve as a break for those tired of the rest of LOTC. From there onwards, Halflings have waxed and waned in activity and hilarity. Many Halfling villages, such as Willow Hollow/Reedsborough, Mapleshire, Dunshire, and Gimblewood had stable roleplay and loads of fun, whereas others either only had activity for short periods of time or fell into long droughts of any meaningful content. Currently, the Halflings live in the village of Brandybrook next to Aegrothond under the leadership of their Thain, Rollo Applefoot. How to Halfling Halflings, what are they? ~Merridolph Applebrook, a Halfling from Pendlemere~ “In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort.” -J.R.R Tolkien Height: Halflings are the smallest race in all of Arcas, ranging from 2 feet 6 inches tall to 3 feet tall. Due to this small size, Halflings make for excellent thieves and poor hand-to-hand fighters. Appearance: Halflings strong, thick, and hairy feet that protects them from harm as they walk barefoot. Their hair ranges from dark browns and reds to light blondes, and almost never sticks up straight. Their eye colors are the same of humans, except that Heterochromia is very common in halflings, with Heterochromia being where the two eyes have different colors. Clothing: Halfling clothes are usually simple wool-cloth or leather garments made by fellow Halflings designed to fit their small stature. Green and Yellow are common colors, followed by brown and the dull white of undyed cloth. Overalls are common in Halflings who farm frequently, and more adventurous Halflings might wear simple capes and hoods. Aging: Halflings are usually around 3 feet tall and have very hairy feet. They grow to maturity at the age of 33, live to 150, and show signs of old age after around 100-120. However, many Halflings artificially increase their lifespan through Druidism or other methods. Characteristics: 1: Halflings love eating food, often eating more than characters twice their size! 2: Halflings love to drink alcohol and smoke pipeweed. Most Halflings build up a strong alcohol tolerance from an early age, and thus beating a Halfling in a Drinking Competition is no easy feat! Meanwhile, pipeweed is just a simple crop similar to tobacco but with less negative health effects. 3: While shunning violence in most situations, Halflings can be quite dangerous if cornered! Nobody wants to face an angry midget with a big stick, of course! 4: While more adventurous/non-village Halflings love to steal from bigger races, Halflings rarely steal from other Halflings. 5: For unknown reasons, Halflings prefer to fight with Shovels whenever forced to fight. For village Halflings this is symbolic of their desire to return to a peaceful life, whereas for Halflings outside of Halfling villages this is due to the desire to whack things real hard with the shovel! 6: Halflings almost never wear armor, partially due to the non-existence of Halfling-sized armor, but also due to Halflings’ peaceable nature. 7: Halflings shun on the use of locks and the hoarding of resources, instead preferring a more open and sharing community. Should I play a Halfling? Halflings aren’t for everyone. Those who enjoy more violent characters will be disappointed in the small size of Halflings, and those who like getting rich will not enjoy the more communal lifestyle of Halflings. However, Halflings still manage to appeal to many by providing things other races cannot. Halflings are never at war, host frequent parties and celebrations, and never cease to amaze with their frequent antics! To re-state Petyr’s words on whether or not you should play a Halfling: Some points to Note: If you really enjoy PvPing, a halfling is probably not for you. If you rage or have a temper, being a halfling is not for you. If you want to be a Mary Sue or be a super duper badass, halflings are not for you. If you get really bored really quickly, halflings might not be for you. If you want to mine, halflings might not be for you. If you are too serious, halflings are not for you. HOWEVER: If you enjoy farming, drinking, fishing, and laughing, be a halfling. If you are tired of powergamers, poor RPers, or just tired of conflict, be a halfling. If you want some peace and some good friends, be a halfling. If you are drawn to short and weak races like hobbits and gnomes, be a halfling. If you like the sound of an Irish accent, be a halfling. If you want a community that is more focused on fun over items, be a halfling. If you've always wanted to live in a hobbit burrow, be a halfling. How to Roleplay a Halfling Roleplaying a Halfling is a unique experience on LOTC. No other race is as short, and no other communities party in such copious quantities. In spite of these differences, halflings are not that difficult to roleplay, and anyone can pull it off with minimal practice and a good bit of pipe smokin’! How to create a Halfling 1: Read up on Halfling lore! A quick glance at this Guide and the wiki page should be plenty! 2: Get a skin! This can be an unused skin from Planetminecraft, a skin you made yourself, or a skin you got a halfling skinner to make for you! Halfling skins aren’t that hard to make, and many non-Halfling skins can be turned into Halfling skins by removing all armor, making it barefoot, and adding in more Halfling-like attire like overalls, for example! 3: Get a name! This can be done by stealing the name of a lesser known hobbit from Lord of the Rings, mashing together some random nature words until you get something that sounds cool (“Stump Mossbranch”, for example), or by visiting https://chriswetherell.com/hobbit where you can generate both male and female Halfling names for free! 4: Create your persona and start RPing! How to talk like a Halfling While no two halfling accents are alike, most share a few common characteristics 1:Don’t use T in the middle or end of a word, replace it with an apostrophe instead. Example: “Tha’s terrible! Translation: “That’s terrible!” 2: Don’t use H at all, unless it’s combined with another consonant. Replace them all with apostrophes as well. Example: “‘elp me! Me ‘airy fee’ be on fire!” Translation: “Help me! My hairy feet are on fire!” 3: Replace -y with -eh if you feel like it, although this is not required. Example: “The mos’ vereh nice ta’ers always be slimeh!” Translation: “The best potatoes are always slimy!” 4:When druink, sleepy, or otherwise impaired, replace the letter I with “oi” or “o” wherever it seems appropriate Example: “Oi nay b-beh drunk! T’is os ‘ow oi normalleh speak! Moind yer manners!” Translation: “I’m not drunk! This is how I normally speak! Mind your manners!” 5: -ing turns into -in’ in most accents. Example: “Runnin’, jumpin’, swimmin’, these be me favori’e thin’s!” Translation: “Running, jumping, swimming, these are my favorite things!” 6: Add in your own extra flairs! Many halflings like to replace “the” with “t’eh” or “t’a”, or turn “my” into “me”, “mah”, or “meh”. The more it sounds like something a country bumpkin would say, the better! Example: “Buh wha’ abou’ t’eh droid a’’ack on t’a wookies?” Translation: “But what about the droid attack on the wookies?” How to join the Halfling village 1: Create a Halfling character, duh! (See “How to create a Halfling”) 2: Go to the Halfling village. Sometimes the location of the Halfling village is a secret, and sometimes the Halfling village is right in the open for everyone to see! Whatever the case may be, you’ll eventually find the village is you ask and look around a bit! Check the forums to see if its location is put there, and try to contact the Halflings themselves on the forums if you are still confused! 3: Find an Authority Figure within the village. This is easier said than done, as the Halfling leadership isn’t online all the time (They have to sleep as well ya know)! If none of the Halfling leadership is online, try to find the village’s noticeboard to see if any OOC contacts are listed. If they are, then contact the leadership via the Discord, Skype, Forum Profile, etc. that is listed to try and be online at the same time. 4: Do whatever is required in order to get a home! Normally Halfling burrows are free, but that hasn’t always been the case! Back in Dunwood new Halflings had to fill out some fancy paperwork before being able to live there! Hopefully you will be able to get your burrow in no time flat! How to build a Halfling burrow There are many different ways to make a Halfling burrow. I shall list a few guides below: Here is Petyr’s guide to making burrows way back in Asulon And here’s Larry’s guide to more modern burrows And here’s my own guide on how to make burrows in RP And here’s Faldo’s guide to making burrows The Halfling Festival ~The Dunshire Harvest Festival~ Halfling Festivals are always massive events, drawing large numbers of players to the Halfling village for a good ol’ time! There are several features in common with Festivals, although almost every Festival is unique in some way! Common features of Halfling Festivals: 1: Shogging, Darts, Pie Eating, and other games. Halflings love playing fun little games! For instance, Shogging, a common halfling sport played on two logs, is a part of almost every Festival! Pie-Eating is also common, as Halflings are fond of food and often wish to turn it into a competition! Darts are a bit less common, but still fun nonetheless! 2: Drinking! If there’s anything Halflings love more than food, it’s booze! It’s not uncommon for Halflings to drink an entire barrel of booze in one sitting! Due to this, massive amounts of booze are consumed in practically every Halfling Festival worth writing home about! 3: Another main attraction! While drinking and games may appeal to many, many Halfling Festivals go beyond this! Some Festivals include massive events like Pig Races, Boat Racing, Scavenger Hunts, and entire adventures as the main attraction for the Festival! How to Shog Shogging is a very common Halfling Sport that most Halflings wish to master. Here are the basic rules: 1: Begin with one person on each log. 2: The goal is to knock your opponent off of their log without falling off of your own! 3: No jumping from one log to the other! Stay on your own log! 4: You must wear a pumpkin on your head and use a shovel to try and knock your opponent off. 5: No finding extra holes through your pumpkin! (Don’t use third person camera or hide your user interface to avoid the pumpkin penalty!) Some tips and tricks: 1: It’s useful to sneak so that you don’t fall off by accident. 2: However, you can suddenly stop sneaking to rapidly move forwards to catch your opponent by surprise! 3: Playing defensively is usually better than playing aggressively, but sometimes being aggressive can pay off! Other cool guides: The Halfling Information Mega-Thread (which this thread is replacing) An unofficial Halfling guide to Hosting Guests (still relevant) Halfling Activities Guide (outdated, but great for inspiration!) So you want to be a Halfling (outdated) The Official Halfling Guide (Outdated but still good!) Why you should be a Halfling (Outdated but an excellent read!) That’s all for now! I’ll keep on adding to this guide until I am satisfied with it. It’s just that I wanted to post it sooner so that new Halflings wishing to live in Brandybrook may see it!
  9. GrimBeard

    1912 (OOC)

    Et Novi Orbis Terrarum (1912) In Hindsight; Globalization Characteristic of the pre-1914 decades was what we would now call globalization. Trade may have risen from one thirtieth to one third of world production between 1800 and 1913; between 1855 and 1914 investment flows grew 20 times. Europe accounted for nearly two thirds of global trade and even more of global investment, and from the 1890s Europe’s major currencies were fixed in value in relation to each other under the international gold standard. Hundreds of thousands of foreign-born labourers worked in the heavy industries of French Lorraine and Germany’s Ruhr. The British writer Norman Angell in his 1909 best-seller, Europe’s Optical Illusion, maintained that war between advanced modern economies was now irrational. Yet British naval planners saw economic interdependence as making Germany more vulnerable, and the German General Staff considered war remained a viable option, at least if victory came quickly. Democratization A second 19th-century characteristic was democratization. By 1914 all the European Powers had elected lower houses of parliament, and a majority of the adult male population was enfranchised. The press was relatively free, and citizens could form parties and pressure groups. Nonetheless, in Austria-Hungary, Germany, and Russia ministers answered to monarchs rather than to a parliamentary majority, and the military chiefs were not subordinate to civilian statesmen. Moreover, as international tension mounted, public opinion polarized, more moderate and progressive tendencies being offset by nationalism and militarism. Europe’s socialist parties opposed wars of conquest and aggression but were willing to endorse a war fought for just cause and in self-defence, which in 1914 all the governments would claim to be fighting. Military Revolutions The 19th century had also witnessed a succession of military revolutions. At sea, steel had superseded wooden hulls and steam had superseded sail. HMS Dreadnought, launched by Britain in 1906 with turbine engines and 10 12-inch guns, made all existing battleships obsolete. On land, Prussia’s combination of universal liability to conscription, forward strategic planning by a General Staff, and railway-borne mobilization helped win the wars of German unification, and was widely emulated. Breech-loading cannon with rifled steel barrels replaced smooth-bore muzzle-loaders, and infantry rifles replaced muskets. Smokeless high explosive replaced powder in bullets and shells, and the modern field gun fired up to 20 rounds per minute. Yet although on balance these developments favored defenders over attackers, military planners concluded from the 1904-05 Russo-Japanese War that offensive tactics could still prevail, albeit at much higher cost than before. A balance of power? Peace therefore depended on more traditional devices such as the balance of power and deterrence. In the 1870s and 1880s the newly unified German Second Empire under the Chancellorship of Otto von Bismarck was not only the strongest Continental military power but also spun a web of alliances that left France – resentful of its defeat in 1870 – isolated. The Austro-German alliance of 1879 developed into the Triple Alliance (including Italy) in 1882, and Russia too concluded agreements with the German-led bloc. But after Wilhelm II became Emperor he allowed the connection with Russia to lapse, facilitating the formation in 1891-94 of a Franco-Russian alliance. Even so, for a time the two groupings balanced each other, and Russia and France were in rivalry not only with Germany but also (in Central Asia and in Africa) with Britain. So secure did Germany still feel that from 1898 it too challenged Britain through a major program of North Sea battleship building. The beginning of the 20th century After 1904-07, the line-up became more ominous. Russia was weakened for several years after its defeat by Japan. Germany tried but failed to form a German-Franco-Russian bloc excluding Britain. Instead the British compromised over their extra-European disputes with the French in the ‘Entente cordiale’ of 1904 and over those with the Russians in 1907, and began co-operating diplomatically with their former adversaries. In 1902 Italy had reached a separate understanding with France. Germany’s leaders protested that the Triple Entente ‘encircled’ them, while their one remaining reliable ally, Austria-Hungary, was a multi-national empire that was hobbled by inter-ethnic disputes and menaced by a growing confrontation with its neighbour, Serbia, which with Russian encouragement fomented separatism among Austria-Hungary’s South Slavs. After 1905 Europe experienced a succession of diplomatic crises that heightened antagonism between the two blocs. From 1912 the Anglo-German naval race lost impetus, as a land arms race between the Austro-German and Franco-Russian alliances superseded it. In retrospect it is easy to discern the warning signs. But at the time they were less evident, and as late as spring 1914 tensions seemed to be easing. The French Socialist leader, Jean Jaurès, believed the peaceful resolution of so many crises had bred a dangerous complacency. If you have read all this, congratulations! List a U.S state to answer if you have read all the information in Application area.. Nonetheless, a general war was not inevitable until deliberate decisions created it...... It is the time before what people will call the War to end all wars. Europe is at the zenith of it’s true power. It’s colonies spread all across the globe. The United States at this time was seen as a child. It had no true impact on European affairs. Up until this year history as we know it has continued uninterrupted. But things are changing more rapidly than anyone knows. Leaders and government are becoming more prone to listen to outside elements. And slowly but surely history begins to alter. Things will not play exactly as they once had before. Anything is possible within the realm of realism. Will the Archduke actually be shot? What events will lead up to it. Perhaps the German plan changes, what if they had focused elsewhere? Events were so decisive in history that the world gradually fell into world war. World War is almost certainly inevitable. But many various factors changed or removed could drastically alter how and where it was fought. It will be up to the players leading their nations to try to steer its course. One that may present a massive challenge. The various autocratic and democratic governments are pits of intrigue and politics. OOC ((Please Read the entire Thread. very useful information)) This will be a slightly alternate history Forum thread focusing on the start date 1912. Everything up to this point has been the same as regular history. The governments, leaders, and people all exist and lead in the nations you pick. You can of course introduce your own characters and leaders. But they would have to make their way into power, against any ruling family or government. It will be up to you to decide what alliances and deals are forged. You most of course try to stay within the realm of reason. For instance the Germans and Austrians going to war, or British and Ottomans allying would be rather out of line. Of course you may try anything but the responses will be harsh. This FRp focuses on the question of just how a WW1 could be dictated. What if the British stayed out of the war? Or if the Germans did not invade through Belgium? What if France was the one starting the war. There are many questions it will be up to you to ask, and answer. Players will have the option to take control of the great powers at the time. Smaller nations and colonies are not open for application. It will be focused on a small ring of players making the choices that will dictate the world. Great Powers United Kingdom German Empire French Republic Austrian Empire Italy Russia United States Ottoman Empire Japan China Brazil Lesser Nations Potentially Applicable Belgium Netherlands Spain Serbia Bulgaria At the end of each post you will have an Actions section. Here you will outline the contents of your post into bite sized chunks I can then become aware of and react to. Detail what your nation has done for the time. Each turn is half a year. https://scottmanning.com/content/world-war-i-troop-statistics/ ((To give a view on how large each nation’s army is. It’ll be up to the player to find statistics on their army/navy starting size.)) Application Discord Name; Nation of Choice (and why?); Nation’s historical background leading up to 1912 (Would like a paragraph + here giving a full account of your nation's state at the moment. Particularly important if you want to apply for one of the Greater Powers); Nation’s Government Type and Leader/Party; Any special characters you made and want to introduce?; Nation’s relative army/navy statistics (If you can’t find any pm me); Did you read all the information?; Suggestions or feedback?;
  10. HedgeHug

