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Found 71 results

  1. Graham Milner would slowly lean into his desk, scribbling furiously at the piece of parchment before him. With an exasperated sigh, he’d have finally finished. His eyes would dart over each word, his head cranking slightly to the side as he did so. He’d take in a deep breath, yet again, before getting back to work. Within a day, flyers would be found scattered around the great cities of Man, the contents of which contained a simple letter. Hung onto notice boards, tacked onto houses, and in the hands of citizens, they would read as follows: “To the people of Cyrilsburg, the Empire, and anyone with a strong will to listen, The Renatian Empire, while strong and generous, is currently blind to the growing issue of certain ideals that betray a moral sense of right and common sensibility. Such issue is inherent from an Empire that cannot entrust its Lords to lead, and wish to tighten its grip on the common man. We’ve become negligent towards people that feel themselves loyal to us, that fight for us, that can call the Empire their home. As someone of admittedly common blood, one whom has before felt the safety and security of the Empire, I now feel as if we’ve begun to lose the values that we have held so highly before, but together, we can redeem ourselves and bring us to even greater heights than ever before. We’re a great nation, such cannot be disputed. But a great nation cannot survive, let alone thrive, without a certain level autonomy present. The head of a hierarchy is meant to supervise, observe, guide, but not directly control, and punish those that are seen as lesser. The strength of a vassal is that they may lead their people of the Empire the way they know best, that they, above all else, can govern the ones they most closely associate themselves with. Their culture, their ideals, their beliefs, are all contributing to a greater Empire, a cultural hub for all people of all different types to convene and live side by side in a peaceful society. This can be resolved, however, as I know we, as an Empire, are capable of such changes. Freedom must be restored, and the vassals must be allowed to govern their people as they see fit. Various religious sects should be tolerated, and allowed to be practiced within the security of their homes, as long as an understanding that the Empire’s primary religion is that of Canonism. A group’s religion is apart of one’s identity, one’s culture, and these ideals should be protected within the Empire borders. We are made of many different people, each with their own stories and lives, and if someone differentiates from the template designed by the Renatians, they should not be punished, but embraced. Why must our own people suffer, when their only crime was that they did not fit inside of a homogenized mold, casted by those in power to feel superior to others. The purpose of autonomy in government is a simple one. Let those in power dictate who is best to efficiently run sects of their land and govern their people. How is one able to effectively lead different variations of people, when they aren’t anywhere remotely close to those people, when they don’t know these people? Justice should be carried out by local authorities, those who are familiar with their kind and which crimes are worthwhile. An entrusted Lord should be able to raise a levy, effectively running their homes the way they see fit, all of which can still be monitored by the Empire. The heads of the Empire need not worry themselves when all can be safely managed by trusted vassals, people put in place who are fully capable to maintain a state of free expression and ideals in their own homes. We as a people represent so many different things. Freedom, devotion, courage, strength, and adaptability. We cannot resign ourselves to petty hate and infighting when so much is on the line. Our homes, our freedoms, our lives, our family; All of these keep our great nation together, bound as one people, regardless of circumstances or beliefs. We maintain vigilance in peace, and ferocity in war. But we must not let differences in culture separate us from people we consider comrades, people we’ve known as friends. We are stronger together than we ever were apart, and we’ve lost sight of this. We are different in many ways, but alike in many more. We want what’s best for this Empire, we want the freedom and salvation of living in a world where we can say what we like without facing the fear of death. And finally, we can make this world possible, together. Just how this Empire was created, it will survive, and thrive, on such principles. I beseech those in power, those with influence in Parliament, consider the words of a humble common man, one whose life is dedicated to the well-being of a strong Empire. We must bring our people together, to promote a healthy cultural diversity, where people with hearts geared towards the Empire and the promotion of unity and virtue are valued about bloodlines and hatred of differences. If such requests are dismissed by the powers in Parliament, then let this letter be a beacon, a call for others who think the same as myself, to represent themselves in Parliament. Only together can we bring our mighty Empire back to the forefront of power, showcasing strength, intelligence, unity, and culture, the likes of which nobody has ever seen before. This power rests within our hands, and only together, can we use it. Signed by, Alcalde Graham Milner of Cyrilsburg”
  2. Cinnamonrolluwu

    Euter's grand skin plaza

    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?? :’)):
  3. DISCLAIMER Malin : A Horny Boy An accurate depiction of fratbro Malin explaining the importance of men’s prostate health, circa. -3000000. Origin Story (not a discount Tolkein rip off, we swear). Let’s begin with, well, the beginning. We know a few things from the sad excuse of a wiki-page on Malin. From the original Man and Woman created by the ‘Creator of the Seven Skies’, first was born Malin. It is said he was birthed in the Forests of Aegis. After his mother and father departed the realm to join God within the Seven Skies, emo-teen Malin was left to think bigly. He and his people wandered pre-historic Aegis in peace, pointing at things and making Aegis’ first language. As I hope players in this community already know, Malin wanted to put his **** anywhere he could, Iblees tempting him with the promise of, “... Many children to fill the barren forest halls of the sanctuaries”. Father to all Elves, his ultimate desire was to populate every forested region beneath his rule with his kin. Imagine India’s slums, but with more trees and somehow even more STD’s. One could say this was out of love for his people, though he also could have just been a massive unit. Though not quite as bloodthirsty as Krug or honor bound as Horen, we could make the assumption that Malin largely contributed to the initial defeat of Iblees (alongside Krug’s kamikaze-esque tactics). The wiki states, “During the long battle against the fallen Daemon, Malin fought swiftly with his sword, landing many a blow upon Iblees,”. Within the later days of the war Malin converted to a defensive state, “fearful for the lives of his children”. Iblees, in the eve of his defeat, cursed Malin with sterility. Despite this, as the Ascended claim, Aeriel reverted these curses after smiting Iblees with a max DPS pally-build. She, as I am assuming is the “robed figure” mentioned on the wiki, said to Malin, “May your forests be a sanctuary of peace and your children long lived”. Thus, we come to an end of the origins of the original boytoy and move to his disappearance. Disappearance/Death/I don’t know because lore is less consistent than a middle-schooler’s attitude Now, this is where things become a bit tricky. Malin’s disappearance is never explicitly explained by the lore, whereas Krug is presumed to have died in the battle with Iblees by The Journal of War. Yet again, however, this lore is directly contradicted as Horen (father of Humanity), is described as being killed by Krug after the First War within his own home. Urguan was described as dying and ascending to Khaz’A’Dentrumm – yet what canon are we left with for Malin? Someone please post a source where Malin’s disappearance is explained, justified, or even mentioned (outside of character assumptions). In my own experience trying to dig through the forums for this topic, I couldn’t find a single canonical account for where Malin dipped to, or why he did. Like his kin he was blessed with virtual Immortality – and his love for his children would demand he stay beside them. Yet, here the Elven playerbase sits, not giving a damn because there is no reason to. Except for me. Because I’m a prick. This is where the post frankly falls flat on its face, and where I beg the LT to take into consideration a better explanation, or any explanation at all, for what happened to the Elven King. After all, the Elves are meant to have a love and adoration for an absent father that left without any trace. As pointed out earlier in this section as well, the lore for the Brothers’ disappearance directly contradicts itself and in all honesty should be amended if any sort of character beyond the age of 500 is meant to function. The Legacy With what little information we have, we can discern that language originates from that of his peoples’, as when they migrated around Aegis it is said they began to name “trees, grass and mountains”. He did well to foster the creation of these three words, and I guess everyone owes being able to say anything at all to the Elves – despite their language being almost entirely dead and unused in RP outside of Sporadic’s basic sentences. This isn’t, however, to say that common stems from Elven language – yet we see no examples of Elven influence in the linguistics of modern day RP (outside of the few that use it still). Additionally, the Elves have divided into some of the most individualistic sub-races on the server, each having their own distinct flavor. Yet besides this, little is told of his specific acts as the Father of Elves, nor is their lore-enforced admiration for him backed up by any substantial acts of leadership or glory. In all honesty, the same can be said for all of the Brothers, as our world creation lore is limited and likely always will be. Wrapping Up All in all, what can be seen from this single instance of lore is that it’s rather lacking in comparison to the writing dedicated to Horen, Urguan or Krug. That’s saying quite a bit because even they are not well described in our world lore. Additionally, as I sifted through topics and the wiki, contradictions are more than apparent and likely confusing for new players. LT/WT, please clean this up and make the very basis of our world more consistent. Thanks. To those better versed in the lore, I’d love to hear how I’m wrong. God, I hope I am. To the FM team, in case you’re thinking of shutting this down: edit : tell me find out in rp and i sue
  4. EN SENTVORIGEO EDELSTVIK ON THE ANCIENT HISTORY OF THE HIGHLANDER PEOPLE Written and compiled by BROTHER ALEXANDER OF THE FIVE LAKES, WHO, by the Grace of God, records these notes to chronicle the histories and myths of the Highlander People, to bestow upon future men the knowledge of their blood. May these texts be used for righteous intention, and any who pollute this message be cursed to eternal damnation, with their ashes grinded and discarded. ON THIS DATE 7 SE 1689 - Dedicated to Sofiya, my once love and now angel of the Skies, for which I don this habit and wield this quill. PROLOGUE Years -1000 to 0 TIME BEFORE TIME or The Four Brothers and the Curse of Iblees ---------------------------------------------------- GLOSSARY Names, Terms, and Translations
  5. GrimBeard

    Et Novi Orbis Terrarum

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

    A Sword for Auvergne

    The evening had been long and unrelenting. Within a drab, carved stone office sat two men, opposite each other, a thick desk adorned with leaflets of parchment and old scrolls parting them just barely. The man behind the desk, recognizable as a newfound Count in Adria, Gawain d’Auvergne, removed his intricate round spectacles from his face methodically, placing them on the table, his hands steady and calm. The man sitting in the seat in front of it, a naive and young figure, possessing an optimistic gaze and warm, bright-eyed visage, observed him in silence as he spoke in soft and hushed tones. Standing up from his seat and clasping his gloved left hand around a particular writ bearing his wax seal, G.d.A, he walked around the desk as the other man rose to his feet. Gawain extended his right hand for the young man to shake, the gesture being reciprocated quickly. His hand gripping onto the visitor’s, he extended the writ for him to take. Swiftly, almost eagerly, the young man took the parchment as Gawain quickly leaned in closer in a kind of emotionless half-embrace, whispering something to him. They both gave nods of affirmation and the boy stepped back, beginning to move towards the door to his office. Gawain waved ever so slightly as the stranger left the room and his seat in Auvergne. Lingering in the doorway for a few moments, staring into space, Gawain began to remember... He did not remember his childhood, nor his failed marriage, nor the lands in which he was birthed. That was all past him. He remembered those whom he held close; his children, Augustin and Bastien. He remembered the look in his father’s eyes as he left the docks of Aeldin aboard a small dingy. Although he’d never come to see his father again, he looked back on that expression every day as the turning point in his once decrepit life. He privately hoped in his mind in that moment, that his boys would mature to be just, noble men, like he had once expected of himself. He had begun as little more than an adolescent of seventeen seeking employment in a foreign land, Aeldin. He had heard the glories of his ancestors. That of the once esteemed houses of Valois and de Sarkozy. He had read about the great tales of intrigue his Grandfather Hadrien de Sarkozy had partook in, and in truth Gawain wanted to mirror the hero in every aspect. Back home he had little opportunity and even less respect. Gawain was determined to prove all the naysayers wrong, and Ratibor ‘Red’ Carrion proved to be his saviour, inducting him into the Duchy of Adria upon his first few years in Atlas. There he met many important figures, who oft required his counsel on affairs of state. Back when he was young, he was a good shot with a crossbow, and would seldom go a day without going on an adventure with his father’s bannermen. Now he was a member of Parliament as Deputy Officer and a Count in his own right. People seemed to finally listen to him, to heed his honeyed words and act on them. That was a feeling Gawain liked, and he wanted more of. He recalled the first days alone, away from the watchful eye of his father, and his ever expanding court in Aeldin. Before he had been made a noble, he was a simple man under the ever changing influences of the far off provinces riddled along Aeldin. The day he left those lands, in an attempt to rise to prominence in the peerage of Atlas, proved to be the most important in his still young life. This was a moment he was so very proud of, and one of the scarce incidents in which a genuine smile adorned his usually solemn or smug visage. His journey to Atlas did not come without hindrances, no. There were those who saw him and his family as snakes and a liars, they were always prevalent, watching him and waiting for the moment of his weakness so they might strike him down from his perch. But his innate competence as a statesman was well-documented and so the Carrion Duke entrusted him with vassalage. He had even formed his own doctrines adhered to by an entire culture. His failures had been many. A poor plotter, a poor husband and an even worse father. But he had not failed Auvergne, he thought to himself. He had always given his all for his country whether through diplomacy or dossiers, and the chance he was given to leave the land of Aeldin was all that he had cared for despite the fact that it meant he was abandoning his own family, with just his two sons and his brother in his care. He wanted to save Auvergne from darkness, from the realms of obscurity. Its once lush and fertile land had fallen to ruin in Aeldin. He had seen such in his dreams the darkness that would fall upon his people if he continued in the life of ambiguities, and knew he had to act, to save not only his family, but his culture. The dreams that the Creator had given him every night were not just a message but a prophecy. This darkness could no doubt be averted with his guidance. Gawain d’Auvergne snapped out his trance, looking downwards to the wall where a gilded golden shortsword of middling size was leaning, hilted on the wall. A gift from his grandfather - a ceremonial blade predominantly used for show. He sauntered over to the sword, gripping it firmly. After a moment of silence the seasoned Count fell to his knees. Tracing the sign of the lorraine cross on his burgundy doublet, he began to pray aloud in the doorway, his voice quiet and solemn but calm. “Lord, I have not been as pious nor as faithful to You as I should have been throughout my life. I have often been about my business, serving great and noble men whether it be honorably or dishonorably. I shall not ask for forgiveness, for I know that for all that I have done, I deserve none. I have neglected my family and my people. I have sinned and betrayed You for the sake of my own profits, and for those of the realm. I have twisted Your Holy words to serve my own advances, but worst of all I have failed Your command. But I know that I am not an evil man. Evil men do not come to You for counsel. They care not for Your attention, but only for their own self advances. Evil men seek penance and do nothing but sin again, claiming that they are holier than I am. I know myself for what I am, Lord, and I throw my soul into Your arms of salvation in the full knowledge that I am not worthy of it.” Rising to his feet ever so slowly, his left arm shaking in anticipation, Gawain glanced to the sword for another moment, grimacing at the sight of a small amount of the gold blade lying naked, protruding from the sheath. The grimace quickly became a sardonic smirk as he began to speak, his tone hopeful and proud. “That sword...is for Auvergne.” After he mumbled the simple words the gangly Count rose from his seat, calling upon his brother Marcel as he sheathed the ceremonial blade. “Brother… we break ground on the morrow, Auvergne is home.”
  7. Raguk

    Report 2.

