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  1. “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:
  2. The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Hostile Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Clan Silvervein: Friendly Clan Hammerforged: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dimlin Irongut (Beamon4) Clan Elders: Bolgnir Irongut(Tide1) Dwain II Irongut (Hiebe) Balek Irongut(Hobolympic) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Alfy Irongut(littleyoshy) Sharr Irongut (lordbobby123) Grandour Irongut(SaltyStormJakob) Ulhor Irongut(BlackDwarvenFire) Yor Irongut(punni_boi) Robin Irongut(Pilantos311) Beardlings: Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Grungron Irongut(James27049) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Gauldrim Irongut ((Redbench)) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Uldar Irongut ((Tirenas)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  3. Treemo

    Delete this

    -snip- Discontinued for various reasons. Moderators please delete or archive this, thank you.
  4. Aestian culture. (big thank you to chaotikal for his template) Introduction to the Culture: If you’d like to make a character, and join the tribe, send me a PM on the forums and I’ll be glad to help, and as soon as we get enough people, we will apply for a Tier 1. If you want to see this culture evolve, join us! Aesti culture is mostly based off of Finnic tribes of the Neolithic and Mesolithic periods. The goal is to develop and expand this culture to maybe one day becoming a popular choice among new players. (this post is bound to change so expect an edit so more information could be added about this culture.) (and keep in mind this is a WIP) Aesti is a culture that has it’s roots in the landscapes beyond the mountains, where cartographers didn’t dare venture to, in the northern wastelands of Arcas, no written records, or depictions in manuscrips of the Great Library exist of this presumably new, yet undiscovered culture. History: Aestian culture starts with the chief of Lumi, Kristofer, who leads a small tribe in the desolate winter wasteland with his wife Gwendolyn, which was outcast from her previous tribe, who rejected her for having a more independant attitude. This new culture brings a more freer and less feudal option to new players and old ones who want a tribal experience, with human characters, and the opportunity for people to make history! Language: Aesti, being very similar to Common, has some words of it’s own, a heritage from the ancient periods: Some examples include: Hei, Tere – Hello. Mitte, Hüva, Head aega – Goodbye, bye. Tänan – Thanks, Thank you. Jah – Yes. Ei – No. Kurat or Raisk (curse word) – Damn, hell. Sina, Sinu – You, Yours. Mulle, Minu – Me, Mine. Hea, Halb – Good, Bad. Head ööd – Good night. Head päava – Good day. Hästi – Well, good. Poiss – Boy. Tüdruk – Girl. Mees – Man. Naine – Woman. Juht – Chief. Kallis – Dear. (feel free to ask for more.) Common Traits: Aestians don’t have a sparse ethnicity, they’re very pure northerners. A typical Aestian man would be quite tall, with a burly build, blonde, or black hair. His eyes would be shades of light blue, blue or, more rarely, gray or blue-silver. Men: A beard is a standard facial feature of Aestian men, which is a sign of power, fertility and charity. Some older tribesmen have a beard braid. Hairstyles aren’t of much value in Aestian culture, long or short hair for men is common. Again, braids are common on older tribesmen. Women: However, tribeswomen value their hair, keeping it lush and silky. Long hair is a sign of femininity and beauty. Women are to be considered equal due to their natural, and societal responsabilites. It is said that Aestian women can, with enough training, beat a trained man in hand to hand combat. Society: Traditionally, Aestian society is based on a tribal government. It’s lead by a Chief (Juht in Aesti), and at death, the oldest child of the Chief becomes Chief, regardless of the child being a boy or girl. To address a Chief, one would use “Kallis Juht..” or ”Juht..” Warchiefs are frowned upon due to their reign of terror, war and misery. Behaviour: Aestians are very secluded people, they’re very wary of strangers, be it from other tribes or nations. They tend to stick with their friends and family, and reach out to others in times of need. They like to keep their conversations concise and clear. Small talk is avoided in public, as it’s considered as a waste of time. Every Aestian is expected to work, due to the harsh conditions and their small numbers. Elders are an excpetion to this rule, due to their physical capabilites but most importantly the importance of preserving their knowledge. Food: Aestian food is quite basic. It’s composed of tubers such as potatoes and/or yams wich are either grown in a field or inside of a bag or barrel, due to the land being frozen most of year. If grown in a field, the potatoes are sown 3 inches (or 8cm) into the ground to keep the potatoes from freezing, and thus dieing. Carrots are also common, due to them being a source of vitamin C, wich is used to cure and protect people from scurvy. Pork and fish are the most common meats in Aestian cuisine, along with their smoked variants. Dairy products aren’t very diverse either, butter and milk are the only ones made. Cereals, with the excpetion of Wheat, aren’t planted or consumed. Festivities: Saunas: At every end of a Saint’s Week, Aestians gather in a room which is heated to very high temperatures thanks to a fire that would be roaring for atleast 2 hours before entering the sauna (~90°C or ~194°F) in which they can discuss important matters, or just relax with friends and family. A common thing to do is to jump in some near freezing-point water or snow after getting out of the sauna. The room is made from wood, and the furniture too. In some cases, water is thrown on the volcanic rocks (basalt or granite) that are extremely hot which vaporizes and raises the heat even more for a short period. Clothing: For everyday use, most of Aestian clothing would be made of furs from various animals, capes, coats, headwear and boots are generally made from ONLY fur. Underwear such as shirts, tunics is either made from wool, or flax, a costly alternative to wool due to the climate Aestians live in. Architecture: Aestian houses are cheap, and fast to build and require little maintenance. Materials like dirt, thatch, wood, stone are very common in the style of Aestian architecture. The roof is generally made from dirt which can freeze and form a permafrost layer, the house is quite short in height. (the typical house is very similar to a Icelandic turf house.) Walls around a camp or settlement can be built out of Stone and Ice. In some cases, dirt mounds are made when other materials aren’t of easy access. Religion: Animism is the common faith among Aestians, however, some Aestians simply have no faith due to their straightforward lifestyle. Science or rationalism isn’t a notion used by Aestians in the early stages of the culture. Aestians learn through mistakes, and knowledge is passed on through elders. Military: A military of Aestian origin would be small in numbers, but makes up for that in good fighters and thought out tactics. A warspear, a round shield would be the standard issue weapons. For the richest warrior, who could afford to wear armor used helmets, metal armor made of chainmail, and a type of armor called lamellar, which consisted of iron plates sewn together. Lower-status Aestian warriors also used layers of quilted cloth, such as linen or wool, to protect the body during battle. Aestian warriors are lead by the Commander, which in war, would shout the orders at them and be in the frontline of the battle. A modern and organized army would defeat an Aestian army pretty easily on foreign soil. The same cannot be said if Aestians are defending, due to the terrain on which they train which gives them a considerable advantage against the enemy. (and please keep in mind this is my first serious post on the forum, don’t be too harsh on me, thanks!)
  5. CATHALON RISING (or How Helton Hadrian Brought Down the Republic) 12th of Owyn’s Light, 1724 Twas the 9th of Owyn’s Light when the Seventeenth Assembly was called. Delegates from around Ves attended within the Great Hall of the Prince’s Palace, and to many, it would have simply been another normal assembly meeting. However, this would not be the case, for it would be a monumental day in the history of the assembly. Helton Hadrian arose, calling forth a quorum amongst the delegates only to realize that four seats had been left vacant from departures to the demon-hive that was Llyria. And so, like the assemblies before it, a raffle was conducted. Only six came forth, offering their honorably-acquired gains to purchase tickets. The raffle was conducted, and so four new assemblymen rose to take the place of those who abandoned the Republic. GOD bless Caleb Crider, Jayce Lancefeld, Caius Rhodes, and Robert Rovin. Only one issue was brought forth to the assembly that day, a petition - a plea - issued by the Prince Regent Helton Hadrian Helvets. He sought order. “There have been tea ceremonies in Ba'as more able in government than this worthless pit of gossip.” Simon of Bass remarking on the state of the Serene Republic of Ves, 1724. “Within the past year alone, our Republic has fallen victim to all manner of vice and debauchery. The Beets began their insurrection, decimating the defenses of our Golden City. Were that not enough, our most Serene Prince, Ide Haraccus has abandoned his post, fleeing to Llyria whilst our people were stricken with the ratman menace!” The assembly frowned - not because of the honorable Prince Regent - but instead due to the feeling of betrayal. The rowdy assemblymen who had dedicated their lives to Ves’s Military boo’d, cursing the name and the deeds of corruption. In the crowd, one could hear Assemblyman Rovin shout “Drain the Swamp!” Helton, ultimately, continued. “I ask you, of the assembly, is this what our people deserve? In the past few years he was the second Prince to abandon Ves. Are we to hold ourselves as servants to this craven and that, over and over again?” He paused for some time, allowing the assembly to digest what was being said. “I will tell you all of where I, as Prince-Procurate, have been since Ide abandoned the Republic! I was in the streets, fighting alongside the Caer Bann as the Beets sought to usurp our Republic! I fought and bled alongside the people of Ves as the ratmen besieged us from within our very walls!” Those who were patriotic boomed at this, for they knew that the Prince did not simply talk the talk but instead walked the walk. The Regent had bled for his people, more than could be said for the previous heads of state. “Praise Helvets!” could be heard from the plethora of assemblymen, with claps and unruly cheers echoing throughout the hall. “And I will tell you, my assembly, that we have won! The Beets have fled the realm, the ratmen lay broken and defeated! All while our supposed Prince has hid himself away in Llyria.” “Helvets, Helvets, Helvets!” repeated those with patriotic fervor, becoming inspired by the speech. “What I ask you now is the gravest of all favors. The PRINCE has FAILED. The REPUBLIC has FAILED. I ask you, the ASSEMBLY, to JOIN with me and reorganize Ves into THE FIRST DUCHY OF CATHALON!” Helvets exclaimed. His voice rang through the room, being heard by all. A pause was evident, for not even a rat’s squeak could be heard in the dead silence of the chamber. Helvets inhaled, concluding “For a safe and secure society…” Those present knew; as did the populace, that Helvets was correct. There was need for change, and so, the hall was called to a vote. An overwhelming majority was reached, Seven patriotic men voted in Favor of the Duchy, No one dared object, and only Three Abstained. Thus, with a Two-Thirds Majority, the motion was passed, and so, the Republic was reorganized into the Grand Duchy of Cathalon. “CATHALON INVICTA!” “I love Democracy...” said Helvets with a beautiful, elegant smile. And all bar those who slithered in grass knew from this day forward Ves would be on the incline, rather than the decline.