    [Recruiting] Clan Vultur

    [OOC] Clan Vultur From Ash, To Ash Every age, era and period knows a beginning and an ending. Realms are discovered and destroyed. Descendants of Krug, Malin, Urguan and Horen are brought into the world. They live their life until the inevitable befalls them and lays waste to their mortal form. But where most of mortal blood fear the ending that is bound to come, it is those that align their minds with the Spirits that don’t. They await it, welcome it and eventually make peace with it. For it is known that those devoted, those loyal and those dedicated shall be let through the Gates of the Stargush’Stroh. It is this endless Cycle of birthing, life and death that makes the foundation of Clan Vultur. The three tenants of existence as directed by: Ublulhar, Spirit of Hope and New beginnings. Jevex, Spirit of Order and Kor, Spirit of the Dead. These three ways are those of the Vultur. Culture and Beliefs Learn from the Past - to shape a formidable Future. History is what defines us. Making us aware where we are and how we got there. To have knowledge of history, legends and feats of the past can influence one’s current self and even bring shape to one’s future. There is no truer history than the tales of those that witnessed it. Therefore the words of the Ancestors is held in high regard, and They are honored for what they have been through - and be accepted into the Stargush’Stroh. It is the task with those dedicated, the Khlaarmat, to listen, hear and interpret Their word. To then spread it amongst Clansmen. To be a Hunter - is to be a Tamer, not a Butcher. Life that exists and lives orderly is not to be killed. It is thus that on hunts an Vultur will prefer to domesticate their prey, contrary to killing it. A prey is only to be killed if domestication is impossible or if tribute is to be made to an Ancestral that has demanded so. As is told by the Khlaarmat. Hunting is never performed for the sake of it – it is always done per request of tribute from a Spirit. It is the belief of the Vultur that all newborn life is innocent and sacred. No matter the origin or kind. For no sins rest upon the newborn of this realm unless it has committed one themselves. To bring harm to the newborn descendant, beast or being - is to disrupt the Cycle and bring insult to Ublulhar. It is the belief of the Vultur that all that live according to the Spirits, must do so honorably. For there is no greater shame than that of neglecting Their praisal or act against Their will. It is the belief of the Vultur that life must not be taken for no reason. For taking life of descendant, beast or being for the sheer sake of doing so - is to disrupt the Cycle and bring insult to Kor. It is the belief of the Vultur that all those called Brothers or Sisters must be respected, and no harm should be brought to them. Taking care of a Brother or Sister should be held in the same high esteem as praising the Spirits and the Cycle of life. Protect them with your life, and guide those that need guidance. It is the belief of the Vultur that the Great Spirits discriminate not. For all that praise and fear them are found equal - and their potential will be put to use. No gender or race is excluded - no alignment left behind. As long as one’s inner Spirit is attuned to Them, They shall not question one’s loyalty based on such things. It is the belief of the Vultur that other Deific entities exist with their unique touch upon the mortal realm. They are acknowledged for the part they play in universal balance - and do not condemn them or their followers. This pertains the Aengelic deities. All that is found unholy, undead or Daemonic in nature is condemned, for they seek to disrupt this balance. Rituals and Teachings Clan Vultur knows few written and unwritten rituals and teachings. The prayers and chants of Old Blah written in tomes that are kept by the Elders of the Clan. The Ritual of Initiation The initiate Vultur shall be tasked with capturing a Vulture. This is done in a unique way where they shall seek out a desolate and harsh landscape like a desert and lay there in the radiating sun for hours if not a day. They will have to force their body in a state of near-death to attract Kor’s servants: the vulture bird. Once they see that the initiate is in this state and dare come close to them - they shall jump out and attempt to capture it. After this they must spend any time necessary to tame the animal and make it serve them in Kor’s name. After this follows an initiation ritual where the initiate shall align themselves with a path from the trinity of spiritual faith. The Ritual of Hope Fertility is the foundation of Life. To be blessed by Arwa is to be guaranteed a successful start of a life onto this realm. The ritual of fertility knows an act and a phrase. The act being that of sacrifice. The phrase one in the language of the Spirits, dedicated to Ublurhar herself. The sacrifice must be meaningful, relevant and unique. The Ritual of Birth The moment of birth is as sacred as it is meaningful. It is within the duties of the Vultur to carry out this ritual with every birth within the Uzg. Uruk or Beast. And also wherever they stumble upon it. The Ilzpaak shall determine the future of the new child upon this realm. The stars and sands shall determine the path this newborn shall walk. The ritual of birth knows a prayer, followed by reading their future based on the stars that shine above and the sands that lay below. The Ritual of Death Death comes to us all. It is within Vultur beliefs to embrace it. When faced with death, they shall guide the dying or deceased onwards. Those that are to meet their end, are to be comforted and told to praise Kor so they may be let into the Stargush’Stroh. Prayers in the Spirits tongue are to be uttered and candles be placed around the body. The dead mortal body shall be embalmed and eventually burned. May the ashes of their transcendence into the Stargush’Stroh bring fertility to the land - and consequently aid in birthing new life. Such is the way of the Cycle. Optional would be a Lutauman to be present to venture to the Stargush Stroh and await the mortal spirit at the Gate of Kor. Teachings are given by the Elders of the clan. Teachings of an orderly life. Teachings of Spirits. Teachings of the Cycle. Cubs are granted teachings of history so they may shape their paths according to it. Vultur embraces the teachings to live a meaningful life to both the Spirits and fellow Brothers and Sisters. The Trinity of Spiritual Faith As no Spirit stands in the same way as another. Their praising cannot be deemed singular either. The manner in which Their Word is heard and acted upon exists divided into a trinity of paths. For the mortal life is finite. An end lays from where we begin and thus - from the beginning till the end of mortal lifespan it is a path we walk. A path beginning in our birthing in mortal sands, up until entering the holy lands of the endless Stargush’Stroh. The moment where the mortal body gives way to the inner spirit and let it be set free to walk on eternally in the Spiritual Heavens created by Krug. And as the Spirits reside in everlasting balance, so do the paths. Mul’Mau - The Path of the Zealot - A pathway of chaotic and violent nature. Only existing to those that would serve the spirits in a limitless way. A path that leads to destruction of both life and the material realm in the name of the spirits. Those that wield the mark of the Zealot stand in servitude to a selection of spirits that can be perceived to be of ill-will towards mortal descendants. But as the Spiritual Balance must be maintained - there must exist a negative factor. Zealots stand as the ruthless executioners of the Spirits will. No matter how vile or taboo it may be. Their Word is Sacred. And must be adhered. The duties of one who walks the Zealots path are those of unquestioned loyalty to the Spirits they praise and Fear. To be the executioner of Their word. Spirits often praised and related to the Mul’Mau are: Ehnrok Votar Leyd Aztran Mul’Bukot - The Path of the Priest - A pathway of peaceful and tranquil nature. Existing as a counterpart to the path of the Zealot containing devoted servants that would serve Spirits in a way that is not perceived as destructive to the mortal realm and the descendants that walk upon it. Priests seek to spread the word of the Spirits to those that praise them, and to those that can be converted to Their ways. The Priests live by the Spiritual Mantra that ignorance leads to fear - fear leads to anger - only resulting in chaos. If the Priests fail in their duties, the balance is tipped into the favor of the Zealots path. The duties of one who walks the Priests path are those of unquestioned loyalty to the Spirits they praise and Fear. To be the spreader of Their word. Spirits often praised and related to the Mul’Bukot are: Kor Luara Kezt Akezo Ancestral spirits Mul’Hontum - The Path of the Seeker - A pathway of noble yet mischievous nature. Existing as a balanced middle to those of the Zealot and Priest. Seekers are those that pursue knowledge on the material and immaterial. They collect the knowledge of the mortal word and archive it. The mischief to their nature lies in the means they use to obtain this knowledge. For one cannot underestimate the power of it. Any means can be used to obtain it. Part of their duty lies with collecting the word of the Spirits also. Archiving it so that their Word and Will may be granted to the followers of the other paths - and executed. The duties of one who walks the Seekers path are those of unquestioned loyalty to the Spirits they praise and Fear. To be the collector of Their word. Spirits often praised and related to the Mul’Bukot are: Theruz Ixli Veist Ikuras Mul’Ashlup - The singular devoted - There are some that stray from the paths that are laid out to them by the Spirits oh Grand. Instead seeking praisal of one or two particular Spirits instead of the grand spectrum of Their existence. These are the singular devoted. Loyal to a single Spirits Word, often to a fault. Though not forbidden, one must be cautious - for the consequences of praising one Spirit can upset the balance and tip the scales. All remember well, the days of Orgon the Vile. Where the singular devotion to a Spirit tipped the balance and resulted in the inevitable doom of a realm now long past. Be cautious to walk this path of devotion and those that walk it. For they pose a possible danger to the established Spiritual Balance. Ancestral Listeners: The Khlaarmat Khlaarmat is the title given to those that have dedicated themselves to the Ancestors. Days they may spend in meditation to get a glimpse of their word. Upon hearing it they shall interpret it and relay the Will of the Ancestors to the clan. To become a Khlaarmat is to be selected by a shaman of the clan and perform a series of tasks and trials. If successful they may keep this title till Kor takes them, and they may join with the Ancestors who’s word they have heard in the Stargush’Stroh. As sacrifice of this gift they shall swear an oath of passivism. So that no Khlaarmat shall be corrupted and both hear and act out the Ancestors Word. For doing so is uncontrolled zealotry, and lead to a path of Chaos and Doom. The Ritual of Kor Those that wish to obtain the gift of Ancestral Listening must devote themselves to the Ancestral spirits and He who keeps them: Kor, Greater Immortal Spirit of the Dead. It is thus that Kor himself shall judge those already tested and trialed by a shaman or experienced Listener. For this judgement the apprentice Listener shall seclude themselves in a deep cavern. Where no distractions shall influence their minds. Here they shall sit and meditate to Kor over a cup of ash, held closely within one’s hands. In time, Kor shall answer their calling and commune with them. Judge them. Task them. This task is all that remains and once completed shall result in a lifelong pact sworn to Kor himself. Breaking this pact being the greatest dishonor a mortal can ever bring upon a spirit, and lead into their inevitable doom. The pact to be sworn contains an oath of passivism. For a Listener that hears the Ancestors Word and their wishes, should not be able to carry such out himself. This could result in overzealous behaviour and dangerous practises. Violence against another descendant or other being can only be used in defense of one’s self or the life of another. A Listener is never the Aggressor. For such is their way. The Ritual of Communion Once sworn in, they are now a fully fledged Ancestral Listener. This ritual allows a Listener to commune with one Ancestral Spirit for a limited time. To hear their whispers, their word and wishes. Ancestors might demand tribute, sacrifice or favors from the mortals. It is the task of Listeners to obtain these and relay them to those that can execute them. They can appease the Ancestors themselves, but only within the constraints of the oath they swore to Kor. The ritual is to be performed using an artifact that can link the mortal to the Ancestor in the Stargush’Stroh. This could be a weapon, an urn of ashes. Anything that the now-dead Spirit owned in the past, or something linked to this spirit. Think of Kharak and tainted soil. Think of Yar and the Yar-Turtles. Think of Grubgoth’Wud and stew. With this artifact in possession of the Listener they shall cover their skin in ash from burnt wood and meditate under the influence of high grade cactus green to call out to the Spirit. They will then, in this state, hear the whispers of the ancestors they called out to. [[Social/Cultural rp, drug infused rambling, no actual spirit communication with a non-shaman happening but one can still interpret their trip of highness as a spirit talking to them like modern day religion]] Vultur Runes As ash is viewed as the end of something, for it was burned to a crips. Yet it also has the potential to fertilize soil and make way for new life. Because of this similar metaphor towards the Cycle, it shall be the righteous tool to write down Runic Old Blah - The language of the Ancestors. Every carved rune upon an altar, shrine or Totem - even on parchment - shall be written in ash or with charcoal. The Vultur Elders hold the dictionary of runes that are often used by the Vultur Clan to leave their mark upon the mortal realm. Vultur Totems of the Spirits A totem of the Spirits is a permanent footprint of the Spirits onto the mortal realm. Contrary to common orcish shrines, they emanate the aura of the Spirit it is dedicated to. The totems created by Clan Vultur are one’s of distinct construction. A ring of pillars is created to form a sanctuary for the totem. Then a shrine is built in the middle. Texts in Old Blah are to be written onto the pillars and shrine using ash or charcoal, referring to the Spirit an Vultur wishes to bring praise to. A shaman is required to breathe life into the dormant totem and awaken it, imbuing it with the Spirits powers. Vultur Card Reading Among the many rituals the Vultur clan members are taught to perform, reading one’s fortune and misfortune by use of cards is an entertaining one. Each member of the Vultur clan may create their own deck of spiritual cards and use these to perform a ritual, calling out to the spirits for truth, wisdom and guidance. They shall then proceed to display the cards face down and let one choose three. Based on these three cards they can read one’s fortune and misfortune in the past, presence and future. This way of reading can also answer questions one may have, but note that these cannot be closed yes or no questions. They must be open for the spirits to answer them. An example of such a deck of cards, belonging to no less than Shagarath ‘The Vulture’ : https://imgur.com/a/aIWUaYf Vultur Chants: Ashes to Ashes, Dust to Dust. “Hiisht da Hiisht, Sat a Sat” All that Begins has an End. “Uk ashza brusnau” Hear the word of the Ancestors “Khlaar’ghashan da Stargush” Fear the Spirits, Praise the Spirits “Afar’Ilzgul, Lup’Ilzgul” The Vulture watches “Hon’Gâdhûp” Recruitment For those that wish to become part of Vultur and align their mind with the ways of birthing, life and death - must seek out a member of the clan to interact. [[Hedgehug#2111 for ooc questions or Shagarath in Roleplay]] Alliances and sworn pacts Clan Vultur is declared as inherently neutral and in foundation is not aligned with any group, guild or nation. The Vultur are indipendant yet it’s members are free to roam the realm and seek both housing and alliance within the Rexdom of Krugmar. Allies: Rexdom of Krugmar Druids of the Mother Grove Sable Principality of Vira’ker Sworn pacts: n/a Enemies: Any practitioneers of Infamous Dark Arts Any practitioneers of Dark Shamanism Any worshippers of the Infiri and Naztherak
  11. theldryn

    Airship

    I have several plans for an airship in the making, this is just a real quick check if that's possible to do. It will be steampowered rather large and looks like an armoured Zeppelin possible to drop bombs and carry men to the battlefield
  12. sophiaa

    ✽ eloemir talonniian'orlomerne ✽

    eloemir talonniian'orlomerne The First United Families Since the beginning of the recent Wood Elven and Eldarian cultural revival, many old Tribes have reclaimed their ilmyumier and their ancient customs. Nevertheless, each has existed as a separate polity, even when kin from two different Seeds join in marriage, each partner usually retains the identity of the Seed of their birth or original adoption. This was not always the case, in ancient times before living memory, the Tribes of old had complex kinship ties that bound Seeds together, often creating large moieties that encompassed dozens of clans. These blood-ties between families came largely from intermarriage, and bound the fates of two clans into one, creating talonnii'orlomerne, otherwise known as brother clans or it’s direct translation, Family Unbroken or United Family. Elven clans bound by blood-ties supported one another unconditionally, in times of prosperity, famine, war and peace. Often, brother clans adopted each other’s gods, each clan adopting the other’s patron Mani as their own. These complex blood-ties were lost as the Era of the Seeds came to an end, but begins anew with the joining of the Caerme’onn and Ithelanen tribes in the modern era. Prior to the wedding of Chieftain Rivaldir Ithelanen and Chieftess Aelin Caerme’onn in 1703, the two took time to discuss with each other and their Seed Elders the terms and practices that would eventually come of their union. This sacred act is most easily defined as a unification between Seeds - where the Seeds maintain their own morals and values along with their respective Seed name, while simply looking upon their brother clan as their own brethren, embracing and celebrating them as if they were members of the same Seed. Members of the first Seed may not take on traditions of the second Seed. In the instance of the Caerme’onn and Ithelanen traditions, Caerme’onns may not participate in inking themselves with Esalathe’lan of lost Ithelanen members. They may still mourn and grieve the loss of their talonnii'orlomerne brethren, but the inking of Esalathe’lan is deemed a sacred tradition only permitted to be upheld by those of Ithelanen. Others seeking to join a clan bound in talonnii'orlomerne, may only join one of the Seeds - not both, and will complete the trials of only the Seed they desire to join. They would still gaze upon their brother clan as their own brethren as all others of the Seeds do. When the two Chieftains are wed, any children brought forth into the world as a result of their union, along with the pair themselves, gain a new marking that is a depiction of both their Seed’s ilmyumiers. The marking is simply meant to show the bond between Chieftains, and the name and sacred union to which their children belong to. The Vel’seda Bloodline Marking The Chieftain’s spawn also adopt a bloodline name and bear this only during their human years. This bloodline name does not mark them as noble, nor their Seed. The children of the Chieftains must still take the trials to join their chosen Seed, and until they decide to take these trials, they may live under their chosen bloodline name shared by them and the Chieftain couple only. Like any other mali’, the children may choose which Seed they wish to join later on in life. And just like any other mali’, they cannot take on both Seeds’ names and traditions. The children remain equal to all other Seed brethren, regardless of their markings - yet this equal status may not prevent the other Seed members from revering the children of their Chieftains. The conjoining of Seeds to become talonnii'orlomerne also grants a new resolution to internal and external issues. Disputes between clansmen, or with their brethren, are able to be resolved by the Elders of both Seeds rather than just one. A clan Elder or Chieftain may not, however, deal one-sided and biased punishment to a member of the opposite Seed. The union between talonnii'orlomerne acts as a full alliance. This allows the Chieftains and their Seeds in times of crisis to function as one brutal force, to challenge any outside conflict or opposition. The formation of this bond between Seeds is a most sacred one, a bond that may only be immediately broken in the case of a Divorce between the unifying Chieftains only, or a unanimous vote between a Chieftain and their elders. Splitting of the Seeds is such a tremendous deal due to the fact that it’s akin to disowning half your family, and due to how sacred the bond is between talonnii'orlomerne, the splitting of them is deemed a heavy tragedy - and should only ever be done after immense conversation and discussion. It would be unheard of for the second Seed to not be aware of the first Seed’s intentions. A divorce between the original unifying Chieftains is a cause to prevent the Seeds from forming a rivalry between their talonnii'orlomerne brethren, in the case of an unhealthy separation in the future. It is to keep from the Seeds from warring each other, and creating an imbalance within the society in which they reside. Seed Elders and members may initiate a split, not out of spite or anger, but rather out of a difference in ideals and values that have grown since the initial union, or a changing of Chieftains to one with plans to shift their Seed onto a new path.
  13. TheodoreSampson

    The Keeper's

    Name of Culture: The Keepers Introduction to the Culture: We the Keepers, Protect and Preserve the Lands of the Empire History: It was born in Atlas, It hasn’t gone through any other maps. Language: They Speak English. Common Traits: Clean looking you never know where they are, they are very loving, unless you meet the Keeper of Hostility. Society: They have Nobles, a King, a Queen, and Soldiers, and Medics. Behavior: They are Nice, unless you meet the Keeper of Hostility Festivities: Non. Clothing: Wonderful Clothing, It Stands out. Architecture: No they Do not. Religion: Cannonism, they Worship GOD Military: The Same Military as EOM.
  14. Tigergiri