    Report 2.: Duh Bruuz. “Mi dun gruk wu’ mi ben told…” Account, as told by: Zrarly’RAGUK 11th of the Grand Harvest, 1686 At the city state of Holm We rallied in Belvitz—a wonderful city if I must say myself—when the sun was at its peak. There were a hundred of us in total, with ten being mercenaries. It was a sight to be seen, the might of KRUGMAR. Anyways, we headed South up the steep road and passed through into Holm territory without any resistance. We then reached Holm itself, the citizens scrambling for their homes. Once we actually entered, there were but a few: the visitors of the city and a kha that seemed to be of some importance. They, the visitors, quickly geared themselves but could not organize for we were already upon them. A Lak took down the Kha and a RAGUK defeated Borin. The rest? They were ignored, unworthy prisoners as they were nothing but cowards. I raided their tavern, however, stuffing my sack with booze and foods of all sorts. Holm’s drinks were quite plain, but as expected as a mishmosh of cultures. Taverns could only sell brews that they knew many would enjoy, and there were very little boozes that met that standard That is all there is to it, really, other than executing Borin with Thoak Goldhand as a spectator. A few days after the execution, Durrr’Lak and Glottgut’Raguk, the Swampgoth and Wargoth respectively, arrived at Holm followed by a small contingent of orcs. There, they caused conflict with the people within, and thus skirmished a group of Holmite defenders, who appeared to not even be of Holmite origin. The orcs and their allies initially held their ground against the defenders in the field, where they managed to bring one down and cause the others to flee. There they chased, until one looped around and managed to mortally wound an orc. From there, the enemy skirmishers were finished off. 14th of the Grand Harvest, 1686 Scribed by: Zkribblr of RAGUK Zrarly’RAGUK [!!]
  8. Tidemanno

    An Irongut's lightforg

    -=(X)=- An Irongut’s Lightforge -=(X)=- O’ Irongut what is it ye do I be workin’ this steel, that’s what I do O’ Irongut why do ye do Im smithin’ me legacy, that’s what I do O’ Irongut why do ye smith For Yemekar’s light shall wash away flith O’ Irongut what do ye mean The metal I work I saw in a dream O’ Irongut thought you-just did magic Wha’? How ‘bout ye go suck Horen’s small **** . . . The forge was warm like fire to skin, but no Doomforged present. What a pity, they would feel at home in here. No here I stand alone, acompanied by steel and hammer. For my hammer strikes and sparks fly, embers catch in my beard. Been too long since the smithy i worked, been too long since the metal i struck. I’ve read too many books. The air fills my lungs, and i cough. May be the ash im not used to. I strike the metal so it bends to my will. Again and again i hit it and the embers fly. The blade grows cold and i put it back in, so it may soften and i can mold it again. Again and again, i strike it and put it back to heat, rince and repeat. I had forgotten how this felt, this warmth and joy of smithing. I look upon my creation with a subtle grin, as i see it come to shape. Although this is not finished, not what i wanted. This will not hold what i want, this will not hold the light of the Brathmordakin. So i take it to a cylinder, and I shove it in the skyward pointing stone container. I bring forth what i had been so overjoyed to make, what once was lost but now found. The alchemical combination of the Lightforged. The dwarf poured it in, yes i did. Then I left it, I let it rest there. For three stone weeks I waited in patience and once i returned to take a look the extents of dwarven smithing had shone it’s light on reality once more. The blade i lifted and from nothing but the metal itself a bright light akin to a torch eminated. I opened my mouth to speak, i wanted to speak and so i did with no one to hear. “By me beard, tha’ alchemical combination worked,” I let it glide against my hand. “The light of the Brathmordakin, within this weapon.” “Lightforgin’s no longer lost.” ((No idea what this was. I just wanted to type something, haha. Tried a new writing style. Lightforging is pretty neat ;*
  9. We Want YOUR Screenshots! A lot of Orcish RP revolves around the Spirits & Ancestors, and particularly our ways of worshipping them. You’ll often hear a victorious Orc praising his chosen Spirit, or a Orc returning from a hunt dedicating his trophy to Votar. Unfortunately, few track our progress, and thus our Shamans cannot keep RP the Spirits or Ancestors being happy with an Orc’s dedication during the Spirit walks. So, if you ever construct a Shrine, sacrifice an Elf, dedicate a victory or in any other way please your chosen Spirit or Ancestor, send the screenshot in the comments. That way the rest of the Orcish community can share in your victory, and our Shamans can keep an eye on who is most active. Who knows, maybe one-day your fanaticism to Laklul could please the swampy boi and make you devote to his name, and give you Roleplay buffs. Here’s an example of why you may want to keep track of your dedications to a Spirit or Ancestor:
  10. PosidonX7

    The Afturkvald Festival

    “Ooooo... Spoopy.” The Afturkvald Festival of Gorundyr The Afturkvald Festival is a celebration held once a year. It celebrates the idea of those that have dishonored themselves through death may one day be able to redeem themselves. It is believed by the more superstitious Gorundyr that if you die on this night in a dishonorable manner, you will be forever damned. Some have said you can hear the chanting of undead soldiers marching through the night of Afturkvald. A common activity during Afturkvald is for the village elder(s) to hide potatoes around the village. The children of the village will then go search for the potatoes, and the child that finds the most potatoes will prosper. For the adult Gorundyr, however, they usually prefer feats of strength by seeing who can chop through a log the fastest with an axe. Other events involve trivial spars between varying members of the village. OOC: The festival will be held on Sunday, October 28th. The festival will begin at 2pm EST and last all day. The festival will be held in Arberrang, about 300 meters directly south of Haense.
  11. ultravioletpixie