  6. The Imperial Orenian Academy Students during a lecture. ----------------------------------------------------------------------------------------------------------- As the city of Helena sleep soundly, one thing could not shake Romulus’ mind. He remembered his days at the school in Markev; the fond memories of Queen Elizaveta’s lectures stirred within him. His days of schooling had lasted briefly before his source of education was overtaken by Imperial Scholars, yet their impact remained prominent throughout his adulthood. Amidst a dark sky coated with a veil of glistening stars, the princeling found inspiration; he would build a school for the Cascadian populace. ---------------------------------------------------------------------------------------------------------- About the Academy: The academy offers courses to all who seek enrichment. The board will not turn down any Orenian citizen looking to deepen their knowledge. Located in the upper levels of Aurelius Avenue 11, we offer flexible courses to those who wish to make the journey to Helena. All courses are intended to augment students’ comprehensive capabilities, as well as to instill a love of academics within them for the years to come. ---------------------------------------------------------------------------------------------------------- Courses: History Courtly Etiquette Cassarian Flexio Poetry and Reading Medicinal Studies Horse Upkeep Equipment Upkeep And more to be added! ----------------------------------------------------------------------------------------------------- Applications: Teachers: Name: Race: Age: Subject you wish to teach (Remember we are open to adding more): OOC: IGN: Discord: Students: Name: Race: Age: Subject(s) you wish to learn: OOC: IGN: Discord: ---------------------------------------------------------------------------------------------------------- Signed, Headminister, Prince Romulus Cascadia
  7. A guide to Court Etiquette and Customs At the castle, the courtiers live under the constant surveillance of the Duchess, and upon their good behaviour, their respect, and their observance of etiquette their whole careers depend. If you displease the Duchess she will simply "not see you" the following day; her gaze will pass over you as she surveys the people before her. And not being "seen" by Her Grace is tantamount to ceasing to count. In the presence of The Duchess (Duke if male) One must always address the Duchess as “Your Grace” during formal meetings and events unless told otherwise. One must never touch or in anyway violate Her Grace’s person unless it is to protect her life. One must remove their headwear and masques in the presence of her Grace unless it is for religious reasons. It is considered rude to interrupt her Grace while she is speaking. Those listed below has first right to sit beside the Duchess. If they arrive and a commoner sits next to Her Grace, they must move and make way to them. Otherwise one is free to sit by her side: Her husband (if she has one) Her children Foreign Leaders One must bow or curtsy when the Duchess walks by and/or addresses you. Only a Nasrid by blood and with the golden/amber eyes may sit upon the throne. Regents and other members of the council must stand before it upon the Dais should the Duchess not be present. Never compliment the Duchess halls, city or herself with the word Queen or King or implying their place is worth such a title, as it will be taken as an insult due to their blood filled history that can be read about [here] Etiquette of Rank One must always respect the Title of another even if they hold a grudge with the individual. One must know the Titles within Cresonian Peerage and their subsequent addresses: Duchess – “Your Grace” Duke – “Your Grace” Count – “Your Lordship” Countess – “Your Ladyship” Baron – “Your Lordship” Baroness – “Your Ladyship The title Lord & Lady for all nobles and their children Knight – “Ser” or “Dame” Privy Councilors – “Your Excellency” High Pontiff – “Your Holiness” The Keeper of the Cresonian faith – “High Priestess” If one is not sure of someone's Title, but recognizes them as some form of nobility, one must address them as “my Lord” or “my Lady”. One should not refer to a noble by their first name unless given permission to do so as a show of respect. Furthermore, if one is granted permission. For Instance one should address a noble with the first name of Edward as “Lord Edward” and not “Edward”. One should bow or curtsy to a noble of higher stature upon arriving, leaving or being acknowledged by them for the first time as a show of respect. One should not instruct an out-ranking noble how to handle his or her business or question their judgement, especially in the presence of a lower or equal ranking noble. Unless he or she is speaking complete rubbish as a show of respect. A Lord in Court A Lord must never shame a lady unless she has shamed herself to the Duchess, his Holiness or the High Priestess. This does not count if it has to do with ones clothing in Cresonia due to culture and religious laws clash with the Canonism faith and Cresonian faith. One is not above a lady or a woman, for they must be treated equally or punishment will be given. Usually by the loss of a finger or an ear depending on how severe the treatment was. A Lord, in order to be gentleman, should not touch or harm a lady who does not wish to be accosted unless Her Grace, The Cresonian Faith or the Church of the Canon has said otherwise. One should not speak ill of her Grace, the Nasrid family or the Faith, for it is sedition and can cause loss of a finger or an ear. One must never eat in the Grand Halls or in the Temple of the Faith unless tables made for it are placed, for punishment will be given out. Usually in the form of removal of a finger or an ear. One must never, under any circumstance, conduct themselves in pre-martial coitous as such would bring great shame to both their family and ruin the purity of his shaft. If any children is made from this they will be considered illegitimate and the man will be shamed publicly. A Lady in Court One must never, under any circumstance, conduct themselves in pre-martial coitous as such would bring great shame to both their family and ruin the flower of maidenhood. If any children is made from this they will be considered illegitimate and the woman will be shamed publicly. Ones clothing should not cover too much of the skin or be heavy clothed as to make sure one does not smell badly due to sweat from the Cresonian heat. As a Lady should always look her best when in court. One should not speak ill of her Grace, the Nasrid family or the Faith, for it is sedition and can cause loss of finger or ear. One must never eat in the Grand Halls or in the Temple of the Faith unless tables made for it are placed, for punishment will be given out. Usually in the form of removal of a finger or an ear. A Lady must never shame a lord unless he has shamed himself to the Duchess, his Holiness or the High Priestess. This does not count if it has to do with ones clothing in Cresonia due to culture and religious laws clash with the Canonism faith and Cresonian faith. One is not above a lord or a man, for they must be treated equally or punishment will be given. Usually by the loss of a finger or an ear depending on how severe the treatment was. A married Lady and Lord in court One must not tolerate the advances of another man or woman in any capacity, for to do such would encourage adultery. One must never have intercourse with one who is not their husband or wife as that is against the Cresonian faith and considered unholy. If any children is made from this they will be considered illegitimate and the woman and man will be shamed publicly. Ladies in waiting, proper manners and their tasks A lady of a noble title or of a gentry family who usually serves a superior Noble or the Duchess, the terminology also being that of a mistress (not the prostitute variant). The tasks and guidelines for a lady in waiting are as following: One must always refer to one’s mistress with their title and no other name unless in private or when introducing her to another person. One must always follow one's mistress around to provide unto her company unless instructed otherwise One must act as the message courier for their respective mistress, being both a letter receiver and drafter. One must help their mistress dress and undress and one must also clean their jewelry. One must help pick out the correct outfits for ones mistress’ activities for the day One may not engage in a marriage unless one's mistress has provided approval as to prevent chaos within their posse. One must act as an assistant to their mistress in court at all times to ensure that she is well-kept and proper to the environment. Proper manners and rights for a lady in waiting are as following: One may demand respect in the name of their mistress from those of an inferior titular caste, for if one disrespects a lady in waiting, they also disrespect their mistress. One must always remain loyal to one's mistress and never gossip nor speak ill of her to others. Furthermore, one must never embarrass, disrespect or tell the secrets of one's mistress’ to others One will stay as your mistress’ lady in waiting until one has been relieved of duty. Almost all tasks, guidelines, manners and rights are the same for that of a male, who is known as Butler or Lord of the Bedchamber to other male Nobles. All of these customs and laws must also be followed by all citizens of Cresonia. Be they noble or not. Allies and foreigners must also follow these customs, if not a trial will be called and the same punishment will be given if found guilty! Signed, Her Grace, Asria of House Nasrid, The Duchess of Cresonia
  8. Mactroth! Cresonian Ducal Theatre Mactroth - A man and his wife work together to take over a throne that doesn’t belong to them, but what will be their end all fates in this tragic production? Audition to join the cast now! ((Co-ords to Cresonia: x: -1354, y: 60, z: 529)) Lady Jasmin Nasrid, governess of the Ducal Cresonian Theatre, has currently opened auditions, taking place on [[Saturday, 6th June, 5pm EST, 10pm GMT]] Sign up below Roles to audition for: Mactroth (Human) Lady Mactroth (Human) King Duncard (Human) Banqaul (Human) Fishmongerer (Any) Fleana (Human Child) Three Witches (Any race)