    Ashwood Clan

    Ashwood Clan Introduction to the Clan Have you ever heard the vallah phrase? “All is fair in love and war?” Across years of living between humans and elves, It is difficult to find another dark elf kin within Atlas. When you find your kin it is an experience that you can't miss. An ideal that forever bonds you. Ashwood clan is a clan of elves, Primarily dark, to ensure our race will never die out and prevail through the world of vallahs. The White ashwood tree stands for with the blending of the past, present, and future. The ash tree stands for strength, which it gets from its strong roots.The wood of the ash burns with intense heat, even when green. Ashwood symbolises Mastership, power and awareness. “Talonnii Stands proud like a tree and hears the whispers of the world.”-Wren Ashwood ⊱ ────── {⋆⌘⋆} ────── ⊰ History: A history forged between two lovers, loss and a new home. History may be the present that once a little bird left the enclave watching it turn to ash, as another wolf watched his friends die in front of him. Somewhere along the way the two met and married under the vows to Velulaei. It is the past that forges us and the present that helps us pave the word to the future. A history forged with others is better than one left in solitude. Nae il'kae narna kento? To make a better history? ⊱ ────── {⋆⌘⋆} ────── ⊰ Language: Ashwoods speak a variant of elvish common, thus very common within Atlas and most elves today The mixture of elven is more prominent than the common counterpart. The clans leaders are know to be mischievous and use old elven words to confuse a younger elf. Most used elivish words and their meanings: Igne: Flames mayilu:Love karin'ayla ; Good morning maehr'sae: Progress Velulaei: The moon goddess lun'ehya :health fiyem:Reborn bida To drink ⊱ ────── {⋆⌘⋆} ────── ⊰ Common Traits: ⌘ Bold ⌘Protective ⌘Seek Knowledge ⌘Passionate ⊱ ────── {⋆⌘⋆} ────── ⊰ Society: The Ashwood clan follows the leadership of Xavis Ashwood, the father of ashwood as of currently. The clan leader and his celia’lyu. (wife) control the clan, Their chosen will be the next in line for the clan. The chosen leader will go through a series of trails to become a leader. If no Ker decides they want to initiate the trials, it is custom to forgo and the firstborn will hold leadership. There are no know nobles( as of yet) to the Ashwood just the clan itself. The small tiers its follows. Leaders: The clan leader(s) will lead to the clan to safety, and protect the clan at all costs. If that means living in more than one place or following another Family/clan. So be it. They hold all power to add and remove a lomi from the Ashwood clan. The leader(s) At the end of their life, or when retiring, will announce the trial commencement or the leadership passed to Their chosen. Chosen: Chosen are warriors, ones who wish to protect and guide the clan to victory. These ker are the most likely to be of leadership after the following Clan leaders die. Viras: Viras are keepers of knowledge they keep and record the history of the ashwood clan in any way possible. Via: stories, Art, books and song. As long as they are around they hold great value to the clan. Lomi: The rest of the clan in parts is named Lomi: respectively meaning fragments. Lomi is the pieces of the clan that hold/or do not wish to hold any power. They keep the clan going. Possibly branching of the clan. ⊱ ────── {⋆⌘⋆} ────── ⊰ Behaviour: Ashwoods are bold Kers’, They tend to do what's right for family and friends. They don't back down when faced with a threat to their loved ones. An Ashwoods memory isn't as forgetful as one might think, a grudge may be there but never said. Ashwoods can forgive but will never forget. ⊱ ────── {⋆⌘⋆} ────── ⊰ Festivities: Festival of Fairy Triad : Where they grow together it is said that fairies live.! An old tale passed down between Vanvir. *the current celia’lyu* Fairies grow around the white trees to play. For those days they play under they bless. 15th of malins welcome. Shall plant a (birch) ashwood tree at dusk so it can grow with the fairies. Trails of the chosen: hael trails, a festival that can be viewed by the public if wished by the Clan leader. Trials can take up to a week (1 day saint time). Testing Strength, Knowledge and compassion. ⊱ ────── {⋆⌘⋆} ────── ⊰ Clothing: Clan colors are Purple, blue and black. An Ashwood is not restricted to wear the colors on a daily basis. They only time it is required is during a festival or during a Chosen Trial. Ashwood usually laugh at Vallahs, usually for their prudish thinking. Rather shoulders being shown to proudly show scars or paint that they adorn themselves with. Tattoos/face paint: There a few tattoos that are recognized in the clan for different task and ranks among the clan. ⌘Two Light Blue stripes across the face: Is a warrior/chosen of The Clan. The light blue opposed to two white stripes means the next clan leader. ⌘Two white stripes: Representing Warrior of the clan the strong that will protect the clan from threats. ⌘ Roots on the back flowing down the spine: are Viras keeper of knowledge Symbolizing the strong roots of an ash wood tree ⌘ White painted crown: When ashwood is at war, They shall have this white painted crown on their skin. As a way to protect their minds and spirit against their foes. ⊱ ────── {⋆⌘⋆} ────── ⊰ If anyone is interested in joining the Ashwood clan send Tigergiri#0744 or Meteor Dragon#8579a msg. In case of rply finding them: Wren Ashwood or Xavis Ashwood. ⊱ ────── {⋆⌘⋆} ────── ⊰ https://youtu.be/ZW25nrh-mxo
  15. KBR