    La Fiesta de Fantasma Street Bazaar

    La Fiesta de Fantasma Street Bazaar ____________________________________________________________________________________________________________ 1685 [!] Vibrantly colored notices would be distributed throughout the Empire, and to other major settlements across Atlas _____________________________________________________________________________________________________________________________________ “In conjunction with the forthcoming Fiesta de Fantasma- an event to celebrate the reunification of Man in all of its diversity under one glorious Empire- a beloved Santegian tradition will make its return: the local street bazaar! Beginning at daybreak on the 6th of the Tobias’s Bounty, 1687, Carolustadt will host its first-ever Santegian style street bazaar amidst the day’s festivities, down Antonius Avenue, in the bustling capital of the Empire of Man. Guests for the event will be welcome to peruse a menagerie of vendor stalls boasting a range of rare novelties, unique gifts, delicious foods, powerful magic items, hand-crafted weapons, and more! Those interested in peddling their wares at the bazaar may do so free-of-charge, by either making a reservation in advance with Ingrid Kastrovat (which guarantees them a space), or by bringing the items they wish to sell with them to the event, finding an unclaimed table, and setting-up shop. All inquiries related to the street bazaar- to include special reservation requests- should be directed to the bazaar organizer, Ingrid Kastrovat. She can be contacted by messenger, sending a bird, or requesting a meeting with her in Carolustadt.” ___________________________________________________________________________________________________________________ ((To request a stall be reserved for the event, simply post a comment below, being sure to include your MC and RP names, and you will be contacted by the event organizer. Alternatively, you can contact “Ingrid Kastrovat” (ultraviolentpixi) via Discord or in-game to reserve your spot. PLEASE NOTE: All reservations must be made NO LATER THAN 12:00PM (noon) EST on Friday, October 26th to guarantee the availability of a stall)) OOC: Date: Saturday, October 27, 2018 Time: Bazaar runs from 12:00PM (Noon) EST until end of festival; set-up for vendors begins at 10:30AM EST Place: Antonius Avenue in Carolustadt, capital of the Empire of Man Coords: x -85, z 1148
  12. Preface (OOC) The lore written below is to implement a new neutral Aengudaemon, adding it to the established pantheon on LotC. What we have written hopes to develop just who Lagara is, her realm, and the many beings she has created beneath her. Thank you for reading! Created by: MajesticOwyn, Wulfery, PosidonX7 and xxEnderking Lagara, strumming her harp as she overlooks the serenity of Hastilaegi. (Source) Lagara, Goddess of Lein Hahnu Aengudaemon of Devotion and Ancestry Origin From the beginning of her existence, Lagara relegated herself to the shadows, taking on a role as an outside observer. She watched on in a mixture of envy and horror as her brothers and sisters squabbled over the the mortal realm, each vying for the largest amount of control and power. She secluded herself from them, avoiding any ties or connections, determining it was the safest way to stay out of their endless cycle of conflict. With time these emotions only increased in severity, for Lagara was a being of extremes. Were she to love, it was a deep and boundless one. Were she to hate, it was as if it had taken root into her very soul, coursing through her being. After time, one emotion came to dominate the others. Loneliness. This feeling quickly spread through her, and with it a sense of existential dread. Through this torment Lagara quickly realized that she needed more than to just be the one who watched. She had not forgotten all that she had seen, however, and realized that there was no place for her among the others of her kind. It was their eternal cycle of conflict that she wished to avoid. She desired a realm of her own, one in which she was the most powerful and beautiful. A realm which she would fill with followers and servants who only desired to please her. So, Lagara tapped into her very being, channeling her latent powers into one sole desire: to create a realm of her own. In the beginning, only a seedling; a thought, an idea. Lagara poured every thread of her being into nourishing her creation, smiling upon it as a mother would her babe. As she toiled away, it grew, coursing with her divine power, one which was steadily growing more chaotic. Cradled within her hand, she brought the seed to her chest and planted it into her flesh. With that, the catalyst, which unbound the violent tempest of energy. Thus, Lein Hahnu was born. A Demand of Service Lagara sat at the center of this immense and powerful force as it spread outward, her realm forming before her eyes. The creation was chaotic and uncontrollable, and Lagara soon realized that she may have made a mistake. While she was indeed an Aengudaemon, a divine being of great power, she was immature and inexperienced. What she had forced into existence soon grew out of her control. This was not the only problem, however. She soon realized that her power alone would not be enough to sustain this crucible of creation, and that the realm would only grow in size and complexity until it collapsed, consuming itself. Just as Lein Hahnu was born, so was its death inevitable. Even with this thought on her mind, she did not despair. It was her realm, she would not stand idly by as she had done her entire existence. Lagara began to create. Her thoughts soon materialized in front of her. Landmasses, structures, even other beings, all born out of her love. Though the chaotic tempest that tore at reality loomed in the distance, a brilliant light above, and a roiling darkness below, Lagara had managed to strike a balance in the center. Her sphere of peace pushed back the threatening forces of destruction, creating a sanctuary at its heart. From her soul, she forged several divine beings called Idols. They would tend to her whims and wants, each created with purpose. With her realm and its inhabitants created, her powers were stretched to their limits. For the first time since, her gaze drifted back to the familiar, though this time it fell upon the mortal realm. With her realm unsustainable, she had concluded that the the descendants were a solution to her problem. From them, she would demand their devotion and love. In return, she would offer them a place in her realm, an afterlife for those who remained loyal servants throughout their lives. Not only did this serve to appease her vanity, it also brought a source of power to her realm. These first descendants who would follow and worship Lagara came to be known as the Gorundyr. This came from Lagara’s name for the creator, “Gorund”, who the mortals believed they were the children of. She had created a conduit that would draw in the power of these souls, the most devout of mortals, and which would also gather the threads of their memories. This spiritual energy would course throughout Lein Hahnu in the form of a vast nourishing river, though not one made of water, but instead essence. It infused itself in the realm, an unstoppable and crushing force which connected all things. Lagara now gazed out over her realm from atop the canopies of a massive tree, which towered above all. From her perch, she was able to rule with absolute authority, her song heard by all. She was, however, a prisoner of her own making. The seed which she had planted in her being, which had formed the realm she so desired, also bound her in place. This made her the anchor for all that was to be, and she knew that if she were ever to perish, so too would her realm in a violent fashion. So Lagara commanded the denizens of Lein Hahnu, both descendant mortals who had bound themselves to her, and the Idols she had born of her own flesh. It was these servants that would do what should could not, guided by her iron hand of authority, nourished by her loving heart. Blood Pact As Lagara shifted her gaze to the mortal realm, she began to influence the descendant races of Aegis. Through her powers, she and her servants would manifest before the mortals in many ways, often taking on the forms of animals and other mythological beings. They soon began to worship and appeal to these beings as gods, and while they had little idea of their true nature, their mythos was shaped by these interactions. These early peoples called themselves the Gorundyr, and it was from them that Lagara would draw the most worthy of mortals to serve her. The Gorundyr built shrines and other places of worship devoted to Lagara and the various other “gods” that influenced them. It was these places of power that Lagara and her followers could hone in on, allowing them to watch and observe their fledgling worshippers. Through her early influence, their culture and way of life was heavily shaped. One early gift was that of language. Lagara bestowed upon them the ancient tongue called Jolfmarr’tal, one which is used by the beings of Lein Hahnu itself. After many generations of observation, Lagara realized she could use these mortals to fulfil her own desires and she began making blood pacts with them. A blood-pact binds a Gorundyr to Lagara through direct connection, or with one of her divine servants. Through her will and power alone, these servants are able to manifest in the mortal realm, to be heard, felt, or even seen. While this is possible, it is extremely draining upon her, and the one manifesting has little power while present in the mortal realm. These visits are brief and few, intended to influence the Gorundyr and in a way manipulate them. To appeal to their core values, and to bind them to her will. These blood-pacts offer no benefit to the mortal who undertakes one, only acting as the truest form of devotion and loyalty to Lagara herself. It is only those who undertake the blood-pact whom are taken to her realm upon death. When a Gorundyr bids farewell to its mortal frame, it is guided by the soul stream to Ebrietaes, just as other mortals would be. It is these Gorundyr who have been marked that are allowed into Lagara’s divine realm. The only physical effect of these pacts are the birthmarks that appear upon Gorundyr who are bound under their oaths. These take the shape of varying forms and are usually connected to the soul and personality of said mortal. Lastly, the birthmarks seem to be hereditary. When one undertakes a blood-pact, their bloodline is bound to Lagara for eternity. Blood-pacts can be broken, however, for Lagara only accepts those who uphold their honor and oaths. Should one commit a grave sin, such as kinslaying, or betray the will of Lagara, their pact is broken. They lose not only her favour and love, but their place amongst in her realm. A Seer of Lein Hahnu pictured he ventures throughout the forest, seeking communion with Lagara. (Source) The Seers of Lein Hahnu Seers are those that bind their lives to their gods directly. They do not follow one, nor do they offer their service to the singular. They are vessels for Lagara and her servants to pass their divine will and knowledge onto the realm of the living, making sure that their words will reach those who need to hear them. To become a seer you may not suddenly just embark on the path of service to the gods. Seers are born to be united with Lagara. From the earliest days they are destined to walk the path guided by her will. Only those who are truly chosen may be able to change their fate, whilst others simply have to accept that fact. Taken away from their parents at their first birthday, they are then brought under the care of other Seers, as well as their servants. Treated with care for their youngest years and watched over, they are taught about language, customs, and worship. The sons or daughters of the Gorundyr that are destined to become seers are to be protected and shaped in preparation for their future of duty and servitude. At the age of five they are put under the test which determines what weapon type they are most fit for. Once that is done, the child will learn how fight with only that singular tool of war. They are taught to master it, understand it thoroughly and deeply with hours of training day after day. By the age of fifteen they have to be able to face their teacher in single combat, the outcome of which must at the very least be a draw. Even with weapon and body training, they still continue their lectures about gods, beasts, and connections with the divine. They have their first lessons about tattoos, and creating bonds with the realm of Lein Hahnu, or how to fight against souls that have been stuck in realm of living even after death. The day of their adulthood is also the day during which they have the last chance to become Seers. Whether they are ready for the ritual or not is of no consequence, as they will have to face it anyway. It is intended to test their resolve, willpower, and faith. They will have to withstand painful removal of their eyes, and yet not mutter a single word. All the time keeping themselves in prayer to Lagara. In the last part of the ritual they will have to prove that they are able to witness Lein Hahnu through visions, to prove their connection to Lagara has been established. If yes, they will successfully be taken in as Seers, able to wander off into the world, learning new ways. They are to spread fate and lead those who wish to pass into the realm of the gods upon their deaths. One of the Blessed Isles of Halvengr, floating listlessly through the heavens. (Source) Halvengr - The Blessed Isles At the core of Lein Hahnu is the physical domain of Halvengr, Lagara’s kingdom. It consists of many isles, each home to an array of denizens. These isles are chaotic and ever growing in complexity, thriving with life. There are, however, three main isles which bear the most importance within the realm: Hastilaegi, Alvegen, and Halenlaga. Halvengr was the name that Lagara and her Idols would whisper to the Gorundyr during their blood pacts, etching it into their minds. In that moment, they offer visions of the beautiful paradise that would await them. It is a world that promises eternal life amongst the gods to reward their loyalty and devotion. The river of essence that flows throughout the realm weaves between these islands, made of many condensed threads of memory. These threads are colored differently based on the type of emotion and context of each memory, but each come together and intertwine intimately. Some beings of great power can graze their fingers upon its surface and isolate single threads, catching said memories to be viewed and felt. All of the isles float within the heavenly void, suspended peacefully in the sphere of Lagara’s protection. The void roars all around them, a swirling tempest on the edges of reality. The sky, a dazzling and radiant explosion of light, and the depths below, a pulsing and ever consuming darkness. The Heart-Tree in its moment of creation with Lagara at its center, banishing the encroaching chaos. (Source) Hastilaegi - The Heart Tree Hastilaegi was the first of the isles to be, suspended above the others so as to look down upon them. It is also the smallest of the isles, acting as Lagara’s personal home, and the location of the Heart Tree; born of her divine seed. A gargantuan tree, larger than any ever seen in the mortal realm, dominating the majority of the island. She sits atop it on her throne, clad in a dress of vibrant green made of leaves and ivy. In her hands she grasps a golden harp, which she plays softly, a peaceful but commanding song that fills the hearts of her followers. At the trees base is a peaceful paradise, a collection of gardens and groves that stretch to the edges of the island. It is here that the Daughters of Lagara call their home, humanoid beings of great beauty, headed by Lokaliin. They act as tenders and matrons to all life upon the island. Deep beneath the tree rests a prisoner of great darkness, grasped at by its thick roots, and contained within. This being is guarded by a massive serpent, whose mass is largely burrowed into the earth of the island itself, intertwining with the roots of the tree. Jokull the Burrower he is called, acting as the defender and warden of the Heart Tree. Lastly, we have the resting place of Lagara’s essence conduit, Vakasul. A white tree with blood red leaves which sits in the middle of its own sacred grove, the focus point for the river of essence. It courses through the tree, it’s surrounding network of runestones, and the grove itself. This grove acts as the entrance and exit to Lein Hahnu, which is marked by a large structure made of stone and metal called the Rumdrev. Upon passing under its massive runic engraved gate, you would find yourself within a dome-like room, an ancient device built into the center. It is used by Lagara and her servants as a transporter, harnessing an immense amount of power to send the traveller between the different islands of Halvengr, as well as the mortal realm. Souls delivered from Ebrietaes manifest before Vakasul, wandering the grove in a sort of limbo-like state. After some time, an Idol named Ankou will appear to whisk these souls away to their proper places. The Gates to Alvegen, home to the Sun King and the ancestral land of eternal light. (Source) Alvegen - The Howling Vale Alvegen is the second largest of the islands and the most orderly. A vast landmass of mountains, glaciers, and boreal forests. A large inland sea covers a fourth of the landmass, contained by the rocky exterior of the island. One of the many mountain ranges towers above the rest, home to the Sun King Havardr and his Joriin, a tribe of early Gorundyr who were granted patronage by Lagara. His indomitable fortress, Haemdormr, is built far up on the side of the mountain, its many rooms and passages burrowing deep into the stone. Alvegen is also home to the majority of Gorundyr souls who have been brought to Halvengr over the many generations that have passed. As such, it is the most civilized of the islands. Several cities and settlements spread over the valleys and mountains, all ruled by various Gorundyr Clans, some of which have been long forgotten by their mortal descendants. This land was granted as a gift to Havardr and the Gorundyr and as such resembles their favored homeland. It in some ways mimics what they knew in life, though it has been warped by their own vision of a perfect paradise. Alvegen never falls under the cloak of darkness, an eternal sun looming above. Far in the mountains and the more secluded areas of Alvegen live the giants. Born of the stonefather, Oknar, they vie for the survival of their race against the Gorundyr ancestors that encroach upon them. They are broken into three types, and thus also three tribes. Stone, ice, and flesh. These ancient beings are some of the oldest in Lein Hahnu. One last major being calls Alvegen his home: Auroth. One of Beira’s pups, he is a proud and noble wolf who imposed exile on himself because of internal family conflict. After time, other outcasts and rejects flocked to him for leadership. He now found himself the leader of his own pack, a position he embraced and an oath he gladly swore. The unstable and untameable growth of Halenlaga, hiding a darkness within it’s depths. (Source) Halenlaga - The Primordial Wild Halenlaga was to be the last of the islands and by far the largest. It’s creation was shaped by the violent temporal energies that gave birth to Lein Hahnu. The island is plagued by an unstable verdant growth, utterly uncontrollable and unstoppable in nature. For this reason it is the least inhabited and is often avoided by most, for the depths of the wild are not only fraught with danger, but also a deep and unabiding darkness. In an attempt to tame this realm, or atleast control it, Lagara gifted it to one of her creations, a spirit she had cultivated from her own soul. Andarta, as she was named, tamed small portions of the growth, turning them into serene groves and lush forests. In time, she took in a mate by the name of Belenus, and with this bore many children to inhabit her forest home. They are spirits, able to live in the trees but also take on corporeal forms. Their fight against the untameable nature of Halenlaga is a never ending struggle of survival. It became apparent, however, that the chaotic force of Halenlaga was not the true threat, merely a symptom of a violent birth. A darkness had seeped into its dankest depths, one which steadily encroached on Andarta’s realm, threatening to consume it. Manifestations of ill, demonic beings, and eldritch horrors infested it at its core, born of the chaotic darkness which nipped at Halvengr from below. It thrived in this lawless wilderness, as no light ever strayed beneath the surface. This corruption worried Lagara. She knew that