  9. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came an secret abysmal war. Almost each tribe has invented a new form of magic and had the instinct to claim their territory. Gi invented Umbra Phasing, to manipulate and transform into shadow. Mol made a type of magic known as Siren Callings, allowing her children to enslave sailors and wreak their ships. And Bow discovered Taint Marking, to claim an environment with runes that control the area. After the death of the four daughters, in the final battle, Gi’s descendants casted a spell that transformed all Finir into shadow, stripping themselves into nothing but bone, dead before the world even knew they existed. The only thing that remains of them now are their ruins, their guardians, their technologies, and their corpuses littering the sea. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain new forms of magic--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: · https://wikia.lordofthecraft.net/index.php?title=Ancient_History
  10. (Credit to @Trinn for founding Tiva lore. Credit to @Sorairo, @Starfelt and @sophiaa for helping me develop this more. Credit to @Aethling for helping me give this more elven flair and for putting up with my anoyingness in general during the writing process of this.) [!] The following book would be found in the Talus grove, Irrinor, Sutica and Agreothond. Scrolls instead were rolled up and delivered to notable Elven leaders and charters, containing the same text. Tiva The language of the mali is often misinterpreted as strictly elvish, leaving a language, an art, and a system of survival left forgotten and in the shadows. Our ancestors utilized simple wreaths to weave stories through flowers, guide travellers home, or warn the same travelers from danger. Wreaths were weaved with messages through flowers and delivered when mali’ame were not advanced enough to read and lived without cities. Centuries of war and Seeds migrating seemed to have separated the main line of Tiva, leaving fractions of the language and the ashes of its glory. From what my mother taught me, and learning by mali’ame around me and from books, it seems there are very few branches of the language that remain the same across all seeds and families from separate regions, if any knowledge still persists. I’ve done my best to put the pieces together and share the blank spaces in common knowledge with the knowledge of my seed. Unfortunately, it is impossible to fully recover the language, but as a culture, as a whole, we can use and revive the use of what we still know, so that our offspring do not lose our culture at the rate we’ve lost it. I am splitting the contents of this book into four chapters: Tiva’lye – Self Identification Wreaths Tiva’annil – Guiding Wreaths Tiva’illern – Ritualistim/Ceremonial Wreaths Saner’tiva – Speaking with Tiva & Gift Wreaths ~ Tiva’lye ~ Tiva’lye is the most commonly used branch of Tiva, worn by mali to denote facts about themselves and tell about their life, personality and family. The flowers are chosen from each category that applies and placed in a pattern which repeats throughout all worn wreaths. True Calling - Angrec - Traditionally worn by druids and aspectists, or general people who seek to maintain the balance and protect nature. - Gladiolus - Worn by warriors, hunters and protectors. The equivalent of the fathers mark. - Mandragora - Worn by healers, doctors and caretakers. The equivalent of the mothers mark. - Chrysanthemum - Worn by tinkers, blacksmiths and those who work with any form of craftmanship. - Bluestar - Worn by sailors, fishermen and pirates. - Mayflower - Worn by those who have not yet found a true calling in life. - Acacia - Worn by those who have retired from their true calling. Lesser Callings - Allium - Worn by kings, queens and anyone with a ‘royal’ status. - Heather - Worn by leaders. Age - Freesia - Under 20. - Alcea - 20-50. - Azalea - 50-500. - Aster - Elders, 500+ Family & Relationships - Lily - Worn by those who are not in a relationship. - Carnation - Worn by those who are in a relationship. - Hibiscus - Worn by those who are open to being flirted with and forming a new relationship. I believe this flower was created to allow the possibility of polyamory. - Bellflower - Worn by those who are not open to being flirted with and who do not want to start a new relationship. - Gardenia - Worn by parents. One flower is worn for each child someone has, allowing multiple of these to be in a pattern line. - Lotus - A sacred flower worn by pregnant mali. One who wears a lotus flower is expected to be given gifts and being celebrated. Personality Traits (These flowers and their meanings can be used in other areas of Tiva, but I most commonly use them for Tiva’lye) - Anthurium - Hospitable. - Bird of Paradise - Joyfulness. - Peony - Compassion. - Calla Lilly - Graceful. - Daisy - Faithful/Religious. - Gerbera - Hopefulness. - Lavender - Discreet and quiet. - Iris - Smart and intelligent. - Lilac - Confident. - Larkspur - Gentle. - Protea - Courage. - Ranunculus - Bravery. - Statice - Sympathy. ~ Tiva’annil ~ Tiva’annil is the branch of Tiva used for guiding people to a destination or to tell travellers of the area they’re in, possibly preventing them from walking into danger if they're observant enough to any carefully-placed flower wreaths. There is no specific pattern, as each flower is self-explanatory and when used alone it gives the message well. Flowers can be stranded and hung from trees, or even planted in significant abundance by the road. Racial Specification - Dandelion - Home of Elves - Anemone - Home of Dwarves - Amaranth - Home of Orcs - Laceleaf - Home of Humans Hospitableness - Daffodil - Hung or planted at the entrances of homes that are hospitable and welcome visitors. - Begonia - Hung or planted at the entrances of homes that prefer living in solitude and do not like visitors. Area Traits - Calendula - Placed in areas that bring death and danger. “Do not enter.” May be a cursed place. - Cattail - Placed in sacred areas belonging to the Aspects. Usually used for druid groves. Druids used to remember how to get to fae rings by planting or hanging cattails on trees in a path to it. - Dahlia - Used in areas with an abundance of animals, welcoming hunters to use it as their grounds. ~ Tiva’illern ~ Tiva’illern is the most sacred branch of Tiva, holding the most important flowers denoting the Aspects. It is regularly used for worship, festivals, celebrations, and specific & notable events/occasions. The Aspects - Vervain - Cerridwen, used in wreaths to honor the springmother and given as offerings. - Snapdragon - Cernunnos, used in wreaths to honor the huntsman and given as offerings. The Seasons - Helenium - Autumn. - Marigold - Summer. - Myosotis - Winter. - Golden columbine - Spring. Events - Pansy - Victory, used to celebrate winning in wars, etc. - Cyclamen - A flower used to mourn the dead. - Magnolia - Literally means ‘promise,' traditionally used in weddings. - Zinnia - Rememberance, used in memorials and celebration of things that no longer exist (perhaps stepped down leaders or fallen nations, separating it from Cyclamen.) - Lathyrus - Departure. Typically used for “going away parties.” - Orange Bud - A flower used that is believed to bring blessings from the Aspects and Mani. Used in worship festivals/rituals. If using in other branches of Tiva, it literally translates to “Blessings.” - Pentas - A flower used symbolizing duties in war and battle, used in abundance after severe loss in a battle has occured. Often found on the graves of fallen warriors. - Rosebud - “Birth.” In traditional elven societies, the birth of a baby was one of the most important celebrations, bringing every member of the Seed to praise the mali woman who was blessed with the rarity of pregnancy. Rosebuds were used as gifts after the childbirth and was used in these mentioned celebrations. ~ Saner’Tiva ~ Saner’tiva is the last chapter of Tiva. Literally translating to “To speak with Tiva,” in Mali, this section is used to give messages to people, and also contains specific words used to compliment the wreaths in all the previous sections. Most of the flowers are assigned a long message that is pre-made, however there are some specifics. Unfortunately, saner’tiva is mostly forgotten and the various specific words are impossible to remember and use as regularly and reliably as our ancestors once did. Simple Messages & Gifts - Linaria Bipartita - “I love you.” Used as a gift for loved ones, typically an anniversary gift. - Rue - Repentance. The giver of a wreath using this flower has wronged the reciever, symbolising sincere repentance. - Wild Hyacinths - Gratitude and Thankfulness. Weaved into wreaths or baskets/boquets and given to someone who has given you a gift or done you a favor. - Sweet Pea - A flower given to someone to wish good luck and safe travels. - Aconite - A form of insult. Superstitious mali believed if one gave this on a wreath to someone or hung it near their house, it would bring them bad luck. Used for people you hate, or enemies. Specific Words & Misc. These are the loose flower meanings, few found after being scattered, they don’t quite fit into a much larger use but can be used to compliment wreaths and give small messages. - Amaryllis - Literally translates to “guidance.” This can be used as the Tiva equivalent of sayings such as “Aspects guide,” or “May the forest guide your path.” - Poppy - Dreams, imagination, or sleep. - Orchid - Rarity. - Sunflower - Friendship. - Rose - Respect. - Magnolia - Promise. - Asphodelus - Death. - Baby’s Breath - Innocence/babies. - Oleander - Maternal love. - Pansy - Victory. - Clary - Knowledge. - Cornflower - Growth. ~ Conclusion ~ The purpose of this book is to spread our culture, first and foremost. Secondly, I wish for all to use this sacred art that I have cherished over the years. It is simple to utilize Tiva in your daily lives – Simply look up at tiva’annil and plant a flower by your door saying you're hospitable or not hospitable, it’s as easy as that. Create boquets and wreaths, gifting them to your friends and loved ones. Explain to them the meaning of the flowers, once they find the meaning behind it they’ll understand the love and effort that put into the gift. Create a simple flower crown with the simple flowers in tiva’lye, not only does it hold meaning but it looks pretty, too. Encourage your children to learn this as a fun game so that when they grow they can hold onto the knowledge. If anybody has questions or needs assistance, do not hesitate to contact me. -~- Written by Skylar Taliame’onn The Rainbow Druid.
