Jump to content

Search the Community

Showing results for tags 'culture'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Whitelist Applications
    • Accepted
    • Denied


  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates


  • Information
    • Announcements
    • Guidelines & Policies
    • Guides
  • Almaris
    • Human Nations & Culture
    • Elven Nations & Culture
    • Dwarven Nations & Culture
    • Orc Nations & Culture
    • Multiracial Nations
    • Settlements/Lairs
    • Miscellany
    • Lore
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start




Minecraft Username






Character Name

Character Race

  1. One morning, Garedyn The Green carried a stack of freshly purchased books from the market to the Grand Library, for them to be stored and preserved so that the Lore Master Ogradhad could guard them for the future generations of dwarves. As he went his way to librarian's office, everything was eerily still and quiet. He simply thought the librarian was out for a meal, so he continued inside. As he entered it, the sight of the office caused him to drop the books from his hand with his jaw agape. The office was empty, all bookshelves, chests were devoid of tomes. The original publications of books had gone missing. The decades, if not millenia, of effort in restoring, gathering and protecting the original books in the name of the Brathmordkin Ogradhad had vanished in an instant. The hours and days he spent consulting the books for his studies of medicine and his faith remained, but their original, primary sources had disappeared. Those original works written by and for dwedmar were no longer within the protection of Ogradhad. A fury welled up in him, before the cool breeze in the empty library turned his fury into grief. He took some parchment and ink, and began to write. A Scholar's Lament -By Garedyn The Green (Written by VerminHunter) A drought, A drought from the stream that nourishes the dwed. A Land, A land once rich land upon which light can't be shed. The knowledge is gone, The black swans crow songs, The dawn wanes withdrawn The nights growing long. A plauge, A plauge from which the true is now unclear. A void, A void that is now filled with copied smears. The Lore Master weeps, The sown can't be reaped, The throas will ring deep, The wise fall asleep.
  2. >───⇌••⇋───< “Come, little leaves,” said the wind one day. “Come over the meadows with me and play! Put on your dresses of red and gold, for Summer is gone and the days grow cold. Soon as the leaves heard the wind’s loud call, down they came fluttering, one and all; Over the brown fields they danced and flew, singing the sweet little songs they knew. -George Cooper ━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━ The warmth of the summer’s days soon came to an end and the seasons began to change. The Autumn sun spread a carpet of leaves, by hundreds, all dressed in colors of yellow and crimson as the village prepared for the harvest. The wilds, too, prepared themselves for the coming changes. Busying themselves with preparing a safe haven and foraging for food to store before Winter came. Changes were brought upon the realm after the ending of Ostara. The leaves transitioning from shades of green to vibrant colors or crimson and yellow as those of the fold prepare for the Rite of Mabon. [Art by Mathias Zamęcki] ━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━ • Offerings• Baskets full of herbs and fruits foraged from the first day of fall will be brought to the ritual grounds. Members of the fold will also bring stacks of wood and other materials foraged from abandoned structures to add to the stacked fire pit. An act of parting from the plethora of goods provided by past seasons. ━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━ • Ritual• On the first day of Autumn, members of the fold will gather to head out into the lands to forage wood and other materials from abandoned structures or fallen trees to bring back to the village. Members will gather beneath the glowing moon at dusk. At the start of the festival the Autumn Raithean will call upon members of the circle to stack their foraged goods into the pit where everyone will gather ‘round and chant to the Horned Father while the Autumn Raithean lights the pit ablaze. During the months of Autumn, Father Circle druii will feed the flames of Mabon to keep them lit throughout the changing season. ━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━ • Rite• At the end of the Autumnal months, members of the fold will gather around the fire once more. To mark the end of the Equinox, the Autumn Raithean will bring black water from the Father tree to douse the dancing flames. ━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━┅━ Eretria Arvellon - Raithean of Autumn
  3. In the story of Nailah, the fox faerie tale, it is told that the Vixen Trickster has lead victims astray, never to be seen again in the forest. Some claim that great discoveries of wealth are the meddling ways of this spirit of hunt and ambush, scorning their rivals for unimaginable luck. Perhaps a whimsical story about the realities of life, but a wholly merry gathering for the Mother Circle none the less. Crafting a mask in honor of the Mani or Fae, the druids gather beneath the glowing glade of the Moonlit Forest for an evening of riddles, games, and drinks. Dressed in white and fall colors, a grand masquerade is held beneath the full moon. For the final celebration of the Fox Moon, a circle of the masquerade goers partake in the Chimes prayer. In tales of Nailah and the will-o-the-wisp, the nine lights are said to tempt travelers off their path and into an unfortunate death with the distant chiming of bells. By celebrating games in her likeness and chiming the bells, the gathered might have sharpened their wits to keep them safe during the final days of the Fox Moon and the beginning of the hunts. [Saturday, 5pm EST at the Atoll Grove]
  4. "He is strength, will, and action given form His hooves swallow the earth Thorns and antlers crown his fierce eyes He flies without wings His eyes are as sharp as his star-tipped arrows He is Cernunnos - King of Centaurs" Mythology of the Mother Circle Long have druids known Cernunnos as the Horned Lord; Aspect of the hunt, hunger, and primal instincts. Sometimes he is associated with the gnawing grip of disease, the ferocity of the wildfire, and the tempest's roar. For the Mother Circle, the Legend of Cernunnos stories the Hunt Father as a massive beast-man, depicted as either half stag or horse with strong body, large forked antlers and a bow of legendary strength. His arrows pierce the soul, shattering the mortal coil that delays the rebirth of nature. He and his many sons and daughters travel freely from the Court of the Fae Queen to guide the natural flow of the balance, and during the season of autumn oft associated with the Centaur King, he will blow the Horn of the Wild Hunt, beginning the greatest season of change. The leaves will recoil and shrivel into dark, fiery colors, the prey will be driven from their burrows. Hunters and gatherers alike will rejoice in the fair weather in which they will toil for the spoils of autumn, feasting on the weak and plentiful before the cold inevitabilities of winter. The celebrations of Cernunnos traditionally begin during the Fox Moon, or final Phase of Life. To honor the Hunt Father, the Mother Circle will coordinate adventures into the surrounding realms of the Grove. Before every hunt, a communal prayer is held before the grove is departed. The Huntsman's Creed is recited, the bows and blades of the hunters are blessed, and the hunters are sent off while the hearths and feasting grounds are prepared. The Creed is storied to be the self-imposed rules of any honorable hunter worshipping Cernunnos, including the sparing of young and mothers, the focus upon hunting the elder animal, and respect of animal population in reverence to the balance. Needless slaughter is taboo, and is said to invite the attention of mischievous or malevolent fae. The Huntsman's Creed With blade and bow, O Father, may I remain humble in harvest Grant my feet and arrows swiftness, may my eyes and sword be sharp When the heart is pierced, the throat cut May your arrow loft this animal's spirit to the Forest In their rebirth, may I remember this hunt Keep me their memory, the animal honored And in your will may the Wild Hunt forever come Cernunnos and Astrology of the Mother Circle While a majority of the kills sustained during the months of the Wild Hunts, there is some game that is coveted by Cernunnos himself. For the Mother Circle, a druid has become a part of the natural cycle once they arise from the waters of attunement. Druid and Draoi alike will eventually meet their end at the hands of Cernunnos' bow. Fabled to be tipped with the stars themselves, Cernunnos is also the artist of the constellations in the night sky, for every great hunt must preserve a story to honor the fallen. It is said that when Druids finally enter the Eternal Forest for rest, or Draoi for eternal turmoil, the wake of Cernunnos' soul-reaping organizes the stars into a memorial. Rumored to be the arrows of Cernunnos' bow themselves, comets or falling stars are oft seen as an omen of change. The graves of the fallen are typically marked with the simple pattern of stars and connecting lines forming the druid's memorial constellation, which are best seen from the Mother Circle's observatory. There the living druids ponder wisdom left by the fallen, warnings of those who have failed the Aspects, and legends of the Order's history.
  5. Epiphytes of Hefrumm Ever since their subrace’s creation caused by the actions and lifestyle of Glin Treebeard, the forest dwarves have had a big cultural connection with the aspects and the fae realm. As dwarves, most forest dwarves worship the dwarven deities, the Brathmordkin. These two factors caused the eventual assimilation of the aspects and the fae realm into the Brahtmordakin mythos in multiple different ways. Some saw the aspects as Anbella, some saw them as different entities that served her, that they were her avatars, that they are allied, and more. History of Epiphytes of Hefrumm In Hefrumm, the first forest dwarf nation to ever be created, this assimilation continues. Hefrumm’s religious culture is witnessed through the perspective of the seers as they are the main teachers of the community in cultural and religious matters. Under this perspective the dwarves of Hefrumm see the aspects as entities that serve the balance of the tribunal, a tripartite of the three Brathmordakin Anbella, Belka, and Dungrimm. By serving the tribunal the aspects serve Anbella’s balance, a type of balance in nature which is required as part of Yemekar’s balance, a balance of existence which dwarves believe to protect. Hefrumm’s seers also see the realm of the Fae as the realm of Anbella. When there is a Fae related issue that tends to be an indication of Imbalance in Anbella’s balance, hence the damage is seen as a warning of something worse to come if not restored. When nature acts in ways that it harms Anbella’s balance this nature is called feral. Hefrumm’s dwarves are extremely devout followers of Brathmordakin and aspect teachings. This was due to the founder being a druid, and also a dwarven Paragon (dwarven saint), Bjor Cottonwood. All this devout belief in the Brathmordakin and in the aspects causes interesting cultural relations to Fae beings compared to other dwarves. Forest dwarves have always been keen on fae since the early years of the Treebeard clan, some dwarves were druids and such. It was not until the Seers chapter in Hefrumm was formed that it started to be seen as a gift of Anbella. This positive attitude of the community towards the change allowed the epiphytes that were in Hefrumm and that had gone through Seer training to create a holy ceremony, Communion of Anbella. In the communion of Anbella the epiphyte takes the initiate to be turned. All initiates are per the ritual told of all consequences and possibilities. Some say that this ritual kills the body of the dwarf, some say it kills the dwarf it self, and other say that the dwarf is just more wooden now it does not change the dwarfness; The way most Hefrumm culturally see it is as a show of devotion, a sacrifice of the body to lend in service of Anbella and her balance. In essence, they become paladins of Anbella’s Balance. Hence, those that do the ritual already have the mindset of dedicating their lives to Anbella’s balance, something most Hefrumm have as they believe that they are responsible to keep it. An epyphyte ‘born’ from another epyphyte’s fae tree/shroom is considered their rootbrother/rootsister or sporebrother/sporesister. These bonds between fellow epiphytes eventually created the Green Collective, an order in Hefrumm dedicated to the protection of the rights of epiphytes. Noticeably the epiphyte dwarves tend to be the ones that use these rights the most as they are the ones whose rights are trying to be protected by Hefrumm. Nonetheless, the Green Collective is allowed to be led by a non-dwarf and some of their rights also help non-dwarf epiphytes. The Green collective differentiate between three types of epiphytes; those that worship the brathmordakin which are usually but not only dwarves, those that just follow the aspects, and those that have not been educated in any religious form, these later ones being what is considered feral. A epiphytes of the Brathmordakin can agree and understand the beliefs of a epiphytes educated in the fae, however, they would not be able to understand or relate to a feral epiphytes. This leads to feral epiphytes being allowed in the Green Collective but never welcomed as they are seen as a potential threat to the stability of the Green Collective and the safety of their Fae gardens. [!] Romanticized depiction of a epiphyte Hefrumm seer. Religion and beliefs Most epiphytes of Hefrumm are worshipers of the Tribunal Brathmordakin and the other Brathmordakin. Due to this they have a bias towards dwarves as they are beings that fufill Yemekar’s balance, which requires Anbella’s balance. Since the community of epiphytes are able to grow and thrive in Hefrumm this is seen as an indication that their ways are beneficial for the balance of nature and their fae plants. Despite the fact that most known epiphytes do not eat meat, Hefrumm epiphytes still hunt. Hefrumm is a tribal community founded on the concept of collective greed. Since members of Hefrumm work for the collective greed not for the individual epiphytes of Hefrumm tend to join hunts and other events even if they themselves will not eat the meat. [!] Depiction of a Hefrumm epiphyte hunter. Epiphytes' Rights in Hefrumm Due to Hefrumm’s view of epiphytes, there was a political will for Hefrumm to pass laws giving epiphytes rights. The rights given by Hefrumm to the epiphyte through the Green Collective Act were as follows: -=- Right to be protected from physical harm and persecution -=- -=- Right to work in Hefrumm -=- -=- Right to trade -=- -=- Right to Parent (have an adoptive family) -=- -=- Right to Ancestry (An individual has the ability to identify as the race they were born in) -=- -=- Right to live in Hefrumm -=- -=- Right to vote for a Chosen of the collective -=- Thanks to these rights and to these shared goals and beliefs the epiphyte of Hefrumm were able to quite easily mingle with the rest of Hefrumm society. The rights given to the epiphyte by Hefrumm allowed dwarven epiphyte to reach the heights of Hefrumm society, becoming a seer, being a clan chief, becoming the high chief of Hefrumm, all are things that dwarven epiphyte by the right of being considered as one’s race and not just as a epiphyte can do and has been done. [!] Depiction of High Chief Karl Blackroot. Relations to other dwarf groups Hefrumm is a nation inside the Nation of Urguan, the Kingdom of the dwarves. Due to this fact epiphytes of Hefrumm could deal with dwarves from the capital in their day to day. The opinions of the dwarves of the capital on epiphytes vary, some see it the same way as Hefrumm, some do not care, and some dislike it. Since some dwarves do not share the forest dwarf understanding of the aspects and the fae, there are cases of dwarves seeing the epiphytes as a curse or disease. This has caused cases of discrimination against epiphytes in the capital of the dwarves. However, the discrimination is always extreamly limmited as epiphytes are part of Hefrumm’s culture and a depiction of the way these forest dwarves view life, and those that discriminate against epiphytes need to tiptoe in their actions. [!] A slanderous depiction of a horde of epiphytes taking over the realm. Related posts: Legal Rights of the Green Collective https://www.lordofthecraft.net/forums/topic/196376-the-green-collective-act/ History of the forest dwarves https://www.lordofthecraft.net/forums/topic/215313-history-of-the-forest-dwarves-tome-of-hefrumm/ Green Collective post https://www.lordofthecraft.net/forums/topic/204297-the-green-collective/ Epiphyte lore https://www.lordofthecraft.net/forums/topic/187145-%E2%9C%93-ca-race-lore-epiphytes/?tab=comments#comment-1744396