if it were to be left unchecked, it would consume Halenlaga and the rest of her realm. While at its core it could not be destroyed, nor tamed, it certainly could be fought. To do this, Lagara created a being named Beira and gave her dominion over her own wolfpack. A wild hunt was called by her and her children as they descended upon Halenlaga, oathbound to destroy the darkness which threatened all life. The primordial forces of light and dark locked in their eternal struggle. (Source) Beware the Darkness and the Light As Lein Hahnu was born, the inevitable conflict between the light and dark began. Both primordial forces, each unstoppable in their nature, were simply the rule of law. They would always exist, and a balance would always be required if existence were to be. At their extremes, both the light and the darkness are absolute, their nature corruptive. The light instills in someone a sense of absolute justice and purity, while the darkness is chaotic freewill, a force of unbridled destruction. While this was simple fact, it did not matter to a being such as Lagara. These certainties threatened her realm and creation, and so she would deny them as she could, just as all conscious beings do. The Isles of Halvengr exist in a sphere of peace, placed between these two destructive forces. To the light and the darkness, it was nothing more than an anomaly. A void that needed to be filled. With time, it would be so. We begin with the Light, which bore down on this realm from above. To some, reassuring, simply a tool to aid in sight and offer warmth. To others, a captivating power from which they could not tear their gaze. From their fortress in Haemdormr, the Joriin were the first to fall to the invincible Light, their very beings warped by its absolute power. We end with the Darkness, which seeped up from below, infusing itself with all that it touched. A much more obvious threat, less subtle in its destruction. From this darkness many entities were born, heralds and servants of its chaotic power. The land itself bore marks of this corruptive force and from time to time some being or another would stray too far, losing itself to madness. Thus, the beings of Lein Hahnu were in a constant struggle to contend with the two forces of power, for they simply existed to be overrun. They had no stake in this eternal conflict, and no hope of altering fate. (Source) Idol: Beira, the Denmother Animal Avatar: The Direwolf Beira, the fiercest of the Idols and the matriarch of wolves. In her soul Lagara infused her strength, wrath, and motherly nature, creating a worthy warrior and champion. From then on, the Denmother would live by these ideals breathed into her from birth. Beira was tasked with the defense of the realm, primarily from the dark corruption that had slowly began to seep through the protective sphere. She was granted the gift of motherhood in return for her loyalty. From her first litter, only three survived. Rahdonir, the first to take breath and thus the eldest. Now her most trusted and loyal kin and the second in command of her warpack. He is the embodiment of strength and leads with fanatic zeal. Korrigan, who was born into darkness, her soul tinged with the very corruption that she and her kind were tasked to destroy. She hunts alone, always at war with the consuming shadows within her. Auroth, the most noble and proud of the three. He had come to love all of his kin, a point of discontent toward his mother and siblings. Only the strongest bore any worth in the wolfpack, for only strength would protect the realm. Auroth exiled himself from his siblings and gathered his rejected kin into a pack of his own, one which would make up for any weakness through the strength and bond of family. (Source) Idol: Oknar, the Shaper Animal Avatar: The Mouflon Ram Oknar is a gargantuan being created by Lagara to act as her smith and architect. From the early stages of her realm, Oknar was tasked with the creation of the isles, and the shaping of each. He wields his massive hammer Himdah Buld, scouring Lagara’s realm in his unending duty to shape her vision into reality. From the jagged peaks of Alvegen, to the verdant wilds of Halenlaga, and all the isles in between. His desire is creation, and in its beauty he takes fulfillment. To Oknar, his grand dream of perfection will never be realized, for there will always be imperfection. It will be one that he chases until the end of time. He is regarded as the stonefather, though not only because of the valleys and mountains he has shaped, but also the beings he created. Early on, he breathed life into stone in an effort to create others like him, who could shape as he did. Mahmul, who he carved from ice, the first of his creations, born from the purest ice he could find. Gohil, who he hewed from stone, docile in nature. He roams the land, emotionless and slow-natured. Fariik, who he shaped from flesh, the last of his children. While the others showed little ability and desire, Fariik was born with a heart of aggression. In the end, all of his attempts made for poor workers. Oknar abandoned his children to their own devices, returning to his duty. While he was a master at creating worlds, he lacked the necessary spark when it came to conscious beings. Idol: Andarta, the Forest Wraith Animal Avatar: A white-pelted Red Deer Andarta bears perhaps the closest bond with Lagara, created as if to be her other half. Andarta is able to manifest in very many different forms, though her usual being that of an incorporeal spirit. Physically, she bears a lithe humanoid frame, covered in various forms of plantlife. Long brutal claws sprout from her fingers, able to gore with ease. Her face is angular and thin, with her eyes looking as if they were two orbs of polished onyx. Andarta regards herself as the Queen of Halenlaga and has dominion over the chaotic wilds which span its surface. She is distant and cold to outsiders, her desire simply to remain secluded in her forests and sacred groves. The only exception would be her relationship with Beira, as the two have grown close together, a bond forged by their mutual struggle against the darkness which infested the depths of the island. After a time, Andarta grew lonely herself, and took on a husband. A mortal man named Belenus who had lived and breathed the forests and their ways. A man who worshiped Andarta alone, tending to her shrines and offering himself to her will. Together, they created the Children of the Forest Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them. Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm. Cernu, who was given the task of defending the realm from the darkness that threatened it. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf, stalking the brushes as they do. Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel, her small form often deceptive. Olwen, the Spirit of Luck, whose name many Gorundyr utter, both to curse, and to praise. He takes on the form of a rabbit. Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods. Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend. (Source) Idol: Maratsu, the Kinslayer Animal Avatar: The Common Raven Maratsu was the first of the sky-gods created by Lagara to defend her realm, the each of them given absolute dominion over the skies. Each had a distinct form, avatars gifted to them, Maratsu’s being that of the raven. Together, they soared throughout the skies of Lein Hahnu, always remaining steadfast in their defense of their matron and creator. There was peace, for a time. Then, it was threatened to all be undone. Maratsu, the stalwart protector, in his naive desire to do good, decided to challenge the darkness which roiled below. He traveled to the very edges of Lagara’s sphere of peace, prowling along the border between serenity and chaos. In his heart, he knew the danger it posed, not only to him but that of the realm as a whole. In an instant, he shifted, plunging himself down into the dark abyss. He had done what no other had ever considered, leaving the sanctuary he had always known to venture into the unknown, to strike at its heart. In an instant, the darkness overtook him, its pure chaotic will infusing with his soul. In his moment of arrogance, the being that was Maratsu ceased to exist. From within the tempest, Maratsu returned, now tainted by an all-consuming darkness. He spread his wings of midnight and called out, a resonating cry which pierced all that heard, full of horror and pain. The chaos that now raged in his mind guided him to Hastilaegi, to the one who dared defy its absolute power. Maratsu, pulsing with shadow, reeked of tumultuous evil and existential dread. He crashed into the serene paradise below, beginning his rampage of destruction. He tore at the pristine fields and the sacred groves, devouring any being that got in his way. Lagara watched in horror as her creations perished before her. With one quick movement, she struck at her harp, a chord that lacked her usual peaceful melody; a call to war. Within moments, the remaining sky-gods arrived, Argal, the eagle and Ankou, the hawk. They struck out at their brother, entering into the fray. Destruction raged across Hastilaegi as they danced in battle, the ferocity in which Maratsu fought only fueled by the chaos that had consumed his soul. As the pair gained the upper hand, Maratsu lashed out at his brother Ankou, piercing him with a brutal talon. Ankou roared out in anguish as he fell back, his form disintegrating in part, as if an acid were eating its way into his flesh. This final strike was interrupted by an ominous and resonating roar, which seemed to come from the depths of Hastilaegi itself. The earth beneath Maratsu quaked and exploded as a massive form erupted from below. Jokull burst forth, his gargantuan form towering above the battlefield.. He gazed down upon Maratsu, yellow serpent-like eyes piercing into him. With a speed impossible for his mass, he struck, jaw unhinging as he devoured the fallen sky-god whole. Jokull carried through with his momentum, burrowing once again into the earth. Maratsu remained within his belly, carried far below the heart-tree, unable to be destroyed. The darkness so infused with his soul rendering him invincible to any attempts Lagara has made to do so. So Maratsu rages, a prisoner bound to the depths of Hastilaegi, a seed of darkness always lingering on the minds of the beings of Lein Hahnu. (Source) Idol: Ankou, the Gatherer of Souls Animal Avatar: The Ferruginous Hawk Ankou the second of the sky-gods, was left scarred and broken by his brothers betrayal, his once proud hawk-form now grotesque and skeletal. As he had writhed in the dirt, dying from the blow delivered from his brother, he had been spared by the one whom created him. Lagara struck at her harp and guided her loving hand outward, purging the little corruption which burned within, replacing it with her divine breath, and with that came new purpose. To Ankou, she gave control of the river of spirit that flowed throughout the realm, and thus made him the master of souls. Tending to the river and all souls within Lein Hahnu is his sole responsibility. When the worthy souls of fallen Gorundyr arrive in the grove of Vakasul, it is Ankou and his minions who welcome them. He is the guiding hand who sees that they arrive where they belong. It is also through Ankou’s power that one may commune with the dead ancestral souls who live upon the Isles of Halvengr. Crypts, grave sites, and other specially prepared monuments to the dead can be used to draw his attention, and that of the souls themselves. It is common for Gorundyr to make each individuals grave a sort of shrine, like the ones dedicated to the gods, so that they may pay respects. Lastly, Ankou is responsible for dealing Lagara’s justice within the realm. Should one of its many beings lose the favour of their mother or commit a grave sin, they are dealt with by him. In this regard, Ankou has an array of minions that assist him in his duties. The Valkyrie, who act as enforcers of Ankou’s will. Perfectly neutral beings who strive to maintain the balance between dark and light. They are situated in both the brightest and darkest places of Lein Hahnu, vigilant watchers and stalwart defenders. The Damned, a procession of souls who have been condemned for crimes such as kinslaying and oath breaking. The large majority of them are bound in a spectral legion which marches endlessly, an eternal prison for lost souls. Should a damned soul somehow escape from Lein Hahnu, Ankou’s wraiths can be sent from the realm to retrieve them so that justice may be delivered. (Source) Idol: Havardr, the Sun King Animal Avatar: The Canada Lynx Harvardr was the first of the mortal descendants to be given divine power by Lagara. In life, he was her most loyal servant, and is largely responsible for influencing her initial followers in their devotion. He formed a tribe of descendants that would be the early Gorundyr, and the first of the clans. While his rule as a king in life was successful, his potential would only increase in death. He was the first mortal to be given divinity in her realm. As he strode through the grove of Vakasul and came before Lagara in her throne, she poured her power into him. As a gift, she allowed him to take a council of his most trusted advisors and bestowed upon him the isle of Alvegen. Here Havardr and the Joriin settled, constructing an impressive stronghold and palace called Haemdormr, built into the side of the isle’s largest mountain. From his table, he was able to see all of the realm, ruling it beneath an eternal sun. This same light, however, was subtle in its nature of corruption. Over time, the light that had always threatened to consume Lein Hahnu from above instead gently seeped into the hearts of Havardr and his Joriin, warping their personalities. They become beings of absolute justice and purity, reinforced by their divine right to rule. Not all were naive to the Light’s seductive power and thus Ankou sent the Valkyries to watch over the Joriin with a careful eye. Were it to ever to reach a catalyst, they would be there to maintain balance. And so the Sun King ruled with a unwavering sense of justice, as did his Joriin. In total they numbered six. Hlifhildr, the Sun Maiden, Havardr’s beautiful bride and loyal queen. In life, she had been a shield-maiden and a fierce warrior in her own right. She was always willing to please her husband and answer to his every whim. Taranis, the Forgemaster. He constructed Havardr’s realm, from its massive keeps, statues, and gates, to his spear forged of light, Dagor’kaen. Rodun, the Master of Knowledge, who constructed the grandest libraries and archives to record the history of the Gorundyr and all else. Not only were these in written texts, but also memories which he extracted from the river of spirit which connected all the souls of Lein Hahnu. Muir, the Dreamwalker, who spent her time living the lives of others, rather than her own. She had become a master at delving into the river of spirit to isolate single threads. The more Gorundyr who ascend to Halvengr, the more she has at her fingertips. Barid, the Unifier, who acted as Havardr’s greatest champion and general. A masterful tactician and fierce warrior, he was the iron fist with which Havardr maintained his rule. Svalinn, the Gleeman, who was not blind to the fate of the Joriin. He was the embodiment of good nature and joy, and a true artist. He spent his time away from Haemdormr, instead visiting the many cities and villages which dotted the hills and valleys around Alvegen, spreading his love for art and joy to the Gorundyr abound. One of the many beings of Halvengr, venturing forth into the realm. (Source) Minor Beings Agantyr A gargantuan sky serpent, twin to Jokull. Agantyr’s form dwarfs some of the isles themselves, floating listlessly through the sky. He is tasked to act as a warden of the skies, protecting Lein Hahnu from any of the latent energies threatening to break in. His final duty is to prevent anyone from making the same mistake as Maratsu by venturing out of the protective sphere and into the chaos outside. Draug An ancient guardian who slumbers beneath the sea which spans over the surface of Alvegen. Draug is rarely ever encountered or seen, though it is said his form is giant, that of a many headed sea monster. He is the patron of sailors and fishermen to whom they pay respect and prayer. They whisper to him for protection, both on Halvengr and in the mortal realm. Argal of the Sky The third and final sky-god and now the last remaining, his form that of a massive eagle. Argal and his brood make their nests on Hastilaegi, placed amongst the branches of the Heart-Tree. They act as defenders of the island itself and guard the realm below from any would-be threat. Mimir and Haenir, Wardens of Lein Hahnu Mimir and Haenir are living manifestations of the river of spiritual energy which flows throughout the realm. Born to protect the Grove of Vakasul, they act as guardians to both the grove itself, and the Rumdrev. Their forms are that of twin colossal bears, shaped of stone by a loving hand. Runes cover their bodies, with the largest being on their foreheads, glowing faintly with blue mist. The runestones around the grove bear the same marks, all of which seem to pulse together, as if a unified heartbeat. Synopsis Lagara and her Idols are attracted by shrines and heavy activity of worship by the descendants. She can focus in on these to locate them. Shrines found in this way can be blessed, indicating they are places where the gods will hear those who pray and offer. These places would feel as if they had been touched by her hand, in many ways. They can visit the Gorundyr in their dreams, or do so physically through apparitions or visions. This follows the current rules of manifesting in the mortal realm by Aengudaemon, and would be used to simply facilitate roleplay. The forms in which they manifest are the listed animal avatar, but can also be their humanoid forms. It is up to the preference of the individual, allowing several options. Blood Pacts offer no benefit to a Gorundyr and only seek to bond them to Lagara and her Idols. The only physical trait being a birthmark based on their personality. (To allow people the freedom to pick something most relevant to them.) Ancestral souls which have gone to Lein Hahnu (and ONLY Lein Hahnu) can be communicated with through shrines of worship in the mortal realm, acting much like ones devoted to the gods. These shrines, often gravesites or crypts, can attract the attention of Ankou, allowing interaction with the souls of fallen Gorundyr. Anyone can worship Lagara and become a Gorundyr. It is simply a group of people and a culture that were shaped due to her influence on their earliest ancestors. Naturally, larger concentrations of worship are more likely to attract her notice. The Rumdrev harnesses the power of the river of spirit within Lein Hahnu to act as a bridge between the Isles of Halvengr and the mortal realm, capable of transporting beings. The River of Memories which flows through Lein Hahnu sustains the realm and Lagara’s power. The more mortals and other beings who reside in the realm, the more the river is strengthened. This is Lagara’s main motivation for seeking mortals for blood-pacts, as it is this power she needs to maintain to keep the forces of chaos from consuming her realm. At a lesser stage, Lagara is a vain and selfish god. She desires to be worshipped and loved by many. To her, she is the most powerful and beautiful being to exist. She is a true neutral Aengudaemon. The Idols are Lagara’s main servants, and the ones who have influenced the Gorundyr the most. Any beings mentioned under them are minor in nature, simply related to their stories. They are the most powerful beings in the realm, other than Lagara. In the end, the goal of this submission is to create actual gods that can interact with the Gorundyr culture in some way, played by the LT or ET. Unlike most Aengul and Daemon, this submission alone does not seek to give any additional boon or power to the Gorundyr or any other mortal. It is simply to take our belief beyond that of faith and add all sorts of potential for RP. The Children of the Forest are spirits that only hold any power or control within Lein Hahnu itself, and not outside of it. They are simply to add flavor to the deific realm, and do not have any involvement with the aspects or other spirits. It is likely they would not even be able to manifest in the mortal realm, or if they were able, it would be without any ability whatsoever. They could simply act as supplements to an event or messengers of some sort, their only significance being that of their connection to Lagara and her realm. That is all! Thank you for reading and we hope you enjoyed this lore submission. Please feel free to post your feedback, as well as any questions! We would love to hear it.
  13. Southeron