  11. A DENOUNCEMENT OF A FALSE BARROW 9th of Tobia’s Bounty, 1720 A Denouncement, Disavowment, and Disinheritment In recent days, the presence of one Siegmar Tuvic Barrow has been brought to my attention. This man, who claims natural descent from Tuvya var Joren Ruthern, also claims the blood of warriors and leaders - all men and women that have been remembered in the Book of Rutherns. His claim is false and frivolous in every sense of the word. His words are the unlawful and unjust claim of centuries of history, centuries both long recorded and long forgotten. And so, heretofore, Siegmar Tuvic is stripped of any association to the House of Ruthern, by name and the ilk. It is also declared that any further claim by Siegmar Tuvic to try and take on the Ruthern name, a Barrow name subsequently drawing relation to the House of Ruthern, or any equivalent and further claim to suggest himself a part of my kin or lineage, will be treated as slander and punished as such. I believe this to be the most rightful way to correct his mistake. ”By Bones and Barrows” SIGNED, His Grace, Viktor Sigismund var Ruthern, Duke of Vidaus, Count of Metterden, Baron of Rostig, Lord of Ivanhall and Helmholtz, and Protector of the South
  12. ~*~♣~*~The Treebeard Clan~*~♣~*~ ~♣~History~♣~ The Clan of The Elder Tree or more commonly known as the Treebeard Clan gets its name from Gloin, Urguan’s seventh son which unlike his brothers chose his name from one of his interest instead of naming it after one of his deeds or talents. Gloin Treebeard heard the call from nature and turned his strong connection with nature and his strong faith in Anbella into the seed of this Elder Clan. He took his clan and settled in the woodlands resulting in the subrace now known as forest dwarfs. After living in the forests for a time, many Treebeards returned to the mountains finding themselves unfit to live in the forests in wooden huts and cottages. Whilst many ended up back home in the mountains, the remaining Treebeards left for the elven forests where they settled peacefully in wooden huts and villages above the surface and on top the trees. After living there for a time, some Treebeards found themselves influenced by the elves resulting in some taking to the Aspects the elven religion and even fewer becoming druids. After hundreds of years living in the forests, the Treebeards became scattered across the woodlands of the world, resulting in the clan becoming mixed with other sub-races and giving rise to mix breeds with the name Treebeard. With many Treebeards becoming mixed, it was rare to find a pure blooded Treebeard. As the Treebeards kept to their forests they became disconnected from the world and dwarven politics, and slowly as time passed they dwindled and disappeared, some hiding in their forests while others ventured into the far reaches of the world. Treebeards came and went as they thought their stone kin needed them, in their darkest times a Treebeard would often come back into the Dwarven Kingdoms spread the word of Anbella and return to the forest. Atlas During the time of Atlas the Treebeards emerged once again within the lands of the Kingdom of Agnarum founded a small shrine to Anbella under the guidance of Ozneat Treebeard who brought back the clan itself under a more religious influence casting out the ideas of druidism and brought pro Anbella, leading to the the Treebeards adopting a lifestyle of peace and silence isolated upon the mountain tops of the Kingdom of Agnarum. The clan would then join up with there other Forest Dwarf kin known as the Cottonwoods with this unification the Village of Hefrumm was formed where the Treebeards stayed and oversaw the activities of there younger kin and guide them through their religious inquiries. Arcas The Treebeards have been living side by side with the Cottonwoods since their arrival into the new continent of Arcas in the new Village of Hefrumm, the community is growing and the members that had chosen to remain in the forest are begining to come back to by the side of their kinsman. ~♣~Culture~♣~ The Treebeards have not been known in the past for their skills in the combative arts or the ability to sell wares from here to there, this clan is known for trying to get the most out of life, living happily and making sure their tankards are always full. The ways of the Treebeards show that they are known for the great respect and compassion they show for one another, always ready to lend one another a helping hand. Although they will never forget their ancient history with their mountain-dwelling cousins, the Treebeards will still show them respect and will attempt to be as helpful as possible. Throughout history, many Treebeards have been masterful lumberjacks, farmers, woodworkers, bards and are especially known for their brewing skills. Treebeards are also known to kick their legs up by the lake while casting out a rod or sitting with their pipes by the fire at night to tell a story to all of those who want to hear. It’s been known for some members of this clan to seek the knowledge given by the Order of the Druids, given their close relationship with nature. ~♣~Religion~♣~ Treebeards are well known for their faith in the Brathmordakin their understanding of Anbella’s teachings is unmatched and their love for seeking out more of her knowledge the elders and scholars are tasked with this. Their presence in the clergy is well noticed given their love to spread the dwarven beliefs, teaching all those interested in learning about the Brathmordakin and each individual god. The Religious practice of the Treebeards is heavily based around The Brathmordakin, most importantly the Hearth Mother Anbella. Of times of old the Treebeards once followed the religion of the Aspects and of The Brathmordakin however, since the new reformation of the Treebeards they have only accepted the worship of The Brathmordakin, considering the Aspects followed by the Druids to be representations of Anbella instead of being separate deities altogether. ~♣~Clan Sygil~♣~ The Elder Tree ~♣~Patron Goddess~♣~ Anbella, The Hearth Mother ~♣~Military~♣~ As of recent years under the new influence of Ozneat Treebeard the Treebeards have become more understanding of the conflicts around them always choosing the path of neutrality rather than causing attacks upon other clans however, this doesn't make the Treebeards weak there military strength relies on one talented tactician who leads the clan into defensive battle if needed against other clans of dwarves. The Treebeards will always remain neutral until attacked which is when they surprise most clans in there effectiveness and mindset. ~♣~Appearance~♣~ The Appearance of any Treebeard is the same as all Forest Dwarves. Ranging of heights of 4,0 - 5,0ft weighing at 150 - 250lbs. Their hair and beards would be ranging from dark browns to dark gingers. The Treebeards often have fairly large noses and their skin tone ranges between that of a tanned human to an earthy brown. Their eyes are usually colored by shades of different variants of green Most Treebeards are actually quite slim compared to their mountain-dwelling cousins. The reason may range from naturally a faster metabolism to a generally increased amount of exercise. Treebeards often dress as adventurers and wear whatever they see fit or comfortable. Those that follow the path of Druidism often take to robes. However, they mostly wearing clothing of green and browns. ~♣~Leadership~♣~ The leadership of the Treebeards is very similar than other Forest Dwarf clans where they have one to rule them all, the name for this are as followed, High Elder, Clan Father, and Clan Chief all meaning the same thing to the Treebeards. The Treebeards are also governed by the Chief and the elders appointed by the chief in every matter of which is needed to discuss. ~♣~Existing Members~♣~ Clan Chief Thorin Treebeard (SoulReapingWolf) Clan Elders Ozneat Treebeard (Crim_Crim) Dutesli Treebeard (Hearth_Mother) Clan Members Kildrak Treebeard (Disturbo) Beardlings Horren “Rosebush” Treebeard (VermytheWurmy) Flynn Treebeard (Loshdesem) Hakhaestr Treebeard (ESTatomic) Aodhan Treebeard (PINKYPYRO) Missing Garrion Treebeard (goblinguy17) Grojak Treebeard (Armakak) Logguc Treebeard (Nitroflak) Dlunâr Treebeard (HedgegogHugger) Konin Treebeard (wewe_wewe) Selsi Treebeard (Rhuyne)
  13. THE NEKHABET & THE TRIBES OF MALI’ASUL & VALAH’HT Mali’Asul History & Society Asul and their human soldiers once were glorious in both might and beauty, their scrolls long since burned. A history once believed to be grand now lay in rubble far below the sands. The Pharmalin believed themselves to be the chosen people of a forgotten Daemon, for they believed their necromancy would allow them to rule and begin a war in the realms beyond, far away from their Mali’aheral brothers they toiled forging armies of dead in the sands. Their kingdom, if you could call a shambling mass of mindless undead fell into ruin as the necromancers fought one another in an vain attempt to grab power over the realm, A realm of little consequence to anyone else. However the sand swallows all in the end as would become a common phrase; the war proved to have no victor, and the art of their necromancy perhaps lost forever in the dunes. The only whispers of this story come from those who claim to hail from the hidden kingdom of the undead it’s name now gone. All that remains is the Nekhabet, Arak, & The Sun Elves of the deserts. Mali’Asul are known mostly for their desire for their aggression, instead of hiding in their homes they are known to instead nearly to a fault be ready to fight both at war and in single combat. For most of all might makes right in the lives of any tribe. Thus one cannot lead a tribe without both the wisdom & knowledge of a warrior and the mind of a leader keeping weak leadership out. Tattoos mark their skin, showing their accomplishments and titles etched in gold for their lavish nature still resides below a warrior’s strong ideals desiring to amass wealth and rule once more remains lingering in all Asul hearts believing themselves not only all deserving of great power but superior to their high elven breathen whom they often call Lowborn for their weak moral code and seemingly reclusive nature. Famous riders and horses are known to frequently come from the stock of the Asul being very numerous it is within their culture to not only honor horses but live beside them. For a Mali cannot rely only on their legs or strength of arms if they are to rule over those whom sit in their castles. The Nekhabet Tribe however have a renown desire for rare objects, scrolls, and gold being interested most of all in their ability to fight against the undead for while they Asul once wielded them, they too fought them. They most frequently share the traits of white hair and amber almost golden eyes Their Sister tribe the Arak however idolize combat to an extreme degree fighting for the simple joy of it, known also perhaps for their lustful nature. They most frequently share hues of gray in their hair, their eyes similar to that of the Nekhabet perhaps denoting a shared lineage. Nekhabet & Arak Behavior Mali’Asul Culture & Society Asul Architecture & Defenses Mali’Asul Tribal Faith The Tribes of the Sun Elves *In full detail Mali’Asul Tribal Virtues firstly are the virtues all tribes shared the Mali’Asul or Sun Elves followed, a strong set of virtues that govern their life since they lack a core religion they instead follow a strict code of honor written as their ‘Virtues’. It brings shame to those whom break these Virtues. Arak Nekhabet Interested in RolePlaying the culture? https://discord.gg/kzGwpZF is the discord. Please if you wish to actively help improve this post join!
  14. Hello there, if you’ve recieved a signed Gold Doubloon with my name on it you can exchange it here or trough discord! Each item costs 1 coin, please consider that these are meant to be used in the Naval Storyline, so see them as Story Items, not as Trophy items! The items are exchanged in RP, so make sure you grab the right persona to claim the items!
  15. From the office of the Imperial Chamberlain, I have assumed the position of court Chamberlain on the 6th of Horen’s Calling, 1718. His Imperial Majesty, Godfrey III., has entrusted me with overseeing the management, growth and restoration of the imperial court from the state in which it was left due to the war and the all-too-recent siege of Helena. I solemnly swear to fulfill this responsibility to my utmost capabilities and opportunities. Three short announcements I will make pertaining both the citizenry of the Renatian Empire and the present Imperial court: To the present and prospective Servantry of the Palace, In line with the noble audit of the realm, I will be conducting a parallel, albeit far less serious and grandiose inspection of present employees and residents of the Rubrummagnus. I wish to meet each of you for proper introductions. Those who seek employment in any rudimentary position at the palace may seek me out or pen me a letter and arrange for a meeting at the earliest convenience. To the Ladies of the Court who reside at the palace, I would like to invite you one-by-one to tea and a discussion pertaining the court, your individual personas and backgrounds as well as your ambitions in the Empire. Specifically, there have been multiple requests communicated towards me prior to my appointment related to a debutante ball and the restoration of proper courting traditions. To the Esteemed Nobility of the Realm, Let it be known that I am open to aid you and your courts in various matters, and also gladly co-operate with the esteemed vassal-courts of the Imperium. The Empire is bound together by something more than martial might; a sense of unity which is ought to be reinforced and cemented further in the following years, especially as victory against the rebels draws closer. For any matters related to court, advice, etiquette, host-organisation, or medical aid you may pen me a letter and I will seek to attend to your individual courts as soon as I am able to. Renatus exsultabo in sempiternum, OOC Contact information: IGN: Medvekoma (or) Reaganism Discord: Ronald Reagan#9284 Likely around EU time (daily until 5pm EST)
  16. Wanted: ‘Boney the Twin Sea-Serpents’ Threat level: The threat is not to be underestimated and most likely to be handled only by experienced sailors. Suggested party number: 7+ Description of beast: The full extend of this sea-creature is unknown, altough wherever it appears the ocean water becomes dark & cloudy. Location: South-East Ocean of Arkas Rewards: Coin Reward & Special Items Message D4NNA#6850 to schedule this Bounty!