  6. Royal Poetry Volume 3 - Katerina Foreword Upon closer correspondence with Haeseni Royalty and the people within Haense, Felyx becomes inspired to write yet another addition to the Poetry Series. This hobby of his has been expanding, and may be something serious simply by handing these works to their respective muses, who hold great power. Nevertheless, as the young Colborn sits down to put quill and ink to paper, he is reminded by the semblance that the name "Katerina" holds against his first poem's "Karenina", thus silently vowing to match his previous standards to fit at least a single aspect of the many diamond fractals of an equally incredible individual. 'Katerina' Waves and waves of light are shimmering Into which, no man may see. For the pond of life within this vessel As a fiery summer's breeze grow free. The eyes of the maelstrom The onion layers of sun will capture - Out of melted icy footprints The mind shall drift to what entraptures. Allusions of flame dancing on a red wall Bring forth slender fingers around gold to linger. Yet as men stand tormented in transparent halls, A graceful figure here shall make its stand. Age has a number that ripes like fine wine Which, as poured, pours into many souls in time, To form a web of fine gold strands - And band us together lest we fall from our climb. The slender hand arches up, to clutch her Lorraine For belief alone may keep us all sane - So our trust placed in her to guide us the way, By the mercy of God we shall not astray. Blunt as a mace, her protection can kill Those who threaten her kin of the Land. In snow-capped red dress, and golden necklace Her temper comes forth like winter's fury unmanned. In time the laughter-lines grow, A temper subsides and a gold heart does show, With firm slender hands she holds her Lorraine, Within her still waves, to lap up her pain. As strong as a comet, a will resolute Within you'll find diamonds before it is spent For within us she sees just who we are Through countless ages and not just one scar, So let yourself be healed by the Lady; "Katerina Ceciliya Barbanov-Bihar" Afterword There is only one copy of this poem in circulation (IRPLY) and it is the original, signed by Felyx Colborn himself. What has been writ cannot be undone, and more royal poems are sure to come... Signed,
  7. Kingdom of Lechia LECHIAN CULTURE SUBGROUP OF LECHITIC PEOPLES HISTORY THE ORIGINS Depiction of Lech and his two brothers, looking for a place for a new settlement The Lechian people derive from the group of Lechitian peoples. According to the so-called pre-Lechitian myth, the founders of the three main Lechitian cultures came to the continent of Vistulia in search of a place to settle. The eldest of the brothers, Ruth, went east and established a settlement on a great river. From his name the people took the name Ruthians. The youngest of the brothers Tschech settled in the land between the mountains, where the Tschech culture has its roots. The third of the brothers, and at the same time the second oldest, Lech, followed the huge white eagle to its nest and established his seat under the tree where the eagle had its nest. From this event, the Lechian coat of arms and the name of the first capital, Gniazdo (Nest), were derived. Ever since that moment Lechian culture flourished and developed vigorously. Lech established the first state structures, customs and beliefs. The beliefs of the first Lechians were quite primitive and focused on the worship of many deities. However, this belief differed only a little from the general Lechitian Rodnovyery. In addition some of the early Lechian chronicles mention a few more names of the first rulers, these were among others: Siemowit, Lestek and Snowid. EARLY YEARS OF CANONISM IN LECHIA Depiction of Prince Mieszko being baptised After centuries of slow development, the first monks of the Canonist Church arrived on the continent of Vistulia. According to old documents they were led by Vojtech, of Tschech origin, as Tschechs have accepted Canonism before the Lechians. Thanks to his diplomatic skills, Vojtech convinced Mieszko to accept baptism, marry a canonist Tschech princess, and at the same time incorporate Lechians into the canonist community. As a new ruler within the canonist church, Mieszko united the Lechian tribes and conquered far more land than any of his ancestors. The country stretched from the sea in the north to the mountains in the south. Vojtech, who stayed at Mieszko's court for some time has crowned him as a prince, as Mieszko found himself unworthy of being a King. This gave rise to the first dynasty of Lechia - Piast. As new cultural norms grew, churches were built, a network of stone roads developed and the first church structures were established in the capital. Unfortunately, the times of peace passed after the missionary Vojtech's expedition to the northern tribes, who bestially murdered him and quartered his corpse. Mieszko still remembered Vojtech's merits and set off to the north to fight for justice. The soldiers of Mieszko had no mercy on the pagans and slaughtered the population of the local settlements in the same bestial manner while imposing the Canonist faith on the survivors. Despite the long process of converting the Lechians to the true faith, which sometimes met with armed resistance from the native believers, Mieszko's reign is remembered as decades of peace. TIMES OF BOLESLAW AND HIS SONS Depiction of Boleslaw and his sons, arriving at Krakovia The times of Boleslaw the First echoed among the Lechitian tribes. Immediately after his coronation, he began a period of conquests, and greatly expanded the dependent territory of Lechia. As the first of the Kings, since his father did not accept the title of the King of Lechia, he ordered to make a sword intended for coronation of further Kings, and a Crown decorated with many precious gems. The sword called "Szczerbiec" ("Chipper") played a significant role in the reign of Boleslaw and later his sons, as it became a symbol of Lechian nationalism and a sign of victory over foreign powers. Legends say that it took its name from the moment when Boleslaw chipped it against the gate of the capital city of a neighbouring state, to mark Lechian annexation of the border areas. Unfortunately, he did not enjoy his reign long after this event. King Boleslaw died three years later of an unspecified illness. For Lechia there came a time of sorrow, as Boleslaw had many sons and each of them claimed his father's crown. Having divided the country into parts, a fratricidal struggle for the crown of Lechia began. The eldest of the brothers, Mieszko III occupied the capital and held it for many years. The brothers from the western, northern and eastern parts meanwhile held talks about a new order after the end of the civil war. The quarrelling brothers chose as ruler someone who had never known a taste of power - Kazimierz, the youngest of the brothers, who ruled over no province. Mieszko III, faced with the overwhelming power of the united brothers, renounced the crown and the Bishop of Krakovia crowned Kazimierz as the new King of Lechia. The times in which Kazimierz reigned were the best in the history of his family. He rebuilt the destructions of the civil war, developed the monetary system and established the first university in Lechia. He died at the age of 70, leaving no male descendant. JOAGILAN RULE AND LECHIAN DECLINE Depiction of Wladyslaw proclaiming the Union After Kazimierz's death, the only person of his blood was his daughter Hedwig. She married a powerful leader of a neighbouring country, and united the two countries in a personal union. Despite the power of the great state, pagan tribes still lived in the north and invaded the lands of Lechia. To remedy this, Wladyslaw, for that was the name Hedwig's husband, called upon the help of the strong Waldenian Order. He was unable to foresee the cunning and guile with which the Knights operated, and allowed them to occupy the land of the pagans so that they could continue to help the Lechians spread Canonism. Soon after, the knights turned on Wladyslaw and formed an alliance to help them conquer the lands dependent on the Joagilan dynasty. At that time, there was great social unrest in Lechia, with tendencies calling for the introduction of sanoism, priorism but also absolute power in the government. There were many clashes between Lechian priorists and sanoists, who had two different concepts of the state. The Sejm (the equivalent of the Duma in Haense or the parliament in Oren) rejected all attempts to reform the state, thus stagnation deepened and Lechia was exposed to blows from the outside. The powerful alliance formed by the Waldenians, and the neighbouring powers as well as, the constant skirmishes with them caused the disintegration of the state. Lechia has not appeared on world maps since then, yet the people still remember their roots and will never abandon them. CULTURE OF LECHIA WAR CULTURE Depiction of Lechian warriors going on a hunt Lechians are known for their fighting stubbornness. This is due to their culture, which grew up on warrior values because of the many threatening neighbours around their state when it still existed. Young Lechians were trained from the age of 16 to become infantrymen, archers or horsemen. Women could also train if they wished to, but they usually stayed at home and took care of the hearth and home. Among Lechian soldiers the highest value is honour, which should never be tarnished. There are many chronicles about the heroic deeds of the Lechians in their fight against the invaders, especially about the skill of their cavalrymen, who, with much smaller numbers of troops, were able to destroy the Waldenian armies with very few losses. Lechian troops were usually lightly armed with spears, short swords and shields, or short bows. There were also heavy regiments called "Druzhina", and their main role was to defend their Lord, his family and his property. The Druzhina could act as horsemen, but also as infantry, and were symbolised by the family insignia on their armour plus better weaponry paid for by their lord. Depiction of Druzhina PEASANT NATION Depiction of Lechian landscape Lechia was mainly located in the lowlands, which favoured the development of agriculture and peasant culture. The first Lechian Kings issued various privileges for the peasants in return for their hard work for the homeland. The Lechian peasants mastered the so-called three-field system on the basis of which all farms, private and state, operated. In the fields, peasants worked from dawn to dusk, in every season except winter. They worked hard at harvest time, and 1/3 of the harvested crop was to be given to the local overlord - a baron, count or duke. Local peasants were also very fond of animal products, so they bred a variety of pigs, cows and sheep from which they could obtain the materials they needed. A highly prized product among the middle class was bee honey. Only trained peasants were allowed to own and run an apiary and extract honey from it for personal and commercial use. Another highly popular occupation among the villagers was brewing. Many peasants were employed in private breweries where they produced high quality alcohol in the form of beer, vodka or wine. One of such brewery brands is Harnaś Brewing Company, owned by House Jazloviecki. Depiction of a Lechian town Cities founded by various Lechian noble families were usually located on hills, slopes or cliffs, where danger could come from one side. The wealthier towns were surrounded by a wall, usually made of stone or bricks, and there usually was a drawbridge leading to the gate with at least one tower. In every town there was a church or chapel where local people could worship God and pray for a successful harvest. The houses of Lechian families were made of stone, wood and thatch as a roof, as these were commonly available raw materials. Wealthier families from the middle and high nobility could afford to build houses from more expensive materials such as white stone or expensive varieties of wood, unattainable for ordinary peasants. It was not very often that you could see noble houses within the walls of cities, as high ranking families usually had their own estates that operated independently. The same applied to the castles of local rulers. They were usually solitary standing on advanced rock formations where it was difficult for enemies to get to during an attack. Depiction of a Lechian castle A typical Lechian castle was surrounded by a thick wall made of stone bricks and was dominated by the roofs of towers and the main building where the throne room and the feast hall were located. In the castle there was usually a small chapel, and in front of the bridge leading to the castle there was a small settlement for the castle workers - guards, priests and officials. A life in a noble keep differed from village life, as there the king's representatives came and there the future of the region was debated. RELIGIOUS SOCIETY Depiction of a Lechian monastery Lechians are a people proud of their religious affiliation. Processions and solemn masses for the homeland and the king were very common during the time of their state. The king, according to official state propaganda, had authority from God, and additionally filled