    [Culture] The Southeron

    (THESE ARE NOT MY PICTURES NOR DO I CLAIM THEM) Introduction The Southeron people, also known as the Southernos or the Southerners - are inarguably the darkest-skinned of the human subraces/subcultures. Natives to Aegis, the Southerons are known as one of the products of Horen’s Firstborn Son, Harren; alongside the Adunians. Although its a common stereotype to believe they are aggressive, Southeron are quite calm and care-free(although combative). Many of their chief values include but are not limited to : independence, isolationism, unity, family, honour, tradition, and filial piety. Though they are typically associated with tribalism, some Southeron have opted to live in Feudal societies; forming great families or houses. Culture The culture of the Southeron are varied and unique, consisting of a mixture of various tribes that each have their own unique characteristics. Southeron culture is expressed in its art, folklore and religion, clothing, cuisine, music and language. Though Southeron cultures are host to a wealth of diverse subgroups, it is also, when closely studied, seen to have many similarities. For example, the morals they uphold, their love and respect for their culture as well as the strong respect they hold for their elders and their importants (Kings and Chiefs). Traditional Southeron music is as diverse as the various populations. The common perception of Southeron music is that it is rhythmic music centered on the drums.Although the drum does play a central role in many Southeron musical traditions, that is not fully the case. Other important musical traditions also involve strings, horns and very little rhythm. For example, an important instrument to the Mengesha Tribe is the Kora, a twenty-one-stringed guitar-like instrument made out of a halved, dried, hollowed-out gourd covered with cow or goat skin. The strings are made of fishing line. It plays an important role not only in Mengeshan musical tradition, but also folklore and the Mengesha’s rich oral tradition, as the primary tool of Mengeshan griots. Although most Southerons are known to live sedentary in the desert, they prefer tropical environments that boasts water sources such as: desert oasis’, jungles, desert coasts, lakesides, riversides, etc... - the sun is their friend. Due to previous Southeron interactions with general foreign influence(trade, diplomacy, etc...) - it is arguable to say that there are many languages that Southeron’s speak, the most common of them being Caeole, the Common Tongue, and Qalashi. This does not mean that many Southeron are not weary of foreigners – most can easily feel intimidated around groups of people who are unlike them and become more competitive if an event warrants competition. History It is commonly believed that when the world began all Humans appeared largely the same, based off of the image of their father, Horen. Due to Human restlessness, drive for discovery and quickly growing population, various groups split off from the first Human settlements. Some lived in the hot, tropical, and flat plains in the area of what would become Whisper Isles and Al'Khazar. They would be the first Southerons. Living in an excellent climate for farming and the growing of crops meant that Southeron grew to become a people well suited for agriculture. In time they grew taller as a result of excellent nutrition, darker skinned with exposure to the sun, growing harsher physical attributes due to their environment, and built up large cities. The Southeron were once seen as a subrace exclusive from their Farfolk brethren. However, when the change of continents began to arrive - the Southeron began to falter as a people; it seemed as though every time there was a Great Descendant Migration - the population of Southeron people would decrease less and less in size. The first migration being arguably the worse, as the geography and environment of the continent was reversed fatally. This caused obstruction - to many of the Southeron, who mainly stayed in one place for the duration of their lives, the geography reverse of the continent caused them to either adjust for survivability or to accept death. Many of the Southeron people failed to adjust, the few remaining being forced to migrate to live with their Northeron cousins for survivability; slowly assimilating into Northeron society, sometimes mating and procreating with them until sovereign Southeron communities were nearly impossible to find after Asulon. As Great Migrations became more frequent, the Southeron community’s population began to decrease. By Athera the Southeron communities had largely died off - though you did find independent Southeron occasionally. The remaining Southeron that adapted to Northeron society had adopted feudalism and joined various Houses, eventually forming great families of their own in the nations they were with. Places such as The Sultanate of Haria and Empire of Oren had at least one demographic group with Southeron ancestry or heritage. The Southeron people were slowly making a return come Axios, adapting to Feudalism fairly well. It was not until Atlas that many of the surviving remnants of the Southeron people, displaced on the new continent, found themselves divided and separated into disparate tribes adopting their own personal traditions. Tradition In Southeron societies, tradition is a large and important part of the Southeron culture. Filial piety to one's elders and ancestors especially, are one of the most important aspects of Southeron social relations. Social behaviors such as the respect for parents and elders, raising children appropriately, providing hospitality, and being honest, trustworthy, and courageous are highly valued and even revered as virtues one should live by. This plays into traditional religious thought, as morality is associated with obedience or disobedience to Deities regarding the way a person or a community lives. Most traditional Southeron societies worship various spirits as well as veneration of their ancestors. These spirits are believed to serve as intermediaries between humans and deities. Rituals honoring deities and spirits through libation and sacrifice are common across a number of Southeron cultures. A common form of southeron spiritual tradition is through communal ceremonies or divinatory rites in which members of the community, overcome by force, or spirit, are excited to the point of going into a meditative trance in response to rhythmic or mantric drumming or singing. Divination is a common facet of Southeron culture and Diviners are sought out on a regular basis for wisdom as counselors in life and for their knowledge of herbal medicine. Similar to their Human brethren, the Southeron people are victims of the mortality curse casted upon Horen by Iblees. Appearance/Physicality Clothing, as is true of Southeron culture on a whole, is widely Diverse. Each tribe has their own specific cultural garbs and customs. They can range from the Khonma Tribe who are known for their unusually light and sparse clothing, typically consisting of little more than an apron or loincloth, to the Mengesha known for their long white shawl like robes called a “Shamma”. If anything is to be said of the commonality in Southeron dress, it is the use of beads, shells, feathers and pelts as decorations and symbols of wealth and status. Use of color also tend to be common amongst many Southeron groups as well. The Southeron are well known for their dark black skin. This is a commonality shared broadly among the disparate groups, besides those of mixed heritage, where there may be more variance. besides that, there is a wide range of physicality as is the case with any of the human races. The hair of a Southeron ranges from tight coils to free-flowing curls - it isn’t uncommon to have more than a single hair type. Though their hair is typically always black in color unless the persons is of mixed heritage or has dyed. Some Southeron, especially those who live in feudal societies, see jewelry as a sign of wealth or a prestigious rank - other Southeron who live without the need for international currency see them as worthless as rocks. Many tribalistic Southerons, similar to the feudal jewelry, see face paint or masks as a sign of prestigious rank - usually sporting the colors of their tribe through them. Terminology Specific Terminology for the Southeron include but are not limited to : Sun people(Hou-zhi) Blakkiez(Orcs) Bredrin(Ghanyans) Southeron/Southernos(Other) Southeron Prominence Notable Characters - Forrest Sarr - A notable pirate and Steward of Privets Ford Vallero(The Ear-Slicer) - A notable killer and member of the White Rose who typically targeted Elves, ironically settling down with an Adunian. Juumane M’Baku - First Neguš of Ghanyah and one of the first Southeron persons to lead on a national level. Haadi Mubdee - A powerful mage and an Archmage/Founder of the Mages Guild or The Tamed Arcane Notable Families - House Denaseth - A Harian Noble House House Basileus - A Noble House of Oren Credits @LicorishLicorish - Co-writer @KribKribbitz - Co-writer @ChamoChamo - Original Lore Writer @MalocchioMalocchio - Original Lore Writer @ViolinoViolino - Advice, Aid, and Info @FordEbonsquire - Advice, Aid, Info, Char Mention @SodaiKamikazeNalatac - Advice, Aid, Info, Mention @FinalAwakenMyLove - Advice, Aid, and Info @Elad™ Elad - Character Mention @Appie Appie - Character Mention
  14. TheNanMan2000

    [✗] Troll Re-Write

    Trolls Trolls are dangerous beasts, distant cousins of Orcs and Ologs. Relicts of the past, Trolls are introverts. Choosing to live with only themselves, it would be uncommon for a Troll to have contact with a descendant unless they were choosing to eat them for a meal. Or, if the person were to infringe on the Trolls’ territory, they would find themselves in a tough situation. Trolls are much like the Orcs, living in isolated tribes from other Trolls. They mainly dwell in caves, or huts they build from rawhide. Unknown to most, Trolls are of primitive intelligence. Smarter than an Olog, yet dumber than a man. They possess the knowledge of basic crafting with things such as flint and stone. A rare prodigious Troll may be able to learn smithing. They can also make their own huts from wood and hide, and know how to properly cook meals. They have a tribal hierachy, led by a Chieftain. Trolls have different breeds, two main types with many subtypes. Troll hide is surprisingly tough, being able to withstand the amount of damage that chainmail can. Blows would have to be made from stabs instead of slashes for them to get through their hide. Trolls also have only 4 fingers on each hand. As well as 4 goes on each foot. The Two Breeds of Troll Forest Trolls Forest Trolls are, as their name suggests, Trolls that dwell in the forests of Atlas. They carry with them a green tint from the moss and mushrooms that may grow upon their backs and arms. Expert hunters and trappers, these Trolls prefer solitary from even themselves. Although there have been a few Trolls Clans that spring up from the ground. The Forest Trolls have the most commonly seen Troll subtypes. Swamp Troll, River Troll, Flatland Troll etc. These type of Trolls stand between 11’”-14”. Rarely going over this. Generally being a stocky breed, in order to stalk their prey. Mountain Trolls Mountain Trolls dwell in mountains and caves, generally being around Dwarves and other creatures of the mountains. The Mountain Trolls are shepherds, for the most part. Choosing to raise Mountain Goats and Iron Rams. These trolls use mainly clubs made from bone, wood, and stone. Sometimes warhammers, which are just large boulders tied onto a stick. Mountain Trolls are slightly taller than their cousins in the Forests. Standing around 12’”-15’”. They use their height and strength to intimidate predators that would try to eat their herds. Mountain Trolls generally have a grey skin tone. Although blacks, pale whites, and darker greys are also found. The most common subtypes of Mountain Trolls are Cave trolls, and Frost Trolls. A Troll’s Mindset Trolls are as stated before, rather introverts. They would gladly avoid descendants of all nature, however when a descendant stumbles into their territory it becomes a problem. Trolls have also been seen on the battlefield, having been paid by factions in livestock and hides. Finding no use for mina, and preferring to trade with others. Trolls choose to live with each other, rather any other faction. Although Trolls may feel a pull towards their cousins, the Orcs. While not retarded like Ologs, Trolls certainly aren’t very smart and can be quite childish. Starting petty arguments over another Troll having one more sheep than they do. As said before, Trolls do not have the intelligence of a normal human man, rather they have the intelligence more suited to children or primitive man. Strengths And Weaknesses - Trollhide - Trollhide is extremely tough, being akin to chainmail and able to withstand just as much. - Strength - Trolls are unsurprisingly strong. Able to crush bone with their hands, as well as pick up large boulders and rocks. This is due to their increased ability to gain muscle mass, much like Orcs. - Intimidation - Trolls use intimidation to hunt and fight others, if they can win a fight by intimidation they will use it. - Sensitive eyes - Trolls’ eyes are sensitive to light, not being able to see very well in the sun. They would require places of shade to see easily. - Low intelligence - Trolls as stated before don’t have very high intelligence. Being less than an average man and more on the point of a 10 year old. - Trolls cannot learn Magic whatsoever. Like Ologs, they do not have the knowledge to do so. Trolls are a CA Only Creature. Meaning they aren’t playable to just anyone.
  15. yopplwasupxxx