    Votar's Shaati

    Votar’s Shaati Mission Statement Votar’s Shati, founded on the 20th of The Grand Harvest, 1699, by Burbur’Lur, Farseer and Huntzgrat of the Iron Uzg, exists as a way to honor the Spirits (primarily Votar), to rid the Uzg and lands surrounding it of threats, and to extend the values of the Lur clan to Uruks of all calibers and creeds. Conduct About brotherhood, looting, taming, spiritual stuff, some other stuff. OOC emphasis on the clauses below Brotherhood: The Hunters of Votar’s Shaati above all, are brothers. During hunts conflict must be put aside, fighting with your fellow hunters during hunts will be punished. The life of your fellow hunters will be put above all, should a fellow hunter die in a hunt, any spoils collected will be sacrificed in his name, to aid him in the Stargush. Brothers should wish their brother to become the best he can be, whether it means reporting his crimes, or teaching him something he could do better. By joining and going on hunts with the Votar Shaati you agree to adhere to the conduct set forth and accept any punishments that may come as a result of breaking this conduct. ((Aka punishment clause, by joining this guild and going on hunts you understand that breaking rules will result in IC punishment, the worst penalty being Whitewashed.)) Spiritual Sacrifice: Honoring the Spirit of The Hunt should come above all, therefore loot from every hunt should be sacrificed in the name of 1. Votar 2. Lur and 3. Other Spirits. The members of Votar’s Shaati should strive to honor these spirits, and not be greedy with the amount they take, as it was Votar who allowed them to partake in such a grand hunt. Taming: This guild is not one made for would be druids. Taming wild animals, while they may be used to hunt in the future, or even be made into companions, will never be the objective of a hunt. Nor will hunters of the guild go out of their way to kill any mother of cubs, or any mother carrying cubs, as it is up to these animals to grow up, and reproduce, so that we may continue to hunt. On the off chance that there is a cub left behind, that has little chance of survival on its own in the wild, or a cub of an extremely rare animal that we have the capability of preserving in captivity, caring for the animal, until its eventual adulthood, will be tolerated. Maiming and Death: Scars to many hunters are trophies, proof of their living to tell the tale of their hunt, above the rank of Piil you will see many decorated with these previous wounds. Dying in a hunt, as rare as it may be, to many members is one of the most honorable deaths they may achieve, akin to a warriors wish for a death in battle. Should a hunter die on a hunt, all loot gathered will be sacrificed in his name, to aid him in Stargush. This is not to say you should let your fellow hunters die, if you are able to save them, then it is not yet their time to go, and are not destined to die on this hunt. Should you leave your brother to die when you were able to help him, you will be hunted by all those of the guild. (Above Kasaak maim perms are enforced, above Piil, death perms are enforced. This will be gone over before every hunt to make sure everyone is aware. It is believed by these members of the guild that if a fellow hunter dies, and mysteriously returns to life, that it is the work of Buurzmojo. Note: PK/Maim clauses are not enforceable OOCly, however, if they are not respected you will be barred from the group & such events.) Looting: Loot distribution will be agreed upon by the party beforehand, the types a party can choose are laid out below. Only one spoil from the creature may be taken, and the rest is sacrificed. Leader’s Pick: The leader of the hunting party decides, this has the potential to be an unfair system if the leader is not fair with the distribution of the loot. When under the leadership of a hunter who is known to be unbiased and trustworthy, this is a good system. Vote: The party will vote to determine he who showed the most prowess in the hunt and they will have the pick of one spoil from the creature. Killing Blow - He/She who strikes the killing blow on the beast gets to decide how loot is distributed. The person must be of Zult or higher, otherwise it defaults to leader’s pick. Distribution must be relatively fair or they will be punished, demoted or simply kicked from the guild. If someone waits to strike, in order to steal the killing blow, they will be punished accordingly, if someone is injured or killed because of this mistake, they will be whitewashed from the Uzg, and known as a Kinslayer. Hierarchy The Huntzgrat A title generally assigned by The Rex of The Uzg, this hunter, most of the time a Lur, is tasked with overseeing all of the hunters within the Uzg. His duties include give the go ahead on bounties, recruiting new members, and attending and leading hunts regularly. To this orc, it is a great honor to die on a good hunt, moving on to live with the hunters in the Stargush. | PK Clause The Skrizg | The right hand man of the Huntzgrat, this hunter serves as a second leader of the guild, able to recruit and promote those of the lowest three ranks, as well as demote. This second leader may also give the go ahead on bounties.| PK Clause Shaati (Means Spear) | Veteran hunters of the guild, given permission to lead Votars on the most difficult of prey. These hunters often serve as role models for the lower ranks of the guild, and should strive to set good examples. At any time if the Huntzgrat or Skrizg believes them to not be showing said good examples, they may lose this privilege. | PK Clause Zult | The swords of Votar, these hunters have proven themselves on many previous Votars, and at this point are capable of putting together hunting parties to tackle more dangerous beasts. Often invited to hunt with the Shaati, they are at this point given more specific tasks on the hunt, based on what they have accomplished in past hunts. | These hunters would show off previous wounds with pride, every scar obtained from a hunt, a trophy. (Maim clause will be enforced here, if you for example, lose a finger on a hunt, the monks will not magically regrow it, if you wish to fix it, you must find a way to do so in rp, whether it is having a farseer reattach it with Akezo, a witchdoctor regrowing it as a deformed limb, etc… But no, poof, its back.) (No one will be forced to promote past Piil) Votar’s Piils (Arrows) | Once a Kasaak has been recommended for promotion by another hunter of the guild, they become a Piil, or Arrow of Votar, these are the guild’s halfway members, who have begun to work more with the guild, but have not become full on hunters. | No Clauses will be enforced at this rank Kasaak | True to their name, these are the newbies of the guild. Those of higher ranks have been known to ask those of this rank to go on hunts, only to use them as bait in order to lure the beast out of hiding. Snagas and visitors in most cases, will be stuck at this rank. | This rank has no enforced clauses Note: PK/Maim clauses are not enforceable OOCly, however, if they are not respected you will be barred from the group & such events. Hunting & Bounties Hunts, or Votars are the main focus of the guild, but the Votar’s Shaati have been known to take up bounties from those outside of the guild, and sometimes even outside of the Orcish race. The guidelines to hunts and bounties are laid out below. Random Hunts. Random hunts are able to be lead by anyone above the rank of Kasaak, in which they will go out into the wilderness, and see what they can find. It is advised if they find something out of their parties capabilities of hunting, that they return to the guild in order to make a bounty. Specific Hunts. Specific hunts blur the line between random hunts and bounties, where the party seeks out specific prey, these hunts may often times take longer, and may be discouraging as some animals are not so easy to find. Should a party wish to go on a specific hunt, it is advised they seek the approval of the Skrizg or Huntzgrat, for if they do not, and they go missing, there is little that can be done to help. Bounties: These can range from something as simple as a wolf terrorizing a villages livestock, to a Murûk'Thaguzg that has torn down an entire desert villages with his bare (heh) hands. Bounties may be picked up by teams with the permission of the Skrizg or Huntzgrat, or they may have a team assigned to them. If you wish for something more /specific/ to be hunted, it is recommended that you directly contact the Huntzgrat. To submit a bounty to the Votar’s Shaanti, please use this application. Name: Creature being hunted: Danger Level 1-5 stars: Why should we help?: Location: Enrollment Enrollment in the Votar’s Shaati will be limited to, Uruks, Honorary Uruks, and our spirit worshipping Dark Elf allies. Snagas will be permitted to attend hunts should their master wish to bring them along. Visitors will be permitted to attend hunts should they have an invitation extended to them, as well as the person inviting them providing a valid reason, why they cannot instead bring a member along. To join please fill out this application. You will then be contacted and asked to come to the guild base of operations in order to be interviewed. Application: Name: Race: Age: Discord#:
  16. In the quiet hours of the night, a small, robed figure slowly comes to a halt in front of the statues of Cerridwen and Cernnunos within the Sparrow Grove. She slowly kneels, laying a book on the steps, wrapped in leaves and tied together with handmade rope. Quietly she whispers a prayer, departing. The book has been left behind, for the priesthood. The Emerald Way The Way of Will, The Emerald Path Perfection is unattainable, But it is no excuse not to strive for it, This henceforth is my quest, My ideal, my call. I will try when my arms grow too weary, And face the unbeatable foe. I will bear with unbearable sorrow, And I will right the unrightable wrong, What is sickness to the body of Emerald? What matters pain? For each time I fall, I shall rise again, And woe be unto the wicked! For I am Emerald I will endure all things, and be vigilant in my stand, From this day until the end of my days. The Oath of Emerald, scribed by the Oracle Hurricane The Emerald Way holds no place amongst the annals of history. I, it’s creator, am no ancient mali of yore. Yet the way has taken root within our culture, and it grows now. It began with the pilgrimage of the Oracle Awaiti Aureon, who took to the wilds in search of a solution to bring together the Naelurir of Caras Eldar once again. Over her time in the wilds, she scribed the beginnings of the philosophy, and laid down the framework for the creeds of the wild faith. The Emerald Way was born then as the first creed of the wild faith. From the birth of the first creed, others were motivated to kindle the beginnings of their own creeds. What followed was a renaissance of philosophy within the wild faith, and the birth of the Ichorian Creed, and the Sage Way. Their own separate and unique philosophies. In the darkest reaches of the forests, the Ichorians dwelled, seeking to cultivate raw strength to match the power of the primal wilds. The sages took to their own, focusing on the balance within, ignoring the material need. But those that followed the Emerald Way took a different path. After the exodus of the Ithelanen and the Torena seeds to the Gladewynn Company, the Oracle left her people, leaving the philosophy in the hands of her students.Within the budding nation, her students kept to the ways. To endure, to fight for what is right and just, and to revere the aspects in all things. Core Values Indomitable Will To be understanding, yet absolute. To not bow, or bend, or break. For the Emeraldians know that true strength does not come from the body, but from the will. Great Courage Not to be without fear. But to recognize that there is something more important than fear, something that outshines fear. From this, will is born. Emotional Resilience To stand strong despite unspeakable horror. Despite loss and anger. To be able to think with a clear mind, while the world crashes down around you. Foresight “The Storm Rises” To look ahead, and prepare for the worst. The key is to look forward without becoming fearful or paranoid of what has not yet come. I pray caution. “And Emerald shall rise to meet it.” Philosophy of the Emerald Way The Emerald Way can be summed up in its axiom “To will change upon the self is to change the world. Only through will can all balance be attained” This axiom rests upon several truths. The self is malleable. Changeable. Nothing is untouchable by great change. The world can be changed by the effort of the self. Our actions cause change. Balance is gained through change. Change is obtained through will. Will is forged by choice. As followers of the Emerald Way, we use these truths as a guide for our lives. Cerridwen The Mother. Lady of Life. Bearer of all fruits. Cerridwen. She holds many names, and titles in our faith. She is the mother of life, the shaper of all that is living. She is often depicted as a beautiful woman, carrying a staff. She created all that is living, each and every tree and frog and tiger. It is to her that we owe our fruitful harvests, and it is to her that we thank for the shade of the great elder trees. We shape her trees into homes, that we may be sheltered from the storm. Think of life itself as water. And think of every creature and plant as clay vases. Cerridwen created all of the vases, and filled them with this water of life. In the Emerald Way, we view her as the great unifier. We are all united by these waters of life, and each and every descendant carries this water of life inside of them. Cernunnos The Father. The Horned Lord. Strength. Cernunnos. He holds many names, and many titles in our faith. He is the lord of the hunt, and the father of strength. He is often depicted as a horned man, carrying a bow, or a spear. It is to him that we owe our bountiful hunts, and it is to him that we are granted our strength. We enjoy full bellies, and great feasts because of him. But despite this, many view him as lord over death as well. After all, he chooses what lives and dies by granting strength and taking it. But the Emerald Way views him in a different light. He is instead, the lord of change. Instead of drying the oceans, he is the tide, ever changing the world around him. And he is the current, ever shifting life around. In the Emerald Way, there is no death. There is only life. A corpse feeds the grasses, and enriches that life. Suddenly, more grass arises. We are fed, and we give birth to our sons and daughters. Life never leaves this world. It only shifts from form to form. Think back to the vases and waters in Cerridwen’s passage. Instead of breaking the vases, Cernunnos merely pours water from vase to vase, and shapes new ones. There is great peace in this. I take heart knowing that I will live on this world even when the last elf has fallen. I. Morality as Inner Balance On yesterday's eve, I witnessed a sight most common, though for some unknown reason, it struck me strange. An elk was torn into by a beast, and ripped into, to eat. A common occurrence, yes, this is known. Tis’ the way of nature, the beasts eat the common gazelle, and so on. The predator eats the prey, and the prey feeds on what it can. There is no evil in it, the predator must eat as much as the prey, and the prey must eat what it can, and there is only survival in it. The predator feels naught for devouring its prey, nor does the prey when it grazes upon the grasses, despite life being taken from the world. Such is the unseen way of all natural life. Life passes on and on and through each moving piece of it. There is no evil or good in the natural balance, only what is and what survives. Such also is the way of druidism, our gifts are given without thought of good and evil, but with only this delicate balance of the cycle of life in mind. Druids are expected to be as neutral as nature in this sense, are we not? It is the duty of druids to correct the balance, wheresoever it may be corrupted, without heed for borders. It is our duty to correct it, we must. We have been charged by the aspects above to do our sacred duties, and the order has decided we must do it this way, completely neutrally. But this charge ignores a most fundamental principle of our life as descendants, of how we have grown and developed to live with morality, to have the sense of good and evil, and all in between. It is what makes us what we are, it is what gives us our humanity, and this makes us truly and beautifully unique. We are not a part of this balance the aspects have created for us, but we surely live with it. Though to attempt to live without morality, to attempt to live neutrally and strive to think as the aspects do, without heed of what is good and evil, this is unnatural of our own being. It makes us only as simple as the beasts and prey that are in the balance we seek so desperately to protect. We cannot, and we should not deny what we are, how we think, but we must find a balance of our own, and look over the balance of nature with a sense of right and wrong. To live along with both the balance and the descendants, separately, yet together. In this, we are allowed to exercise our sense of right and wrong and do our duty to protect the balance with great strength. It is not the nature of men to keep out of everything, we, as Malin's kin, must be involved in the survival of our people, and our culture, for surely the theatre of the world seeks to stamp us out yet. One would say it distracts us from our duty, to be a part of a nation. This is not the case, nay. I might even say it better allows us to perform our duties. While we cannot live as neutral, we are able to do our best to spread what is good, and what is just. It is of the utmost importance that druids maintain strong ties to the world they live in and protect, they cannot fly above it all. Neutrality is a disease that leaves men weak, and staggeringly alone, as many beasts are. Fellow priests of the balance, I say to you. Do not catch the disease of neutrality. Hone your sense of right and wrong, fight always for the path of good for you and your people. Do not become unnatural men, stripped of all sense of what is good or evil in the world. In morality, we find our strength together. Apathy is a fate worse than death, for even a rotting corpse feeds new life. II. Will Within Balance We are inherently separate from the thing we protect so dearly, as druii. The balance consists of life around us, the seen and hidden movements of nature ever moving in a circle around us. The birds and trees die out, but there is ever a forest standing, no? Songbirds fill the air, do they not? We are ever surrounded by life, yet death lurks and strikes here and there. No matter how oft or how heavy death’s strikes may be, life ever moves on. Many druii take our duty to protect the balance as a sign that the world is weak. It is the opposite indeed, for the balance of the world knows a will far greater than our own. Life will find a way, no matter how damaged it may be. We druii exist only as a means of preserving the balance’s state, and correcting it where we find imbalance. Yet as I say, we are inherently separate from the balance of the world. Instead, we hold a force of our own within, potentially even equal to this primordial balance of the world. The balance of the self. The Emerald way is, at its core, the way of two balances. One cannot neglect this balance of the self when protecting the balance of the world, for it is far more fragile, and far weaker. This balance, in a way, is even more important than that which the druii are sworn to protect. With this separation from the balance of the world, the circle of life is entirely indifferent to us, to our very being. We have little sway over it, though many druids seem to rely on it for their source of strength. They use their gifts frivolously, and have grown dangerously dependant on them. They fail to realize that to rely on their gifts to do protect is dangerous, and leaves men weak. No man or woman can hope to fully control this primordial force, and they are left with atrophied bodies, defenseless without their gifts. They fail to realize that true strength comes from within, and that in order to change the balance, and protect it, we must cultivate our own will to match the strength of the world’s will. While faith is important, true strength is drawn from our own volition; The power to use your will, which is equally important as obtaining power itself. Never live for the sake of another, or an ideology. Live for yourself, and no other. With that, we empower ourselves to carry out the will of the aspects, to protect the balance. III. The Nature of Will A man can change everything if he is willing to sacrifice for it. The greatest changes require the strongest wills, And we must give much for the salvation of this world. In the beginning, we have nothing. Our privilege is the dirt. In such darkness, our will guides us to light Perspective pierces the veil of dark. Our birthright is our failings, and the pain we suffer. When darkness comes, we can rely on no other to face it for us. Only through our willpower can balance be attained. IV. Beings of the Present Self The balance does not, nor can it be made to be still for long. All things move until they pass on, and even then their energies move ever forward into other forms, other vessels that will move on and on. And from movement, movement is born, ever arching outward. You, druii, are no exception to this commotion. We constantly expend our energies in creating islands of quiet within our lives, trying to still the waves that march ever onward, yet it cannot last. Time encroaches, it consumes all things. Fling yourself to the waves of life, druii, engage in the here and now, and you will find that the key to living is your own will. The will to see life for its flaws, and the will to better it, to create your own waves. One cannot focus on the waves that have long since passed, the echoes of feelings you once felt. The past does hold merit in giving us its teachings, but from there, move on. It holds nothing for you. Let the past die, and use what you have learned to shape your present. With the lessons of the past, we can focus on dealing with what is here and now, with the waves that crash over us. Use what you have learned to enact your will, and shape the waves around you. And perhaps prevent a tidal wave from overwhelming you in the future by dispersing it before it happens. By changing your destiny. There is no lasting stillness. It is impossible. Accept this. Know it in your bones. Watch the world happening around you, and through your will, forge your own echoes, your own cadence in this world. Live in the moment, and your will can shape the future. V. The Balance of the Self My words earlier in these pages were far too simple, I’m afraid, for they leave out a great deal in seeking to express the point, but they failed to truly explain my deeper meaning. Earlier, I stated that the balance within consists of the will to act on the sense of good and evil. Though I do not refute that, I’m afraid that the truer meaning of the inner balance is lost on such words. Good and evil are a point of view, different to each person. I have found better words to explain such a dichotomy. Instead of viewing the inner balance as the senses of good and evil, replace such words with selfishness and selflessness. To act for the self, and to act for others. This opens the situations to all by providing a common meaning. You cannot have one without the other in life. Pure selfishness only harms others, and amassing your own power can lead you to enact your desires as opposed to working toward the balance. Instead, one must use the powers gained from selfishness to act selflessly in life. To sacrifice for the good of others, and of the balance. But beware, lliran. Pure selflessness is just as destructive as pure selfishness. Benevolence for the sake of benevolence leaves you in a worse position than when you started, it weakens you and sacrifices your own strength to help. In addition, it robs others of their struggles, their own opportunities to learn and gain their own strength. Never sacrifice your own strength to rob another of their struggles. As I said before. Recognize the value in letting people fight their own battles, and they will be all the stronger for it. Selfishness for the sake of selflessness… this is how we can protect the balance. By enacting our own will through this, we have the strength to alter the balance and preserve it. This inner balance is not inherent to druids, or even the balance that they protect. It is inherent to the descendants, this ability to act in selfishness and selflessness. It is where inner strength is drawn, the will to enact change upon the world. Such a principle applies to all aspects of life, and so it is important that druids hone their will to act on this sense. A druid who has mastered their ability to act on this sense will go far. A soldier who has mastered it will find his enemies falling before him. A farmer who has mastered it will know only bountiful harvests. It applies to all paths through life. If we cannot find the strength to act on this and hold balance in our sense of selfishness and selflessness, how then can we hope to protect the primordial balance of the world? We cannot. VI. The Absence of Understanding The Lord and Lady have blessed you with eyes to see and ears to hear, and a whole world to experience. Yet we remain blind and deaf to most of it. I remain blind, despite teachings that were meant to open my eyes and help me see the world for what it was. We consider it a great tragedy when one falls to darkness, when they stray away from the teachings of the order, and when they fall into hands that turn them to violence and disparity. Many of our students are failing, falling to darkness in their belief continuously. Those that remain follow blindly to their teachers, like sheep, unable to think past the surface of druidism. Most haven't thought yet to dive in. We are missing something within our teachings. Missing a piece that keeps the ambitious prodigies away from darkness, and a piece that allows others to break their chains and to be free from the slavery of secular thought. The teachings of our order, I find, ignore the dark of the world. They preach only the light, and are blind for it. I have sought the contrast myself, the