important places in the government with church officials. The most important seat of the church in Lechia was Krakovia where the Archbishop resided. There was also the cathedral of the Virgin, where the kings of Lechia were crowned. The Church in Lechia strictly outlined the rules of morality and punished the disobedient. Despite this, the church was highly respected by peasants, the middle class and the nobility. Many Lechians turned away from the church when they secretly formed alliances and agreements with the Waldenians regarding their position after they occupy these lands. Today, despite the diaspora in which Lechians live, the church still plays a significant role in their lives. TRADITIONS Depition of Krakovia before an upcoming fair Dożynki Originating from the provincial part of Lechia - Dożynki (in common the Harvest Festival) played a great role in the life of small towns and villages. Dożynki were a special time of the harvest where people gathered in squares or clearings and set up poles with colourful streamers, tables with white tablecloths and surrounded everything with bales of hay. In the middle, a bonfire was lit over which meat bought by the peasants to celebrate the success of this year's harvest was roasted. On the tables, however, there were colourful vegetables and fruit, and everything in the theme of the harvest. Drowning of Marzanna Drowning of Marzanna was an important part of the Lechian folklore. When winter ended and spring began, children from towns and villages made puppets stuffed with hay and decorated them to resemble women. Drowning the puppet in the river, or sometimes burning it, symbolised the passing of winter and the arrival of spring. The death of Marzanna was to symbolise the passing of the month associated with death and the arrival of new life in spring. Night of Kupała Lechian customs and rituals related to the Kupała Night were supposed to ensure health and fertility. Fires were lit, in which herbs were burned. Various kinds of fortune-telling and dancing took place during the joyful games. Girls would throw garlands with lighted candles into the rivers. If the garland was fished out by a bachelor, it meant a quick marriage. If it floated, the girl would not marry soon. If it burned, drowned or became entangled in rushes, it boded ill for old age. It is thought that these are probably the remains of old pagan spring rituals, that Lechians have incorporated into their culture after converting to Canonism. LECHIAN LEGACY Depiction of City of Krakovia, seat of House Jazloviecki in the Margraviate of Lvinsk Although centuries have passed since the fall of Lechia, the spirit of the Lechians has never died. The first verse of their favourite patriotic song says "Jeszcze Lechia nie zginęła, kiedy my żyjemy" - "Lechia is not yet lost, as long as we live". The most widely known family that still maintains the Lechian legacy and culture to this day is House Jazloviecki. It first became famous for the military genius of the founding fathers of the family - Aleksander Batory and Mikhail Svarogovich, who fought alongside Wilheim and Tylos Barclay, as well as Bogdan Canoslav in the War of the Two Emperors. After many years of separation, the two brotherly families of Batory and Svarogovich were united under the sign of the White Eagle without the Royal insignia, as it is the national symbol of the Lechians. To this day, memories of nearly 200 years ago are still vivid among family members. After decades of effort, the Lechians have finally won a place to live where they can propagate their culture and traditions in harmony. The Margraviate of Lvinsk, is a refuge for Lechians, where everyone is welcome, native or foreign. Under the rule of Borys Jazloviecki, the first Margrave of Lvinsk, and August Jazloviecki, the first Baron of Triglav - the Margraviate constantly develops. After the fall of Savoy, Jazlovieckis decided to take their fate in their hands and openly asked King of Oren, Frederick I about the possible relocation. Thanks to his wife being a Savoyard, and the prestige their family earned through the years, King Frederick didn't even think but allowed them to settle in the western part of Oren, where their keep is surrounded by mountains and meadows. Now under the rule of Margrave Jazloviecki, the Lechian culture is safe and ready to flourish once more under a new banner. Lvinsk and Grodno Coats of Arms THE GREAT GROD MYTH Depiction of The Great Grod, defender of the highlands and patron of Grodno Since ancient times, Lechians have worshipped the old gods. One of these gods was THE GREAT GROD. A mighty stony beast, resembling a mountain - several metres high, covered in moss and runes. According to the myths, it has the power to erect and demolish rock structures. Belief in this idol returned with the creation of Grodno, a land subordinate to the Jazlovieckis and named in his honour. While in Grodno, one can often hear phrases such as: What on Grod?; Good Grod!; What is Grodning up? - and many more. Even the people of the land refer to themselves as Grodnoids. Some of them argue that the Great Grod is not a legend..... SARMATIAN CULTURE Depiction of traditional Lechian noble outfits Sarmatism is a culture developed by the Lechians during the Joagilan rule. It presupposed a golden liberty for the nobility, which allowed them to meddle in the interests of the kingdom without the right of intervention by the King. The nobility would gather for Legislative Sejm, which allowed for new laws, reforms or even the writing of a constitution. However, the Golden Liberty assumed a right of veto on the part of anyone in whose veins noble blood flowed. The representatives of the high nobility bought off the lower-born and less wealthy nobles to vote no and use the veto, which broke up the sejm and prevented state reforms. Very characteristic was the nobleman's dress worn during Sejms, called Kontusz, and sabres or maces at its belt. Golden Liberty also had other drawbacks. The nobility, enjoying a high degree of autonomy, built their manors in forested retreats around which stretched hectares of land subject to them. The manorial system developed by the Lechian nobility was based on the principle of serfdom, that is, the forced and enslaved labour of peasants. Farmers were not allowed to leave their lord or his land under any circumstances, and were only exempt from work on church and national holidays. Multigenerational families poured their sweat and blood on the land of the Lords, getting nothing in return. The end of Sarmatism and Golden Liberty is marked by the fall of Lechia and a peasant uprising, which in its fury slaughtered and hanged the Lords mercilessly. SONGS AND MUSIC The songs of the Lechians are very distinctive. Their music is usually grave, but there are also more cheerful songs, to which you can dance despite the message. This state of affairs stemmed from years spent in the diaspora - scattered to the ends of the world, with no place to live. Without a piece of land, a homeland to call their own and with fading sense of independence, the Lechians carried the light of Lechia in the form of poems, books and, first and foremost - songs. What did the Lechians write songs about? There were many themes - love for a girl, love for the homeland, grief for the homeland or a call to arms in an attempt to reclaim lands seized by invaders. The music is usually played on the piano or violin, as these were instruments considered highly esteemed in the circles of Lechia's upper nobility. Words to some of the Lechian songs can be found below: Lechian Anthem: Boże coś Lechię - God Thou Hast Lechia Śpiew Włościan Krakowskich - Song of Krakovian Peasants Duma Rycerska - Pride of Chivalry Anthem of Lechian Volunteers The Camp Prayer (one of the few songs you can sing along in common) Kasieńka - Catherine LANGUAGE All letters of Lechian alphabet The Lechian alphabet consists of 36 characters and resembles the Ruskan and Raevir languages in places. Although these groups did not have much in common, they managed to develop similar words and phrases. Good examples are the words "Good - Dobry" and even the negation "No - Nie". In many books you can find basic words and phrases in this language. Example of a Lechian dictionary OOC: Culture is still a WIP
  8. " It is a realm not quite near, and not quite so far... In those sunken, forgotten halls The Ocean's daughter mourns evermore " Excerpt from the Legend of the Sea Maiden During the third and final full moon of the summer months, the Mother Circle reflects upon the legend of the Sea Maiden, a mermaid queen fabled to be the source of all ocean treasures. There, deep in the cerulean city of the ocean's splendor, she guards and keeps the tides, waiting for a day that shall never come. When the the world was young, and the seas without graveyards, a Son of Malin ventured into the surf with silver sails to glide over the water's surface as a shooting star in the night sky would. His hair was as pearly as the sea-foam upon the shore, and his eyes glimmered with the wondrous blue of the deep ocean. From her young throne, the Sea Maiden, Queen of Sirens and Mermaids gazed up from her throne and knew that no pearl, no shell nor jewel was fairer than he. Yet, when the Sea Maiden erupted from the surface to meet her beloved... He denied her. For the elf with a mane of stars and eyes of tempest sought not love nor beauty... He sought glory that she could not give. Then, the world experienced the first cataclysm of the sea's legendary rage. As the sailor departed, the white hull of his vessel trailed a terrible, sorrowful storm. The tides swelled as the Ocean's daughter wept day and night. Even the land trembled beneath the black clouds; wailing, tumultuous pain of love that will never be. The typhoon raged across the land and deposited all of the riches of the ocean onto white shores. Pearl, fossils, coral, and shells and jewels like a kaleidoscope of treasure showered the shores of Kings and peasants alike. The Sea Maiden had rejected all of the Ocean's wealth that day. Her heart longed not for the shimmering coat of pearls and gems, but for the diamond-hair of her sailor. Still, she sings a mourning song in the depths of the sea, hoping that one day her sailor might return and join her atop the Cerulean Throne. It is rumored that sirens and mermaids are drawn to sailors, so that they might lure them into the abyss to bring the Sea Maiden her true love in which she searches for even still today. To celebrate the fable of the Sea Maiden, the Mother Circle holds a great Ocean Ball at the end of the summer cycle. Donning sea-side treasures such as pearl, abalone, and coral are seen as a gesture of good fortune, as the Sea Maiden supposedly sends trinkets into the surf to those that reject fame and glory for the quieter fates of life.
  9. Felyx F. Colborn, a Voice for Reform! Simple contemporary oil painting of Felyx F Colborn Introduction Felyx, born in the Second age 64, did not come into the world in a noble household. He worked for everything he has gotten so far, and will continue to serve his Kongzem to the best of his ability. The combined efforts of House Colborn now mean that Felyx is granted a unique position to let his voice be heard. As a child, he worked to start the St. Carolus University which still exists today, has participated in medic lectures, climbed to the rank of Armsman and Officer Cadet by now in the BSK Haeseni Army, and is an avid Adventurer and Poet to the Royal Family. Felyx made many friends during his time, be it commonfolk and nobility alike, and has expanded his horizons by carefully listening to minorities such as Orcs and Elves in Hanseti-Ruska. This has given Felyx the confidence he needs to run for Alderman on this day. Aspirations and Pledges I, Felyx Francys Colborn, do so pledge to honour our community of evolving peoples in-tune with their conservative roots by working with the Duma to issue reforms that benefit the Kongzem in the long-term. I will be your elected dreamer of a brighter future for Haense and, with the know-how and tools I have amassed so far, vow to work hard to listen carefully to anyone who would give me feedback or advice, and implement reforms that I deem necessary for the prosperity of Haense to Krusae Zwy Kongzem! More specifically, I, Felyx will pledge to work on Seven primary points: Promote Crown-endorsed reforms to stimulate political interest of the People of Hanseti-Ruska. Introduce non-politically aligned Commonfolk Societies for greater multi-social representation in our Motherland. Stand for greater Diplomatic cooperation, including a Worker’s Exchange Programme between allied nations to foster more open-minded generations who are willing to accept the diversity of Hanseti-Ruska and Almaris as a whole. Promote theological debates led by the Church across various beliefs, using a novel, proposed technique, coined: “Deep Listening”. Work to integrate the aforementioned “Deep Listening” into the Duma, which will hopefully bridge divides between opposite opinions to reach compromises. Introduce a Koeng or Koenas Royal Jubilee, in coordination with the BSK, every 5 years to celebrate the efforts of the Crown. Introduce a “World Pilgrimage” with the consent of the Church, in order to become aware of different and opposing cultures and beliefs, to reinforce Godan’s virtues and learn to live harmoniously with others despite opposing views. These are just a chunk of ideas I have deemed worthy to put to paper. Being a soldier of the BSK, I find it important that we can avoid War as much as possible. However, peacetime is never a reason to stop training and drilling diligently. I will take my discipline and dedication from the Army when pursuing my goals within the Duma. With great Passion Felyx Francys Colborn stands by his values, and hopes to work alongside Duma members with his Aspirations, by the pleasure of the Electorates of Hanseti-Ruska!
  10. The Ashen Realm of Nor'asath The final stone set Nor’asath a home for the formerly scattered cultures of Ker. On a path of a dominant land of Ker those of Velulite faith and the might of the collective clans By the decree of the lands, Primarch Netseth Loa’chil and the High Priestess Irlu Celia’ilum call upon those who wander the world within the new Nor’asath. A place to regain one semblance of their culture: music, art, and combative tradition. To all of those seeking connection, opportunity, family, and history you are welcome within these walls. Should your clan or following require a home you are welcome to bring your strength to a greater hegemony. Under the light of Luara and the accompanying stars, One takes the mantle of Primarch. To guide us further one takes the mantle of High Priestess to embody all that Velulaei stood for. A Sovereign of their mountain-wielding powers bestowed and earned. An ideal of competition is resolved. And faith that blessed Velulaei and her follower's weary bodies to lords of their mountain. Opportunity awaits within the southern hinterlands to build upon its foundation strength and culture for now by Velulaeis mandate by calling upon our people's merit to lay the bricks toward our glorious eternal place upon these lands. Come home lliran Coords are -2624, 1679 cya there.