  17. The Silver Calendar of The Amber Cold, 1717 to Sun’s Smile 1718 Issued 1st of Amber Cold Marriage of Elisven Vallei’ibar and Illiran Drennan The Deep Cold Interwoven leather bound invitations would be hand delivered to those invited to the wedding: “The Blessed Silver Union of Elisven Vallei’ibar and Illiran Drennan will commence during The Deep Cold and the blessed citizenry of Haelun’or are encouraged to attend. Their union will be held in the Eternal Library and is to be celebrated afterward in the tavern with food and Drennan Wine. Those in attendance should bring gifts and thoughts to discuss the bearing of crotchfruit.” Signed, Okarir’tayna Caestella Valarieth Illiran Drennan Elisven Vallei’ibar [[ May 28th, 2019 4:00pm EST/ 21:00 CET]] Picnic in the Park Snow’s Maiden Delicately written notes would be handed to passerbyers via a ‘thill oem’ii are as shown: “Citizens of Haelun’or this is a formal invitation to a nation-wide picnic in Friendship Park. Guests are asked to bring food, drinks and their purest selves. There will be blankets, food, and drinks available and layed out for all.” Signed, Okarir’tayna Caestella Valarieth [[ May 29th, 2019 2:30pm EST / 19:30 CET ]] Fencing Competition The Amber Cold Sighs are hung in various social hubs around the city that state the following: “Vivacious Mali’aheral and Sillumir with a taste for fighting and competition, you are being formally summoned to Berr’lin’s first fencing competition. The fencing competition will consist of a friendly competition to show who is the best fencer and swordsman in all of the blessed elcihi'thilln. It will take place in the square of Berr’lin. The winner will receive a bottle of Visaj Red and one hundred minas. Afterwards, there will be a celebration in the tavern for the camaraderie of the participants.” Signed, Okarir’tir Elrion Visaj Okarir’tayna Caestella Valarieth [!] This is a pvp tournament not a combat rp. [[May 30th, 2019 4:00pm EST/ 21:00 CET]] Masquerade For Honor and Glory The Grand Harvest Invitations would be written in cursive red ink on silver paper as follows: “Dearest citizens of Haelun’or, you are formally invited to the For Honor and Glory Masquerade Ball. The ball is to celebrate the recent accomplishments of the Mali’thill’s maehr’sae hiylun’ehya. Guests are asked to keep the theme to Red and Silver and bring a masquerade mask. The event will be held in the newly constructed ballroom. There will be an endless supply of drinks and delicacies for the guests.” Signed, Maheral Iaria Elervathar Okarir’tayna Caestella Valarieth [[ June 1st 5:00pm EST/ 22:00 CET ]] maehr’sae hiylun’ehya
  18. The Principality of Cresonia The cresonians are a proud folk of men and women alike, who do not wish to take commands from outsiders like dogs do their masters. Though proud they can be, they are also patient and kind with their fellow friends and allies alike. They are also one of the few people who have learned to tame the deserts that no man wishes to reside in. Cresonia is not like most other human kingdoms as their military is more commonly run by women and so is their kingdom, for they take great pride in the women of their country. Men of course are equal to women, and no disrespect towards either man or woman is allowed if it is based on what they have in their pants. History The people of Cresonia’s history is a bloody one with long family feuds between three tribes, though their names has been purposefully forgotten by the people. During this endless fighting between the tribes, it was said that a crow was seen flying down during a beautiful crescent moon. The crow would turn into a woman by a blinding light that was rumoured to be from The Sun Goddess. The people all saw this and stopped their fighting as golden eyes looked down upon them. The woman spoke of coming together into one tribe, to become a kingdom of unity to end the bloodshed and grudges. The people made the woman named Farzeen their Queen, as that is what her name meant. And she ruled with a strong hand for many years. Farzeen’s children took her surname as their official royal house name, House of Nasrid. Though sadly once Farzeen died there was a battle between her children for the throne. Larym of House Nasrid, the eldest son, claimed that it was his birthright as the oldest child of their deceased Queen. Though he was not well liked by the people for the way he treated others and used the kingdom's resources for himself and friends. The youngest child of Farzeen, Kira, took up a spear and started a rebellion against Larym and those who supported him. The fight between the two siblings would last seven years until it would finally end, the loss on both sides being immense. The closest ally of Larym, his twin sister Pernia, would end the whole feud by cutting Larym's throat and his counsellors with her other three siblings. Though their names were lost in history during all this as they died shortly after from fatal wounds made by the counsellors. The only surviving children of Farzeen now being Pernia, Kira, Hakith and Foe. Two daughters and two sons out of nine. Together they would build up the kingdom again, though ruled together. Until they together decided on the next heir who was most competent. Instead of their ruler now being named Queen or King, they would take the name High Princess if female or High Prince if male. For they felt that their kingdom was no longer worthy of that holy title that their dear mother had worn. So instead of a kingdom, it became a principality. The heir being chosen from Foe's line as he and his son had been neutral and wished for peace during the whole rebellion. And to this day, the heir would always be chosen by their High Prince(ss) like the four siblings had done. A symbol to make sure a rebellion and bloodshed like that of the past was never repeated again. They renamed the principality Cresonia, after the crescent moon made by the Moon Goddess on the day that Farzeen flew down to their world in the form of a crow. The people of Cresonia used to live on a desert island far away before they came to Arcas. Their last ruler back on this island being Khalir Nasrid that became the High Prince in 1658 at age 15. He was a just and wise High Prince, said to have been one of their best rulers after Queen Farzeen. He was dearly beloved by his people and he loved them in return. Though there was one he loved more than most. His one and only daughter out of 3 sons, Asria Nasrid. Born year 1683 during a horrid sandstorm. Although he gave the same education as his sons had been given, he saw she took more after him. She too was a just and wise person. Although his sons were wise they never wished to bring justice to cruelty. As they believed mercy was the greatest tool, though mercy was well and wise… It was not always the best course of action to be taken. So the day she turned 12, year 1695, he named her the heir after a well done discussion and agreement from the rest of his council. The people rejoiced from this, though their happiness would quickly be blown out. Their High Prince fell ill one year after and died at age 53. Not only did their ruler die, but their resources were running dry. The mines no longer giving them what they wished for, so her highness, Asria Nasrid gave the order with her brothers that they would travel the world by the sea to find a new place. At year 1713 they finally stumbled upon the world of Arcas, and chose to settle down on the desert island there. After ten years at sea, it felt lovely to stand at sturdy ground once more. And thus the building of their city began. Choosing to wait with the official crowning of their High Princess to concentrate on more important matters, though she still held the title and acted as their ruler. For that was and still is her duty until she dies and one of her children takes over. Military The military of Cresonia is called The Sunguard. Named after their beloved Sun. The Sunguard is either run by a woman or a man, depending on who’s the most competent. More commonly by one of princes or princesses from the royal family to earn trust and bond with the people of Cresonia. The military can often be seen wearing light leather armour as it is too hot to wear a fully plated body armor. A plate covering the torso can also be seen by soldiers who come from wealthy families. Their weapon of choice are spears and bows as the country is not the richest in iron and steel. Religion Cresonia follows the faith of The Two Sisters. It is a ritualistic faith where worshipping of the Sun and Moon in the form of Goddesses is done. Festivals is common to hold for their Goddesses, along with rituals and offerings. Common things to offer are an animal that the noble houses killed during a hunt and once offerings are complete the commoners gets to eat the food that has been offered. As the Goddesses would want them to be fed with their blessed meat. The titles of those leading the faith are called a High Priestess if female or a High Priest if male. Their jobs is to hold different rituals for the people. This can be all from a marriage to a holy bath. The Goddesses and their Prophet(s): The Goddess of the Sun, Mehry. She who brings the sun to give life to the crops and people so they can live. The symbol of light, earth and crops along with life. The Goddess of the Moon, Elaheh. She who brings the moon to control the waves of the waters and a light during the darkness for those who are lost. The symbol of water, marriage, hope and death. Queen Farzeen the Holy, the prophet of The Two Sisters. She who came from the skies as a crow and brought peace with the blessings of Mehry and Elaheh. The symbol of a great ruler, war, peace and fertility. Marriage The way a woman and man are wedded is an ancient ritualistic way of love. The Cresonians call it soul binding, as it is thought that the pair join their souls together. It is very uncommon to do it out of love, though very uncommon, marriages has happened where the two did not love each other. The way it is done is that the man or woman will offer their partner a single ring of gold or silver. If the partner accepts they must ask the High Priest(ess) of a time and place to hold their wedding. Once decided and set in stone, the two cannot opt out of the marriage. For it is final, as it would be a great disrespect and shameful once the whole principality has been informed to end it. Both bride and groom will dress in their finest clothing no matter the color. Though red or pink is most commonly worn as it is the color of love. On the day itself the two will meet by the temple of the Two Sisters to stand in front of the holy bath. Family and friends gathered with them to watch. The High Priest(ess) will bring a goblet made of gold and a golden rope. The High Priest(ess) will ask the two if they are ready to bring together their love and make it into one. Where the two will answer “By the name of our moon, Elaheh, I [name] wish to bind my soul to [name of partner]. May our Holy Goddess smile upon this and bless us through sickness and health.” in which the High Priest(ess) pours water from the holy bath into the goblet and have them both drink to ask and show respect to the Moon Goddess. Once done, the High Priest(ess) will loosely tie the golden rope between the couple’s wrists. The Priest(ess) will then ask “And do you both swear to protect each other and hold true to one another until you both die?” In which they both answer I do. At last the High Priest(ess) will say the words “The Moon Goddess, Elaheh, has blessed your marriage and will continue to smile upon you both. Your souls are now bound together my darlings” After this a small feast is held for the newlywed couple. When the night has arrived the two will take to bed along with the High Priest(ess) and/or High Prince(ss) and the head of their family, if they both have one, to watch them consummate and make sure it is done. For if they do not consummate on the first night after their soul binding the marriage will no longer be blessed by their Moon Goddess. Divorce A marriage is a fine thing, but it can be easy to marry wrong. In the Cresonian culture it is common for women to leave their man or husband if they find him to not be competent. For she decides which children she wishes to bear into the world. If the man is not worthy in the woman’s eyes anymore, she can leave him if allowed so by the High Prince(ss) and High Priest(ess). And no harm or disrespect nor judgement will be cast upon the woman. For it is simply her duty to make sure only the best of all children gets to be born. The man can of course leave his wife, but unlike the woman he must show proof of why his woman is not fit to bear children or be a wife to him. And if his reasons are good enough