    Haeseni People

    HAESENI PEOPLE THE HANSO-RAEV CRUCIBLE VE EDLERVIK TABLE OF CONTENTS I. INTRODUCTION II. HISTORY III. PHYSICAL CHARACTERISTICS IV. WAY OF LIFE V. RELIGION VI. LANGUAGE VII. MONARCHS OF HAENSE VIII. NOTABLE INDIVIDUALS I - INTRODUCTION A BRIEF SUMMARY The Haensic people (also known as Haeseni, Haensetians, or Edlervik in their native Naumariav) are the national and ethnic natives of the Kingdom of Haense, one of the only autonomous highlander states in existence. Their identity can be traced to the waning end of Schismatic Wars in the late 1400s, where the recently-conquered Hansetians were subjugated to Raevir governors and ruling elite. The ethnonym and national name ‘Haeseni’ and ‘Haense’ comes from the canonical city Hanseh, the capital of Saint Joren’s realm and its successor states. Historically, the considered ‘beginning date’ of the Haeseni is usually the coronation of Petyr Barbanov in 1579 to the thrones of Hanseti and Ruska, soon being shortened to Haense in vernacular lingo, though the process of cultural infusion of the lords and commoners started much earlier. Throughout the years prior, Botch was phased out in favor of languages either in Flexio or Marian, and to maintain order in the provinces, the upper class adopted Hansetian customs and legal systems, and especially following the disastrous War of the Ducal Confederation of the late 1510s, began to associate themselves as natives rather than Raevir settlers. As noted by John Macdonough in the 1560s, ‘... when you enter the halls of the crow lords, it is almost baffling to gaze at Sigismund and King Mark sharing motifs, and how no man would ever admit to having more Rusk than Marian in their blood.’ The military remained dominated by the Raevir, and it remained the most stubborn to hansetification, and the nation maintained the unique cavalry traditions and hierarchy, though in recent years the modernist reforms of the heartlands have trickled in. The upper class specifically also maintains a heavy precedence on Karovic lineage and Sigismundic decent, keeping many of the classical clan institutions of its ancestors, albeit more formalized and generally for ceremonial purposes. --- NOTE ON ETYMOLOGY The most common demonym in referring to the culture is ‘Haeseni’, especially popular vernacularly, and ‘Haensetian’. However, the latter has caused confusion among historians, with only a letter difference between ‘Hansetian’ and ‘Haensetian’. In most writings, it is common to see Haensetians referred to as “Haeseni” or “Haensic people”, in order to mitigate this confusion. “Edlervik” is used in Naumariav to refer to Haensetians, transliterating into ‘the Edel folk’. Other, rarer demonyms, include “Hanso-Raevir” (made popular by the writings of Stanimar van Rytsborg at the beginning of the sixteenth century), “Edelites” in reference to the canonical city of Edel, or “Haensian” which is more popular by southern writers and authors. --- PLAYING A HAESENI CHARACTER | OOC There are no special requirements in making a Haeseni and is especially encouraged when playing in the Haense player base. This guide will (hopefully) help you in making such a character and give more flair in roleplaying your character. However, every character is different! Nothing on here is set in stone, and you may act as you wish. This culture is not some ancient people deriving back thousands of years, but an organic population founded almost entirely through roleplayed events and history. Everything is subject to change and it is our belief everyone can add their own little bit to this evolving culture. II - HISTORY OVAREVED SENOEHR AND THE NORTHERN QUESTION [1491-1578] Most historians consider the foundation of Haense at the first settlement of Raevir in Hanseti- namely in Ayr, Hiebenhall, and Drakenborg- during the waning years of the Schism War in the 1490s, when the Kingdom of Aesterwald began to crumble and kossak bands took control of a vast majority of the country-side. Vanderfell itself, the capital of Aesterwald, would fall in 1492 to officially end the Schism War, and in its remnants a puppet state was formed under a Hansetian governor known as Otto Heinzreich. However, the nobility was almost completely replaced by newly arrived Raevir lords, such as the Barbanovs and the Kovachevs, and eventually Otto Heinzreich would be later succeeded by a raev himself, Karl Barbanov. Karl reorganized the state, forming a true ducal realm, and it was decided to be called ‘Haense’, after ‘Hanseh’, from the biblical name of the Joren’s first and capital city during his conquests of the northmen. Karl therefore became the first ‘Duke of Haense’, a title which has suck upon the Barbanov familial holdings for generations. In these early years, the focus was the Third Human-Dwarf War, and the Duchy of Haense became a warzone. Scattered throughout former Waldenian realm lied numerous dwarven outposts, and control of the mining and lumber industries became vital to both side’s war efforts. Famous battles include the Siege of Drakenborg and Karl’s Capture of Hiebenhall, which marked the end of dwarven occupation in the highlander realm. Hiebenhall was reconstructed into Siegrad, the first de jure capital of a Haeseni realm, and it prospered to trade on the rivers. Shortly after war ended, Karl launched new attacks upon the pagans deep in the hinterlands, pushing many out of the region (including future pagan settlers on the isle of Avar). Karl died in the Great Worm Attack of 1518, and the duchy continued into a regency led by the Hansetian Tarcell Othaman. The War of the Ducal Coalition went into full swing following the Wett Massacre, and regent Tarcell declared for Duke Hugo Sarkozic in his bid for kingship. For majority of the war Tarcell remained near Haense, defending against numerous attempts at an invasion. Karl’s son Siguine reached of age near the middle of the war, and when Hugo died mere months after his fourteenth nameday, he was elected the Duke of Adria and Lord Paramount of the Coalition. Many Haeseni soldiers followed Siguine south to Brelus, where Siguine suffered defeats both at the Blackwald then Woldzimir. Brelus soon after was sacked and destroyed, and Adria and the Coalition admitted surrender. Despite this, Tarcell remained stubborn in rebellion and continued to be defiant till his untimely death a year after in 1522. The Haeseni soldiers, now without a leader, fell quickly to an Orenian company led by the northman Jan Kovachev, who later was granted a fair majority of Haense’s ducal lands. This status quo did not remain long, however, and the Horen Restoration in 1526 saw Haense once again reorganized into the rump state of Carnatia, given to the Sarkozic-claimant Otto Sarkozic. The imperial reformation founded a sense of calmness in the land, but soon it once again came to disorder. Throughout previous empires, there has been at least one form of autonomous highlander state, and many looked who it would be led by. The hinterlands during this were split three-way- Carnatia, the heartlander-controlled Courland, and the Horen principality of Alamar. The Duke of Carnatia and Viscount of Alamar came to an agreement known as the Sigismund’s Day Compromise, to form an autonomous realm with the emperor as king. However, they did not include the Duke of Courland, and the proposed government never came to be. The Eighteen Years’ War stretched a good majority of this time, which gained the mixed Raevir-Hansetian Carnatians a military tradition. Two of the war’s most famous commanders, Jan Kovachev and Josef Vladov, came from their ilk. The Capture of Avar under Josef Vladov was also a celebrated success in Carnatia, and the company known as the Carnatian Hussar gained rapid fame throughout the imperial army. What became now known as ‘the Northern Question’ ripped apart relations between the two power-houses of the hinterlands, Haense and Courland. The return of the Barbanov-claimant Petyr to Carnatia and the Duke of Courland’s illegal seizure of Kraken’s Watch (a fief owned by the Vanir family) sparked the bloody Riga War. Command was given to Petyr Barbanov, supported by talented commanders such as Jan Kovachev, Fiske Vanir, and the later Palatine Rickard Barrow. The war ended in a Haeseni victory at the Sacking of Riga in 1564. Petyr look the position of Lord Governor of the North by the imperial government, and he helped lead the pacification of the Krajian Rebellion from 1565 to 1576. Haense’s most famous victories during the entirety of the Anarchy include the Sacking of Riga, which ended the Riga War, the Battle of Krajia in 1570, raiding and looting the de facto capital of the hetmans, and the Standoff at Eroch River, where Rickard Barrow bravely saved the imperial crown prince. Only two years after the submission of the hetmans, Petyr was granted the crowns of both Hanseti and Ruska, to which he called after his ducal seat: ‘Haense’. Historians consider this the founding moments of what is to be the ‘Haeseni people’, a culture that is not wholly Raevir or Hansetian. --- THE FIRST REGIME [1578-1603] With now total legal control over most of the hinterlands, Haense expanded immensely. New fortifications, villages, cities, and estates sprang up overnight. Marian was adopted as the official tongue of the nation (though Raev Iliyric was still used in rare occasions). Karlsborg was constructed as a planned city under the direction of Rickard Barrow, designated to be a true Haeseni royal capital. He also designed the palace of Ottostadt, the first home of the royal family. Petyr only ruled for four years, and though it was a large blow to the nation, his popular son Andrik II took the throne. Haense continued to blossom and thrive, its population boomed, and its culture thrived. In 1585, Andrik II was supposedly disrespected by the reigning emperor at the time, John IV. In rage, he killed the emperor, then fled north to commence the short-lived Deep Cold Uprising. It ended quickly in 1586 by a pro-Imperialist faction led by Sergey Kovachev, the Duke of Carnatia, and he forced Andrik II to abdicate to his infant son Marius. Andrik was later captured by the veterans of the Carnatian Hussar, and he was boiled in milk by the insane emperor Philip. Andrik’s brother and Marius’ uncle Karl Sigmar took power as regent, and unlike his father and elder brother, he could not rally the nobility behind him. His centralization efforts with the military was an intense struggle, and numerous lords were placed in power due to personal relations with the monarchy rather than true talent. By Marius’ accession as king in 1598, the nobility forced him out of court. The nobility of the time was controlled by two main factions- the Sergeyists and the Andrivists, who quarreled for control. A small royalist faction under Stefan Bihar and later Lukas Vanir existed, though it struggled to keep the peace maintained between both sides. Throughout all the political turmoil, Haeseni culture continued into its golden age, producing countless works and the creation of the first proper Haeseni language, known as New Marian. Marius attempted nationalization of his country, and he reached some success, and continued the vast effort of colonizing the Haeseni hinterlands. He founded countless cities, roads, and forts, though majority soon after left abandoned following the coming war. A few short rebellions, such as the Brawn Rebellion in 1600, but the nation resumed a tenuous peace. To the south, the empire had fallen to the Coalition Wars, and was divided amongst the ruling warlords. Due to multiple diplomatic blunder, include the Haeseni councilor Diedrik Barrow’s murder of one of their princes entered Haense into the First Northern War. The military of Haense at this was disorganized and weak, the blunder of Branimar Vanir’s command taken its toll. Both at the battles of Elba and Vasiland, Haense experienced bloody defeat, and soon the monarchy of Marius left in exile to an allied court. --- GREYSPINE REBELLION AND THE RESTORATION [1603-1655] The loss of the nation is perhaps one of the greatest forces which bonded the now divided Haeseni people, when occupied by Heartlander warlords. Much of the nobility fled to the southern city of Mardon, where Marius made his court-in-exile. The lower nobility and minor landowners stayed, however, and there grew a great friction between the highlander natives and now newly-arriving heartlander colonists. In a pact led by the Count of Ayr, Eirik Baruch, and the Rutherns of Metterden, short incursions began, which soon spread wildfire throughout the former Haeseni realm. The exiled government soon took interested, and now in leadership of Stefan Barbanov, they met at the climax of the Second Battle of the Rothswood, where the occupier’s army was annihilated, chased by the soldiers of Harren van Metterden. The first true Karovic duma in years began, and the Karovic houses met to choose a new king. The Ruthern, a primary combatant in the war, wanted their own as king, yet the royalist faction wished for a return of the Barbanovs. In a landslide victory, Stefan won and was elected king, appointed numerous famous officials such as Henrik Bihar and Alessa Grendok. In the beginning, raids by the western pagans were common, though after the brief Battles of Rostig and Alban, they halted further incursions. Palatine Henrik Bihar oversaw the construction of the new capital of Alban (the former Karlsborg was destroyed following the war) and vast reforms spread throughout the state. Despite imperial losses to the south, the Haense state militarily rebounded dramatically, and due to the Pruvian Inheritance the economy boomed. Alban thrived under Stefan and his two successors, Otto I and Otto II, and Haense continued to maintain themselves as one of the dominant powers in the human realms. Barbanov grew to become a wealthy family not only in terms of their own realm and came to exhibit strong influence. Otherwise in the brief conflicts on the Vasiland Coast during the War of the Beards in the Siege of Kraken’s Watch in 1635, Haense remained relatively peaceful, while the south was rocked by scandals such as the Adelburg Coup. Otto II joined the Third Crusade, helping remove the pagan threats to the west, and constructed the new capital, known to the present day as Markev. When his son Otto III took the throne, he greatly expanded both Markev and his new palace of Krepost. However, the cultural golden age was running on fumes, and as tensions increased between the heartlander states and Haense, war came to everyone’s mind. For a decade, no conflict happened, though intense diplomatic meetings did not help the situation. In 1653, conflict broke, and while initial successes were had, the Curon front was decimated by their opponents. Belvitz, one of the main trading partners with Markev and the main breadbasket of humanity, was cut off by embargo from the Horen crown. By 1654, the capital of Markev experienced famine and later the Great Plague of 1654, which decimated the populace. Both Otto III and his heir (though on mysterious circumstances) died due to this plague, which left the realm to his second son Karl II. --- MODERN ERA [1655-Present] Haense experienced multiple losses to their heartlander enemies, though Karl II, joined by his cousin and Palatine Franz Bihar, were able to maintain their overs from crossing the River Czena. Karl II attempted to fix the lack of food by constructing more farms, expanding the wheat production of Haense tenfold. Though with heavy embargo upon Haense’s goods, the economy suffered, and trade was little to be had in Markev. Liberals under a constitutional radical message attempted to overthrow the government late in 1560, though Karl II and his forces were able to beat them off. When Karl himself died in 1666, an intense succession crisis occurred. Nobility expected a duma to be called, but Jakob Bihar, the former Palatine, seized control as king short after. However, he was captured mere days since becoming king, and executed. Now in a status of emergency, Franz’s nephew, Sigmar Lothar, was quickly rushed to the throne to ease tensions. Under Sigmar, he convinced the embargo to be lifted and trade flooded back in, with Markev receiving a short boost in population and wealth. He loosened control on his vassals and pursued policies of weak central authority, which angered his family’s more centralized focus. Sigmar was unable to reverse the military blunders of the past, however, and his army was crushed as the Battle of Karl’s Hill in the beginning of his reign. Soon after, he looked to appeasement with his aggressors, and swore under their monarch Aurelius, forming a new imperial state. Sigmar passed away to the flu, leaving the throne to his son Robert. III - PHYSICAL CHARACTERISTICS PHENOTYPES In the decades of inbreeding between waves of migrations, settlers, and the natives, there are three basic phenotypes for the Haeseni people - the High Marians, the Low Marians, and the Vezuchet. The average height of a Haeseni man is around six feet, and for women