  11. Royal Poetry Volume 1 - Karenina Foreword One day, when Felyx Colborn was attending a Royal Birthday, he happened to chance on the longest-reigning Queen of Haense; Emma Karenina Barbanov-Bihar. Inspired by the singular name: "Karenina", a poem enters the mind of the Colborn, itching to be written down. So, with the goodwill of the Prior-Queen, he sets to work... 'Karenina' Graced beauty kills the beholden. She is more deadly the longer she lasts. She is the Northern wind that tugs your clothes like an insistent lover. Her soul, a vast landscape with rays of sun illuminating the fractals of a thousand crystals. Ageing and Ageless her temporal eyes stare unflinchingly into the past. Her beauty is a curse that sinks wayward souls deep into an icy abyss. Her beauty is a blessing that keeps those who manage to endure afloat to marvel at her bliss. Yet those who stare deep into her soul have the bone hand of Death tugging them onwards. She has many children, to which she grants her good looks fatally as her icy kiss. Beneath the surface of her kin lie the currents of eternal layers. A heart locked within flesh and bone, its key locked deep within the crevice of the soul. Where the realm of intellect begins, names command her power. She knows; kin to the icy lady who resides in the halls of the onion towers. Her being, her spirit, her soul an onion of layers - invaluable to the support of the perennial Kings. Of which she is bound, a curse, a "God bless" to the golden marriage rings. A rosy smile behind a crimson scarf, as red as blood flashes by. Her own kin is the Land on which the wheels of her carriage roll smoothly, and her people whose spirits fill the entire sky. Her name, on the tip of your tongue as if from a childhood dream long gone by. "Emma Karenina" Afterword There is only one copy of this poem in circulation (IRPLY) and it is the original, signed by Felyx Colborn himself. What has been writ cannot be undone, and more royal poems are sure to come... Signed,
  12. "Deep in that realm, the Prince does slumber With royal mane of leaf and umber. When the days turn long, the sun's veil of fire awakens summertime from the Lion's choir." Excerpt from the Fable of Majira, the Midsummer Prince The Sixth Moon of the Lunar Calendar of Faeries is known as the Lion Moon, named for the likeness of the druidic fable of Majira, a great lion thought to guard the Court of the Fae Queen. Majira slumbers most of the year at the entrance to the Verdant Glade, where he rests after his yearly roar that brings the crescendo of summer to the realm. He is thought to be the father of the PrideMother fae spirits, roaming hunters of mischievous fae and trespassing spirits of draoi, and a patron of wild and domesticated feline companions to descendants alike. With Majira's watchful eyes holding the light of dusk and dawn, it is storied that witnessing reflective eyes of cats big and small is a sure sign that there are foul magics or dark spirits afoot. When the Stormtreader stags cascade their cacophony of thunder and rain during the Fifth moon of the calendar, Majira will awaken and loft his head high. His roar shakes the realms of the Forest and Descendants, rich ribbons of summertime season weaving nature's crescendo into the land and sky. Exhausted, the Great Lion shakes his mane, billowing sweltering breeze to shoo away summer storms that have overstayed their welcome. The oceans begin to stir with life, and the world bears summer fruit of sweet nourishment. Then, the Midsummer Prince returns to rest, so that he might regain his spirit to bring the next year's summer. The Pridemother's Chant, Song of the Midsummer Dance Lye orrarae, Maln! (We hunt, Father!) Lye orrarae karinte, Maln! (We are going hunting, Father!) Il'Kaean narnae, larionn'an, lye orrarae karinte! (Come with us, sisters, we are going hunting!) Lye! Uhierae, ehierae! Lye! Uhierae, ehierae! (The people!) (We seek, we find!) Maruriar, Maln! (Roar, Father!) Lye! Haelun, kaean annil! Lye! Haelun, myumier ito! (The people!) (Mother, guide us! Mother, carry us (to it)!) Ito orrarae! (Here, we hunt!) Oh, draoi uhierae! (Oh, we hunt evil!) In the Mother Circle, a great celebration is held in honor of this story during the phases of the Lion Moon. Known as the Midsummer Dance, performers travel dressed as Majira and his pride of daughters to spread the joys and beliefs of summertime according to druidic values. The chiefest display involves firedancing, a great demonstration of the story of Majira in the form of a traveling performance and feast. Adorned in bright summer colors and masks of the Midsummer Prince and his hunting pride of daughters, the druids of the circle travel the world to instill strength and faith into those that aim to preserve nature. Summer fruits and laurels are few of many gifts brought to a communal feast, while stories of great accomplishments for the preservation of the balance are shared. While Summer is indeed a season of vitality and strength, it is also a season where the weak perish. When the Mother Circle celebrates the Midsummer Dance, they are praying for the wisdom and strength of the hardy spirits of summer. Wise druids know that no season truly holds an era of quiet when it comes to the protection of the balance, and the summer heat often proves harshest to many. Celebrating the Midsummer Dance and feast forges bonds that many wish to maintain in solidarity of the hard work yet to come. ((Look out for wandering performers during the month of July! Anyone can request a scheduled time via discord after contact with aviary plugin.))
  13. B.S.K NOTICE & ALL YE HAESENI CITIZENS ________________________________________________ (OOC: Such Noticeboard maye be found pinned across the streets of Haense) DEARE Citizens of Haense and Members of the Crown's Proud Brotherhood of St. Karl, It gives me great pleasure to announce a Joint-B.S.K and Colborn organised Beer Night and Brawl at the Old Stout Crowe Tavern. This is a chance to Drink and converse with Friends and Strangers, lift your mood, and partake in a jolly good fistfight supervised by the B.S.K. For the right honourable individuals less interested in a round of fisticuffs, ye shall have time to tell and listen to stories from many an individual, playe tavern games, and p'rhaps trade and make connections with people! There's plenty to go around! So do not forget to attend, and bring your friends for a spiffing time! (OOC: Event will take place in the Old Stout Crow Tavern in Haense at 3pm EST on Wednesday 29th of June, 2022 - Hopefully to be repeated :)) Signed Cordially,
  14. Introduction: This documents aims to create an Anthology of poetry written by and created by various Forest Dwarves. However this does not mean however that works by other dwarves, or even other races will be entirely excluded. The goal of this project is to immortalize the unique culture of the Forest Dwedmar, so that future generations of dwarves can learn of their traditions, beliefs and way of life. The Poetry Collections of a Forest Dwarf is assembled by Garedyn The Mossy. ❃ Poems: 1. The Firefly Queen: -By an unknown Forest Dwarf (Written by VerminHunter) Oh, my Firefly Queen, Your subjects gather at night, They flicker, wishing to be seen, awestruck by your beauty and light. Oh, my Firefly Queen, Your shine never wanes, and sun makes the dark green. The night cannot bind with its chains. Oh, my Firefly Queen, It is now early and bright, I dearly miss your glean, But I know you will return tonight. ❃ 2. Elegy for our Kin: -By an Elder of The Mossborn Clan (Written by VerminHunter) Risen from soil, Suckled on dew, The ground you toiled, Your spirit, it flew. Wrinkles of rings, Spirit like a spring. You are not alone, though we remain, The King on his throne, wants you to join him in reign. When the orchids will bloom, Ye armoured entombed, Our love won’t be torn, When you are reborn. ❃ 3. Sunflower: -By Sir Borris Kortrevich (Written by tcs_tonsils_ (mc)) As golden the afternoon sun, you outstretched Yourself high into the air. Tall and beautiful, you Tower above everything and everyone. Green leaves topped with a yellow brimmed hat. ❃ 4. A Forest Poem: -By Nivndil Duskhollow (Written by unknown) Puerith’leyu. The trees they stand, A clamour of souls. Their voices born on Winds, are old. Boughs up high, Fairy halls. Roots below, Silent foot-falls. They stand and wait, For times unborn. To whisper secrets, Before words were forged. Amongst their trunks, Beneath canopy dome. To Bate in twilight, The trees my home. ❃ 5. Gold of Woods: -By Garedyn The Mossy (Written by Vermin Hunter) Hand made by countless hands. Over plains, lakes and lands. None compare to its splendour Every wants you from ages yore, Yellow, rich, golden and delicious. ❃ 6. Mushroom: -By Garedyn The Mossy (Written by Vermin Hunter) There was once a shroom on a tree, With a red cap for all to see, A dwarf took a bite. He then caught a fright, He fell, clutching his heart, to his knees. ❃ 7. Wooden Bastion: -By an admirer of trees (Written by Vermin Hunter) Your hide is amazing and so tough Rings of age showing your wisdom Standing tall, never falling Enduring all with pride Leader of the wood Strong and mighty Stoic Grove A brave Oak ❃ 8. In The Sky: -By an unknown Forest Dwarf (Written by Vermin Hunter) Night swallows fly by, So late at night in the sky, Speeding with the wind, Agile and graceful, They are boundless, like comets Unfettered, unchained. To be one of them, One has to let go of all The price of freedom ❃ 9. Omen: -By an unknown Forest Dwarf (Written by Vermin Hunter) The silence of leaves The stillness of trees We must appease the raven The lack of game No wild to tame We must appease the boar The dryness of air, No water in the lair We must appease the pike The crackling roar The burning floor We must run from our home. ❃ 10. Bloom: -By a Garedyn The Mossy (Written by Vermin Hunter) Petals The fields shift hue Their scent is lifted up How wonder full, fields of beauty Blossoms.
  15. Larihei of War ______________________________________________________________________________ Since even the most ancient times, that Antediluvian age, when the great seas had yet to rise and swallow the vast lands, separating the many continents, when those most blessed and everlasting yet roamed the cihi streets, and Acalanti had yet to sink beneath rolling tide, Haelun'or had been a great cihistate. it was by the actions of brave, singular individuals, those with the deepest of convictions and power of self and actualization that had always steered the course of our eternity. Through their deeds, history is forever marked, and eternal they live. Not simply in the depths of some unknowable history, but in the world, in your deeds, in your very blood. Living! Is even the most ancient memory! For this fact, we know we may easily come to see deeper truths of not just what has composed us, but through what paths most natural would lead us, in this continual 'growth', or progress forwards from an initiatory state, one must first attain that, which makes the foundation for this state! To initiate from great foundation, one may achieve ever greater heights, through the ever-perfection of the growing ways of what had composed them. This is the role of that great, singular individual. To bring about this state. Not as mere benchmark, but also springboard. For, if one, of blessed birth, had followed truly the way of her mothers or fathers, to whom they were at least acquainted with at birth, and assuming the blessing of good names and deeds of their parents, they would find themselves inheritor of this near limitless source of knowledge, strengths, and eternal glories of the paths walked by those before you. To be the great individual, is to be the Mali on the ascent. To go forwards, always, into the great light of eternal progress and perfection. That your conviction drives before you what must be taken to reach that higher state, to bring those eternal glories to you and your name to those around you, and shape the world so through all, you may achieve that most immortal Kleos, so all after you are touched by your light for all time. In this way, our greatest lady, Tahu'Larihei acted, as that Hero, who had risen truly, through word and wit, spear and shield, health and progress. This of course, logically, is the way one achieves that eternal perfection. Ever-striving, ever-growing, so your own Kleos grows, and it is your example followed by that blood enriched by your inclusion. It is within our cihi that every Mali'thilln is the champion of an ancient unbroken legacy. For this, we seek to act in ways which bring blessing to those around us, those of the most Silvered blood. Yet, in this same swipe, that hero, just as lady Larihei lifts her blade to defend what is true and pure, so too must that individual, COURAGE welled in his heart, heft his spike to any challenge. To take what he needs by that spike, be it fine silver nibbed pen or spear of Cruel Bronze. Do not shun the ways of our forefathers, for it is only quite literally true, that your ancestors too, stood shoulder to shoulder besides the Silvered Maiden, to face all trials, so you may have chance to enjoy Blessed Life. Gather your spike in your hand Go forth and take it That divine glory most eternal For what is one without Kleos, but merely one passing with the wind ________________________________________________________________________________ If you aren't a hero to your people, what are you? -Amberlan Aldin, ancient Sillumiran Defender of Elcihi'thilln
  16. "The Stag is blessed with a crown of forked lightning The Caribou's hooves roar over the land like thunder The Elk's voice the screaming wind of the tempest" Excerpt from the Legend of the StormTreader, Guardian of the Storm Moon When the final lunar phase of the spring months has passed, the kin of the Mother Circle know that the harsher times of the lunar calendar is upon them. The clouds churn into great veils of shadow and storm, washing the land with a cleansing rain. When the sky illuminates with the crash of thunder, it is said that the mythical StormTreader stags are clashing their antlers together. Rain cascades over the earth like a tide to cleanse the remnants of the old and warn of the scorching summer months to come, and lightning strikes the land to smite wayward, trespassing spirits of Draoi. To honor the story of this fable, the Mother Circle gathers for a grand hunt and the creation of the Lunar Year's Tempest Crown. The tradition begins with two hunting parties representing the Wind and Rain of a summer storm. Venturing into the wilds, the hunters harvest a deer, elk, or caribou to obtain the antlers required for the creation of the Tempest Crown. Then, a grand reenactment of the clashing of horns is held between two chosen warriors of each hunting party. Using only the horned helms they have created, they endure combat during the first summer storm until one of the crowns break. The remaining artifact is exalted as the year's Tempest Crown, a symbol of the Circle's resilience during real and spiritual storms. When lightning strikes, kin beware; For the draoi and slothful druid Are one in the same in the eye of the storm ((6/14 7:30-8pm est start))