in the eyes of the High Prince(ss) and High Priest(ess) then he may do so. Appearance In Cresonia it is more common to wear less thick clothing due to the heat and humidity of the desert. Therefore the people can often be seen walking around showing more skin than usual for both men and women. Their skin tone varies from dark tanned to a darker shade of pink(pale/white). Their eyes coming in all forms and colours as well as their hair. Blonde and blue eyes however is less common. Their build can also vary from person to person. The colours often used in Cresonian clothing are warm and bright colours. Orange, yellow, and red being some of them. Food The Cresonians mostly eat meat and fish as their diets. Their farms never holding vegetables or wheat unless for the animals. Cow, pig and sheep is what the farms are mostly made up of. Horses can be there too, but not used for food. They often fish for food as they live near the ocean. Salmon being the fish most valued of them all to eat. If met by other merchants that are not from Cresonia that carries wheat, they often trade for this so that their animals can eat more. Noble Houses In Cresonia the nobility is that of a hardworking family, and their houses are called a noble house. For they have done noble deeds or worked hard for the country and been rewarded to live a more luxuristic life for this. When addressing a noble person you will call them a Lady or a Lord. The titles a Lady or a Lord can bear are as following: Baron or Baroness, Their Lordships/Ladyships Count or Countess, Their Excellencies Duke or Duchess, Their Graces The noble houses can change or go from a lesser nobility than they were once a new monarch has taken over as the new High Prince(ss). For if a noble house no longer thrives to bring something to its people and their leader they will be seen as no longer being worthy of the comforts of living a noble life. They will be retired from their titles and removed from their manor. Be they Baron(ess), Count(ess), Duke or Duchess. Though they won't be shown any disrespect nor is it seen as shameful to go from a noble house to a commoners house. It just makes way for a new family to take upon the roles and thus the wheel continues to spin. As a form of respect those who are no longer a noble house can still be called and wear the title Lady or Lord, though any of the heirs or children they have will not be allowed to inherit these titles or the manor their family once held. The only way is if they once again become a noble house. A Duke or Duchess will become a Count or Countess A Count or Countess will become a Baron or Baroness A Baron or Baroness will become a commoner The Ruling Family At this moment the cresonians are led by house Nasrid. All heirs and rulers will always take the house name of Nasrid even if they are female and have wed a man as it is the law. This practise also stands for noble houses when it comes to their house name when their leader and/or heir is a female. The common trait of a true Nasrid heir and ruler are the eyes of Farzeen herself. The golden eyes that were a blessing from The Sun Goddess, Mehry. A woman or man without these eyes are not allowed to be made an heir nor can they ever take the throne. It it said that if a child without the eyes of Farzeen one day rules as the High Prince(ss), the ancient feud between the three tribes will once again begin and they will all fight to the death. Causing the destruction of the Cresonians. All titled members of the Royal Family are permitted the style ‘His/Her Royal Highness’. This style expected to be used on them.
  19. First ‘proper’ ship seen on the expedition. Circa 1715 “The smallest landlubbers, callin’ themselves the halflins received a bounty that would lead them to the shipwreck, as they ventured out from brandybrook’s decks they would quickly find out the shipwreck was no fluke and that another ship had been shattered to pieces there while trying to retrieve the much acclaimed treasure… Was it the aggression of other ocean-travelling folk or just another casualty of the forceful tides that often brought a wet demise to unsuspecting sailors… ? The warning remained, but with the demise of the other ships a lucky group of landlubbers have taken the opportunity to check out what sweet loot these remains had to offer. They were greeted with relics of long past lives and the unwelcoming otherworldly presence of an apparition that had formed from the many lost souls that drowned or died any other horrible death upon the ocean. Seeing that everything eventually sinks down to the ocean floor to ultimately rot away, the shipwreck preserved itself as a warning to all those who are foolish enough to venture out into the unknown seas unprepared. A storm was coming... Luckily the Pirates were giving the landlubbers who received the bounty missive instructions and cared for their safe travel across the seas. Although with the whole population of ocean-dwellers on the line they had no other way but to cooperate with the main-land centric descandants, who were currently in the turmoils of war. Cap’n Octatre’ was send out with a small but dedicated crew to establish contact with the crews that were able to sail out far into the ocean. Far behind the high tides, where rocky formations would carve the floor beneath the surface, a menace would slowly inch closer. It was a sinister creature that would devour everything in its vicinity. As the creature was a very slow organism, the ocean-dwellers & descendants alike wouldn’t know about it at all until its large unsaturated hunger would mess with the whole eco-system. of the uncharted seas Large amounts of flat, marbly bone substance would wash up from the depths of the sea. It was completely dead material, preserved in form, but devoid of life. Once a living organism was turned to dry bones, the salvaged lifeforce would be absorbed by the creature. With the now established contacts to the mainland the pirates hope to salvage the ancient remains of the precursors of the Arkos seas to put an end to this terrible creature, and hopefully free the ancient civilisation trapped beneath a blanket of bones….” *The old man would sign the book, on the last page was a drawing of the shipwrecks at sea. He went to the library of dragur to publish his observation upon sea.*
  20. Due to popular demand, I’ve decided to open a skin shop to showcase all my skins for any buyers. Prices: Dress/nohead: 400 Armor/nohead: 800 Dress/withhead: 600 Armor/withhead: 1200 examples: Fill out application: IGName: User: Refrences: What you want: Special notes: Tips?? :’)):
  21. Codex Justinianus Foreword, Every person within the Realm of Athalia and all of its appendages, including vassalized states and the surrounding lands are bound by this codex. While the law is derived from the Crown of Athalia the Crown itself, the Ministries, the Oracle, and the Royal Family are also bound by this codex. No alterations or exceptions are to be made to this codex unless voted and agreed upon by the Privy Council and the Crown itself. Table of Content Legally Important Titles and Terms A. Nobility The Crown The Royal Family The Grand Prince The Oracle The Ministers The State Secretary The Lords The Archdukes The Dukes The Counts The Viscounts The Barons Honorary Titles B. Rights of Nobility C. Duties of Nobility Laws of Athalia A. Acts of Violence Battery Murder Manslaughter Mutilation Torture B. Acts of Vandalism Burglary Robbery Vandalism Arson Trespassing Poaching C. Acts of Theft Theft Robbery Fraud D. Acts of the Dark Arts Forbidden Arts Resurrection Demonology E. Acts against the State Treason Sedition Contraband Obstruction of the State Tax Evasion Absconding Bribery of State Officials Extortion Perjury False Doctorate F. Acts against Morality Kidnapping Dafamation Impersonation Indecency Deviancy Fornication Adultery Consanguinity Disturbance of the local Peace Racism Trials and Punishments A. Trials Right to have a fair trial Roles Procedure of trials Mutilation Torture B. Punishments Punishments Light Punishments Average Punishments Average Punishments Heavy Punishments Critical Punishments C. Written Exceptions Taxation A. Taxation Costs Class C Home Class B Home Class A Home Mansion Shops B. Tax Exemptions Legally Important Titles and Terms The Nobility is defined as the body of all individuals holding heredity or honorary noble or lordly titles, typically holding land in tenure to the State or other members of Nobility. As such one may be ascending to Nobility, while are others are Nobility from blood. Nobility Nobility, as stated before, can be obtained through two possible ways, either by birthright or through ascending into Nobility. As such Nobility is often a given right and can also be taken away, depending on one’s action or the actions of a family as a whole. While this applies to most ranks of Nobility others are excepted from such rule, including the Royal Family and unique titles, as those can solely be removed by the Crown itself or through the Privy Council as a whole. The Crown The Crown is defined as a sovereign or monarch of a kingdom, above the royal family and is to be referred to as His or Her Majesty or as My King or My Queen. The Royal Family Members of the Royal Family are defined as siblings or offsprings of the Crown and are carrying the Titles of Princes or Princesses, excluding the Grand Prince or the Grand Princess. The Grand Prince Being the direct and first offspring of the Crown the Grand Prince or Grand Princess is to be seen as the future monarch of the kingdom, as such the future ruler of the land. The Grand Prince or Princess to be referred to as His or Her Serene Highness. The Oracle Known as the spiritual leader of the kingdom the Oracle is known to act on their visionary sight and are often seen guiding members of different religions, while also maintaining peace within the kingdom. The Oracle is commonly referred to as His or Her Holiness. The Ministers Each Minister is leading a specific aspect of the kingdom, as such, they are also known to manage and control said aspects while maintaining a proper workflow between Ministries. As such they are often referred to as His or Her Ministerial Grace. The State Secretary The individual who holds this tile is formally responsible for the completion of documents passed by the crown while having a general overview of the economic and financial policies. The State Secretary is often referred to as His or Her Honorable. The Lords and Ladies Being a given title the lords and ladies of the kingdom earned their titles through years of hard workmanship and often through aiding the kingdom in events of wars and danger. As such they are often granted bigger landmasses by the Crown and are also able to create vassals underneath them. Their titles are either His Lordship or Her Ladyship. The Archdukes and Archduchesses Archdukes is a title given through the hard work of a duke that wishes to gain a higher title and has shown a stronger devotion to the state more than anyone else. The Dukes and Duchesses Dukes are known to have been working for the crown with such devotion that they have been granted lands which come together to form a duchy, they are beneath Archdukes but higher than counts. The Counts and Countesses Counts are known as a higher form of Nobility for those who transcend to higher expectations from the crown, usually granted more adequate lands which form their county. The Viscounts Viscounts are known as the form of Nobility given to Barons and Baronesses that have served the crown loyally and upheld them in great stature. They typically have more land than Barons which form their Viscounty. The Barons and Baronesses Barons are known as the lowest form of Nobility, holding their titles mostly as vassals to lordships or dukes. As such they are often only holding smaller pieces or land, but more often none at all. Honorary Titles One of the possible honorary titles is known as the title of Knight or Dame. Such title is given through the laborious work and fealty to the crown while it is often granted through the privy council. Typically holding the non-hereditary title of Ser or Dame and given land in tenure to the state or other lords. The Rights of Nobility While Nobility is often a given right, those with such special right are also given unique exceptions in regards to the law. As such they are holding unique rights and a person is also to be given such rights if ascending into Nobility or stripped away if removed from Nobility. The right to hold a noble title within the kingdom and to be referred to by their respective titles. The privilege to hold land within the boundaries of the kingdom, which was assigned by the Crown itself. The right to hold estates within the city