around five foot eight. Vezuchets are the tallest, averaging around six foot one, with High Marians around six foot to six foot and a half. Low Marians are the shortest with an average at five foot eleven to five foot eleven and a half. --- HIGH MARIAN - THE ELDER NOBILITY The High Marians are the elder nobility - namely, the Karovic household. Traits of this phenotype is black or blonde hair, and green or blue eyes. The traditional green-eye with Crow-plume for hair is very common, though intermarriage with Hansetian lordlings put a high desire on the typical blonde-hair, blue-eyed highlander. High Marians remained tall along with their kin, though they are slenderer than the rugged peasants of the frontier, with larger heads compared with the average Haeseni. --- LOW MARIAN - THE LOW NOBILITY AND BURGHERS The middle class of Haense, they display a mix of Hansetian and Raevir features, though favor more towards the former. Brown and blonde hair is the most common, with blue or grey eyes. They are bulkier than the High Marians, though on average shorter, though still maintain a larger head compared to the poorer class of the Vezuchet. --- VEZUCHET - THE COMMONERS, FREEMEN, AND SERFS The Vezuchets are the largest, yet poorest class, and exhibit mostly features such as brown hair and grey to brown eyes. From surviving the hinterlands has made many of them larger than the average High or Low Marian, both taller and larger in size. Their heads are smaller, with longer torso compared to legs. IV - WAY OF LIFE CREMATION OF THE DEAD AND THE ASHERN In highlander tradition, cremation has always played a part in paying respects to the dead, and it continues strong in the Kingdom of Haense. Kinsmen are burned by their family members in great pyres, and their ashes collected in urns called Ashern. Everyone is typically given their own ashern to house their ashes. However, in the higher nobility, it is common for patriarchs and extraordinary individuals to have their ashes collected in the Haucashern, a large urn which is home to the ashes of previous patriarchs of the family. The size of a family’s Haucashern is a symbol of status, and the oldest of families typically have the largest of haucasherns. Both kinds of urns are usually ornately decorated, and the more prestigious a house the better quality of urn. This practice resurged namely after the War of the Ducal Coalition, where it became a trend to carry ashes of the burned dead of Brelus in urns, typically used by knights as a sign of respect and honoring the dead. In the heartlands the fad faded quickly, though the tradition remained strong in Haense. Many veterans and lords of the war requested to be cremated as an honor, and it soon evolved into the norm for last rites. --- THE LAST DRINK OF DEATH Following the funeral ceremony and the cremation of the dead’s body, a solemn feast begins in memory of the fallen kinsman and comrade. At the beginning of the feast, a toast is given to the fallen, called the ‘Last Drink of Death’, to which each pours half the contents of their glass upon the floor. After which, everyone must finish the drink. A prayer is given shortly after, and the feast commences. --- PERMISSION FOR COURTING Although the courting process itself remains similar to the heartlander traditions, Haense maintains a very strict protocol in the asking of permission for a lord or sir to court a lord’s daughter or female kinsman. The man must gather exactly two sheep, a goat, and four chickens, and give them as an offering to the family patriarch. The gifts are taken by the patriarch, and the man in question is invited to a feast in the patriarch’s house. At the end of the dinner, the man is given one of two dishes - the lok (goat intestine filled with pork) or the erkindelir (boiled pig heart). If the man is served lok, then the patriarch has given his permission for the man to court the respective female of his clan. If the man is served erkindelir, however, he is refused permission. If the erkindelir is covered in a spicy sauce known as uli (milk and cream mixed with spices), then the denial is extreme, to a point where the man is forbidden to see his desired female companion again. --- BREAKING THE BREAD It is the commonly-held belief of a naturally enforced peace amongst those eating under the same roof, a common and old highlander custom. Feasts and dinner gatherings are seen as times of house bonding but also a rare instance of vulnerability. And so, it is very common for rivals and enemy parties to ‘break bread’ before a diplomatic meeting, to make the gathering a ‘feast’. Violence of any kind is strictly prohibited, and it is very taboo if it is allowed to go unpunished. In the case of political and diplomatic meetings, it is common to dip the bread afterwards into Carrion Black, and shortly thereafter eaten. --- TRIALS OF ULRIC TIBERAN Published late in the sixteenth century, the Trials of Ulric Tiberan is a collection of children stories all featuring the title character as protagonist. The stories are commonly used by Haeseni parents and teachers in schooling young children. They commonly feature virtues of loyalty, dedication, and humility. Numerous stock characters are used in the tales, such as the twin crowns ‘Alvin and Darren’, the greedy Sir de Viri, and his squire Enoch. He commonly uses ‘Soulstrung’, a bow and his signature weapon. His most famous story is the ‘Trial of the Dragon’, where he slays the frost wyrm Toruug. --- PERISSEM NE PERISSEM - PERSISTENCE At the core of Haeseni lies the chiefest of virtues - persistence. Persistence in the hardships of life. Persistence in the hardship faced by the Haeseni people time and time again. Unlike other realms, Haense boasts a continuous history, filled with peaks and troughs, and through it all, despite all violence against it, the Kingdom of Haense and its people remain. This is commonly shown in the famous Haeseni proverb: “I would have perished had I not persisted.” Time and time again, Haense has been brought to a low position, yet every time it resurfaces and returns to the days of glory and its manifest destiny. Only through persistence and dedication can the Haeseni people live on. --- PERISSEM NE PERISSEM - SELF-RELIANCE Throughout history, Haense has found itself either surrounded with allies or swimming in enemies, and the Haeseni people have attempted to a staunch belief in self-reliance. No matter political affairs of neighboring states and outside world, Haense must focus in relying upon its own to rebuild itself up from any destruction. Many in the world will promise help, and while some will actually give, to depend your entirety on the whims on foreigners never bodes well. --- PERISSEM NE PERISSEM - SELF-ASSURANCE With their concept of self-reliance comes their belief in self-assurance, that no matter what path Haense takes, the people are ready and will stand together to face any threat. Haense must not look at the total outside for their evaluation, but look within, and seeing together as a united Haeseni people. This is embodied in the Haeseni saying, “Lest my shield turn to ash, but I shall not falter.” --- BIHARISM - THE AGRARIAN DREAM Haense has, and for the foreseeable future will be an agricultural society, and with it the social concept of land ownership. It is considered culturally the proper Haeseni way to law ownership to land and live from the bounties of the earth. It has been the cornerstone of the Haeseni political thought of Biharism which is that every freeman of Haeseni stock to own their own farms, provide for their own families, and raise that proper family to follow in the same tradition. --- BIHARISM - JEREMIC LIBERTIES From the beginning of Karl’s first warrior bands in the fledgling Duchy of Haense, the military followed a pseudo-cossack code. Not following many of the traditions, they still maintained the famous concept of the ‘Jeremic Liberties’, which are the freedoms given to each freeman within the realm. These, of course, have been adapted heavily in more Hansetian tradition, though the base meaning remains the same. The liberties are as followed: “To each freeman is his own life, to take it is to be a thief, To each freeman his own time, to take it is to be a slaver, To each freeman his own sword, to take it is to blind him, To each freeman his own wife, to take it is to injure him, And to each freeman his own farm, to take is to make him no man.” These five principles are the core freedoms of each free Haeseni man- rights which, culturally, cannot be taken away. --- BIHARISM - HAESENI DESTINY The Haeseni Destiny is the belief is required colonized of nearby lands, that the homeland of the highland peoples must be expanded to allow for future growth. This has been a common policy carried on by many administrations, and remains a common belief held by the Haeseni public. The hinterlands are wild and dangerous, and it is the Haeseni duty to colonize and bring order to the land which God had given us. --- CURSE OF FRANZ The ‘Curse of Franz’ is the popular belief that misfortune will fall upon lords and kings named Franz. This superstition has begun after three kings with the similar name Franz meeting horrid fates: Franz the Martyr was killed in his own court, Franz the Faultless was executed for his brother’s war, and the Franz the Unfortunate’s murder before even receiving the crown. It is therefore taboo to name heirs Franz, else fall prey to the curse. --- HOLIDAY - SIGISMUND’S DAY 7th of the Sun’s Smile Sigismund’s Day is the national holiday in celebration of Sigismund, one of the patrons of Haense. This is typically a private family affair, and usually involves house and clan unions. During this day, it is tradition for all members of the Karovic household to feast in the halls of the current Karovic Patriarch. Common foods during this meal include veal, iskov (blend of potatoes and vegetables), and restineol (salted horse brain). --- HOLIDAY - BAROVIFEST 2nd of the Amber Cold Barovifest originally was the celebration of Barbov the Black’s victory over the Nzechs at the Battle of the Elks, although in time it has transformed to the largest harvest festival within Haense. It is tradition, after sunset, to burn five large hay crows, with the typical locale playing music and other assortment of activities, such as apple bobbing and squash hurling. Many during this event wearing hand-carved wooden masks, called Maskoe, which are either in the shape of animals or famous individuals (including mockeries of disliked politicians). Throughout the festivities, the staple drink is yopil, a mixture of Carrion Black and fruit (berries and apples). --- HOLIDAY - FEAST OF SAINT TOBIAS THE PURE 15th of the Snow’s Maiden The Feast of Saint Tobias is the celebration of the winter solstice, and typically includes a large feast and play in the village center. Traditionally, the holiday was a very solemn affair, although in recent years it has been combining with the similar traditions of the heartlander Saint Tobias’ Day, which includes traditions of gift-giving and selfless acts. --- HOLIDAY - FEAST OF SAINT JULIA AND THE FIFTY VIRGINS OF PARADISIUS | JULIYEAFEST 21st of the First Seed Juliyeafest is considered the ‘festival of love’ within the Kingdom of Haense, and it is considered a Canonist fertility festival. Marriages on Juliyeafest are very, very common, and it is considered romantic for a male to give their female companion and crown of lilies, known as a Liliekongis. --- CORONATION OF THE KING - GOLDEN BULAVA The first item given to the king during his coronation is the Golden Bulava - the symbol of authority over the army. In the early days of the Duchy of Haense, the military was heavily dominated by the Raevir elite, and in their traditional fashion used the bulava as the sample of hetmanic authority. Eventually, the bulava has been adapted in Haeseni tradition and used as symbol of power for the commandants in service to the royal crown. --- CORONATION OF THE KING - MARIAN SWORD The second item given to the king during his coronation is the Marian Sword - symbol of the people. During the original settlement of the Duchy of Haense, the clear majority of the peasant population remained Hansetian, and so at the opposite of military life rests in the left hand the sword of the people. The sword is reputed to be the sword Gaius Marius, first monarch of Hanseti, and even in battle is worn by the king, in order to always carry the will of the Haeseni people with him. --- CORONATION OF THE KING - CROWN OF BL FRANCIS THE MARTYR The Crown of Haense is known officially as the Crown of Blessed Francis the Martyr, and since the coronation of Petyr I, has been the symbol of the Haeseni monarchy. The eleven jewels on the coronet (six blue and five red) each to signify a martyr of the Franciscan Massacre. --- SIGN OF FEALTY - KISSING THE KNEE In swearing the oath of fealty to a monarch or lord, it is common practice to ‘Kiss the Knee’, which is the literal pecking of the liege’s right knee. This is typically done following the reciting of an oath, such as an Othamanic Oath, and must be done with both knees on the ground. Before kissing, the words ‘Belei doe [name of liege]’ must be recited. --- MILITARY - CAVALRY TRADITION Since the ridings of Jan Kovachev and the warrior-general Alessa Grendock, Haense and the Haeseni people have always maintained a strong cavalry force and tradition. Numerous Haeseni have made names for themselves as horsemen during the countless wars, and it is considered an honor to be allowed to ride in one of Haense’s many horse divisions. Majority of these companies maintain a traditional dress of colorful robes and fur hats, typically accented with feathers. --- ROYAL FAMILY - KAROVIC’S HAND The Karovic’s Hand is the traditional advisor to the Patriarch of Carrion- a tradition which has survived in Haense under the Royal House of Barbanov. For many years, the Karovic’s hand followed the young Bihar line while the patriarchy followed the senior Andrivian line. The Karovic’s Hand maintains the household of the royal family and the integrity of the family in full- in the Karovic’s Hand who monitors and keeps the peace amongst the Karovic household. This, of course, includes not only those of the direct royal line but any family within the borders of Haense which draws male-line descent from the House of Carrion, which includes a plethora of cadet houses and bastard lineages. In times of strife, it is the Karovic’s Hand who calls the Royal Duma in place and organizes what is required, typically the selection of a king. Example of this can be seen when the National Duma was called after the Second Battle of the Rothswald, as the meeting officially proclaimed by the standing Karovic’s Hand at the time, Heinrik Bihar. Typically, the Karovic’s Hand would appoint a Palatine in place, though in recent years the Palatine and Karovic’s Hand have been one in the same. Anyone of the Karovic household can technically be Karovic’s Hand- however, traditionally it has been a cousin or of a specific line which receives the position. --- ROYAL FAMILY - KAROVIC NATIONAL DUMA In times of crisis and the lack of a central figure, the Karovic’s Hand may call the Karovic Duma to meet. The Karovic Duma is a body of elders within the Karovic household- the total sum of those claiming male-line descent from Carrion within the borders of Haense. By a vote of majority, the elders of each branch of the Karovic household select who shall be consider the Velkipadreil, or Karovic Patriarch, and assume the title of king. Even in the extremely Hansetian-influenced Haense, the concept of Karovic blood is still maintained strongly amongst the elder nobility- which almost entirely dominated by Carrion-descended houses. Kingship is, culturally, tied with the concept of being the Karovic Patriarch, and so whoever is the reigning monarch is technically the Lord of Carrion. The voters are typically the recognized patriarchs of respective houses which claim Karovic descent- examples, Kovachev, Ruthern, Sarkozic. Those considered ‘patriarch’ are only so if they are by complete majority recognized by the current standing electors. In some cases, a house that does not have patrilinear Carrion descent can join the electorate in the Duma. This is called a Matedervik Karoveo, or ‘Crow by the Mother’, and is typically restricted to those who have had a line of marriages with the Karovic household. Example of this is Vanir. However, a ‘Crow by the Mother’ cannot wear the Haucvogir feather in their cap during court or during a duma and may not display any Karovic heraldry upon their arms. --- ROYAL FAMILY - HAUCVOGIR PIEREN The Haucvogir Pieren, or the Grand Feather, is the symbol of Karovic lineage in the eyes of nobility. Those of the Karovic household- male-line descendants of Carrion- are granted the privilege of wearing a crow feather in their cap to signify their prestigious lineage. Those of the royal family wear golden crow feathers, while those not of the royal family wear black crow feathers. Each patriarch