  17. “She rose from the clouds A soothing, verdant rainstorm The Mother’s tears heal” Excerpt from the sacred Lyric of Cerridwen and Cernunnos The history of the Mother Circle is not unlike the phases of the Moon; waxing, full, and waning. Yet it is this very cycle that creates strength in the Mother’s Favored, testing their will to pursue the Balance in all things. One may bring great suffering or great healing with their gift of life, and the druids of the Mother Circle understand this deeply. The eldest circle has traditionally held firm beliefs in the pursuit of guidance and harmony with nature, primarily through the instruction of young dedicants and druids. In recent history, the druids of the Mother Grove have instilled a deeper culture that reveres the qualities of Cerridwen and the Fae. The Archdruids Within the Mother Circle, the three Archdruids oversee Grove activities, threats to the Balance as a whole, and serve as the Mother’s symbolic guiding hands. The number three is sacred to Cerridwen, as it describes the timeless cycle of birth, life, and decay. Additionally, the three archdruids wield artifacts of the Grove representing their office. The Mother’s Song The Archdruid of Song is responsible for cultural worship of the Aspects and the reverence of the Lunar Cycle, traditionally associated with the Fae. Just as a mother would sing for her young, the Archdruid must inspire the next generation of druids with the reverence of Nature. The Mother’s Wrath The Archdruid of Wrath is responsible for the protection of both the Grove and the Balance wherever it may be threatened. While it is understood that the Mother is kind, she also requires that her children show ferocity towards the unbalanced, the draoi, and the void. Like the ire of a matriarch elephant, the Mother’s Wrath demands righteous rage. The Mother’s Guidance The Archdruid of Guidance is responsible for the inspiration of the Circle’s young dedicants and druids. As the symbol of Cerridwen’s discernment, the Archdruid will judge the greater threats upon the Balance outside of the Grove and advise the Moot. Archdruid of Song, Aerendyl Hawksong Archdruid of Wrath, Malii’evartir Odinson Ame’narnir Archdruid of Guidance, Aiden T. Solaray The Verdant It is the simple name for the collective druids of the Mother Circle. When the new brother or sister rises from the waters of attunement, they may choose to immerse themselves in the Circle. Then, they will be offered three trials in honor of Cerridwen’s Cycle: birth, life, decay. If succeeded, they may choose to receive the WildMother’s Wreath, an ilmyumier inspired by Cerridwen’s Orchid commonly found in the Atoll. The Ilmyumier of the Mother Circle The Trial of Birth The moment we are born, we begin learning. A wise druid will know that the Balance needs Druids who forever learn of newer and greater threats to the world, and adapt. The trial of Birth will require a druid to travel into the Wilds and recover a young animal displaced by unnatural means, be it war or blight. However, they must follow the explicit requirement to achieve this without the gift of Beastspeak. They must learn to understand the needs, joys, and pains of a cub that does not have a voice yet, as a mother would for her offspring. The Trial of Life To druids, the ultimate slight against the Aspects is to manipulate nature to harm itself or another druid. While a Draoi may control nature for their own gain, the Trial of Life requires that the druid create something that will aid their own journey or the journey of another. The Mother does not simply grant life, she nurtures it, and so must her Druids nurture the growth of our kin. The Trial of Decay Like autumn’s cold breaths of an encroaching winter, all that has life must eventually waste away. The trial of Decay will challenge the druid to revisit their companion animal that they met during the Trial of Birth, and witness its death. Cerridwen does not neglect the vibrance of Spring when Winter has passed, and so the druid must use the decay of one creature to the aid of the Balance. The Mother Tree, Culture, and Duty The Mother Tree The great Mother Tree of the Grove provides, nurtures, and protects. She has grown the forest around her and embraced the residence of the Aspects’ Servants. At the top of her canopy the Moot is held, and the Druids of the circle may live on, within, and around the tree’s enormity. During a celebration during Spring and again in the Fall, the spring flowers and autumnal fruit of the Mother Tree provide the druids with plentiful blessings. The Fae The Mother Circle chronicles tales of the fantastical creatures of the fae, some rumored to have a sacred purpose from the Aspects themselves. The Eternal Forest is a strange world of both immeasurable beauty and potentially dangerous creatures, but give rise to cultural icons of reverence, fear, or wonder. For example, the Unicorn is a warrior fae, and will often be seen woven into tapestries or carved into decor to ward of the more wicked creatures of the Forest. The Flower Moon The spring lunar cycle brings an artists’ pallet of flowers and green life to the melts of winter, and with it comes a grand celebration from the Circle. Traditionally, a festival of color, flower art, and Foragers Feast are held over the first few moons of the Spring Season. As the first large gathering since the harsh cold of Winter, a Brewmaster’s competition is held that calls for exotic liquors from all over the realm. The Pumpkin Moon After the toil of summer, the Druids of the Circle will prepare for the much-anticipated autumnal lunar moons. As the world will eventually decay all around us in the coming winter, a massive feast is held under the splendor of the Mother Tree. The last of the Grove’s foraging will end with an offering to the Mother, praying that the harvest of the golden months will nourish them throughout the Winter. Towards the final days of the autumn month, a great gathering for stories of the fae creatures is held over a bonfire, thought to have originated from a mother’s cautionary tales to her young before the night. The Verdant Path The Mother Circle strives to preserve, protect, and nourish the balance throughout the realm. A Circle Druid may wish to take up the duty of Waystalker, Druids who travel frequently throughout the realm to discern and relay any presence of imbalances to the Circle. Led by a Waywatcher, these druids ensure that the Circle knows of any urgent threats to the realm with hopes that it is caught before catastrophe. Garden of Memories Even when her children have decayed before her, a mother cherishes memories of their lives. The druid entrusted with the Tome of the Fallen tends to the Gardens of Memory, the graveyard, ensures that it is maintained with honor and reverence for our past teachers and kin. They will coordinate new memorials for fallen kin and tend to the creation of new shrines. There exists always a lunar gate leading into the Graveyard, for on nights of the full moon some druids believe that the souls of loved brothers and sisters may pass freely between this world and the next to silently comfort those that they have left behind.
  18. The Irongut Clan History of the Irongut Clan The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons, the exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar. Ancient History: Modern History of the Clan: Clan Culture and Tradition: Forging of Weapons: It is tradition that those with the skills to use the forge will often make their own weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. The Creation of Personal Relics: For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. Beard Braiding: For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. Bearers of Magic: According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. Funeral Customs: The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. Clan Crest and Colors: The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it! The Clan Trials: The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing these three sacred goals. The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan. Clan Organization Clan Hierarchy and their Rights: The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. Clan Father Rights: Clan Fathers enjoy all the rights of a clan elder Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion. Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. Clan Elder Rights: Clan Elders enjoy all the rights of a clan member Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable. Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan. Clan Member Rights: Clan Members enjoy all the rights of a clan beardling Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop. Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. Clan Beardling Rights: Right to Hearth - Each beardling has a right to housing in the Irongut Hold Right to Food - Each beardling has a right to take their own food from the Irongut farms. Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. Clan Roster: Clan Father: Falk Irongut (TheFirstShroom) Clan Elders: Dwain II Irongut (Hiebe) Dimlin Irongut (Beamon4) Balek Irongut (Hobolympic) Hogarth Irongut (Jordan1917) Clan Members: Sharr Irongut (lordbobby123) Grandor Irongut (SaltyVibes__) Dwalin Irongut (Cordial__) Almaic Irongut (Volous) Clan Beardlings: Dverga Irongut (Clayphish)
  19. Almarism What is Almarism? Almarism is the most recent incarnation of an ancient religion dedicated to worshiping and protecting the goddess Almar, the so-called "Lady of the Lake." This ancient religion was founded millennia ago, at the very dawn of Almaris' creation, by the first people of Almaris. Its history and tenets are recorded in the Book of the Lake, an ancient fragmented text discovered in a hidden cavern near the Lady's Lake (Eye of the Lady). Modern-day Almarism is the state religion of Redclyf, whose rulers and citizens alike are called to pledge their loyalty and service to the Lady. The spiritual head of Almarism is the Fey Enchantress, who communicates Almar’s words and actions to us through dream-walking in Almar’s sleep. Who is Almar? Almar, Lady of the Lake Almar is the ancient goddess responsible for the creation of the nine realms. Originally part of the prehistoric pantheon of Old Ones, Almar broke away from the old gods when they became no longer content to rule the cosmos and instead began to feed on it. A goddess of life and creation, Almar stood against the Old Ones in an ultimate defense of light and life. Who are the Old Ones? The Old Ones are the progenitors of life and death in this world. Their pantheon is composed of at least nine gods: Aeg, Asul, Anth, Athe, Vail, Axi, Atla, Arc, and Almar. More may exist, but their names are lost or indecipherable in the fragmented text of the Book of the Lake. How did Almar create the nine realms? Long before the realms we know today were created, the Old Ones ruled over many ancient realms. One day, however, the god of death, Aeg, became no longer content to feed on those who died in the ancient realms he ruled over. He became possessed with an unquenchable craving and began to consume worlds upon worlds. The Old Ones stood against him, but they too fell and were consumed by Aeg, emerging as new gods of death, sharing in his eternal hunger. Only one Old One remained - Almar, the great Mother-spirit, goddess of life and nature. Her nature was so opposed to Aeg that he could not consume her, and so their two wills locked into an unceasing battle. Fearlessly, she struggled against him for eons, the force of their wills striving against each other shaking the very stars. But this battle commanded so much of her attention that she could do nothing as the rest of the gods ate up world after world until none was left. But still Almar battled on, and once every world was devoured, the Old Ones turned their attention back to her, preparing to overwhelm her and utterly annihilate her. Aeg devours the cosmos It was here, in this moment of desperate determination, where Almar finally called on her true power and realized how to defeat the Old Ones. She could not destroy the Old Ones, for she is the goddess of life, and they of death, and they thus held more power to destroy than she did. Therefore, no longer did Almar seek to destroy Aeg; instead, she called upon her powers of life and defeated the gods of death and decay in a single ultimate act of creation. Stretching out her hand, Almar called matter into existence, creating new worlds and locking each god into a world-prison of earth and stone - a continent designed to hold them fast for eons more. Aegis, Asulon, Anthos, Athera, Vailor, Axios, Atlas, Arcas - instead of the gods devouring worlds, these new worlds now devoured the Old Ones, drawing them down deep into their bellies. And where Almar touched each realm, life sprang into existence, bountiful nature covering each of those stone prisons in verdant splendor. There the Old Ones remain to this day, clawing at the dirt above heir heads, destined one day to break free and once more terrorize the realms. How did Almaris come to be? When Almar had finished binding the gods in their prisons, a great sleep fell upon her, for the eons of struggling against Aeg and the Old Ones had brought her to the brink of death. Almar laid her head down and fell asleep, and where her head lay, bountiful life again sprang up all around her. A newborn realm dawned around her - the land of Almaris. The curves of her body became green mountains and hills, and her hair became great pastures of green grass. The Creation of Almaris One great eye closed in slumber, but even as she slept, one eye remained open, ever watchful of the return of the Old Ones. And where that eye stared up at the heavens, it became a brilliant blue lake. There her new creations, the first people of Almaris, gathered to settle, guarding the Lady of the Lake vigilantly even as her eye vigilantly watches the sky. It was here that they wrote of her battle against the Old Ones in the Book of the Lake, and even once they passed on and became extinct, their writing remained, waiting to be rediscovered, waiting for a new generation of Almarists to rise up and settle around the Lady's Lake: a new order of Almarists once again dedicated to defending the Lady as she sleeps, even as she once defended their ancestors. What is the Sisterhood of the Lake? Foremost among the followers of Almar is the Sisterhood of the Lake, an order of priestesses dedicated to ensuring Almarist devotion to the Lady. The Sisterhood shares the load of responsibility amongst them, taking turns to lead ceremonies, plan religious festivals, induct citizens into Almarism, and tend to the needs of the Fey Enchantress. Any woman may volunteer as a Sister of the Lake, provided that they are sincerely dedicated to the protection of Almar and her people, and that they are not denied entrance by either the Fey Enchantress or the Duke of Redclyf. Who is the Fey Enchantress? The Fey Enchantress is a highly respected prophetess among Almarists. One pure of heart, the Fey Enchantress is chosen by the servants of the Lady, with the Lady’s guidance. The Enchantress possesses the unique ability to communicate with Almar herself in her dreams. When she lays down to sleep, her purity of soul causes the Lady’s dreams to interweave with the Enchantress’ own dreams. Through these dreams, the Enchantress can gain insight into Almar’s thoughts and desires. In order to prevent harmful misinterpretation of her dreams, however, the Enchantress is not tasked with both dreaming and interpreting. Before communicating her dream to Almar’s leaders and people, the Enchantress first convenes with a rotating cast of two Sisters, who listen to the Enchantress’ words and help her to distill the essence of the dream. Following that, it is then told to the Duke and his advisors, as well as to the people of Redclyf, if the Enchantress and Duke deem it worthy to be announced. What is the chief purpose of Almarism? The Book of the Lake speaks of the inevitable return of the Old Ones. Their prison-realms cannot hold them forever, for all life gives way to death. On that day, when the Old Ones break free of their prisons, they will once again converge on Almar with murder and destruction in their hearts, seeking to destroy her and devour all of reality, and then each other. If the Lady is blinded or crippled before that day, then she will not be woken until it is too late, and both she and all of Almaris will perish. Thus, it is the primary purpose of every Almarist to guard the eye of the Lady, so that she may be roused from her slumber by the coming of the Old Ones and may rise to defend Almaris. Why should I convert to Almarism? Almarism is not a "faith," unlike Canonism or the Red Faith. It does not demand a personal belief from its followers, does not impose a creed on its subjects, threatening excommunication and execution for violating its directives. There are no laundry lists of rules, no tomes of thousands of pages of arbitrary theology, ranks of religious leaders jockeying for power and political favor. Almarism is a single, strong call amidst the chaos of this world, welcoming to all, its message ringing true and clear above the strident screeches of death and damnation from other religions. Almarism is not a "faith;" rather, it is a duty. Its single principle is this: "Protect the Lady of the Lake." Whether you believe in a hundred other gods or none at all, you have a place in Redclyf, guarding the Eye of the Lady. Whether you think her a goddess or a mortal, so long as you raise a sword against those who attempt to destroy the Eye of the Lady, you are as family to those of Redclyf, from the humblest Sister of the Lake to the Duke of Redclyf himself. Guard the Eye of the Lady! Move to Redclyf today!