of Athalia and on their assigned land outside of the walls of the city. The right to manage and steward the allotted land as seen fit. The right to organize a force of armed men within their estates, to train and fit their militia as seen fit, and to protect their estates with their militia. The right to organize marriage between their houses with their peers. The Duties of Nobility The Duties of Nobility is for them to manage their lands and businesses, creating job opportunities while also giving valuable resources to the state for growth. They have sworn to the monarch that if any hostile forces were to present themselves to the state, they would raise arms in order to protect all that dwell within the borders of Athalia. They are to uphold the laws that are enacted to protect all, while also keeping loyalty and hope in the state for future generations. Ignoring such duties is often seen as treason against the state and will result in punishments. Laws of Athalia The laws of Athalia were created to ensure the safety of each citizen and also of the state as a whole, as such they are the guideline which every person within the lands of Athalia shall follow. Breaking such laws will result in heavy punishments, reaching from fines to executions. §1 Acts of Violence §1.1 Battery Known as an intentional act of violence Battery is forbidden within the lands of the kingdom. Breaking such law will result in an average-classed punishment. §1.2 Murder Murder describes the intentional act of taking someone’s life and is as such forbidden within the kingdom, with the exceptions of official executions. Breaking the law will result in a high-classed punishment. §1.3 Manslaughter Manslaughter is known as the crime of killing a being without malice aforethought, or in circumstances not amounting to murder. Breaking such law will result in an average-class punishment. §1.4 Mutilation Mutilation, or also called Maiming, is the act of violently damaging the body part of another being to the stage of it being permanently damaged or even fully removed. Breaking such will result in a high-class punishment within the kingdom. §1.5 Torture Causing long-term damage to the body and/or mind over a longer period of time is known as Torture. As such Torture is forbidden within the whole kingdom and will be punished with a high-class punishment. §2 Acts of Vandalism §2.1 Burglary Burglary is defined as the tried entering of a building, often with the intention to do a robbery. Doing so is forbidden within the kingdom and will result in an average-class punishment. §2.2 Robbery (Within a facility) Robbery is the crime of taking or attempting to take anything of value by force, the threat of force, or by putting the victim in fear within the facilities of another person. Such criminal acts are forbidden and will be punished with high-class punishment. §2.3 Vandalism Known as the intentional destruction of buildings or other structures Vandalism is not accepted within Athalia and will result in an average-class punishment. §2.4 Arson Arson is known as the act to set a building or structure aflame, causing permanent damage to the building and often destroying such. Breaking such law will result in a high-class punishment. §2.5 Trespassing Entering the ground, house or structure owned by another person without their consent is known as Trespassing and is not allowed within the kingdom of Athalia. Acting against this law will result in an average-class punishment. §2.6 Poaching Poaching has been defined as the illegal hunting or capturing of animals within the kingdom, which is already in possession of another citizen or noble. Poaching an animal will result in an average-class punishment and the replacement of the animal by the culprit. §3 Acts of Theft §3.1 Theft Theft is known as the act to take someone's belongings without them noticing or without their consent. Doing so and being caught will result in an average-punishment and all of the stolen goods shall be returned by the culprit, else they are forced to do labor to repay for the stolen wares. §3.2 Robbery (Of a Person) Robbery is often classified as the violent attempt to take someone’s belongings, often by creating fear within a person through the usage of weaponry. Attempting Robbery is forbidden and will result in a high-class punishment and the returning of all stolen goods. If the goods can’t be returned the culprit will be forced to do labor to repay for the stolen wares. §3.3 Fraud Fraud is the intentional deception to secure unfair or unlawful gain or to deprive a victim of a legal right. Such acts include scamming and also blackmailing and will result, if performed, in an average-class punishment. §4 Acts of the Dark Arts §4.1 Forbidden Arts Classified as forbidden arts are the following forms of magic; Blood Magic, Dark Shamanism, Necromancy, Shade Magic, Mysticism, Thallassos Magic, Strength of the Abyss, Frost Witch Magic, Paladinism (of Xan) and other forms which affect a person physically or meta-physically. If performed, taught or in any other way used within the kingdom one will be punished with a critical-class punishment. §4.2 Resurrection Bringing the dead back alive, in any way or form, is forbidden in any possible way within the kingdom of Athalia, this includes the usage of Necromancy, the usage of any relicts, or any other way. Bringing a dead person back will result in a critical-class punishment and the destruction of the undead being. §4.3 Demonology The usage of demons and creatures related to demons is forbidden in the kingdom of Athalia, including their summoning, usage of their demonic powers and the worshipping of such beings. Exceptions can be made by the Crown itself and only after a long-term trial. Breaking the law will result in a critical-class punishment. §5 Acts against the State §5.1 Treason Treason has been defined as the act of disloyalty intended to undermine the authority of a government official or taking action against the state in order to harm it, knowingly aiding an enemy of the state shall also be classified under this crime, a critical-class punishment is to be given. §5.2 Sedition Sedition is the activity of speech which is used to incite people to rebel against the government's authority, If committed a average-class punishment is to be given. §5.3 Contraband Contraband is formally known as the possession, production, and auction of illegal items which include and are not limited to, literature, substances, weaponry, et cetera. If perpetrated a average-class punishment is passed on. §5.4 Obstruction of the State Obstruction against the state includes the interference and or delay of an investigation conducted by government officials which could be a criminal activity or anything else listed as illegal actions, A critical-class punishment is to proceed. §5.5 Tax Evasion Tax Evasion is when an individual isn’t able to provide full payment in a timely manner, whether it be a civil tax or wartime tax the individual is to be given possibly an extended amount of time before a average-class punishment is passed. §5.6 Absconding Absconding is the act of intentionally refraining to hand oneself over to the custody of government officials at the proper time, an average-class punishment is to be given. §5.7 Bribery of State Officials Bribery is typically the act of persuading individuals or giving temptation with gifts for them to act unlawfully, dishonestly, et cetera. This crime is to be appointed a punishment based on the given circumstances, It could range from an average-class punishment to a critical-class punishment. §5.8 Extortion Extortion is known to be the crime of threatening another individual for benefits that could perchance allow them to rise in station. This includes money, titles, and land, punishment is to be given through extensive understanding of the situation. §5.9 Perjury Perjury occurs when an individual intentionally deceives or withholds relevant information from government officials and during the course of a trial. This crime is to be given a critical-class punishment. §5.10 False Doctorate The work of doctors and nurses are known to be fairly hard ones, requiring intense knowledge on the medical base. As such only licensed doctors, which hold a license from the Minister of Health and Medicine, are allowed to treat patients. If one fakes such doctorate or claims to be a licensed doctor, despite not holding a license they are to be given an average-class punishment. §6 Acts against Morality §6.1 Kidnapping Kidnapping is the act of abduction, restraining, or confining another individual against their will the possibility of physical violence, et cetera. This crime is to be treated with critical-class punishment. §6.2 Defamation Defamation is when an individual knowingly proclaims false information about another individual with the usual intent of harm upon their name. This is to be given a average-class punishment unless the situation calls for something stronger. §6.3 Impersonation Impersonation is a crime typically used for personal gain as It could lead to the harsh punishment of said person the individual is impersonating, this is to be given a critical-class punishment. §6.4 Indecency Indecency is when an individual dress in such an obscene manner, shall it be sexual or otherwise this is to be given a average-class punishment. §6.5 Deviancy Deviancy is were a individual acts in an unusual standard, usually in political and social behavior. This is to be given a average-class punishment. §6.6 Fornication Fornication is when an unmarried individual fornicates another individual in a public or private setting and would be given a punishment based on the further insight of the situation. §6.7 Adultery Adultery occurs when a married individual intentionally fornicates with another who is not their spouse, this is to be given a average-class punishment. §6.8 Consanguinity Consanguinity is were a individual fornicates or has immoral relations with one’s close family, namely with a father or mother, siblings, et cetera. This shall be given a average-class punishment. §6.9 Disturbance of Peace Disturbance of Peace is where an individual purposely interrupts the common peace within the state by unruly public behavior which ranges from fighting, preaching of false information, immoral acts, et cetera. A heavy-class punishment is passed onto the individual who commits this sort of crime. §6.10 Racism Racism of any kind is unwanted within the kingdom of Athalia. Each person is to be seen as equal, despite their race, color, origin or other aspects. Breaking such simple law through the usage of racism will result in a average-class punishment. Trials and Punishments Trials and Punishments are part of every kingdom and their lawful codex and rules. As such the following section is focusing solely on trials and the punishments which are to be given out. Trials Right to have a fair Trial Unlike in many kingdoms, Athalia is giving each citizen the right to be given a trial, unless their wrongdoings were causing little to no actual damage, in which the time and energy to hold a trial would be pointless. As such citizens are to be given up to average punishments without a trial by the guard forces. Any higher punishments can only be given out after a fair trial was held. A fair trial is often referred to a trial where either side is given a possibility to talk, bring forth evidence or take actions against claims while being judged by a jury or judge. Until the acclaimed culprit is found guilty he is to be seen as innocent, while still being limited in his powers and rights until the trial is concluded (Example: Right to roam the kingdom freely -> Can be limited to the city or a cell alone). Roles at a Trial Victim The Victim is a person harmed, injured, or killed as a result of a crime, accident, or other event or action. They can be a singular person, group or even the state/kingdom itself and are required to be represented at a trial. Accused Culprit A culprit is a person accused to be responsible for a crime or other misdeed. They are the ones being charged by the victim and prosecutor for crimes within the kingdom of Athalia. They need to be present at the trial, else will face the full punishment and are seen as guilty in the eyes of the judge or jury. Prosecutor The prosecution is the part of the victim's party, responsible for presenting the case in a criminal trial against an individual accused of breaking the law. They can talk on behalf of their clients and can represent the victim. Defendant Attorney A defendant attorney is part of the culprits' party, specializing in the defense of individuals and groups charged with criminal activity. They are to bring forth evidences, which show that the accused culprit isn’t