dark to compliment the light, not to oppose it. I will not tell what I have learned here, only that the current teachings do not hold all of the answers you need. By learning what they have not taught me, I have seen what makes us weak. If you are to truly understand, then you too must seek this contrast, not adherence to this single ideal. To believe in an ideal is to be willing to betray it, to look where it may forbid you to go. It is a lesson of strength. If you do believe in an ideology, then find its opposite, so that you may reinforce it by correcting its flaws. Become what strengthens an ideology, not a slave to it by following it dogmatically. Without this contrast, we are but marionettes, tangled in the strings of weaknesses in our ideologies. VII. The Value of Struggle and Self Reliance Pure benevolence weakens the self, and those to whom it is cast upon. Do not roam the world, dispensing pity and self sacrifice unto others. By giving others the chance to fight their own struggles, internally and externally, we give them the chance to cultivate their own will. Do not be a thief in the night, stealing strength from others where you would mask it with benevolence. If you truly wish to help another, recognize the value in letting them cultivate their strength and will through their struggles. When they triumph, their victory will be far greater than it would be if you would help them. Through your own struggles, cultivate this inner will, and you will find the path to balance. Create a strict reliance on yourself, rather than your connection to the balance, to the thing you protect. Too many druids of our age focus on honing their gifts to better serve the lord and lady above on this earth. I ask you, strip them of their gifts, and what do they become? Only empty shells, incapable of enacting their duty to the balance without the gifts of the aspects. And that is no true disciple of the balance. Without will, we are nothing. This brings us to a fundamental question: If a druid loses her powers, is she still a druid? The way you would answer would depend on your view. If you say no, you believe inherently that only those with the gifts can make a difference in this world, and you are wrong. The devout, druii without gifts, are simply those with greater will. With the proper will, everything can be changed, such is the nature of will itself. Druidism is something greater than simply gifts. Those that would choose death over a life without their gifts are those whose wills are weak, and were unworthy of them in the first place. VIII. The Nature of Life and Death The Mother above creates and cares for life throughout the world, and spreads it over the land. Helps it grow, nurtures it. Heals it. Guides it. The energy of life exists through all living things. Tt surrounds us, penetrates us. It binds the world together, and unifies it all. It is fluid, like the water that carries it. This is known. Death does not exist. This life created by the mother never leaves this world, it merely passes from vessel to vessel. The fallen elk feeds the grasses, and the prey feeds the predator. On and on the cycle moves, life being poured from vase to vase. It holds many different shapes and forms, but at its core, all forms are simply life. We are no exception to this. It is because of this that the role of the father is oft misunderstood, however. He is not death, nor is he the hunt. His name is strength, not for his ability to take life, or hold mastery over it. But for his power to move the energies of life from one vessel to the next. It is from his will that the balance exists. It is from his own will that life moves from vessel to vessel, never stagnating, never finding stillness. It is due to this change that life is truly precious, and each form just as valuable as the last. So where do we lay among all of these vessels? Where does our power come from? We cannot define ourselves by our ability to take life, to control it even or possess it. To do so is to have nothing, truly. Death does not exist, and to define yourself by your ability to usher it, your strength is as fleeting as grains of sand in the wind. But if we define ourselves by our ability to will great change in the world, to move and change the vessels of life as Cernunnos does? That is true strength, lliran. This is what the focus of druii should be. Cultivating the will to usher change. IX. Facing Conflict I speak much against a neutral stance, and this much holds true. One should always act when they have the opportunity to, and when there is greater suffering in the world. But I have not always been clear on what it is to act on, or how one should carry themselves. In my life, I have been through many struggles of my own, and this is the view I have learned thus far, and it is the view I shall give unto the Emerald Way, that others may find a better way to approach their problems. Live your life, and act with great respect and wisdom, for you must be a beacon of change for the world, a fount of knowledge and veneration. Without strong principles to guide us through our own morality, what then can we enact our will from? A principled life, one with a strong basis for which we act is the only life worth living. But what is principle without the perspective to see the world around you as it is? Through rigorous meditation we gain clearer perspective, and can find the solution to any problem. When on your journey through life, take one step at a time, look up from your feet and observe the living world around you. Speak to all you may meet and soak in all the details you can, learn what comes to you. Life is to be savoured, taken slowly. Rashness is the path toward greater suffering. Will. Principle. Perspective. These are three values that the Emerald Way promotes. Through these values, act with a tempered and clear mind, and seek always to see more than what you are shown. From these values, we find the strength to change anything in this world. Even destiny. X. The Place of Gifts and Tools I have said before, the druids rely on the gifts far too much. It overtakes their being, and in some cases, druids cannot function in day to day life without the use of their gifts. It becomes a crutch, one that would leave a druid crippled without it. Such deep rooted dependency is something to be avoided, something to be shut down and moved away from. And even in our divine mission, many rely entirely on this aspect-given gift to do our work. Without them, I don’t doubt that many would fail in their mission, that they would cease to protect the balance without their precious gifts. And I sense an even more sinister plot. That many druids are here only for the power that they may receive from the gifts. Devotion is a scarce thing to see these days, true devotion to the lord and lady above. Many druids fall, and when they lose their gifts, they simply move onto something else that may give them the power they seek to enact their wills. Give many of the druids of the order only silence, and you will truly see who follows the aspects. But you may see this as me having a negative view of the gifts, which cannot be further from the truth. I have only a negative view of druids that rely on such gifts, that depend on them, sometimes to the extent of needing them to live. Such reliance is weakness, and weakens the order as a whole. However, the gifts themselves are not to blame. We have many tools at our disposal to aid us in our mission of preserving the balance of life. Our mind, our physical strength, our charisma, our words, and yes, our gifts. The gifts are but one singular tool with many uses, just like the other tools. You do not need the gifts in order to protect the balance, just like you do not need the gifts in order to be a druid. To believe that one must have the gifts in order to carry out our divine mission is vanity, don’t you see it? I would rather a devout person without gifts that protects the balance to the best of their ability rather than a druid who uses their gifts for personal gain, or one that seeks personal power. The Order should enforce teachings of these inherent tools that we already possess, and their uses in protecting the balance, rather than preparing them to rely on their gifts. Teaching students that only their new power can preserve the balance is a dangerous and self destructive way of thinking, and is the reason behind many of the greatest failings of our order. There is a silent lust for power within our teachings, I think, and we are utterly blind to it. Always, the next step in learning is to master a new gift. At least, this is what I have seen in the world. There is a great flaw in this method. XI. Amongst the Shadows, the Hunter Preys “When the darkness comes, we can rely on no other to face it.” A hard truth that rings out in the Nature of Will. We are alone in this world, and we can rely on no other, be it a nation, or a friend, to protect us from the evils that seek to cause imbalance in ourselves and in the world around us. Sure, others can assist you in your journey to find balance, but ultimately, we are on our own on this path. This includes when the walls of our world come crashing down around us, and when others draw blades in offense. Remember this lesson though, amongst the shadows the hunter preys. Stick to the shadows and become the hunter, not the hunted any longer. The wild hunter works alone, or perhaps in a smaller group, staying away until the moment is right to strike. Be the wild hunter, and stick to the shadows like paste, be they physical shadows or metaphorical. A hunter can navigate through the webs that society weaves just as well as the darkest depths of the forests. Watch always. Strike without warning. Wait for the opportune moment to strike. And train with but a close teacher watching, no others. Do not show others your strength until the last possible moment. Hold your strengths, your tools close to your chest, and they become all the more powerful. When traipsing through society’s webs, blend in. Do not draw attention to yourself. To walk the path of a druid is to live in service to the two balances. Fight for both of them, and little else. Use violence for necessity and defense, never for indulgence or boasting. Survival is key. Balance is key. XII. The Power of Identity In all things, know who you are. Your identity as a person is imperative to the two balances. Control your identity. Form it. Shape it. Let no other have reign over it. For when your identity is controlled, you are controlled, and your ability to serve the balance diminishes. Your name is your own, and no other’s. In terms of your tools, it is among your strongest. Forge a new identity if you must, in order to break the chains placed upon you by others. Take no titles but those you forge for yourself. Self control is the path to true will. XIII. The Importance of Endurance as Mali As mali, our people are fragile. We are few in number, but long lived. Much can happen within our lives, and we must be prepared to face everything. Be it death, war, famine, or genocide. Be it the murders that haunt us, or the misdeeds and sins of the many. Be it our own failures. We must endure through all things. We must stand at the highest peaks, until the wind tears the mountain into the sea. We must live amongst the forests until they no longer stand. We must endure a thousand wars and watch the blood of our brothers and sisters stain the grasses. This is why we must value endurance to the point of zealotry. We must tune the mind and body to last through all these things. We must constantly stand tall, or we are doomed to fail in our mission as druii. As the world changes around you, remain unmoved by it. You have a duty to your brothers and sisters to endure. But more importantly, you have a duty to yourself, and to the aspects to endure. XIV. On Mani I have noticed something that quite disturbs me. It has brought questions that have shaken my being. In the decline of the Dominion, before we were split to the core, I was beginning to see the rise of the worship of mani. At first, I was quite pleased to see it, watching the faithful delve deeper into the mysteries that the aspects laid before us. But before long, I saw trouble brewing. The faithful began directing their prayers only unto the mani. They rose their names higher and higher, and I watched as many began to favor the statues of the mani over those of the aspects themselves. Before long, our faith began dividing itself yet again, its members grouping themselves by their patron mani. When I saw this, I suspected a schism to pass, yet I did little to change the fate I saw before me. And before I knew it, the followers of Morea and Moccus led an exodus from our lands. This disheartens me. Watching my brothers and sisters place others over the aspects themselves. Perhaps it was the natural progression of this faith, I do not know. But even after I watched as many followed down this path, I knew that the aspects are above all. The Emerald Way will hold no mani of its own, that we may show our reverence to the aspects above all else. Revere the mani, yes. Worship the mani, yes. But in all things, the aspects reign over all. The Emerald Path The dedicancy of an aspiring druid is a path that varies greatly between circles, and even between kindred druii. All of our brothers and sisters have been birthed from these various dedicancies, and many great druids have been birthed from it. Yet despite these successes, we’ve been failing our students. I’ve seen two extremes of our failure within the Naelurir. Our students become mindless sheep, unable and unwilling to explore the deeper mysteries of our world. They cannot act until they’re ordered to, and are often the victims of sloth. They do not carry out the tasks required by our priesthood. And the other side are the independent minds. The ambitious ones with their own agenda in mind. Ones that seek power before faith. These are the dark ones that come from our order. We are responsible for them, for their actions as an order. We’ve always blamed them, their own passions and shortcomings, but we’ve never pointed a finger to ourselves. There is great fault in our teachings, a lack of tempering for these minds that leads them to search elsewhere for better answers. Thus, the basic teachings of the Emerald Way; Faith Studies After taking their oath to the aspects in blood, a strong foundation and understanding of the wild faith is important in fostering a deeper understanding from which we can truly become independent thinkers. To pass through the trials, one must have these foundations prebuilt, that they may fully utilize the tasks they’ve been given. Therefore, before tasks can begin, a student should have in depth instruction on at least the following topics, if not further. The Core Teachings Cerridwen, Cernunnos, The Balance, The Mani The History of Mali Taynei’hiylu, Irrin Sirame, Seed Era, Modern History Survival Medicine and Combat Studies of the Mysteries The Eternal Forest, Rituals, Prayers, and Offerings The Insight of Creeds To search for deeper insight. This is the purpose of examining the three creeds of the aspectist faith. It is one thing to know your duties, to perform them to the best of your ability. It is another to fully understand why you do them, and to find a deeper meaning in them that may echo in all of your actions. A creed is not something to tell you how to live your life, nor to tell you how exactly to do your duties. They are simply ways for finding a deeper understanding of druidism and aspectism in your life, and connecting the self to the balance in ways unheard of before. Thus, it should be required of all dedicants that they examine each of them, learn from their heralds about each of them. To understand the contrast betwixt the three creeds is of the utmost importance, even when dedicated to the Emerald Path alone. Path of an Acolyte To further prove dedication to the aspects themselves, and to prove the prowess of the self, dedicants must serve the priesthood as unattuned persons, assisting their guides in protecting the balance through whatever means are required. Whether that be defending a druid during their travels and in their duty, or witnessing a conversion. Through their time as an acolyte, a dedicant should learn how to act as a priest, and how a priest must carry themselves. The Trials After an acolyte has taken the path, and shadowed a priest, the priest overseeing them will announce them to be ready for the trials. The priest must present them either before two high priests, or two oracles to be judged if they are worthy to become priests. If found wanting, they will be returned to the path of an Acolyte. If they have been judged worthy, they will begin their trials to ascend to priesthood. Which trials to be taken are up to the priest overseeing their acolyte. If one has joined a creed, then they may follow the trials of the creed. If not, a teacher may start them on their own trials. If a teacher has not developed their own tasks, they may follow the ones below. Trial of Knowledge: The acolyte must write a thesis on the lessons of the wild faith, and of the Emerald Way to show their understanding and provide a new perspective on either of the three to show critical thinking. If they can find another way to show what they have learned, they may show it that way. It will be left to the judgement of the priest overseeing. Trial of Steel: An acolyte must show great courage and bravery, be it through fighting a great enemy, or facing down against a great evil. Defeating a dark creature, or fighting in a war. Any great feat of bravery must be shown. Trial of Endurance: An acolyte must endure great hardship, struggle, pain, or loss. Be it through battle, or the rending of flesh. Battle scars may suffice. If an acolyte cannot endure loss, or pain, how can they be expected to uphold their own character, and that of the order? Trial of Reflection: Give dedicant peyote or other herb that makes them disoriented. Then, take him to a mountain nearby with a dagger and nothing else to learn about Cernunnos. To feel that longing for food and to experience the grit of the hunt. They must come back with a kill. (OOC NOTE: For this one, make them write a short story about their character’s experience, like a forum post, as making them emote at nothing while they’re on their own in a forest is boring.) Trial of Faith: Perform a public ritual (Wedding/Last Rites/Warpainting/Leading a group offering), with an elder priest to oversee. OR an acolyte may bring two other mali into the fold of aspectism. Or in some way, the dedicant must demonstrate a considerable knowledge of the wild faith. Either will do. GRAND TRIAL: Dedicant comes up with what they want their grand task to be. Guide has to approve it. Must be Grand Attunement “The gifts do not maketh the priest. The priest maketh the gifts.” - The Oracle, Hurricane After their path has been taken, and their trials complete, it has come time for a priest to be attuned, and to undertake the burden of the two balances.
  17. Clan Otsugowara Crest of the Otsugowara Clan Great sadness is tearless.. Supreme enlightenment is wordless.. Loud laughter is silent.. Clan Otsugowara is a fiery and enduring clan borne from the remains of the once-mighty Hirafu clan hailing from the far-flung eastern continents. Members of the Otsugowara profile themselves to be wily and resourceful, keen on defending a reputation on serving as protectors of the easterners and battering their foes that reaches across the many seas both west and east. Recent History Clan Otsugowara is presently led by Suzuhito Otsugowara, currently within its sixth generation, succeeding after centuries of bloodied conflict and a gory end to numerous clan members. Otsugowara joined in the side of Clan Kato in the Echo Bay Uprising of 1692, a tumultuous and complicated easterner conflict that saw Otsugowara brought to close to complete destruction by its enemies. In a stroke of fortitude in the closing days of the conflict with defeat for themselves and their allies all but certain due to malicious tactics, Suzuhito Otsugowara alongside the bravest of his kin and retainers commandeered the fastest sailship from the enemy fleet in a brazen night mission, and placed it into service at the forefront of the refugee fleets that came to this continent… Familial Direction In-Game state of the Tokoko Refugee Camp Clan Otsugowara has declared the restoration of the Easterners in the continent to be an imminent priority, toiling hard to ensure consistent development of the Tokoko Refugee Camp as a hub to encourage growth and recovery of the Easterners. In true likeness, the clan has established a personal godo kaisha to achieve its financial ends and prepares to trade in various artisan trades and crafts to bring both wealth and life back into the Eastern people. Family Legends and Ancestry. Clan Otsugowara claims to be the descendants of Asuka no Hirafu, a legendary naval commander in their fables who let a thousand ships to conquer the eastern mainland. His campaign culminated in the battle of Hakusukinoe which saw the coalition forces of the mainland successfully push back his invasion. "We learn that in ancient times there have been cases of troops being asked for and assistance requested: to render help in emergencies, and to restore that which has been interrupted, is a manifestation of ordinary principles of right. The Land of..., in its extremity, has come to us and placed itself in our hands. Our resolution in this matter is unshakable. We will give separate orders.. to advance at the same time by a hundred routes” It was said to be an honorable cause as the Lord had given his word to the remaining survivor of a royal clan of antiquity and married her to see the return of the once prosperous kingdom. Although the restoration forces had initial successes it eventually saw defeat at the hand of the mainlanders and Asuka no Hirafu returned to his hometown to seek redemption. It was there that he received a vision that there will come a time in which his clan will herald a new era for their people in another faraway continent, and hence is how the legend goes. Family Traditions WIP as In-game roleplay brings improvement to the traditional aspect. Version 0.1 An Introduction: Kanzeon is an Easterner belief that Clan Otsugowara follows with an emphasis on ancestral worship and familial piety, believing in the importance of a Sangha (Native Language: Seng-Chia) which is a religious community as an integral class of society. Origins: Far-East. Kanzeon is a way of life that developed from the mainstreams of Eastern Farfolk culture, usually regarded as a minority in many of the larger urbanized regions in the area. After many local tragic upheavals, local sages (Native Language: Onymodos ) and monks began to propagate the importance of familial virtues and the merits of strong bloodlines as a matter of self-perseverance. A key aspect of Kanzeonism would be folk religion where a follower attempts to propitiate and attract the favor of local and ancestral spirits known as phi(Native Language: Kami). While some have often drawn a clear line between their beliefs and folk religious practices, this distinction is rarely observed in more rural locales. Spiritual power derived from the observance of Kanzeon precepts and rituals is employed in attempting to appease local nature spirits. Astrology, numerology, ancestral relics and the creation of talismans and charms also play a prominent role and often kept in proper shrines. Annets part one: Amongst the descendants, Kanzeonism has permeated strongest in the retention of ancestral relics due to its importance or heritage. An example would be that of a sword or katana of a famous warrior being kept by his family or colleagues after his demise. Another example would be that of meditation beads of a monk, kept and consecrated by his colleagues to be a talisman to honor and respect his memory. Such acts are seen as good deeds and contribute to the individual dharma(Karma) in a positive light. An example of a platform, usually wooden in nature where relics are placed upon and tended to on an almost daily basis in a shrine or home as part of the caretaker’s routine. OOC implementation: An Easterner player character could have a wooden platform in their home dedicated to items of importance to them which can be consecrated by a member of the monastic class. After which, the caretaker of these items can be done through the daily cleaning and burning of incense to honor these items and relics. Similarly, in shrines for more important items and relics usually using fancier platforms and flower arrangments. Some practitioners even offer offerings in the form of food that is changed on a daily basis. Joining the Clan - OOC - Clan Otsugowara is an ever-expanding concept that will improve and is seeking competent and passionate players interested in growing Easterner culture on the server, it will be my hope to create an entertaining roleplay experience to those interact and join the effort with the Easterners and I will be keen on listening to criticism and feedback to improve the Easterner clan with. I added a small section in the event that someone would be interested in signing up! OOC: Roleplay Experience?: Roleplay Strength?: Previous Punishments?: Discord?: (You do not have to post it. A simple pm or adding me at Crines#2975 will be fine! Feel free to contact me and ask questions this way as well) @Miss_Confined