  20. Adunian Orthodoxy Overview “We are a people twice damned by the choices of our forebears, abandoned by the Creator for their sin. Left aimless and adrift in a hateful world, we now turn to the only ones who understand our lot - our Ancestors - to guide us to salvation. And thus we have chosen to undergo our third damnation, to remain restless in the river of souls, to guide our kin from beyond the grave until our honor is restored.” - Llyfr yr Hynafiaid (Book of the Ancestors) Adunic Orthodoxy is a religion created in the early days of the Adunians’ time on the isle of Illdyn. In the aftermath of the Fall of the High Kingdom, the Adunian people began to see themselves as abandoned by the Creator that their Orthodox Cannonist faith saw them pay homage to. They were half-breeds, abominations in the eyes of their old church and its Creator. Thus many began to lose hope as they grew more hated by the rest of the world and more aware of their twice cursed nature and lack of guidance from a higher power. However, their lord Elendil held strong and led his people to a new home on Illdyn. Maria served as a mediator and counselor, quelling tensions on the ships and keeping people together. Elendil’s son Braen also helped the people stay strong, serving as a moral and spiritual leader among the people, showing wisdom beyond his age. Eventually, after a successful move and with the growing settlements on Illdyn secure, Elendil passed onto the next world. Braen saw his spirit linger, however, as that of a saint, or perhaps something different. He quickly spread news of this boon to his comrades, that his father had ascended to guide his people from beyond the grave, and people took the news well. For a damned people, twice cursed and abandoned by their Creator, this ember of hope grew into a flame, which quickly spread across Illdyn, drawing people to it wherever it went. However, Braen would not live to see the full impact of his words and his philosophy, for the prophet and lord died young, slashed by an Illdic Bear only a few short years after taking his father’s throne, cementing himself as the third member of the high Trinity of Ancestors - Elendil the Father and Leader, Maria the Mother and Counselor, and Braen the Son and Prophet. This tradition stayed strong for several centuries, but eventually, as the Adunians began to once again integrate with their human kin many were drawn back to Cannonism, either by their own wishes to be close to the humans they resided with or necessitated by the threat of persecution, ostracisation, or execution. However, those among the Adunians who call themselves the Harren’hil, or “Heirs of Harren”, seek to keep these ancient traditions of ancestral worship alive, and see them as an integral part of restoring the glory of the High Kingdom. Beliefs “With great forebears to guide us, we shall always be strong. For if we heed the wisdom and warnings of the past, it will guide us to a brighter future. This is why we make our final self sacrifice, for the good of our sons and daughters, so they may see better days than we.” - Llyfr yr Hynafiaid (Book of the Ancestors) Adunic Orthodoxy holds several core beliefs paramount. They do believe that the Cannonist Creator did create the worlds, and share many of their beliefs about the creation of the world, the rise and fall of Iblees, and the ancient days of history with the Cannonist religion. However, they believe that when Harren and Sarai married and procreated, whether it be out of love or for the good of their peoples and the cessation of conflict between them, they created an abomination in the Creator’s eyes, and he turned away from them and their heirs. While the High Kingdom followed the Creator, and at first found great success, he was not there to save them in their time of trouble, and the High Kingdom fell. Thus, the Adunian race needed to turn to a new guide - their Ancestors. The veneration of the Ancestors is perhaps the most key part of the Adunic tradition. It gives the people hope, for they can look back on their ancestors achievements and learn from them, and apply the lessons to the present. However, the veneration of ancestors goes far beyond this. Adunic Orthodoxy teaches a much more real and corporeal connection with the ancestors, for it is believed that many of the greatest Adunians, in a tradition starting with Elendil, refused to find peace in the afterlife. They refused the protection and peace offered to them by any Aengul, Daemon, god, or spirit, and instead remained in the Soulstream. Thus, they decided to avoid peace so they may more easily be called upon and help their children. It is for this reason that some select elements of magics involving spiritual communion are sometimes seen as almost holy by the Adunians, for they serve to bridge the gap between the self-exiled Adunic ancestors and the physical plane, allowing for more direct guidance to be granted. In contrast, magics that mar the soul irreparably and leave no choice to enter the soulstream are generally viewed in a more negative light. Thus the decision to overextend any magic - voidal, divine, or unholy - in a way that would destroy, mar, or trap the soul is taken only in times of great need for the whole of the Adunic race, for any who would make such a choice would be shirking their duty to guide their progeny for the sake of immediate and temporary power. Voidal magic of any sort (besides enchanted items) is generally frowned upon due to its corruption of the body and soul for the sake of pure power rather than any sort of spiritual connection, while the corruption or effects of Spiritualists, Seers, and Templarism are generally more excused, since they serve to either connect the race to their ancestors more directly, guide the race into the future with their true-sight, or to sacrifice themselves to protect their people in the most dire times of need. Notable Ancestors “Harren the Founder, strong and proud, who’s imprudence sealed our twice damned fall. Sarai the Fair, of Wildewynn, who sailed for western shores afar. Elendil, Father and Leader Strong, pillar in the monstrous sea of doubt. Maria, Mother and Counselor, who eased the pain and fear of all. Braen, Son and Prophet wise, who’s light restored us to our course. Lead us, please, to better times where prosperity reigns forevermore.” - Litani yr Hynafiaid (Litany of the Ancestors) While many Adunic Orthodoxists, due to the nature of their faith, choose to stay in the Soulstream as guides and are thus venerated at least by their close families, some have reached such renown for their actions that they are respected by most or all those who follow the Adunic Rite. These can be sorted into three categories: The Founders (Harren and Sarai), the Trinity (Elendil, Maria, and Braen), and the Doethion (Felcryn Delmar, etc). The Founders Harren and Sarai, being the progenitors of the race, are viewed in a complex way by those who followed. On one hand, they are viewed with respect and honor, for they laid the foundation for the High Kingdom, a golden era for the Adunians where they were able to advance their skill in arts, architecture, literature, shipbuilding, medicine, and the natural sciences to a level never again recaptured. They showed the value of the friendship between Elf and Man, and through their union and the unions of their peoples granted the Adunians of today their longer lives. However, they are also viewed with a degree of scorn, since they through their shortsightedness also brought upon their offspring the twice-cursed nature they know all too well to this day, and the scorn of the Creator and many other gods and spirits who despise such cursed unions. Hence, the positive aspects of these founders are respected. The advancements of the High Kingdom, friendship with the elves, and a love of woods and sea are all remembered fondly, but the resentment for the extra curse laid upon their offspring cannot be overshadowed or forgotten. The Trinity The second set of major ancestors chronologically, and the chief ones in the Adunic Orthodox Rite, are the Trinity of Elendil, Maria, and Braen. Elendil was born in the latter days of the High Kingdom to High King Arendil. When the High Kingdom fell and his father was deposed by the rebelling highlanders, Elendil inherited the leadership of the Adunic people, now banished from their great cities and lush forests, forced to sail across the sea from Aegis or face genocide for their transgressions. Elendil, however, kept his resolve, gathering his people and leading them across the sea to Ildyn, where the Adunian people had their second chance. But the journey was not easy, and many divisions came, to the point where several times the whole affair nearly failed. This unrest was quelled and mediated by Maria, wife of Elendil. She helped to settle disputes and be a calm, gentle hand and voice to her people, nurturing them and keeping them together until they found their new home and regained their hope and resolve. She and Elendil then also had a son, Braen, who became Elendil’s heir. Braen was for most of his life wise beyond his years, and had a deep interest in the spiritual and the philosophical. After several years, once the kingdom had begun to regrow on Ildyn, Elendil passed on into the next world. Braen was the only one to witness this, and when his father died he saw him rise up, as a saint, or perhaps something else. This vision by Braen became the basis of the Adunic Orthodoxy, thus making him the founder of the faith. He rose to the position of Lord or King upon his father’s death and spread the new faith in ancestral guides about the land. However, he didn’t live long enough to see the full effect of his teachings, for he was killed shortly thereafter, slashed and mauled by the claws of an Illdyc bear. And thus the Trinity had all passed into the world beyond. Elendil the father, admired for his leadership, justice, and his undying hope for his people, Maria the mother, admired for her calm, nurturing demeanor and her ability to keep her people together, and Braen the son, prophet and giver of wise counsel. The view of the Trinity is overall far more uniformly positive than the Founders. They already faced the same curse that all subsequent Adunians face, and they managed to give their people hope and a new chance at survival by founding a new kingdom, a faith that actually serves to protect and guide their descendants, and moved their people away from the pride and slave-based system that led to the fall of the High Kingdom and to a more humble, hearty, self-sufficient, and well-balanced way of life. The Doethion The final group of ancestors are the Doethion, or Wise Men. These are the equivalent to Saints among the Adunians, and are made up of all those Adunians who passed on into the next world and, as is customary for all those who are not bound by some other fate for the good of the people, remained in the Soulstream to aid their progeny. To join the Doethion in death to guide one’s ancestors is viewed as a final duty and oath to the Adunic people that all should make, and to sacrifice the ability to join the ancestors is often taboo, though it is accepted as a noble sacrifice in certain cases, such as that of the Templars. This is why the study of deific magics and magics that corrupt the soul are exceedingly rare among the Adunians, and while small bands of Adunic holy mages (especially Templars of the Aengul Malchediael, also known as Saint Michael to many Humans and Adunians, and is counted among by that name) are common, and often kept around, the choice to join one of those groups is an extremely difficult one for an Adunian to make, and is never taken lightly. While all Adunians who pass on and enter the Soulstream are members of the Doethion, some are worshiped more widely than others. Each clan or house will tend to have certain ancestors who they hold in high esteem, and then there are ones that are held in esteem by all Adunains. Small Prayers are oft written to them asking for intercession, along with the greater rites for weddings, funerals, and invoking the spirits of the dead. Prayers, Songs, and Rites Funerary Rites "In the tradition of Elendil, lord and father, may the soul of [name] forever join his (or her) forebears in the river of souls. May he (or she) join the ranks of the Doethion, to offer his (or her) descendants his (or her) wisdom and good counsel. Never to rest, until our honor is restored, and we all may find peace." The Rite of Invocation “O Doethion, O wise forebear of old, heed my call. Come now, [name], return from thy slumber and aid thy children, as is thine oath and duty! Come now, [name], grant us thy wisdom from ages past, to help our present plight! Come now, [name], speak to me, then return once more to thy watchful rest.” The Rite of Matrimony "Sons of Harren and Daughters of Sarai, we are gathered here today to celebrate the blessed union of [Couple’s names here]. Let all gathered here, with the Trinity and Doethion witness, seal, and bless this Union. [Name], [Name], do ye swear to Elendil, Father, Lord, and Guide, to lead thy family forth into the uncertain future. To be an example of discipline, honor, and humility to thy children, so long as ye both shall live? I do [Name], [Name], do ye swear to Maria, Mother and Mediator, to let thy home be one of kindness and understanding. To weather all the difficulties, disagreements, and woes that life brings cheerfully, fairly, and respectfully, so long as ye both shall live? I do And do ye, [Name] and [Name], swear in the name of Braen, Son and Prophet, to let thy house be one guided by faith and reason. To teach thy progeny of reason, and of our faith and our history, and to always grant them good counsel when they should ask, so long as ye both shall live? I do Say now any other vow or oath ye wish to swear to each other, and make known to the Doethion and to the People here gathered. [your own vows go here, if you want to have them] With these oaths of long tradition and of thine own love, ye art in good faith bound to one another in the eyes of the Harren'hil and of the Doethion. Exchange thy rings and thou mayst kiss the bride. Go now in peace and prosperity." Elendil’linn “Father Elendil, Lord and Guide, show us the way through the tumultuous sea of fate. Inspire us to lead our people ahead, through the darkest of times to the brightest of lands. Help us stay humble, to never feel dread, to know that soon our time is at hand.” Maria’linn “Mother Maria, show us your grace, show us the way through the problems we face. Be our good counsel in times that are hard. Help us stay civil, to lay our thoughts plain. Show us to reason, and keep us from hate.” Braen’linn “Braen, son and prophet, patron of the wise, show us the truths which most never find. Help us to recover the knowledge we’ve lost, and grant us the wisdom to use it or not. Show us the way on the rivers of death, so we may also guide forever our kin.” The Prayer to Felcryn Delmar “Oh mighty Felcryn, grace my tongue with the sharpness of silver and my ears with the keenness of the hawk. Guide my actions and my words so all may be under my thumb and follow my will, knowingly or not.” The Prayer to Malchediael “Aengul of Courage, defend us in battle, be our protection against the wickedness and snares of Iblees. Help us to stand resolute against all odds, to selflessly defend our people from harm, and to deny the temptations of corrupting power.” The Burning of Aglaribaind "Woe to thee, Aglaribiand, Strong and tall in distant land. Vanished now across the sea, Ashes due to our folly. Aglaribiand stood tall upon the bay, It glistened white, and blue, and grey, Its walls were strong, its halls were fair, And great works we created there. Poems were read and Songs were sung, Hammers from the forges rung, On the wind our great ships sailed, But beneath all this our city ailed. For in our pride we took on slaves, Our Highland kin all to us gave. We abandoned honor in our greed, And for that folly we now grieve. The slaves rose up upon the town, Burnt great ships and buildings down. Threw Harren’s corpse into the Sea, Over which we soon would flee. To his Throne Elendil rose, As King Arendil hung for the crows, From Aegis we were banished forth, On pain of death we left the North. We sailed west to Illdyn fair, And Elendil ruled us there. Nevermore to fall to pride, To live with honor at our side. Woe to thee, Aglaribiand, Strong and tall in distant land. Vanished now across the sea, Ash due to our folly.”