guilty of any crimes. Lay Witness Lay Witnesses are witnesses, which saw the actual crime taking places or which otherwise may hold information or evidence against an accused culprit. They are being called forth by the judge or the prosecutor and are to answer correctly at a trial. Expert Witness Expert Witnesses didn’t witness the crime, yet, have extensive knowledge in a matter relevant to a crime, including magical knowledge, knowledge about weaponry and many more topics. They are to be called forth by the judge. Secretary The Secretary keeps an eye on the time each person is allowed to talk, while also keeping track of any pieces of evidence, noting such down on an official document. They are to be present at any given trial and are required to send all finished documents to the crown, so that they may be preserved for the future. Judge A judge is a person who presides over court proceedings, either alone or as part of a jury. Judges are to be impartially and are to conduct each trial, giving out punishment or announcing that a culprit is not guilty. They need to be present at any trial which takes place within Athalia. Jury A jury consists of a judge and several individual state officials, which are given the right to conclude a trial. However, a jury is only been called forth if a citizen of nobility is being trialed. Procedures of a Trial The purpose of the trial is to present all relevant admissible evidence to the court. The jury will decide the guilt or innocence of the accused person. All trials within Athalia gives full rights to all people of different races, social background, and religious beliefs. The Procedure of the Trial is listed below: The accused appears in the dock and a document known as an ‘Indictment’ is presented by the prosecutor. The Indictment details the alleged offence. It is read by the Secretary to the accused who is asked to then plead ‘guilty’ or ‘not guilty’ to the accused crimes. The prosecutor starts with an address to the judge or jury, outlining the case against the accused, and then calls witnesses to give evidence, who the defense can cross-examine. After the cross-examination has finished, the prosecutor may re-examine the witness. The defense case follows the same procedure. After all the evidence has been presented, the prosecution and the defense review their cases in final addresses to the judge. The judge will afterwards review all of the documents and decide upon the verdict of the accused individual, either pleading them as ‘guilty’ or ‘not guilty’. Punishments Forms of Punishments Within Athalia, four different levels of punishments are to be given out, classified as light, average, heavy and critical punishments. For most crimes a culprit is being charged with laws, which result in average punishments, yet, depending on the crime they may also receive a critical punishment. Light Punishments Fines A fine is of lower grade sentencing, considered the utmost minimal punishment possible. When a fine is sentenced, the criminal must pay the fine within one elven-week from the day the fine was announced/recorded. If they do not, they face graver punishment. Detention A detention is of lower grade sentencing, which results in the rights of free movement to be limited to a certain area, often a cell. The criminal has to stay within their confinement, else will receive graver punishments. Average Punishments Forced Labour If a criminal did thievery or can’t pay a fine they are to be forced to physical labor, either for the state or for the victim. Such labor can range from easy work as a salesman or to harder work, as the work of a coal miner. The criminal will be under permanent observation until he repaid his debt. Branding Branding is of average grade sentencing, considered the procedure to take when a criminal must be identified for their crime in the future. This punishment is done in private. When branding is sentenced the branding will be placed in a clear location, usually the head, neck, wrists or palms Public Torture Public torture is of average grade sentencing, considered the go-to sentencing for medium to severe or recurring criminals. This is the procedure when a criminal is found for charges that require more than the light sentencing but must be dealt with efficiently. Public torture can be sentenced, like light punishments, regardless of a trial. This includes public branding or lashings. Lashings are the most common in public torture, a strict form of punishment dealt with conservative numbers. Heavy Punishments Revocation of Citizenship Revocation of citizenship is of heavy grade sentencing, considered the way to punish a criminal and force them into rehabilitation by earning society’s trust once more, usually through gaining a career record and then after repenting for their crimes appealing to the royal court. Castration Castration is of heavy grade sentencing, considered the answer to male sexual violence. It is the private removal of a male’s genitals, and falls under the act of dismemberment but does deserve its own punishment title due to the common occurrence of it. Dismemberment Dismemberment is of heavy grade sentencing, considered the procedure to remove the criminal’s ability to repeat a crime. In the case of sexual violence, castration is necessary, though in the case of murder, a hand might be removed, and in the case of repeated disrespect, slander and harassment, a tongue might be torn out. All sentences of dismemberment are specific to the crime and precisely which body part can be removed to prevent the criminal from ever committing such a crime again. This can also be the go-to for recurring criminal acts if public torture does not stop them. Critical Punishments Banishment Banishment is of critical grade sentencing. When a criminal has gone so far that they can no longer be rehabilitated into society, nor can they be trusted to be forced into labor and not commit further crimes, they will be banished from Athalia. They are to be thrown out into the wilderness with no supplies where they are forgotten and doomed to die or live a nomadic lifestyle for years to come, never legally to return. Execution Execution is of critical grace sentencing and is used when a criminal has gone so far that they must be eliminated in public to be made an example of. The main objective behind execution is knowing that there is no other viable punishment and no rehabilitating option for the criminal. Written Exceptions Known as licenses or, more commonly, as exceptions to the common law those, often uniquely handed out by Ministers or the Crown itself, documents are placing a specified person above parts of the law. Most commonly such exceptions are given out to trustworthy individuals, which served Athalia for years, or to those which are needing said exceptions for their work, mostly doctors and nurseries. Each exception needs to state the name of the holder, the specified law exception and also the signature and sigil of the Minister, which handed out said exception. Taxation Taxation Costs Within every kingdom taxes are a fairly important part, as they provide the kingdom with resources for their treasury, which in return can be used to buy building resources, animals, weaponry and much more for the citizens. As such each house owner needs to pay their taxations costs at the local taxation center, where the taxes are collected at the beginning of each elven week. Class C Home A Class C Home is often described as a small house, often containing a singular floor and around 8x5x4 cubic blocks of space. Said houses are often fairly cheap, as citizens often need to pay only 100 Minas to move in and are asked to pay 50 Minas per week as taxation, making those places affordable for any kind of person. Class B Home Unlike the Class C Home the Class B Home is known to be more spacious, often holding two floors, each with the approximate sizing of 10x6x4 cubic blocks of space. Due to the amount of space those houses are a bit more pricey, but still affordable for most people, pricing at around 200 Minas to move in and holding a taxation of 100 Minas per week. Class A Home Class A Homes are often referred to as the most spacious of all homes, besides manors, as they often hold a fairly big amount of space. Most commonly whole family's are living in such homes, as they are given those houses preferable instead of a singular person. Class A Homes are known to hold up to two floors, each floor holding approximately the size of 12x8x4 cubic blocks, which makes the purchase fairly price, standing at 300 Minas, which a weekly taxation of 200 Minas per week. Manors Reserved for Nobility Manors are the most spacious of all homes, allowing nobles to create their own little paradise. However, while Manors are reserved for Nobility not all nobles are granted a manor, either due to the limited amount or due to their actual title. Manors are known to hold 15x10x4 cubic blocks of space and are often having two or three floors altogether, making them rather ginormous. Yet such space comes to a fairly big price, as the purchase alone costs 500 Minas, while holding a weekly taxation of 400 Minas. Shops Shops are unique areas, either stalls or buildings, which are allowing a person to sell their wares. As they are granting a steady income they are often less pricey when firstly purchased, yet, hold a higher taxation cost. Normally shops hold around 6x5x4 cubic blocks of space, yet, some may be bigger or smaller, depending on their location within Athalia. The first purchase costs normally 150 Minas and their weekly taxation is placed at 150 Minas. Tax Exemptions Sometimes granted by the Minister for Interior Affairs or the Crown itself a Tax Exemption is removing someone’s weekly taxation, making their purchase a one-time-deal. Most commonly tax exemptions are given out to specific title holders or to people, which aided Athalia for a long time, allowing them to live without any bigger worries within the city.
  22. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  23. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  24. Renatus are bad guys and we do not like them. Also a Declaration of Fealty! Issued and Confirmed by Bottle, 11th of Sun’s Smile, 1715 House Wick has been around for genuine centuries, that makes it better then most people, prove me wrong. For ages untold the Wicks have totally actually served Renatus as the best and most loyal soldiers ever, prove me wrong. But the charade has gone on too long, The last several Emperors have been at the head of a steadily declining civilization, letting depravity and loose morals run rampant in its lands. The Lords of Renatus have seen fit to slaughter their own, sack the cities of loyal vassals and have the gall to be offended when the victims finally decide enough is enough. I, as the Grand Wick, Leader of the clan Wick of the ancestry of Wick of the line of Wick of the lineage of Wick of the Wick bloodline must thus throw off the chains of Renatian oppression, being the personal victim of its savagery, We of the family of WICK Denounce Renatus and the Pertinaxi pretender that squats on the throne like a toad over looking its stinking pond. With this cutting away from the plagued body that is Renatus, They TOTALLY lose the best warrior ever and thus – 10 moral for the Renatian side. It is thus that the ancient and POWERFUL House Wick swears itself wholly and inextricably to the true Emperor Joseph I of Marna, a just and righteous man. His Imperial Majesty Joseph I of Marna has shown himself to be a better man, a man to strive to emulate, one who will ensure every man and woman of the Empire are treated equally and fairly, everyone earning a right to trial, something Renatus cannot assure. It was nearly one Saint Week ago that I Bottle, was kidnapped and tortured by Renatian forces for the crimes of : Ensuring an Owynist received a fair trial instead of being murdered outright, and defending myself from Norlander assailants. In Joseph’s Empire such a crime could never occur for justice and honor will always prevail! Declaration of Fealty WE, House Merentel, House Bolivar, and House Keint HOUSE WICK declare ourselves loyal to Joseph I of House Horen the true Sovereign of Humanity, descended from GOD itself. Also, we encourage other curonian EVERYBODY to do the same before it’s too late, or they shall meet Death as it’s the only fate possible for traitors. Signed: His Lord Bottle Wick of the Wickwood , Prince of Vandoria and the Westerlands, Rightful Heir to the Embermoore , Protectorate of the Northern Wick Castle , Duke of Dust, Licker of Boots , Herald of Hermits, and Defender of all that is Wick
  25. (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
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