  18. “And verily I say unto you, go forth and fear no darkness; for ours is the way of the Light, and no foul evil may turn us away from our Oath.” -Aegnor I Starfinder, first bearer of the Seastone Crown. The Venerable House of Sylvaen Mar’lin Sylvaeri The House of Sylvaen, often known colloquially as the House Sylvaeri, is an ancient Elven bloodline which traces its furthest roots to the ancient homeland of Malinor. Alongside the elder Elves of the House Silma, they serve as representatives of the Elder Bloodlines upon the Continent. While the extent of their early history is best told in the Lay of Aegrothond and other tales, they have made their mark upon modern Elven history as well; many have served as High Princes, Princes, and Lords in Old Malinor, the Dominion, and Aegrothond. The Sylvaeri Despite the great span of years which has passed since their formation as a distinct bloodline, the House has remained generally uniform in appearance and in phenotypic traits. They are almost always possessed of peculiarly grey eyes, akin to their forebear, and this is the surest method of discerning pure blood. They are more varied in the colour of their hair- while the dominant colour has always been dark, the Sylvaeris of the Atlasian era are largely fair-haired. Their skin is also fair, though tends towards tan in those who spend a great deal of time in the sun and sea-spray. The House dresses primarily in shades of crimson and gold- simple garb, and fitted for the active trades. Common also are earthy tones, and sometimes autumnal wreaths, though these are considerably rarer. They are not, despite their other vices, particularly prone to vanity- as such they rarely adorn themselves for the benefit of others, and only do so to their own humble satisfaction. To this end they have a greater appreciation for jewelry, especially in the realm of gold and precious gems- but they love silver best, and pale diamond and opal-stones which are found deep beneath the earth. They are not miners themselves, however, and as a result the House has often made alliance with representatives of Dwarven Mountain Clans; they are welcome in their woodland halls, and the Dwarvish language is commonly learned by their children. The sons of Almenor are with few exceptions proud and haughty, and value personal honour highly; the spirit of fire associated with their ancestor burns true within their hearts, and ire comes more easily to them than to other Elves. Grudges and feuds are seldom left unpunished when slight (perceived or true) has been done upon them- though these resolutions may come many generations later. Some who bear the blood are by this virtue grim, and even dark-hearted- but most tend towards a nobility of spirit, and do no evil. The Forges of the Almenodrim Of all the families of Elvendom the forge-craft of House Sylvaeri may be considered chiefest and greatest; by virtue of their friendships with the Dwarves they long ago grew wiser in the lores of metals and gems, and developed their own styles to better suit their Elven natures. Therefore the steel wrought of their forges is considered to be among the best in the world, and is prominently reinforced with woven natural magics and other, more secret arts which are taught only to few. The Oath of the Seven and Bloodsilver Rings There are few customs which define the House of Sylvaen more clearly than the Oath of the Seven, which is sworn by all of-age members and is considered the rite of passage for young Elves. The Oath, and the accompanying tradition of forging rings made with the blood of the oathkeeper, find their roots in the establishment of the House by the Seven Sons of Sylvaen. This tale, and its meaning, is fully told in the Tale of Dagnir, which is a constituent part of the Lay of Aegrothond. Symbols and Banners Most prominently featured upon the crimson banner of the House are the hammer and anvil of Sylvaen, which are set below a crown; the latter represents the Crown of Malinor, which was worn by their ancestor Eleron, last royarch of that fallen Princedom. The seven stars which flank the arms are of the constellation Narnir’vallei, which is known in Common Speech as ‘The Mariner’. It is beloved of the House, and the grouping can often be found in their works, and even sewn upon their garments. The use of the arms follows the practice of a quintessentially Elven form of feudalism; they can be worn by any sworn to the House and honour of Aegrothond, and as such are not reserved solely for the bearers of Sylvaen’s Elder Blood. Heirlooms of the House Due to the rich tradition of forgework kept by the family, the Sylvaeri clan are possessed of a commensurate amount of relics, artifacts, and jewels of rare and unmatched craft and beauty. Most of these were wrought in the old lands of Almenor, but some are more recent- and with few exceptions are associated with great deeds and Elves of yore. The Necklace of Stars Known also as the “Light of the Almenodrim”, the Necklace of Stars is one of the greatest treasures of all Elvendom, and the work of Sylvaen’s own hand. It is set with a great multitude of diamonds and other gems, cut to perfection by the ancient hosts of Aegrothond. It bore for a time one of the Crown Stones, taken from the circlet of Malin. Belethil- The Star of Morning A gem crafted by the hands of ancient Dwarves, Belethil is steeped in the traditions of Malinor, and greatly treasured. It was lost when Sylvaen cast himself into the sea, and none have seen it since. At times, when the moon is high, it is said that the path which it traces upon the surface of the ocean will lead a traveler to Belethil’s resting-place. The Crown of Storms A younger artifact than the first few, the Crown of Storms is representative of the later deeds of the Almenodrim- most specifically of Aegnor Starfinder and his descendants who dwelt upon the shores of the Sea (and for whom it was made). Though the Crown itself has been lost to time, it was fabled to render unto the wearer the wisdom of the ancient mariners- to render them safe from the furies of the storm, and even to prevent drowning. Whether these tales are true or not, is entirely unknown.
  19. Edrahil and the Dragon Which is the third part of the Lay of Aegrothond, in which the deeds of Edrahil are told. In the elder ages of the world, when the Sun and Moon were bright and untarnished by years uncounted, a fair realm was spread between the mountains and the sea. In those days the paths of the Elves were greatly sundered and broken, and not least of all these rifts was the breaking of faith between the Almenodrim and the Crown of Malinor, of which the Song of Dagnir tells. By this virtue most who departed Tavule had come to follow the Great Houses, which had come together in order for to be known as the wider realm of Aegrothond. For a time they were guided by Sylvaen the Everflame, of whom many a tale is told- but by the time of this telling he had passed into oblivion, and led no longer. Now Prince Aegnor the Starfinder ruled over the holdfasts which had been his father’s, and he took upon his own shoulders the mantle of Lordship of the Almenodrim and the stewardship of the land and the people. Six brothers remained to him, left over from exodus- and each was possessed of a craft and mastery so that their holdfast flourished and grew. Thus they together spread their princely wisdom, and all the lands were glad for it. One among them was foremost in martial skill and ability, and it is he that will feature most prominently in this tale.Lord Edrahil was his name, which is well-remembered, and he was the fourth son of Sylvaen. Great faith he kept in the Oath of his House, and a will indomitable to purge the darkness from the fouler places of the world; to this end he traveled often beyond the far bounds of the realm of the Almenodrim, to seek out all evils and break them beneath the power of his bright will. Thusly were the lands of the Elves kept safe from harm, to grow and be fruitful. Now in the northern mountains in those years the dwarf-manses were in constant strife with all manner of dark creatures which grew and multiplied, having been left behind by the wraths of Iblees and other, older evils which have no name. Chiefest among these at that time was the wyrm Ankar, which had fled to those parts after the first breaking of the Deceiver. From the high peaks this beast commonly ventured to terrorize the peaceful Dwarves- a terrible wrath incarnate, borne upon a sudden wind and a gout of freezing breath. Ere long it came to be that the wyrm’s hunger was not sated with dwarf-flesh and gold, and it began to hunger for the far sweeter meats of the south. The first settlement beneath his wrath was called Myrdaen, a village known for its refining of fine wool and ornamented cloths of all kinds. It came like a cold wind from the north, and tore the land asunder- feasting upon the sheep and cattle, and driving aside the stones of Elvish buildings with brutal force. Of all who dwelt there, few survived- and in great clamour the Lord himself was felled by the snapping jaws of darkness incarnate. Some managed to escape, and hastened to the shores of the Sea where the Court of Prince Aegnor was held. There the beleagured Elves made their plea, and were received in dour mood by the Prince and his lordly brothers. So it came to pass that Edrahil heard of this grey terror of the high mountains, and his mind at once was set with fateful purpose. “By what right doth Ankar claim the mastery of the skies, who was made in mockery of Creation?” he cried aloud, and his eyes shone with a sudden flame. “Too long have we allowed this danger to play upon our borders, and done nothing! Give me leave, brother, and swiftly shall Ankar’s monstrous head adorn your mantel-piece.” And his Company of friends struck their spears against their shields twice with great clamour, calling their assent. But Prince Aegnor sat a while in deep thought, causing even the rowdiest Elves of the Court to fall silent. “Cheaply valued is thy own life, brother, and the lives of thy Company,” he spoke at last, and his eyes grew dark with foretold doom. “Great danger lies upon the paths of the northern mountains, and small comfort will pride be to thy widows if thou art slain in pursuit of this beast. If thy hearts do not know fear, let them at least know wisdom. Death and grim fate shalt thou find in the North, and naught more.” All eyes were upon Edrahil then, who was silent, his eyes aglow behind his golden mask. But it was Erendriel the Bard who spoke, and stood forward from the other nobles with hand upturned- whereupon glimmered the ring of blood-silver, bound and sealed with the Oath of Seven. “Hearken to the rings of our brotherhood, if thou shalt not hearken to the pride of thy brother! For we are not of those who step back from perdition, and stand idly by, while brother-Elves are so cruelly put upon.” And the Prince was given pause, saying- “Rightly dost thou speak, Erendriel, though calamitous doom of one kind or another I presage of you. Wyrms do not tire easily of Elven silver, or turn away from simple cruelty.” Then he stood, and upon his brow the flames of the Seastone Crown glimmered with a ruddy light. “Go forth, then, ye twelve Companions, and as a token of hope take with you the Helm of our Father, who is perished.” And Edrahil received the Helm, and bowed deeply, for it was a high gift. Within the fortnight he set out north, and thusly began the great quest from the citadel of Tamun. Here it will be noted that this citadel was at the very edge of the realm of Old Aegrothond- that is to say, at the juncture shared by the mountains and the lowlands which swept down towards the Great Sea. This was because the Almenodrim (and indeed most Descendant Peoples of that time) kept to the ancient laws set forth by the Four Brothers, who demarcated all the lands of creation for their descendants. Therefore Men were granted dominion over the plains, Orcs over the deserts, Dwarves over the high mountains, and Elves over the broad forested lands wherever they may be found. In keeping with this practice Tamun was raised upon a wooded foothill, not far from the true mountains of the dwarrows, and served as a border-fort for general purposes. In any case, as the northernmost fortress it had been first to receive news of Ankar’s attack on Myrdaen, and thus the mood was high when the crimson banner of Edrahil was seen approaching from the south. Twelve there were in total, alongside their Lord- the aforementioned Company of heroes, and Erendriel the Bard who chose to ride with them. Hardy Elves were they, who had seen many a trial in their time and had sailed west with the Seven when the call was sounded. They had participated in the wars of the old homeland, and knew well the sting of dragon-breath. The keepers of Tamun received them gladly, and informed them of the state of the Northlands. In the time of their marching it seems the wyrm had grown bolder, so that even the fortified cities were no longer safe, and feared him. But Edrahil only smiled, and called for more mead, saying: “It is he who should be trembling, good Elves. Soon, we shall make a fine powder of his ancient bones.” And so it was that the final night in warmth was passed, and there was little trepidation (far less, as you shall soon see, than there should have been.) The dew lay heavily upon the path into the Vale of Tamun as the Company of Edrahil set out, and clung to their scarlet cloaks in silvery droplets which shone in the morning sun like so many stars in a crimson firmament. Well-armed and armoured they were, for each among them bore a sword and a spear, and a shield rendered by the highest arts of the Almenodrim. Upon their faces were fearsome mask-helms of gilded steel, but beneath them the Elves smiled and were merry- for Edrahil led them whom they trusted, and Erendriel seldom ceased to sing and jest. “A score of red-breasted robin-fowl we look!” he laughed in melody, and the songbirds sang along with him in lilting tones. “To pluck the worm from the northern mountains, hear hear!” And a great shout of mirth and joy rose among the Company in march, for they did not know fear. Edrahil ordered then the banner to be lifted, and together the voices of the Elves rang farewell in ancient song as the town sank into the hills behind them. “Again they come, and swift they ride, “For Elvenesse, for Elvenesse!” Their voices rise with ringing pride. And trumpets high above them soar, for elder fathers, dispossessed for many kin, who fought and died, And nations torn and rent by war. For fear is foreign to their hearts, and blades with gladness strike and reave, Through forest air grown thick with darts, And long-spears wrought by Elven arts, Which forest-cloth like needle weave.” And so forth they sang in joy beneath their seven-starred banner of scarlet, as the road turned northwards and the foothills began to grow great and dark to either side. Ere long the heads of the mountains became hidden in the clouds, and the forests of Elvenesse gave way to stone and fallen gravel. As the last great tree faded beyond a ridge the group made camp, and settled in for an unhurried sleep. When the sun rose upon the second day the Company of Edrahil set out once more, though they sang less and spoke sparsely to one another; for the path had become difficult, and in places it wavered and fell into sudden crevasses which had doubtless been the death of many a reckless explorer. All about the road were tall crags of grey stone, interspaced atimes by small springs of clear water too cold for drinking- they had flowed down from the glaciers which crowned these mountains, too high above to be seen. The band stopped for short luncheon at noon, having brought with them a wealth of provision from the grateful Elves of Tamun, and set up a way-camp to rest their weary feet. Some jested that they hoped that the greater part of the journey was finished, but most remained silent- marveling at the broad tallness which was arranged about their fellows. So it was that one of them spotted a small creature crawling upon the rocks far below, which were woven with mists. He called to his companions, and Erendriel nocked a swift arrow in his heartwood bow. “Hark!” the Lord Edrahil cried into the abyss, and the astute Elven eyes of the Company discerned that the creature was in fact a particularly hairy dwarrow of auburn mane and pale complexion. “What business have ye here, in the lands between the forest and the mountain?” But the Dwarf did not reply, instead waving his short arms and swiftly scurrying from sight.“How odd,” remarked Edrahil, “I did not recall the Dwarves to be so fearful of Elves, especially in these parts. I wonder what it was that caused him to flee?” But no sooner had the Lord spoken, than a warbling cry pierced the air alongside many black-hafted arrows. [To be Continued]
  20. The Tale of Dagnir Which is the first part of the Lay of Aegrothond, and the earliest story of the Almenodrim. Among the tales of sorrow and ruin which come to us out of the elsewise forgotten years before the rising of the Moon, there are yet some in which the eldritch dolour is lifted, and a light is shown to endure even beneath its gloaming shadow. Of these histories perhaps the most stark is that of Sylvaen, and of the Almenodrim who were his progeny. It is told fully in the Lay of Aegrothond, the longest of all Elvish ballad-poems, which concerns in its majority the Parting of Kindreds and the many deeds, both fair and ill, of that family in the First Ages of the world. It is retold here in prose to lessen its length, for alike to all Elvish poetry it is prone to elaborate musings which are not conducive to the educational purposes of this text. The Lay begins in the ancient land of Malinor, wherein the great Eternal King kept his court and dwelt undying beneath evergreen boughs of yore; Malin was his name, which is honoured forever, and upon his brow was a crown unquestioned. His sons were as one, their ways unparted, for neither false prophets nor forces of earth and heaven could dislodge the keeping of blood which bound them hence. They loved well the trees and valleys of their realms, and delved in the deepest reaches of the forest to build their villages, being foremost among woodsmen. Among them, firstborn of the Father, walked Sylvaen Everflame, of whom this tale is told. He was tall, and fair of face, and resembled in all ways his father save for his locks, which were of raven-dark hue, and for his gaze, which was of piercing grey akin to the sea-floes of ice in winter. While his kin walked the deep forests he took a different path, and instead traveled to far western reaches of the Kingdom, near-to the mountains which held some erstwhile manses of the young Dwarves. In that land he built his holding, which he named Almenor, and few citadels were fairer in that time, or in any time since. In that place of silver fountains he came to know Serinwe, who would come to be his wife- and together they reared the Seven Sons of oath and legend, who led their people to glory and tribulation in equal measure. Their names were Aegnor, Edrahil, Renarion, Muindir his twin, Ilurien, Vitras, and Erendriel who was youngest of all; and they themselves were fruitful, so that the pillared halls of their kin rang with the laughter of children which the Elves valued more highly than any treasure. This great family was known as the Almenodrim, and they are remembered thusly in many songs, most chiefly by their own descendants. In the days before the Curse they were greatly peopled, so that several distinct Houses sprung up among them- but each bore loyalty to the Everflame and wavered not from their path alongside the Seven, throughout all of their history. Of all the children of Malin Sylvaen was the greatest in forgecraft, and in the tempering of steel and the making of mail he and his descendants were never outmatched, save perhaps by the most great-skilled of the Dwarf-smiths of yore. The hauberks and plate of their forges did not rust, and did not sustain the tarnish of age and weather, shining new-burnished even after an age of wear. All of their works were highly treasured, for they were crafted with arts which were not known to other wrights, and have been forgotten. It must, too, be noted that steel was scarce more than a servant to them- and it was in the working of silver, gold, and precious gems that they truly excelled, ultimately peerless. Made in those elder days were some of the greatest and most beautiful treasures of all noble Elvendom, which were beloved of all the Elder Folk and held in regard even in the furthest reaches of the continent. Among them were the Necklace of Stars, and Mίr n’Ardhon, and of course the great carved gem Belethil which was lost, of which more shall be told in other tales. All which could be wrought by hammer and anvil they excelled in creating- but no weapons, for the sons of Malin had no need for them, save of course for spears of alder and bows of yew, which they used to hunt wild game. In those days there was no strife, and all Elvenkind dwelt in harmony and peace. But even as Sylvaen and the Almenodrim laboured with great zeal and saw no ending to their works, doom of an eldritch sort came to the halls of Almenor. It began, as such things are often wont to, with a falling star, which tore the heavens and fell burning from the firmament. A clash like thunder heralded its coming to the plane of Aos, and a great fire and clamour levelled the forest about its landing- for such was its heat in that time that all which came in contact with it was immolated entirely. With a roar of splitting earth a chasm was opened about it in that wilderness, and there it would have remained if not for the curious whim of fate. It was Aegnor who found it, riding upon the great northern hills with his banners- and ever after for this reason he was oft-called by the name Elpharon, which means ‘star-finder’. Marveling at the desolation, he delved into the blackened cavern at its center- and though it burned his hands, he could not find the will to leave the glede-star behind. All marveled at it, and at its providence, for even the most experienced among them had not seen such ore. Concluding their businesses in those lands the Almenodrim brought it to their home, and though none could foresee it, sealed the fate of their House. For upon that metal lingered an evil which had no name, born of the darkness and vapour of primordial creation and forgotten by Gods and mortals both. At that time Sylvaen, being come to his full mastery and eminence, was filled with new intent and purpose- and growing bored in his lordship over forgecraft the great wright took great interest in the star-iron discovered by his eldest son. Many months after its arrival the metal did not lose its immense heat, and would burn those who laid hand upon it; Aegnor had failed to tame it, and it had scarred the reach of Muindir who was Sylvaen’s most promising student. So it was that at long last the father of the Seven came first to behold this curse of his family, and resolved to make something of it forthwith. But as he took up his hammer to strike upon the ore the smith beheld a great darkness which descended upon the great fires of his forge, alike unto a black grip which sought to take him in vice. And it spoke to him, this being, in a voice alien as the rubbing of coke on steel. “I have seen thee, Everflame, and all thy purposes and works are laid bare before me- but I deem them to be lesser far than those of thy Father, who is Malin. You shall fade, as leaves of autumn in the winter wind, and none shall know thy small name in posterity. As paupers thy sons will be, and grim fate shall find each among them in his time.” And the elf-prince was stricken by sudden doubt, for in his heart stirred a fear which had not been known to any in those blessed years; it was an evil not of this world, but rather of the one which had come before, and was never meant to linger. “By what vile sorceries dost thou speak unto me, creature of darkness, and what false poison dost thou pour upon my mind?” he cried out, and stepped back from the forge-fire which burned not yet so hot as the metal before him. “In skill of hand I have no single peer- all shall remember my works, and those of my sons, who shall be lords when I am gone.” But despite his remonstrance the creature of gloaming had seized upon the core weakness of his being, for though Sylvaen was foremost in cleverness and craft, his brilliant mind of metal and stone had become flawed in its vainglory, and in the obsession with legacy which was to haunt his line forever. “Stay thy despair, my child- for I sense a greatness in thy blood which shall surpass thy brethren,” the fallen star whispered, in tones of dulcet, layered upon with the cloy of paternal sweetness. “I will show thee much of that which thou knowest not, and change the path thou treadst- for great wisdom I see in thee, and a great promise also, which shall change the doom of the world in its stride. In my image thou shalt shape what none hath shaped before, and all shall know thy will, and fear it.” And though Sylvaen was not yet won over, his mind was curious- as all wrights he wished primarily to expand his art, and to craft ever-greater things until he had exhausted all possibilities of matter and shape. It occurred to him that to bind this star to his will would be the greatest achievement of his time, and a fine treasure in the vaults of Almenor; no creation had yet been beyond his ability in all his life, and no metal could give him pause at the height of his expertise. So it was that a fateful artificery began, which would last many days and many nights. Three times the smith began his work, and three times the metal defied his expert hand- for the spirit which perched upon it was possessed of its own design, and did not lend itself to mastery. For many hours they strove in the deeps of the Almenodrin forges, until the anvil of the wright glowed hot, and the smith himself was nearto spent. At last, putting forth all his lores and knowledge, the Everflame made corporeal the doom of his House- but it was not of his design, and the great shadow was upon it. So it came to pass that the first sword was born, and the Gods wept, for in the hand of Sylvaen it was destined to cause great pain and strife. The visage of the blade was as wrought iron, black and cruelly sharp, and it shone with a dull polish which caught and twisted the faces of those who would look into its surface; its guard was alike unto an umbel of upthrust thorns, and its hilt bound in pallid corded wire. Dagnir was its name, which was given to it by its creator, and harshly indeed did he lament its making; deep into Almenor he bade it be taken, and set inside a dark chamber to which no elf went willingly. And there Dagnir lingered, awaiting its fate. Sylvaen and the Seven soon forgot the star-stone in its entirety, and returned to their works of art and craft, growing more fruitful even than they had before. In those days the halls of Almenor were second only to the capital in populace, and greatly rich also, for they continued to trade with the Men and Dwarves who dwelt beyond the borders of the Greenwood. But the peaceful days of the First Ages were swiftly drawing to a close; and darkness festered in the far deeps of the world, marked by none save the delving Dwarrow-kind, who could not comprehend it. For Iblees’ work upon the Nether had been done, and the days trod ever-closer to the great war which would change the course of history forever. [To be Continued]
  21. yopplwasupxxx