  21. High Goblinism “Kul-gâdhûmûrz kul-tiirûrz.” “To be foul is to be righteous” At the epoch of Pestilence, a diseased and wretched scaddernak stalked the cavernous depths of Vailor, tended to for centuries by loyal Goblin followers. This apocryphal beast, Gâdhm’Fiz, tainted from birth with the touch of Orgon, the only of it’s brood to survive, bore the first and the last strain of his plague. As the newly hallowed Ailfather, Kinul sought to bless this corrupted creature, a parasite miraculously taking form within the scaddernak’s guts; upon the passing of seven years, it spat a gray paste with the form of a Goblin, one destined to be Khlaar-Kinul. Decades passed with the Goblin knowing little of his nature, wandering aimlessly on a multitude of paths, though never far from fate. Ignorant until the destined moment was upon him, suffocating in a barrel of Guzzoline, a voice bellowed from within: “Son of pestilence, feel no sorrow, hear my benevolence, limp to morrow; skin bubbling oil, black as night, lead troubling toil, prove your right.” The deal was struck, the Goblin’s soul became as scarred as his flesh, permanently twisted by the influence of the Ailfather. His wretched path was made clear, of which he pursued with the utmost zeal, quickly advancing his knowledge in Shamanic rites with the Gâdu wisdom of his teacher, Krothuul’Ram. This prophesied Yeller, wrought upon the world bearing the name Gâdhm, meaning be ugly, be nasty, be foul, embodies this as the highest principle. System of Belief “Gâmumizubu, gaakh burizizhu shum.” “Our illness, may it burden us greatly.” Among Goblins it’s common to see highly intelligent tinkerers, craftsmen, inventors of some renown; this is simply one side of the Goblinic spectrum, labeled as ‘Low Goblins’ by their deplorable cousins. High Goblins, those who dedicate themselves to the tenets of Kinul, thrive as vermin compared to the rest of Orcish society, pledging their life to filth and wretchedness. Through this covenant they personify the Ailfather himself, each layer of dirt a shield, every ailment a medal, carrying his blessing wherever they may fester. Deep beneath the earth, obscured from the oppressive light of the sun, High Goblin’s dwell among the caverns and sewers of Almaris, the most ‘high’ at the dankest depths, their stockpile of refuse unnoticed by the wary eyes of descendants. Likewise protected from all manners of hostile fauna and flora, these Goblins form their own eco-systems within each hovel, a niche which they may dominate despite their decrepit stature. Rapidly developing beyond basic survival, all manners of animals and fungi are bent to their Gobbish will, domesticating the colossal insects and vermin rarely seen by surface-dwellers. Despite this mastery of their environment, High Goblins rarely bother with the tedious process of creating their own tools and weapons. Finding greater fulfillment in reusing and repairing items tossed aside by others, perceiving the worn and broken objects as living beings with their own insightful stories and tales. They find immense pride in the use of skeletal remains, their religious artifacts mainly consist of bone, this is however the opposite for metals, preferring to leave such reflective materials embedded in the walls of their caverns. Iron is left to rust, copper to tarnish, representing blood, its purity, but also its vulnerability. The most devout of these cretinous Goblins artificially weaken themselves in some fashion, whether it be a lame appendage, sporting helmets adorned with horns, or dousing themselves in flammable oil; it is all considered honorable amongst their kind, the purpose only to ludicrously prove the dishonor of their enemy, if they’re desperate enough to use such a thing against them. Though they’re not reckless, these weaknesses are often supplemented by giant fauna or companions, much too cautious to do battle alone, especially when outnumbered. Goblinic Pantheon “Ufurnar bûf, tugûr larg lat durbûrz” “Fear not failure, for it will only make you stronger.” Kinul - Greater Spirit of Disease, Pestilence, and Failure Appears as a wailing man with limbs constantly growing then falling off due to necrosis. Gâdkrank | The Ailfather - After the defeat of Orgon at the hands of mortal champions, a power vacuum within the spirit realm quickly became apparent as spirits of all natures battled for the remains of Orgonic spiritual energy; the realm of disease shattered completely, leaving room for one spirit to conquer the seat of Pestilence. Kinul, previously a lesser spirit of necrosis, dueled what remained of Orgon’s power within his own realm, honorably transcending to the form of Greater. Upon his ascent, Kinul was all too aware of the lingering anxiety brought about by the plague, biding his time, he fully committed to reorganizing the fractured realm. Seeking allies among lessers and greaters alike, securing the loyalty of Krap and a sordid alliance with Gazigash, solidifying his hold upon the title of greater. With the Blood Mother as his bride, Kinul moved to return disease to the land, inklings of his influence, dribbled throughout the mortal plane. Krap - Lesser Spirit of Garbage, Refuse, and Vermin Appears as a grim faced rat upon a throne of trash, a shadow obscuring his form. Dalgumgoth | Debris Marquis - Fixating upon what descendants could not help but spread, measly colds, coughs, but by large waste; Kinul fostered Krap as harbinger, a principled champion of the natural dregs of the mortal plane, he inspires the lowest of ‘beings’ to the heights of the Ailfather. Through garbage his pestilent influence spread with ease, festering within the sodden streets, Krap thrived. Gazigash - Greater Spirit of Blood, Bones, and Flesh Appears as a woman made of blood adorned with bone jewelry. Grishkranklob | The Blood Mother - For eons Gazigash’s daughters have been struck by the disease, incapable of escaping the natural illnesses descendants suffer, through these unsavory relations the Blood Mother fell for Kinul. If not for his honor, a trait rarely observed in spirits, a desire for an ally beyond the Naakh-za-Barash, only just tolerating her subjugation at the hands of Leyd. High Goblins, commonly covered in pimples and festering wounds to a lesser extent, believe pus to be an expression of their relationship. Throqugrizh - Lesser Spirit of the Heartbeat and Blood Flow Appears as a gray-skinned Hobgoblin with elongated teeth and claws, adorned in bone jewelry and wearing a mask across the upper half of their face. Grishakrug Lûb | The Leech Daughter - Believed to be the first issue of Kinul and Gazigash, High Goblins are hesitant to explain the true nature of this, beyond the simple truth of familial relation. Though some insight could be construed from the fact that healthy blood flow prevents potential disease and illness, conversely, poor blood flow leads to these. Scorthuz - Greater Spirit of Cleansing, Purity, and Purging Appears as a watery mass that takes many forms Bûthûrz Bagronk | The Pools of Fair-mind - Not explicitly worshiped, though High Goblins have a strong sense of cultural purity, however antithetical it may be to the conventional concept. Acting as a mediator between the two factions within the greater pantheon, supposedly disrupting tensions escalating towards spirit war on multiple occasions. Favoring the idea of Goblinic castes, Scorthuz merely tolerates the High Goblin’s existence, however would jump at the opportunity to purge them from the mortal realm. Freygoth - Greater Spirit of the Wild, Animal Instinct, and Beasts Appears as any natural creature. Skessagith | The Emerald Despot - A great oppressor, consuming the surface world with her verdant tendrils, commanding agents of the wild to assault the cavern homes of mere Goblins. Gripping the minds of descendants with overgrown mantras, ‘Do not litter; leave no trace!’, the words of a people who the High Goblins believe will not be remembered. There is little to none of Freygoth’s faithful among them, preferring a variety of her lessers. Naztkrank - Lesser Spirit of Scaddernaks Appears as a ginormous scaddernak guarding over a multitude of smaller scaddernaks in an endless desert. Nauthrakûrz | The Endbringer - A lesser patron of the High Goblin pantheon, believing his kin, the foul and pestilent scaddernak, Gâdhm’Fiz, to be an ancestral spirit of great notoriety. A prophecy known by all High Goblins is the soon return of this dreadful beast, to wreak havoc upon Freygoth’s domain by the will of it’s father, the Endbringer. Certainly not the end of the world, but the one to bring an end to this viridescent age, precipitating one of deserts and badlands. Akezo - Greater Spirit of Health, Vitality, and Healing Appears as a winged serpent surrounded by a blue aura. Nûtdarûk | The Miserable Wyrm - The sapphire serpent, feared and despised by all High Goblins, due to his aromatic miasma and healthful guise. Like Freygoth, the worm binds the vast majority of descendants to a creed, one of vigor and strong constitution, denying the burden of the Ailfather’s blessings. To worship him is to be a snake yourself, rearing your head to strike at the hearts of Kinul’s children, anathema to High Goblin kind.
  22. FOUNDING OF ST. CAROLUS UNIVERSITY Haense during the Golden Age of the Old Academy ____________________________________________________________________________________________________________________________________________________________ TO ALL CITIZENS OF HAENSE, The Academy of Haense has seen stagnation and little use in recent decades. As I am writing this missive, to be distributed among Haense itself, I - Felyx Francys Colborn - am working to re-establish the Haense Academy to rival and perhaps surpass the Elysium University. With this goal in mind, and with the Justiciar, the Patriarch of House Colborn, and the Crown Prince himself to aid in reconstruction, we heartily invite anyone interested to attend orientation and the upcoming book club events(https://discord.gg/F3HuaCT2qR)! Those of the Child-Kingdom of Hoonseti-Rooska have already been invited, although there truly are NO enforced age gaps to be a student! There will be small, intimate events to promote learning and discussion at the Eve of reconstruction, with the final aim being a fleshed-out curriculum and graduation possibility with diplomas hopefully someday be recognised by the Holy Crown of Haense itself! I hope to see you around. The first events are already being drafted. Drop by the Old Academy on event-times if you are interested! Est. 423 E.S. ____________________________________________________________________________________________________________________________________________________________
  23. “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:
  24. The path of the Aspect's Chosen is not paved with fame and fortune. It is a quiet, woodland stroll, of silent suffering and wordless joy. The service that druids provide to the Balance, and subsequently the Aspects, is a long, storied, and arduous tale. There have existed druids so dedicated and steadfast in their attunement that we continue to pass their teachings on today, tomorrow, and ever more. There have existed druids so disturbed and troubled by their attunement that we pass on the story of their struggles in tandem. This is as it should be, for there is no great spiritual harvest without there also being a great spiritual winter, and the fulfillment of the complex flow of Balance is unachievable without equal portions of joy and lamentations. It is not without great caution that the Verdant Path is offered, yet it should be equally so that great caution is taken when withholding the path from the inhabitants of the realm. In this belief, perhaps the small yet industrious bee may offer their wisdom. The duty of the bee is immense; without the support of its kin the bee would die without the products of the hive. The flowers would go untended, their plants withering without the careful attention of their striped friends. The bear would never know the sweetness of the hive's determined industry, and the bird may never take nourishment that is the sacrifice of the bee. For the continuation of this harmony that is Balance, it is paramount that the role of the Student, the Druid, the Guide, and the Grove is defined to the best of literature's means in which it may serve as the pillars of the Druid's values, goals, and purpose. The Student The King and Peasant are not so much unalike, for both may thirst for the rivers of spiritual knowledge. To take the path of Dedicancy is that which is truly sacred: it is the agreement to learn, to submit one's self to strife and challenge in the hope of achieving deeper understanding of our tumultuous world. The Students are those among us that may make great discoveries, face indescribably challenging conflict, and learn lessons in which they foster a great desire to share. The Student's role is to learn, but it is also their sacred, unsung, and perhaps unintentional role to teach their Guide. To assume that a Student's Guide has experienced every challenge and hardship is not only irresponsible but demeaning for both. The seed is the representation of the potentiality of life, such as the student is the representation of the potentiality of great knowledge. Guides need only to foster their growth, and learn from their journey so that the next seed, or Student, may be just as enriched as their elders. The process itself of becoming a Student is very easy, and can be taken by anyone of good character and pure intent. When a seeker has discovered the inspiring acts of a druid and gained a thirst for deeper understanding, they may beseech the druid for their tutelage. In this gesture, the Student may be unknowingly granting the greatest honor achievable for a Druid: the affirmation of the value of their teachings and a desire to learn from that Druid. From there, their path may begin through a series of tasks and lessons that pertain to real, current duties of the druidic community of the time. The Student will immerse themselves in the realm of Balance's struggle, and gain valuable insight before the Student is attuned into the Great Family. These tasks may range from challenging, quiet, cerebral and physical. In preparation for the Student's body and soul to serve a the greater call of nature, they must incorporate themselves in the daily struggles of existing Druids. This should not be a path unhappily followed, for should a Student find that there is no value in that which is being taught it is just as vital to allow them to stray from the path or seek another Druid. While the desired understanding can and has been attained by a single Guide's teaching, it is an unnatural restriction to expect it totally from each Guide and Student relationship. The Seed, or Student, must be allowed to grow in accordance to what answers they seek, and secrecy will stifle their potential growth to an unknown severity. The Student is the Spring season of the cycle of the Druidic cycle. The Druid To willingly suffer on the behalf of those that cannot speak is to love purely and justly The baptism of a graduated Student in the energies of attunement is a right of passage all within the Great Family have taken. The great equalizer of druids is the process of Attunement, for once the path is taken and endured, they join a family of those that can see, hear, and feel that which was previously unknowable. Every druid, newborn and elder, hears the same voices, delights, and anguish of the natural world. It is the light of perspective that shines upon Druids and allows their individual strengths to blossom, and give a kaleidoscope of culture and meaning to an otherwise overwhelming sense of perception. Elders have often said that the culmination of all hopes, fears, struggles and bonds they have nurtured and severed bombard the mind of the newborn druid like a great tidal wave. Here, the Aspects are presented the soul of the Student and examine the dedication of the oath they have sworn to nature. All unsung accomplishments, the quiet deeds of kindness, and grand victories for the preservation of the Balance are seen and heard by the Mother and Father. If the Student has satisfied the tenets of each Aspect in Balance, they will bathe the Student in the first and most important gift of all of the gifts: Perception. Emerging from Attunement, which is often but not necessarily done within a quiet and secluded pool in a grove or the wilds, is akin to second birth. Where there was silence and lack of life now there is song, color and feeling. Attunement is never ceasing, for it is an eternal state of awareness in the delights and distress of all living things. It can be maddening, even fatally so. This is where the Great Family emerges like the eye of a hurricane for their young brother or sister. Druids have been acutely conditioned to recognize anguish, and some have mastered the arts so finely that they may enlist the help of that very thing they protect to support the newborn druid in kind. Even where druids may not possess the means to sway the song of the world so potently, they may possess other skills or acts of care in which to comfort and support the new Druid. As a mother and father of the physical world would hope that their children care for each other, so too should we assume that the Aspects would hope that their druidic children would care for each other. This is the core concern that arises when Druids murder or maim Druids: it is as symbolic violation of nature itself. The Role of the Druid is to practice. Attunement enables the Druid to reach for the Gifts that have been freely offered to us by the Aspects. While the Gifts can make the task of the Druid easier, it is not that which makes impossible solutions possible. The acquisition of the Gifts does not place the Druid in any state of higher or lower authority over Druids that do not possess the same Gifts, they are truly and simply Gifts. The beauty of receiving a gift in the physical realm is the sense of gratitude and appreciation for the self, and even so the desire to share the Gifts persists among the Great Family of Druids. Abuse of the gifts is an unfortunate reality that most Druids are aware of. It has, as well, created a platform for heated debate among Elder Druids, Students, and every Druid in between. The voice of the Student or Dedicant should never be silenced in a flawed desire to pursue perfect dialogue, for they may offer the most valuable insight and perspective simply unavailable to those who have been Attuned. Allow Students and Druids alike to voice their concerns among the matter of ongoing debates, great or small, difficult or easy. The Druid is the Summer season of the Druidic cycle. The Guide There can be no preservation of the Balance without the guidance of Spring's youth, for Winter always comes for the old. The progression of Druid to Guide is much like observing the flight of the songbird, and knowing that at one point that bird did not know how to fly. Yet, it is still very much a songbird, an equivalent to the bird that is still within its egg, unborn and innocently naive. Much like the adult bird in this scenario, it is the role of the Guide to harbor growth and learning within that unhatched egg, so that one day a songbird may fly onto great things. It is also the duty of the Guide to ensure that a Student does not anguish unnecessarily or cruelly, but to allow them to face challenges in spirit of the Balance and in pursuit of ensuring the next generation may bring renewed sanctity to the journey of Druidism. Should the Guide find their spirit weary by the sheer amount of Students, it is the most honorable choice to refer the Student to another Guide. The Guide is a fount of knowledge both abstract and representational, but varying between Guides. It is not expected for a single river of the realm to offer water to every living thing of the world. Therefore we must allow many streams, or Guides, to quench the thirst of many kinds of students. Perhaps a callow teaching when pondered at first, but it is also of principal value to understand the innate wisdom of the Guide. For one who has lived and seen many things on their journey, it is also their discretion to deny a Student's request to learn. This should not be done without great consideration or reason, for it is an observable fact that when we stifle or prevent the learning from an otherwise valid druidic candidate we invoke the ire of talented minds upon ourselves. The ability to teach should never be conflated with an absolute requirement to teach. Additionally, most Guides are nominated to teach through great meetings between Druids called Moots, but it is by no means a requirement to begin passing knowledge to the next generation. The Aspects, through their notorious silence, have clearly spoken in disinterest as to what a descendant may refer to themselves before taking the Verdant Path. The Guide may offer the Verdant Path to peasants, Kings, men, women, elves, orcs, dwarves etc. The state of existence is of no matter to the Aspects that grant us our abilities. Their chiefest interest in this world is and has always only been the Balance, and it is also the duty of the Guide to ensure that other Guides may hold themselves to the standard in which the Aspects have placed faith into and expect from Druids. The Guide will teach the Guide as fervently and kindly as they would their Student. The Guide is the Autumn season of the Druidic cycle. The Grove The Grove will envelop the weary druid and comfort them, nursing their spirit back into vitality The Grove is perhaps the simplest structure of druidic culture, but has been long and unintentionally involved in political affairs that the Druid should not strive to mingle within. At the core, the Grove is a sanctuary of flora and fauna that provides shelter, nourishment, and physical rest for the Druid. This allows a great many of druids to mingle beneath great canopies and among fantastic creatures, as well as pool the resources of gifts into a convenient place for Students, Druids, and Guides alike to access. Where the more intricate function of the Grove comes in is in management of the site. Typically a grove is maintained by the permanent residence of one or more druids, with some taking on various jobs. Historically, these have been called Archdruids, but there are many names that one may give the caretaker of the Grove such as Raithean, Keeper, etc. Speaking in terms of relevant change that this grants the Druid, there is very little. The Archdruid is granted no additional gifts from the Aspects, nor does their state of awareness within the confines of attunement alter for better or worse. Archdruid, much like Guide, is simply the title of a very important job that facilitates the cooperation of all Druids among the realm. The Grove is a beacon for Druids and Students to come home to, but there must exist one or more to remain and keep the fire lit. Caution is taken when an Archdruid is selected, for it is something that must be agreed upon by many that the person in question possesses the ability to remain steadfast in times of quiet or strife. Groves typically hold vital structures within its suggested borders, including a library or information hub, an attunement pool, memorial grounds, and Moot room. Of course, many groves hold further spaces for other purposes needed for cultural ideas or otherwise, but most have generally followed this list. These give a great feast of tools for the Druids to utilize, particularly on the topic of meetings, public attunement, and historical archives. Arguably the most important function of the Grove is to facilitate the formation of the Moot, or meeting. Students, Druids, and Guides will gather within the Moot area and will discuss threats to the realm, coordinate festivals or events, and consolidate gifts to share with other Druids. There has been a need to discuss any potential harm caused by Druids, for there have existed and will continue to exist those that abuse or otherwise twist nature to serve their own desires. These accursed Druids are known as Draoi, taken from the elvish tongue as a title for an evil or otherwise harmful Druid. While genuine Draoi are fairly few and far between, it is important for Druids to convene and discuss potential conflicts of interest as to better understand how to prevent or rectify the presence of a Draoi. For the Druid, the Grove is a safe haven to rest from the tiring duties throughout the realm. It is not extended only for those that are on the Verdant Path, however, and frequently they have been used to offer refuge for citizens of natural disaster, war, or to simply offer food and comfort for the unfortunate. For this reason, it is a duty for all druids to protect and defend them wherever they may be constructed, be it in the wilds or in the nations of descendants. As nature has given us the means to survive, Druids will continue to offer that survival to all. The presence of one grove or many groves should not indicate a fracture in how the Verdant Path is joined, maintained, and protected. A Grove within the harsh desert serves the same purpose as the Grove within a glade of the mali’ame, a people historically very supportive of the Druidic Mission. Because the main purpose of the Grove is to support Druidic growth, the presence of many groves should serve as a testament to mission success. It should be the ultimate goal of the Druid to exist in harmony with all Groves, and allow the wayward druid to find their calling among all or none should they choose. Welcome, and indeed celebrate the Druid that serves many Groves, for the Balance is granted greater protection through it.
  25. Credit to @LaffenOutLoud for the original Tiva post. Along with all the people that he credited. The Growth of Tiva The Tiva Expansion V. 1 [!] A book would be delivered to all major Elven settlements for placement within their library. Tiva was once the sacred language of the Mali’ame, and many of its meanings were lost to time. My former chief, Skylar Taliame’onn, took it upon himself to try and compile meanings so that we could continue to use the language. I made it my life’s purpose to help expand the knowledge of Tiva and scoured all references, including seed chiefs and any book I could get my hands on, in order to make the language of Tiva more comprehensive. This book contains all my findings, compiled into one place. The contents of this book are split into the same segments as the original book and are as follows: Tiva’lye – Flowers used to identify yourself Tiva’annil – Flowers used to guide people or denote an area Tiva’illern – Flowers used in ceremonies (parties, marriage, funeral) Saner’tiva – Flowers used to communicate ideas Tiva’lye This is worn by Mali to describe physical, mental and emotional features about themselves, and others. These flowers tend to be the most commonly repeated flowers inside of a Tiva wreath. True Calling - Oregano - Worn by Scholars - Mugwort - Worn by those who have second sight or fortune tellers; can also be worn by those who have good insight - Bittersweet - Worn by those that judge and guardsmen - Orange blossom - Worn by artists - Carrion - Worn by criminals - Spider Flower - Worn by politicians - Hops - Worn by brewers or bartenders - Sweet Woodruff - Worn by teachers or mentors Personality Traits - White Jasmine - Honorable -Queen of the Night- Elegant - Hou-zi-faced Orchid- Funny - Yellow Jasmine - Heroic - Spearmint - Clever - Echinacea - Athletic - Juniper Berry - Humble - Catnip - Manipulation, manipulative - Oak leaf - Strength, unbreaking - Chamomile - Calm, balance - Patchouli - Greedy - Aloe - Sensitive - Savory - Creative - Water Lily - Feminine strength, inner peace - Red tulip - Passionate - Thyme - Comfort - Valerian - Cowardice - Borage - Blunt - Parsley - Rebirth - Bluebell - Humility - Mint - Virtuous - Wisteria - Long Life/Immortality - Lemon balm - Sympathy - Olive - Peace and Wisdom - Heather - Admiration - Violet - Loyalty - Belladonna - Silent/silence, worn by the deaf or mute -Dog Rose- Worn by the blind - Sea Holly - Hope - Lily-of-the-valley - Sweetness - Goldenrod - Justice - Hollyhock - Ambition / ambitious - Holly - Worn by individuals that are considered wise - Clematis - Mental beauty, complimenting an individual’s intelligence - Lemon balm - Sympathy - Violet - Loyalty - Birch Leaf - Weak-willed - Honeysuckle - Pure happiness - Purple hyacinth - Sorrow - Hyssop - Sacrifice - Palm fronds - Freedom - Angelica - Inspiration - Dill - Hatred of evil - ElderBerry - Good health, used to boost immunity Tiva’annil This branch of Tiva is used to denote traits about an area or guide people inside of a destination. Area Traits - Lady’s Slipper - ‘Step softly here’ - Rafflesia arnoldii - Home of the halflings - Snowdrops - ‘Azdrazi sighted here’ - Tarragon - ‘There are monsters here’ - Sage - Placed in places to ward off evil Tiva’illern The most sacred branch of Tiva. Holds flowers used in ceremonies and denotes flowers that are important to the Aspects. Events - Myrtle - Good luck in love, and in marriage. Used to decorate marriages - Lady’s Mantle - Traditionally given to widows at a funeral - Parsley - Used to decorate festivities, festive, or means an individual likes to party Saner’Tiva This is the most literal chapter of Tiva, used to give literal meanings and small phrases. This is often to compliment or reinforce ideas that are already within the Tiva wreath. Love Language - Yellow tulip - ‘Your smile is sunshine’, ‘you’re my sunshine’ - Red Salvia - ‘You’re in my thoughts’ - Blue Salvia - ‘Forever mine’ - Ambrosia - ‘Return to me’ - White Clover - ‘Think of me’ - Forget-me-nots - ‘Do not forget me’ - Bachelor’s button - Forever alone - Passionflower - “You’re beautiful” - Fennel - Worn by those that ‘get around’ - Cherry Blossom - Platonic “soulmates”, given to people who are considered to be your friends for life - Yellow Carnations - Rejection - Mimosa Flower - Secret love/ secret affair - Camellia - Longing - White rose - Given to those you think you are worthy of courting Insults - Black Rose - Wishing death, of the worst kind. Use your imagination here. - Pine leaf - ‘You are hopeless’ - Thistles - ‘You talk too much’ - Rhododendron - ‘Watch your back’; out to get someone - Crab’s blossom - Corrupt of the heart / heartless - Basil- Deceit or deceitful - Buttercups - Childishness - Wormwood - Dirty, gross - Tansy - Declaration of war - Apple Blossom - Fading hope, forsaken - Yellow Rose - Infidelity, jealousy - Wallflower - Worthless Misc. - Hydrangea - Thankful for understanding - Butterfly weed - ‘Accept the consequence of your actions’ - Acanthus - ‘It’s not about fixing, it’s about letting go’ - Coreopsis - ‘The day you plant the seed is not the day you eat the fruit’ (Patience) - Speedwell - ‘Feel Better soon’ - Green Clover - Somewhat unique in Tiva as each petal holds a different meaning, the first petal means integrity, the second means faith, the third means love, and the fourth means good luck. You are considered lucky if you find a clover with four leaves. - Edelweiss - Ultimate devotion, love, and courage; when delivered to an individual it means that you would go to any length to ensure they are safe and loved. Conclusion With the expansion, the language of Tiva is not forgotten and becomes more prevalent as the years go by. With a better understanding of Tiva comes a better understanding of our culture. Giving a voice to the voiceless. With this notion, I hope that our ideas may flourish and our community will thrive like a grassland of brilliant minds. Written and compiled by Ehrendil Taliame’onn With notes from Briar Taliame’onn ( @briarthorn ) and Skylar Taliame’onn along with several seed chief’s input. (Also some help from the amazing @Tigergiri for formatting and conclusion <3 )
  • Create New...