    Liturgy of the Final Revelation

    LITURGY OF THE FINAL REVELATION 7 D.C. 1696 Markev, Haense, Oren “Va birodeo herzenav e Edlervik, Within our newly renovated Cathedral of St Otto, the City of Markev shall be holding the Liturgy of the Final Revelation to commemorate the visions of Exalted Sigismund and prophesied coming of the apocalypse. Mass shall be held by the Archbishop of Jorenus, Father Rudolph Wagner, and a feast shall be held afterwards in honour of Wiekley Sigmundi and the Fast of Wilfulle. All is invited to this solemn event, though respect must be given during this holy time of prayer to Godan.” MASS AND FEAST When: Jan 1st | 5pm EST Mass - 5:30/6:00pm EST Feast Where: Cathedral of St Otto, Markev, Haense Why: To Celebrate the Revelations of Sigismund and the Eschatology of the Scrolls
  22. ThumperJack

    The Silma

    The Silma - Keepers of the Hearth ___________________________________________________________________________________ ((Art by Numirya ^)) “We are dedicated to the betterment of elvenkind. Keep a strong heart in the face of danger, keep a strong mind in the face of hardship.” Siol’Igne Silma, the first Keeper of Malin’s Flame For centuries, Mali had found themselves facing constant dangers. Whether it be from the heavens above or the very world they tread upon, the precious lives of each elf is a gift that must be maintained. The elves were once a peaceful people, these dangers have caused them to grow and adapt into powerful and competent warriors without equal. While many have taken up arms in the defense of elvenkind, others have taken up the defense of faith and beliefs held close to each of Malin’s children. House Silma holds each elven life above all else and are willing to sacrifice what it must to ensure the survival of Malin’s Flame. The Flame itself is not a literal entity, but rather a metaphorical representation of elven blood and culture. As the world has aged, so too has the beliefs and lifestyles of the elves. With the rebirth of House Silma in the modern age, the family has taken on the responsibilities of cataloging and maintaining what makes the elven people who they are once more. The Silma - Ancient History ___________________________________________________________________________________ Siol’igne, the First Keeper of Malin’s Flame in Ancient History, Progenitor of House Silma Siol’igne was the founder of House Silma and first Keeper of Malin’s Flame. The responsibilities entailed by the role were unknown, due to his departure after Malin. However, the youngest of his two living sons, Sae’kel Silma, carries with him the tale of his father’s greatest sin; the event which birthed House Silma and the position of Keeper. Siol was a capable warrior who served the elven people on the field of battle. In his time, he was without peer, both feared and respected by his fellow elf. This eventually got to the young elf’s head. From tempered and disciplined, he became prideful. With this pride came rage and other negative qualities that eventually drove him to abandon his position on the battlefield, seeking greater glory. Due to this, dozens of elves fell in a battle lost to time, the blood of many on his hands. After this battle, Siol laid down his blade and took an oath of eternal peace, dedicating his life to the memory of the elves who fell that day, as well as the culture that which surrounded his people. During his life he met and married the mother to his two children, Viehl Silma. From their marriage two children were born. The firstborn was Loriens Silma, chosen to succeed his father as the Keeper of Malin’s flame. The boy was taught of elven customs and culture, to wield the quill as well as any blade, but above all else Loriens was taught discipline and responsibility. His upbringing was stern and strict, years of his life dedicated to the betterment of his people. It left a taste for more in the young Mali’s life. As he came of age, Loriens abandoned the duties left to him by his father to not only find himself but find his place within the world. Centuries later came Sae’kel Silma, the final son of Siol’igne and Viehl. Unlike his elder, Sae’kel was raised primarily as a warrior, the duties of his father cast to the wayside. Siol gifted his lastborn with a letter to be delivered to his elder brother before departing with his wife, Viehl. Siol sought the last and greatest king, Malin, in hopes of continuing his duties and finally fulfilling his oath. The Silma - Modern Day ___________________________________________________________________________________ A depiction of a festival held by House Silma, welcoming all of Malin’s children to gather and celebrate what it means to truly be Mali. While the Silma of old bear very similar appearances, fiery red hair, fair skin, eyes of golden pools; the modern family is lacking in such. Due to Loriens’ and Sae’kel’s birth, they do not fall into any of the subraces that have evolved into existence. However, the House has opened their doors to any who would seek entry. Whether it be Mali’aheral, Mali’ame, or Mali’ker. House Silma does not seek to maintain purity of body, but instead purity of the mind and culture. Already, the modern House has accepted those of this day within it’s halls and aims to maintain a proper cataloging of culture, faith, and beliefs within its library. With Mali’ker and Mali’ame living in the Silma Sanctuary, the elders of the House believe it best to maintain open doors to the public. Whenever sanctuary is needed, the Silma offer it to any who seek it. There is only one such time that the doors to the Sanctuary would be locked and closed to the public. The doors would be mirrored by the Flame maintained by the House being extinguished. In times of great tragedy, the death of a family member, or death of an honored elven individual; the flame would be allowed to die and the doors would remain closed to the world. Each member of House Silma is tied together by one joining factor; an Ilmyumier. While it was initially adopted and designed by the Ancient Seeds of the Mali’ame; both Loriens and Sae’kel believed adopting it into the house would aid in both the family’s assimilating into modern culture as well as the representation of such culture in this day. The Silma Ilymyumier is a powerful oak tree that runs up the back, the tree itself aflame. It is to represent the importance of flame. The burning foliage represents the literal rebirth and metaphorical rebirth of House Silma. The oak is to represent the power of elvendom as a whole. The elves came from the forests, there they must stay. The Silma - Beliefs and Traditions ___________________________________________________________________________________ Silma Trials Trial of Beauty Create a work of art (Any kind of art) that you believe symbolizes and describes Malin’s Children. Trial of Roots Learn about the various cultures made by Malin’s offspring, then bring back what you have learned to your overseeing Elder. Trial of the Hearth Speak to the Keeper and Elders of the seed, ask them about a defining moment in their life or fond memory. Trial of the Immortal Commit a heroic deed in service to Malin’s Children. It can be anything from saving a life through medical prowess, or slaying a beast that threatens Mali lives. ___________________________________________________________________________________ Credits to Loriens and Dromui for creating the traditions and history
  23. TheNanMan2000

    A New Rex of Krugmar - Mûrak'Gorkil

    Music to Accompany Reading Official Declaration of a New Rexdom - Mûrak'Gorkil 4th of Deep Cold, 1693 The displacement of the Orcs has left Krugmar weakened and without a centralized location for Clan meetings and permanent settling of Krugmar’s people. Many of the Orc veterans of the Clans have gone on pilgrimages or not been seen for many months, and few were left behind to take up the mantle of Rex. Wargoth Mûrak'Gorkil and his Clansmen marched on Fort Stronk and he declared his challenge to the title of Rex. None accepted the call, except from Rognor’Lak, a warrior from the all-too-recent Clan war which had split Krugmar from the inside during Shakul’Gorkil’s Rexdom. Mûrak'Gorkil, siding with his kinsmen, defended Shakul and as such, Rognor felt duty and honour-bound to challenge him. Accepting the fight Mûrak and Rognor faced off, then fought unarmed and unarmoured, until Mûrak was victorious. Rognor’s duty satiated, defeated in fair and honourable combat, declared his loyalty to the now Rex and Wargoth of Clan Gorkil, and so Mûrak went on to the rest of his kin, and spread his word.. ”Tu mi bruddahz agh ziztahz ov Krugmar. Wi have been zacked by Albai, kicked by Zhara agh had owah alliez, Kaz’Ulrah, razed tu dah ground, but yet wi ztand! Owah hiztoreh iz nuffin’ but zack agh ruin, but nevur hav wi been lozt tu dah zandz, agh zo neithur zhall wi now! Tu mi anzeztahz, all dat have kume before me, bakk tu Gorkil himzelf, mi zwearz by lat’z zpilled bluud dat mi zhall zerve diz title hozh! Tu dah next yearz ov owah hiztoreh, agh tu bein’ rumembah’d for yearz tu kume! Ang Gijaak-Izhi!” Now under the new Rexdom, San’Khatun, the Orcish City in the desert has been made the Nation’s Capital. Many Orcs would begin making their way across the sands to their ancient homeland and to leave the grasslands behind, belonging to Elves and Humans. The Ranks and Government established by the previous Rex, Gurukk’Lak, is kept.
  24. Preface (OOC) The lore written below is to implement a new neutral Aengudaemon, adding it to the established pantheon on LotC. What we have written hopes to develop just who Lagara is, her realm, and the many beings she has created beneath her. Thank you for reading! Created by: MajesticOwyn, Wulfery, PosidonX7 and xxEnderking Lagara, strumming her harp as she overlooks the serenity of Hastilaegi. (Source) Lagara, Goddess of Lein Hahnu Aengudaemon of Devotion and Ancestry Origin From the beginning of her existence, Lagara relegated herself to the shadows, taking on a role as an outside observer. She watched on in a mixture of envy and horror as her brothers and sisters squabbled over the the mortal realm, each vying for the largest amount of control and power. She secluded herself from them, avoiding any ties or connections, determining it was the safest way to stay out of their endless cycle of conflict. With time these emotions only increased in severity, for Lagara was a being of extremes. Were she to love, it was a deep and boundless one. Were she to hate, it was as if it had taken root into her very soul, coursing through her being. After time, one emotion came to dominate the others. Loneliness. This feeling quickly spread through her, and with it a sense of existential dread. Through this torment Lagara quickly realized that she needed more than to just be the one who watched. She had not forgotten all that she had seen, however, and realized that there was no place for her among the others of her kind. It was their eternal cycle of conflict that she wished to avoid. She desired a realm of her own, one in which she was the most powerful and beautiful. A realm which she would fill with followers and servants who only desired to please her. So, Lagara tapped into her very being, channeling her latent powers into one sole desire: to create a realm of her own. In the beginning, only a seedling; a thought, an idea. Lagara poured every thread of her being into nourishing her creation, smiling upon it as a mother would her babe. As she toiled away, it grew, coursing with her divine power, one which was steadily growing more chaotic. Cradled within her hand, she brought the seed to her chest and planted it into her flesh. With that, the catalyst, which unbound the violent tempest of energy. Thus, Lein Hahnu was born. A Demand of Service Lagara sat at the center of this immense and powerful force as it spread outward, her realm forming before her eyes. The creation was chaotic and uncontrollable, and Lagara soon realized that she may have made a mistake. While she was indeed an Aengudaemon, a divine being of great power, she was immature and inexperienced. What she had forced into existence soon grew out of her control. This was not the only problem, however. She soon realized that her power alone would not be enough to sustain this crucible of creation, and that the realm would only grow in size and complexity until it collapsed, consuming itself. Just as Lein Hahnu was born, so was its death inevitable. Even with this thought on her mind, she did not despair. It was her realm, she would not stand idly by as she had done her entire existence. Lagara began to create. Her thoughts soon materialized in front of her. Landmasses, structures, even other beings, all born out of her love. Though the chaotic tempest that tore at reality loomed in the distance, a brilliant light above, and a roiling darkness below, Lagara had managed to strike a balance in the center. Her sphere of peace pushed back the threatening forces of destruction, creating a sanctuary at its heart. From her soul, she forged several divine beings called Idols. They would tend to her whims and wants, each created with purpose. With her realm and its inhabitants created, her powers were stretched to their limits. For the first time since, her gaze drifted back to the familiar, though this time it fell upon the mortal realm. With her realm unsustainable, she had concluded that the the descendants were a solution to her problem. From them, she would demand their devotion and love. In return, she would offer them a place in her realm, an afterlife for those who remained loyal servants throughout their lives. Not only did this serve to appease her vanity, it also brought a source of power to her realm. These first descendants who would follow and worship Lagara came to be known as the Gorundyr. This came from Lagara’s name for the creator, “Gorund”, who the mortals believed they were the children of. She had created a conduit that would draw in the power of these souls, the most devout of mortals, and which would also gather the threads of their memories. This spiritual energy would course throughout Lein Hahnu in the form of a vast nourishing river, though not one made of water, but instead essence. It infused itself in the realm, an unstoppable and crushing force which connected all things. Lagara now gazed out over her realm from atop the canopies of a massive tree, which towered above all. From her perch, she was able to rule with absolute authority, her song heard by all. She was, however, a prisoner of her own making. The seed which she had planted in her being, which had formed the realm she so desired, also bound her in place. This made her the anchor for all that was to be, and she knew that if she were ever to perish, so too would her realm in a violent fashion. So Lagara commanded the denizens of Lein Hahnu, both descendant mortals who had bound themselves to her, and the Idols she had born of her own flesh. It was these servants that would do what should could not, guided by her iron hand of authority, nourished by her loving heart. Blood Pact As Lagara shifted her gaze to the mortal realm, she began to influence the descendant races of Aegis. Through her powers, she and her servants would manifest before the mortals in many ways, often taking on the forms of animals and other mythological beings. They soon began to worship and appeal to these beings as gods, and while they had little idea of their true nature, their mythos was shaped by these interactions. These early peoples called themselves the Gorundyr, and it was from them that Lagara would draw the most worthy of mortals to serve her. The Gorundyr built shrines and other places of worship devoted to Lagara and the various other “gods” that influenced them. It was these places of power that Lagara and her followers could hone in on, allowing them to watch and observe their fledgling worshippers. Through her early influence, their culture and way of life was heavily shaped. One early gift was that of language. Lagara bestowed upon them the ancient tongue called Jolfmarr’tal, one which is used by the beings of Lein Hahnu itself. After many generations of observation, Lagara realized she could use these mortals to fulfil her own desires and she began making blood pacts with them. A blood-pact binds a Gorundyr to Lagara through direct connection, or with one of her divine servants. Through her will and power alone, these servants are able to manifest in the mortal realm, to be heard, felt, or even seen. While this is possible, it is extremely draining upon her, and the one manifesting has little power while present in the mortal realm. These visits are brief and few, intended to influence the Gorundyr and in a way manipulate them. To appeal to their core values, and to bind them to her will. These blood-pacts offer no benefit to the mortal who undertakes one, only acting as the truest form of devotion and loyalty to Lagara herself. It is only those who undertake the blood-pact whom are taken to her realm upon death. When a Gorundyr bids farewell to its mortal frame, it is guided by the soul stream to Ebrietaes, just as other mortals would be. It is these Gorundyr who have been marked that are allowed into Lagara’s divine realm. The only physical effect of these pacts are the birthmarks that appear upon Gorundyr who are bound under their oaths. These take the shape of varying forms and are usually connected to the soul and personality of said mortal. Lastly, the birthmarks seem to be hereditary. When one undertakes a blood-pact, their bloodline is bound to Lagara for eternity. Blood-pacts can be broken, however, for Lagara only accepts those who uphold their honor and oaths. Should one commit a grave sin, such as kinslaying, or betray the will of Lagara, their pact is broken. They lose not only her favour and love, but their place amongst in her realm. A Seer of Lein Hahnu pictured he ventures throughout the forest, seeking communion with Lagara. (Source) The Seers of Lein Hahnu Seers are those that bind their lives to their gods directly. They do not follow one, nor do they offer their service to the singular. They are vessels for Lagara and her servants to pass their divine will and knowledge onto the realm of the living, making sure that their words will reach those who need to hear them. To become a seer you may not suddenly just embark on the path of service to the gods. Seers are born to be united with Lagara. From the earliest days they are destined to walk the path guided by her will. Only those who are truly chosen may be able to change their fate, whilst others simply have to accept that fact. Taken away from their parents at their first birthday, they are then brought under the care of other Seers, as well as their servants. Treated with care for their youngest years and watched over, they are taught about language, customs, and worship. The sons or daughters of the Gorundyr that are destined to become seers are to be protected and shaped in preparation for their future of duty and servitude. At the age of five they are put under the test which determines what weapon type they are most fit for. Once that is done, the child will learn how fight with only that singular tool of war. They are taught to master it, understand it thoroughly and deeply with hours of training day after day. By the age of fifteen they have to be able to face their teacher in single combat, the outcome of which must at the very least be a draw. Even with weapon and body training, they still continue their lectures about gods, beasts, and connections with the divine. They have their first lessons about tattoos, and creating bonds with the realm of Lein Hahnu, or how to fight against souls that have been stuck in realm of living even after death. The day of their adulthood is also the day during which they have the last chance to become Seers. Whether they are ready for the ritual or not is of no consequence, as they will have to face it anyway. It is intended to test their resolve, willpower, and faith. They will have to withstand painful removal of their eyes, and yet not mutter a single word. All the time keeping themselves in prayer to Lagara. In the last part of the ritual they will have to prove that they are able to witness Lein Hahnu through visions, to prove their connection to Lagara has been established. If yes, they will successfully be taken in as Seers, able to wander off into the world, learning new ways. They are to spread fate and lead those who wish to pass into the realm of the gods upon their deaths. One of the Blessed Isles of Halvengr, floating listlessly through the heavens. (Source) Halvengr - The Blessed Isles At the core of Lein Hahnu is the physical domain of Halvengr, Lagara’s kingdom. It consists of many isles, each home to an array of denizens. These isles are chaotic and ever growing in complexity, thriving with life. There are, however, three main isles which bear the most importance within the realm: Hastilaegi, Alvegen, and Halenlaga. Halvengr was the name that Lagara and her Idols would whisper to the Gorundyr during their blood pacts, etching it into their minds. In that moment, they offer visions of the beautiful paradise that would await them. It is a world that promises eternal life amongst the gods to reward their loyalty and devotion. The river of essence that flows throughout the realm weaves between these islands, made of many condensed threads of memory. These threads are colored differently based on the type of emotion and context of each memory, but each come together and intertwine intimately. Some beings of great power can graze their fingers upon its surface and isolate single threads, catching said memories to be viewed and felt. All of the isles float within the heavenly void, suspended peacefully in the sphere of Lagara’s protection. The void roars all around them, a swirling tempest on the edges of reality. The sky, a dazzling and radiant explosion of light, and the depths below, a pulsing and ever consuming darkness. The Heart-Tree in its moment of creation with Lagara at its center, banishing the encroaching chaos. (Source) Hastilaegi - The Heart Tree Hastilaegi was the first of the isles to be, suspended above the others so as to look down upon them. It is also the smallest of the isles, acting as Lagara’s personal home, and the location of the Heart Tree; born of her divine seed. A gargantuan tree, larger than any ever seen in the mortal realm, dominating the majority of the island. She sits atop it on her throne, clad in a dress of vibrant green made of leaves and ivy. In her hands she grasps a golden harp, which she plays softly, a peaceful but commanding song that fills the hearts of her followers. At the trees base is a peaceful paradise, a collection of gardens and groves that stretch to the edges of the island. It is here that the Daughters of Lagara call their home, humanoid beings of great beauty, headed by Lokaliin. They act as tenders and matrons to all life upon the island. Deep beneath the tree rests a prisoner of great darkness, grasped at by its thick roots, and contained within. This being is guarded by a massive serpent, whose mass is largely burrowed into the earth of the island itself, intertwining with the roots of the tree. Jokull the Burrower he is called, acting as the defender and warden of the Heart Tree. Lastly, we have the resting place of Lagara’s essence conduit, Vakasul. A white tree with blood red leaves which sits in the middle of its own sacred grove, the focus point for the river of essence. It courses through the tree, it’s surrounding network of runestones, and the grove itself. This grove acts as the entrance and exit to Lein Hahnu, which is marked by a large structure made of stone and metal called the Rumdrev. Upon passing under its massive runic engraved gate, you would find yourself within a dome-like room, an ancient device built into the center. It is used by Lagara and her servants as a transporter, harnessing an immense amount of power to send the traveller between the different islands of Halvengr, as well as the mortal realm. Souls delivered from Ebrietaes manifest before Vakasul, wandering the grove in a sort of limbo-like state. After some time, an Idol named Ankou will appear to whisk these souls away to their proper places. The Gates to Alvegen, home to the Sun King and the ancestral land of eternal light. (Source) Alvegen - The Howling Vale Alvegen is the second largest of the islands and the most orderly. A vast landmass of mountains, glaciers, and boreal forests. A large inland sea covers a fourth of the landmass, contained by the rocky exterior of the island. One of the many mountain ranges towers above the rest, home to the Sun King Havardr and his Joriin, a tribe of early Gorundyr who were granted patronage by Lagara. His indomitable fortress, Haemdormr, is built far up on the side of the mountain, its many rooms and passages burrowing deep into the stone. Alvegen is also home to the majority of Gorundyr souls who have been brought to Halvengr over the many generations that have passed. As such, it is the most civilized of the islands. Several cities and settlements spread over the valleys and mountains, all ruled by various Gorundyr Clans, some of which have been long forgotten by their mortal descendants. This land was granted as a gift to Havardr and the Gorundyr and as such resembles their favored homeland. It in some ways mimics what they knew in life, though it has been warped by their own vision of a perfect paradise. Alvegen never falls under the cloak of darkness, an eternal sun looming above. Far in the mountains and the more secluded areas of Alvegen live the giants. Born of the stonefather, Oknar, they vie for the survival of their race against the Gorundyr ancestors that encroach upon them. They are broken into three types, and thus also three tribes. Stone, ice, and flesh. These ancient beings are some of the oldest in Lein Hahnu. One last major being calls Alvegen his home: Auroth. One of Beira’s pups, he is a proud and noble wolf who imposed exile on himself because of internal family conflict. After time, other outcasts and rejects flocked to him for leadership. He now found himself the leader of his own pack, a position he embraced and an oath he gladly swore. The unstable and untameable growth of Halenlaga, hiding a darkness within it’s depths. (Source) Halenlaga - The Primordial Wild Halenlaga was to be the last of the islands and by far the largest. It’s creation was shaped by the violent temporal energies that gave birth to Lein Hahnu. The island is plagued by an unstable verdant growth, utterly uncontrollable and unstoppable in nature. For this reason it is the least inhabited and is often avoided by most, for the depths of the wild are not only fraught with danger, but also a deep and unabiding darkness. In an attempt to tame this realm, or atleast control it, Lagara gifted it to one of her creations, a spirit she had cultivated from her own soul. Andarta, as she was named, tamed small portions of the growth, turning them into serene groves and lush forests. In time, she took in a mate by the name of Belenus, and with this bore many children to inhabit her forest home. They are spirits, able to live in the trees but also take on corporeal forms. Their fight against the untameable nature of Halenlaga is a never ending struggle of survival. It became apparent, however, that the chaotic force of Halenlaga was not the true threat, merely a symptom of a violent birth. A darkness had seeped into its dankest depths, one which steadily encroached on Andarta’s realm, threatening to consume it. Manifestations of ill, demonic beings, and eldritch horrors infested it at its core, born of the chaotic darkness which nipped at Halvengr from below. It thrived in this lawless wilderness, as no light ever strayed beneath the surface. This corruption worried Lagara. She knew that if it were to be left unchecked, it would consume Halenlaga and the rest of her realm. While at its core it could not be destroyed, nor tamed, it certainly could be fought. To do this, Lagara created a being named Beira and gave her dominion over her own wolfpack. A wild hunt was called by her and her children as they descended upon Halenlaga, oathbound to destroy the darkness which threatened all life. The primordial forces of light and dark locked in their eternal struggle. (Source) Beware the Darkness and the Light As Lein Hahnu was born, the inevitable conflict between the light and dark began. Both primordial forces, each unstoppable in their nature, were simply the rule of law. They would always exist, and a balance would always be required if existence were to be. At their extremes, both the light and the darkness are absolute, their nature corruptive. The light instills in someone a sense of absolute justice and purity, while the darkness is chaotic freewill, a force of unbridled destruction. While this was simple fact, it did not matter to a being such as Lagara. These certainties threatened her realm and creation, and so she would deny them as she could, just as all conscious beings do. The Isles of Halvengr exist in a sphere of peace, placed between these two destructive forces. To the light and the darkness, it was nothing more than an anomaly. A void that needed to be filled. With time, it would be so. We begin with the Light, which bore down on this realm from above. To some, reassuring, simply a tool to aid in sight and offer warmth. To others, a captivating power from which they could not tear their gaze. From their fortress in Haemdormr, the Joriin were the first to fall to the invincible Light, their very beings warped by its absolute power. We end with the Darkness, which seeped up from below, infusing itself with all that it touched. A much more obvious threat, less subtle in its destruction. From this darkness many entities were born, heralds and servants of its chaotic power. The land itself bore marks of this corruptive force and from time to time some being or another would stray too far, losing itself to madness. Thus, the beings of Lein Hahnu were in a constant struggle to contend with the two forces of power, for they simply existed to be overrun. They had no stake in this eternal conflict, and no hope of altering fate. (Source) Idol: Beira, the Denmother Animal Avatar: The Direwolf Beira, the fiercest of the Idols and the matriarch of wolves. In her soul Lagara infused her strength, wrath, and motherly nature, creating a worthy warrior and champion. From then on, the Denmother would live by these ideals breathed into her from birth. Beira was tasked with the defense of the realm, primarily from the dark corruption that had slowly began to seep through the protective sphere. She was granted the gift of motherhood in return for her loyalty. From her first litter, only three survived. Rahdonir, the first to take breath and thus the eldest. Now her most trusted and loyal kin and the second in command of her warpack. He is the embodiment of strength and leads with fanatic zeal. Korrigan, who was born into darkness, her soul tinged with the very corruption that she and her kind were tasked to destroy. She hunts alone, always at war with the consuming shadows within her. Auroth, the most noble and proud of the three. He had come to love all of his kin, a point of discontent toward his mother and siblings. Only the strongest bore any worth in the wolfpack, for only strength would protect the realm. Auroth exiled himself from his siblings and gathered his rejected kin into a pack of his own, one which would make up for any weakness through the strength and bond of family. (Source) Idol: Oknar, the Shaper Animal Avatar: The Mouflon Ram Oknar is a gargantuan being created by Lagara to act as her smith and architect. From the early stages of her realm, Oknar was tasked with the creation of the isles, and the shaping of each. He wields his massive hammer Himdah Buld, scouring Lagara’s realm in his unending duty to shape her vision into reality. From the jagged peaks of Alvegen, to the verdant wilds of Halenlaga, and all the isles in between. His desire is creation, and in its beauty he takes fulfillment. To Oknar, his grand dream of perfection will never be realized, for there will always be imperfection. It will be one that he chases until the end of time. He is regarded as the stonefather, though not only because of the valleys and mountains he has shaped, but also the beings he created. Early on, he breathed life into stone in an effort to create others like him, who could shape as he did. Mahmul, who he carved from ice, the first of his creations, born from the purest ice he could find. Gohil, who he hewed from stone, docile in nature. He roams the land, emotionless and slow-natured. Fariik, who he shaped from flesh, the last of his children. While the others showed little ability and desire, Fariik was born with a heart of aggression. In the end, all of his attempts made for poor workers. Oknar abandoned his children to their own devices, returning to his duty. While he was a master at creating worlds, he lacked the necessary spark when it came to conscious beings. Idol: Andarta, the Forest Wraith Animal Avatar: A white-pelted Red Deer Andarta bears perhaps the closest bond with Lagara, created as if to be her other half. Andarta is able to manifest in very many different forms, though her usual being that of an incorporeal spirit. Physically, she bears a lithe humanoid frame, covered in various forms of plantlife. Long brutal claws sprout from her fingers, able to gore with ease. Her face is angular and thin, with her eyes looking as if they were two orbs of polished onyx. Andarta regards herself as the Queen of Halenlaga and has dominion over the chaotic wilds which span its surface. She is distant and cold to outsiders, her desire simply to remain secluded in her forests and sacred groves. The only exception would be her relationship with Beira, as the two have grown close together, a bond forged by their mutual struggle against the darkness which infested the depths of the island. After a time, Andarta grew lonely herself, and took on a husband. A mortal man named Belenus who had lived and breathed the forests and their ways. A man who worshiped Andarta alone, tending to her shrines and offering himself to her will. Together, they created the Children of the Forest Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them. Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm. Cernu, who was given the task of defending the realm from the darkness that threatened it. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf, stalking the brushes as they do. Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel, her small form often deceptive. Olwen, the Spirit of Luck, whose name many Gorundyr utter, both to curse, and to praise. He takes on the form of a rabbit. Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods. Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend. (Source) Idol: Maratsu, the Kinslayer Animal Avatar: The Common Raven Maratsu was the first of the sky-gods created by Lagara to defend her realm, the each of them given absolute dominion over the skies. Each had a distinct form, avatars gifted to them, Maratsu’s being that of the raven. Together, they soared throughout the skies of Lein Hahnu, always remaining steadfast in their defense of their matron and creator. There was peace, for a time. Then, it was threatened to all be undone. Maratsu, the stalwart protector, in his naive desire to do good, decided to challenge the darkness which roiled below. He traveled to the very edges of Lagara’s sphere of peace, prowling along the border between serenity and chaos. In his heart, he knew the danger it posed, not only to him but that of the realm as a whole. In an instant, he shifted, plunging himself down into the dark abyss. He had done what no other had ever considered, leaving the sanctuary he had always known to venture into the unknown, to strike at its heart. In an instant, the darkness overtook him, its pure chaotic will infusing with his soul. In his moment of arrogance, the being that was Maratsu ceased to exist. From within the tempest, Maratsu returned, now tainted by an all-consuming darkness. He spread his wings of midnight and called out, a resonating cry which pierced all that heard, full of horror and pain. The chaos that now raged in his mind guided him to Hastilaegi, to the one who dared defy its absolute power. Maratsu, pulsing with shadow, reeked of tumultuous evil and existential dread. He crashed into the serene paradise below, beginning his rampage of destruction. He tore at the pristine fields and the sacred groves, devouring any being that got in his way. Lagara watched in horror as her creations perished before her. With one quick movement, she struck at her harp, a chord that lacked her usual peaceful melody; a call to war. Within moments, the remaining sky-gods arrived, Argal, the eagle and Ankou, the hawk. They struck out at their brother, entering into the fray. Destruction raged across Hastilaegi as they danced in battle, the ferocity in which Maratsu fought only fueled by the chaos that had consumed his soul. As the pair gained the upper hand, Maratsu lashed out at his brother Ankou, piercing him with a brutal talon. Ankou roared out in anguish as he fell back, his form disintegrating in part, as if an acid were eating its way into his flesh. This final strike was interrupted by an ominous and resonating roar, which seemed to come from the depths of Hastilaegi itself. The earth beneath Maratsu quaked and exploded as a massive form erupted from below. Jokull burst forth, his gargantuan form towering above the battlefield.. He gazed down upon Maratsu, yellow serpent-like eyes piercing into him. With a speed impossible for his mass, he struck, jaw unhinging as he devoured the fallen sky-god whole. Jokull carried through with his momentum, burrowing once again into the earth. Maratsu remained within his belly, carried far below the heart-tree, unable to be destroyed. The darkness so infused with his soul rendering him invincible to any attempts Lagara has made to do so. So Maratsu rages, a prisoner bound to the depths of Hastilaegi, a seed of darkness always lingering on the minds of the beings of Lein Hahnu. (Source) Idol: Ankou, the Gatherer of Souls Animal Avatar: The Ferruginous Hawk Ankou the second of the sky-gods, was left scarred and broken by his brothers betrayal, his once proud hawk-form now grotesque and skeletal. As he had writhed in the dirt, dying from the blow delivered from his brother, he had been spared by the one whom created him. Lagara struck at her harp and guided her loving hand outward, purging the little corruption which burned within, replacing it with her divine breath, and with that came new purpose. To Ankou, she gave control of the river of spirit that flowed throughout the realm, and thus made him the master of souls. Tending to the river and all souls within Lein Hahnu is his sole responsibility. When the worthy souls of fallen Gorundyr arrive in the grove of Vakasul, it is Ankou and his minions who welcome them. He is the guiding hand who sees that they arrive where they belong. It is also through Ankou’s power that one may commune with the dead ancestral souls who live upon the Isles of Halvengr. Crypts, grave sites, and other specially prepared monuments to the dead can be used to draw his attention, and that of the souls themselves. It is common for Gorundyr to make each individuals grave a sort of shrine, like the ones dedicated to the gods, so that they may pay respects. Lastly, Ankou is responsible for dealing Lagara’s justice within the realm. Should one of its many beings lose the favour of their mother or commit a grave sin, they are dealt with by him. In this regard, Ankou has an array of minions that assist him in his duties. The Valkyrie, who act as enforcers of Ankou’s will. Perfectly neutral beings who strive to maintain the balance between dark and light. They are situated in both the brightest and darkest places of Lein Hahnu, vigilant watchers and stalwart defenders. The Damned, a procession of souls who have been condemned for crimes such as kinslaying and oath breaking. The large majority of them are bound in a spectral legion which marches endlessly, an eternal prison for lost souls. Should a damned soul somehow escape from Lein Hahnu, Ankou’s wraiths can be sent from the realm to retrieve them so that justice may be delivered. (Source) Idol: Havardr, the Sun King Animal Avatar: The Canada Lynx Harvardr was the first of the mortal descendants to be given divine power by Lagara. In life, he was her most loyal servant, and is largely responsible for influencing her initial followers in their devotion. He formed a tribe of descendants that would be the early Gorundyr, and the first of the clans. While his rule as a king in life was successful, his potential would only increase in death. He was the first mortal to be given divinity in her realm. As he strode through the grove of Vakasul and came before Lagara in her throne, she poured her power into him. As a gift, she allowed him to take a council of his most trusted advisors and bestowed upon him the isle of Alvegen. Here Havardr and the Joriin settled, constructing an impressive stronghold and palace called Haemdormr, built into the side of the isle’s largest mountain. From his table, he was able to see all of the realm, ruling it beneath an eternal sun. This same light, however, was subtle in its nature of corruption. Over time, the light that had always threatened to consume Lein Hahnu from above instead gently seeped into the hearts of Havardr and his Joriin, warping their personalities. They become beings of absolute justice and purity, reinforced by their divine right to rule. Not all were naive to the Light’s seductive power and thus Ankou sent the Valkyries to watch over the Joriin with a careful eye. Were it to ever to reach a catalyst, they would be there to maintain balance. And so the Sun King ruled with a unwavering sense of justice, as did his Joriin. In total they numbered six. Hlifhildr, the Sun Maiden, Havardr’s beautiful bride and loyal queen. In life, she had been a shield-maiden and a fierce warrior in her own right. She was always willing to please her husband and answer to his every whim. Taranis, the Forgemaster. He constructed Havardr’s realm, from its massive keeps, statues, and gates, to his spear forged of light, Dagor’kaen. Rodun, the Master of Knowledge, who constructed the grandest libraries and archives to record the history of the Gorundyr and all else. Not only were these in written texts, but also memories which he extracted from the river of spirit which connected all the souls of Lein Hahnu. Muir, the Dreamwalker, who spent her time living the lives of others, rather than her own. She had become a master at delving into the river of spirit to isolate single threads. The more Gorundyr who ascend to Halvengr, the more she has at her fingertips. Barid, the Unifier, who acted as Havardr’s greatest champion and general. A masterful tactician and fierce warrior, he was the iron fist with which Havardr maintained his rule. Svalinn, the Gleeman, who was not blind to the fate of the Joriin. He was the embodiment of good nature and joy, and a true artist. He spent his time away from Haemdormr, instead visiting the many cities and villages which dotted the hills and valleys around Alvegen, spreading his love for art and joy to the Gorundyr abound. One of the many beings of Halvengr, venturing forth into the realm. (Source) Minor Beings Agantyr A gargantuan sky serpent, twin to Jokull. Agantyr’s form dwarfs some of the isles themselves, floating listlessly through the sky. He is tasked to act as a warden of the skies, protecting Lein Hahnu from any of the latent energies threatening to break in. His final duty is to prevent anyone from making the same mistake as Maratsu by venturing out of the protective sphere and into the chaos outside. Draug An ancient guardian who slumbers beneath the sea which spans over the surface of Alvegen. Draug is rarely ever encountered or seen, though it is said his form is giant, that of a many headed sea monster. He is the patron of sailors and fishermen to whom they pay respect and prayer. They whisper to him for protection, both on Halvengr and in the mortal realm. Argal of the Sky The third and final sky-god and now the last remaining, his form that of a massive eagle. Argal and his brood make their nests on Hastilaegi, placed amongst the branches of the Heart-Tree. They act as defenders of the island itself and guard the realm below from any would-be threat. Mimir and Haenir, Wardens of Lein Hahnu Mimir and Haenir are living manifestations of the river of spiritual energy which flows throughout the realm. Born to protect the Grove of Vakasul, they act as guardians to both the grove itself, and the Rumdrev. Their forms are that of twin colossal bears, shaped of stone by a loving hand. Runes cover their bodies, with the largest being on their foreheads, glowing faintly with blue mist. The runestones around the grove bear the same marks, all of which seem to pulse together, as if a unified heartbeat. Synopsis Lagara and her Idols are attracted by shrines and heavy activity of worship by the descendants. She can focus in on these to locate them. Shrines found in this way can be blessed, indicating they are places where the gods will hear those who pray and offer. These places would feel as if they had been touched by her hand, in many ways. Some examples include a passive aura, a powerful background pulse of energy which can be felt, but not harnessed. Whispers in both common and Jolfmarr’tal delivered on the wind. Passive visions for those who linger too long or choose to sleep there, teasing the wonders of Lein Hahnu and the gods themselves. These dont convey a ton of information, just enough to draw the desire and interest of any descendants. They can visit the Gorundyr in their dreams, or do so physically through apparitions or visions. This follows the current rules of manifesting in the mortal realm by Aengudaemon, and would be used to simply facilitate roleplay. The forms in which they manifest are the listed animal avatar, but can also be their humanoid forms. It is up to the preference of the individual, allowing several options. Blood Pacts offer no benefit to a Gorundyr and only seek to bond them to Lagara and her Idols. The only physical trait being a birthmark based on their personality. (To allow people the freedom to pick something most relevant to them.) Ancestral souls which have gone to Lein Hahnu (and ONLY Lein Hahnu) can be communicated with through shrines of worship in the mortal realm, acting much like ones devoted to the gods. These shrines, often gravesites or crypts, can attract the attention of Ankou, allowing interaction with the souls of fallen Gorundyr. Anyone can worship Lagara and become a Gorundyr. It is simply a group of people and a culture that were shaped due to her influence on their earliest ancestors. Naturally, larger concentrations of worship are more likely to attract her notice. The Rumdrev harnesses the power of the river of spirit within Lein Hahnu to act as a bridge between the Isles of Halvengr and the mortal realm, capable of transporting beings. The River of Memories which flows through Lein Hahnu sustains the realm and Lagara’s power. The more mortals and other beings who reside in the realm, the more the river is strengthened. This is Lagara’s main motivation for seeking mortals for blood-pacts, as it is this power she needs to maintain to keep the forces of chaos from consuming her realm. At a lesser stage, Lagara is a vain and selfish god. She desires to be worshipped and loved by many. To her, she is the most powerful and beautiful being to exist. She is a true neutral Aengudaemon, entirely self absorbed in her own world. The Idols are Lagara’s main servants, and the ones who have influenced the Gorundyr the most. Any beings mentioned under them are minor in nature, simply related to their stories. They are the most powerful beings in the realm, other than Lagara. In the end, the goal of this submission is to create actual gods that can interact with the Gorundyr culture in some way, played by the LT or ET. Unlike most Aengul and Daemon, this submission alone does not seek to give any additional boon or power to the Gorundyr or any other mortal. It is simply to take our belief beyond that of faith and add all sorts of potential for RP. The Children of the Forest are spirits that only hold any power or control within Lein Hahnu itself, and not outside of it. They are simply to add flavor to the deific realm, and do not have any involvement with the aspects or other spirits. It is likely they would not even be able to manifest in the mortal realm, or if they were able, it would be without any ability whatsoever. They could simply act as supplements to an event or messengers of some sort, their only significance being that of their connection to Lagara and her realm. That is all! Thank you for reading and we hope you enjoyed this lore submission. Please feel free to post your feedback, as well as any questions! We would love to hear it.
  25. Cold breezes are made to seem tempests, exacerbated by the winter’s brisk night-air, no cloak nor drape sufficient shield ‘gainst their assault. The lone dwarf wobbles toward a billboard with a parchment fast in hand at dusk’s nadir. The streets of Agnarum and Holm are empty. His steps are unheard and unseen. Quickly and crudely he nails his papers, gone swift as he came. << Was it truly Khorvad who cursed us with greed? Or did he simply cast off Yemekarr’s blessings? And let what hence had resided deep within us, Surface, Like impurities in the crucible? Urguan had his greed. It served him some well, but did to him the worst of things. For greed is no double edged sword; it is an old, rusted hatchet. With its blunted ax we spill kinsblood and rejoice at riches plundered, At grudges settled, At enemies slain. We have forgotten the consequences. And all the while its rusted shaft digs into our palms, But we are blinded to it by the ecstasy of victory. It feels to us as but a sting, and we say: “It was worth it, these riches, and traded for but a scrape!” We feel as if we have cheated the Gods; We rejoice! But we cannot cheat the Gods... For they are the greatest of cheaters. The consequences for cheating the Gods are dire. We have forgotten the story of Khorvad. In due time we feel the fever of greed: those rusty scrapes their poison begin to deal. At first our mouthes run dry, and soon our eyes grow heavy… the water which sustains us becomes ever harder to swallow. And we drink until we can no longer, to dull the pain so that it may go away. But this pain will never go away. We ignore it nonetheless. And only when the blackened tetanus, veined with hate and fueled by spilt kinsblood, sent to spite us by Dungrimm himself, on our arm becomes too painful and apparent to ignore, do we awaken to the truth and scamper for a cure. But, hark! Now is time too late. For no wiccan can construe a cure, and no Alchemist an elixir make, to quell this curse of the Gods, which death sentences by divine hate. So sleep now Sons of Urguan, Sleep for your honor has left you. So sleep now, Sons of Urguan, sleep for your fathers detest you. A kinslayer his hearth defiles with ambition and greed, and will surely suffer in Dor’Vuur. The bystander who this deed sees but ‘stead of stop it, flees, twice cursed shall be for sure. He cannot hope to taste Belka’s sweet nectar, in Khaz’a’Dentrumm. So sleep now, Sons of Urguan, Sleep for your honor has left you. Die now, disowned of the first one, For from the grave your ancestor mocks you. Dwarfkind exists no longer, only bare-cheeked shadows remain. Splintered is the arm that once bore the hammer, which to the world balance did ordain. A kinslayer still is kin, And surely the Gods shall judge him harshly. But are we the Gods? To slay a kinslayer to kinslay is. For blood is not water, and kin always kin remains. So sleep now, lost sons of Urguan. Your deeds your souls forever have stain’d. And die now, ye sons of Urguan. Your courage and honor never you shall see again. >>
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