of the Karovic household can have two feathers, the second being a color of their choosing (typically a color of their house), as well as the Karovic’s Hand, whose second feather is white. The King of Haense, and therefore the Karovic Patriarch, is allowed to wear three feathers, in the colors of yellow, red, and black (original colors of Carrion). V - RELIGION CANONISM The Kingdom of Haense and the Haeseni People follow the Church of the Canon. More information on the Church and the faith of Canonism can be found in their respective subforum. --- SAINTS OF HAENSE Every culture which follows Canonism maintains a set of cherished saints and holy figures, patrons to their homeland and examples to follow by their people. Haense and the Haeseni people are no different, sporting a wide array of specific saints commonly referenced and revered. · Saint Joren of Paradisius · Blessed John Jeremus · Saint Julia of Paradisius · Exalted Sigismund · Saint Tobias the Pure · Saint Wilfriche of Hanseti · Blessed Francis the Martyr · Blessed Demetrius of the Dreadfort · Blessed Frederick of Royce · Blessed Andrew Vydra · Blessed High Pontiff Sixtus III · Blessed William of Herman · Blessed Stephen Himmel · Blessed Vytanis Andruikatis · Blessed Marius of Ayr · Saint Otto the Bald · Saint Emma of Adria · Saint Charles of Haense · Blessed High Pontiff Sixtus IV · Blessed High Pontiff Owyn II · Saint Henry of Haense · Saint John of Ruyter · Saint High Pontiff Everard IV --- PONTIFFS OF HAENSE Haense has also boasted a sizeable number of pontiffs from its own people, one of the largest numbers to sit upon the throne of the Vicar of God. · High Pontiff Theodosius I – Gregor Nikovic van Kvasz · High Pontiff Sixtus IV – Berengar Gotthold van Krinford · High Pontiff Lucien IV – Jan van Luka · High Pontiff Everard III – Bernard Baruek van Ayr · High Pontiff Adrian I – Lothar Sarkoz van Carnatiya · High Pontiff Owyn II – Jan Othaman van Karlsborg · High Pontiff Everard IV – Josef van Alban · High Pontiff Clement III – Jan Amador van Mondstadt VI - LANGUAGE I’ll be honest I can’t be assed to finish this language so here are my notes/Floop’s notes, who helped me work on this. LINK VII - MONARCHS OF HAENSE KOENG PETYR I SIGMAR - HAES BARBOV Petyr var Sigmar | eddywilson2 R. 1578 – 1582 Peter Siguine of Barbanov Petrus Siguinus Carovus Primus Curonicus “The Butcher of Riga, the Founder, the Bold, the Strong Crow” Petrus Curonicus, the founder of the modern State of Haense and its first king, is by far one the most legendary Haeseni figures in its history. Born during the late end of the War of the Ducal Coalition, Petyr was raised in exile following he and kinsmen’s banishment after the Sacking of Brelus. He did not remain outside the Orenian and Haeseni lands for long, however, and in the deal made between Otto Sarkoz and the emperor, Petyr could return. He lived in the rump state of the Duchy of Carnatia, compromising a of a sizeable chunk of Petyr’s family former holding of the Duchy of Haense. The first mention of him in his own right come from the Eighteen Years War, where the young Petyr served as cadet under Josef Vladov and later Jan Kovachev, fighting in the famous brigade known as the Carnatian Hussars. After the Peace of Avar, Petyr returned to Carnatia, where partook in the regional politics, known at the time as the tense Northern Question. He was one of the first supporters of Britanus Vanir following his disposition by the rival heartlander Duke of Courland, where he and famous commanders Fiske Vanir, Jan Kovachev, and Rickard Barrow formed the Carnatian League, kickstarting the Riga War. Petyr successfully commanded numerous battles, including the Siege of Kraken’s Watch and the decisive Battle of Curonswald, though he is mostly remembered for his successful Sack of Riga, which formerly ended the Riga War and left him in control of most of the highlander hinterlands. Petyr furthered showed his talent in the later Krajian Rebellion, successfully subduing rebel hetmans under the pretender Sveneld Ivanov by 1576, later being named Lord High Governor of Hanseti and Ruska. In 1578, under intense pressure by himself and his supporters, Petyr was bestowed the titles of King of Hanseti and Ruska, to which he became crowned as later in the year. In reference to his family’s traditional title, the realm at first was vernacularly called ‘Haense’. Under his rule, countless cities and forts were created, and the population in Haense soared. His military continued to serve under the larger imperial army, and his forces led multiple victories during the concluding dunlander revolts. Petyr’s technical reign as king only last four years, though, and he fell to old age by 1582. By the end of his reign, his kingdom and standing army had reached quadruple the size of their formers, and the first true city- Karlsborg- had been founded. --- KOENG ANDRIK II OTTO - HAES BARBOV Andrik var Petyr | Seannie22 R. 1582 – 1586 Andrew Otto of Barbanov Andreas Otis Carovus Secundus “The Winter King, the Rash, the Black” As son and later crown prince to his father, Andrik was extremely popular by the Haeseni military and nobility alike. He was known for his charismatic nature yet was prone to rash thinking, and in the fledgling kingdom he was cherished as another titan to succeed his father. In 1582, he was crowned to much fanfare, and the groundwork laid by his father and Palatine Rickard Barrow left Andrik a bountiful realm. Andrik was originally remembered fondly for his work in settling new villages and forts throughout his kingdom, as well as first highway between hinterlands and the heartlands. He joined the imperial conquest of the ork peoples, where Andrik as monarch led the vanguard in the famous Siege of San Uruk. Andrik led multiple forced-expulsions of pagans outside his realm, even from his time as crown prince. He commanded multiple army incursions against native territories deep inland and performed numerous successful raids against them and their third-party Avarite supporters. His bold and almost arrogant nature made his movements near impossible to be predicted by his enemies, and he won many conflicts against larger numbers. However, Andrik is most infamously known for his role in the unsuccessful and chaotic Deep Cold Uprising, where he slew the emperor John IV in his court and declared open rebellion. This move was very unpopular with some of his followers, and while half of his lords swore to him (under the leadership of Branimar Vanir), the other half declare Andrik insane. The powerful noble Sergey Kovachev, a staunch imperialist, captured the royal capital of Karlsborg and forced Andrik to abdicate. --- KOENG MARUS ANDRIK - HAES BARBOV Marus var Andrik | Piov R. 1586 – 1611 Marius Andrew of Barbanov Marius Andreas Carovus Primus “The Good, the Beautiful, the Exiled, the Young, Defender of the Faith, the Loyal Dog of the Empire” Marius first succeeded to the throne as a babe, following his father’s abdication during the nation-wide scandal of the Deep Cold Uprising. His government was led by his uncle Karl Sigmar, who acted as Palatine and regent, and left the ultimate raising of the infant sovereign to his aunt Juliya. His uncle was unpopular with the restless nobility, and by Marius’ fourteenth nameday, and was quickly crowned king. As monarch, Marius suffered from a divided cabinet, split between the Sergeyists and the Andrivists, and Marius had a difficult in reach bipartisan compromise between the two. Royalist powers were undermined by both factions at the time, and his officials were most of the time picked for nepotistic and political reasons rather than true talent. During this time, Marius did find success in pacifying rebellions following his father’s mess, including the Brawm Rebellion of 1600 and nativist revolts in the extreme northern regions of the kingdom. His policies of land reform struck well with the commoners, however left his nation in economic strain and unable to fully maintain the standing army of his predecessors. Marius was also a patron of the arts and culture, and sponsored numerous artists, including the young Jakob Madonvik. He opened the first theater, the Gilded Duke, and held the first Edmond Manston play outside of the imperial capital. His patronship included many, such as the author Blakton Alvitz, poet Alistair Wailer, and his famous painter aunts, princesses Juliya and Natalia. Karlsborg became a heaven of Dumatic and proto-Biharist thinkers, encompassing the larger Sanoist movement sweeping the heartlands at the time. In the heartlands, the Coalition Wars destroyed imperial authority, and thanks to multiple diplomatic blunders, a southern coalition of forces declared war upon the State of Haense. The army under Stefan Bihar attempted to strike first, however, yet most fell at the disastrous Battle of Elba, where in only a few years Marius soon fled to exile and left to the realm in occupation. Marius lived out the rest of his life in exile, continuing to style himself as the King of Hanseti and Ruska. --- KOENG PETYR II MARK - HAES BARBOV Petyr var Marus | Pureimp10 R. 1611 Peter Mark of Barbanov Petrus Marcus Carovus Secundus “Prince of Nothing, the Poxed” Petyr II only ever ruled in exile, succeeding his father Marius for only a short time. Before his death, however, the Greyspine Rebellion had begun, and Petyr was prepared to return and become figurehead of the revolt. He died of the pox, however, only three months after his accession, leaving the throne to his brother. --- KOENG STEFAN KARL - HAES BARBOV Stefan var Marus | yopplwasupxxx R. 1611 – 1624 Stephen Charles of Barbanov Stephanus Carolus Carovus Primus “A Foe to All Humanity, the Green, the Duelist” Unlike his elder brother Petyr, Stefan was not raised to ruled by his father nor the court, and traditionally was expected to enter the church as his counterpart took the throne in Haense. His brother’s death to the pox thrusted Stefan to kingship, to which he was elected in heated debate during the Duma of 1610. His candidacy was supported mainly by the established nobility, who wished for a weaker monarch to maintain noble autonomy. First few years of his reign was left mainly to the nobility, and Stefan remained mostly in the heartlands in the fortress of Hochspitze. Through a deal with the Prince of Pruvia, he secured the Pruvian Inheritance, which included not only a large sum but control of many of the famous ‘Pruvian Banks’. This and the shrewd work of his advisor and later Palatine Henrik Bihar, a new army was established in direct control of the crown, which made the nobility more prone to compromise. Karlsborg was destroyed in the First Northern War, and without a capital, the royalist war camp during the Greyspine Rebellion soon evolved into the royal city of Alban- the de facto Haeseni capital. Veterans flocked to the restored state, and despite imperial losses in the Santegian Rebellion of 1617, the Haeseni army gained numerous victories, including the Battle of Asaili. In the spring of 1616, his army under command of Alessa Grendock and uncle Prince Otto Henrik beat back several attempts at raids by natives and Avarite mercenaries, fully pacifying them by 1620. Stefan meddled greatly in heartlander affairs, in contrast to the isolationist views of his predecessors, and was the focal point of many conspiracies and plots. He was first revealed in the Mardon Letter of his plans for a coup d’état of the emperor John V, and later his successful uproar in removing the imperial regent Robert of Marna. There were numerous assassination attempts against his life and he fought numerous duels against political opponents, including against the former heartlander archduke Odo d’Amaury, and his most famous showdown against his rival Robert of Marna, who he fatally wounded and killed. Stefan died a young death in 1624 due to genetic Hodgkin’s disease of his mother’s side, passing the throne to his uncle as he died without trueborn heirs. His reign marked the beginning of an era of regrowth for Haense following the disastrous Coalition Wars, which continued well into the reign of Otto III. His seemingly arbitrary political moves left Stefan a vile reputation in the heartland states, to which he gained his famous moniker by Prince Philip, ‘A foe to all Humanity’. --- KOENG OTTO I HENRIK - HAES BARBOV Otto var Andrik | NJBB R. 1624 – 1627 Otto Henry of Barbanov Otis Henricus Carovus Primus “Hero of Alsaili, the Equestrian, the Elder” Most of Otto’s life was in service to the crown as prince and commandant, fighting in nearly every war since his brother Marius took the throne. The failures of the First Northern War sent Otto reeling, and through most of the period he remained as an outlaw soldier, raiding the occupier’s settlements and supply trains. During the decisive Second Battle of the Rothswald, he commanded the left flank and fought with valor on the field. He and Alessa Grendock commanded the Haeseni cavalry during the numerous imperial wars, such as the Santegian Rebellion, and retained Haeseni forces despite imperial losses. He took the throne after the death of his nephew and ruled a paltry three years. Haense continued its flourish under Stefan and Otto maintained the peace following the transition. His eldest son, also named Otto, would succeed him as monarch. --- KOENG OTTO II GEORG - HAES BARBOV Otto var Otto | Pureimp10 R. 1627 – 1644 Otto George of Barbanov Otis Georgius Carovus Secundus “The Temperate, the Prudent, the Quiet Crow, the Younger” Before his rule, Otto George served as a courtier in the restored Haeseni court and worked as a diplomat under the Palatine Henrik Bihar. He was known for his humility and strict adherence to moral doctrine, which clashed greatly with his cousin’s more extravagant court. Otto maintained a close circle of advisors and friends, mostly of ordained clergy, which included the future pontiff Everard IV. In his father’s three years, Otto served as crown prince with dour respect, creating the record-long sixteen-hour hymn for his elevation as heir. Otto ascended to the throne in 1627, and his reign saw Haense continue its economic and cultural boom. He, as a committed Canonist, created many royal hospitals and institutions of faith within Haense, as well as the first irrigation system stretching across the Rothswald and Wickswald. Lavish donations were bestowed upon canonist charities and orders within Haense, and Otto encouraged a theological revival in Haeseni sciences. To pay for much of this, Otto II cut down spending on the armed forces and military. Haense maintained relatively peaceful throughout his reign, except the brief of Vasiland by dwarven forces in 1635, where the army faced a considerable loss when allied with a coalition of fellow imperial vassals and dwed loyalists. In the beginning, Otto’s management of the army led to few blunders, such as the controversial dismissal of commandant Cullen Valrein, though by the end of his promotion of talented military minds such as Berengar Helvetz and Geralt Rauen led to sizeable martial influence. Otto also joined the Third Crusade in coalition with the heartlander states, successfully sieging and capturing the pagan capital in the process. Towards his final years, he finally unveiled and started construction upon the planned city of Markev- a new royal capital to replace the cramped and poor-looking Alban. This took considerable fortune, though his strategic placement upon the River Czena allowed for better trade through river travel. He had translated the Canonist Scrolls in New Marian, called the King Otto Scrolls, which is now commonly used in Haeseni churches. He died in the city he created and was succeeded by his son Otto Stefan. --- KOENG OTTO III STEFAN - HAES BARBOV Otto var Otto | NJBB R. 1644 – 1655 Otto Stephen of Barbanov Otis Stephanus Carovus Tertius “The Haughty, the Defender, the Builder, of the Czena” Giving now a newly-constructed capital and a bustling nation, the opening years of Otto Stefan’s reign were fruitful. Markev prospered under the diligent administration of Ruslan Amador, and trade was increased with the heartlands, especially with the river-port of Belvtiz. His newly-wed wife Ingrid Sarkoz was popular with the commoners, and since the beginning of the Ale Riots in the 1600s, the city was in true peace. He returned funding the army and reconstructed some of the removal done by his father, though this in turn put strain upon the royal treasury. Otto favored the arts and commissioned many public works. He and his Palatine Robert Bihar attempted to modernize the Haeseni nation and reconstruct many of the haphazard sites made following the Greyspine Rebellion. He created the first royal parks and named the black-coat crow the national animal. Universities also continue to flourish, and under Otto especially who gave massive sums to benefit their studies. Arcane arts especially became popular, and under him the first schools of magi were formed. Diplomacy soured between Otto’s government and the heartlander states, such as Renatus and Marna, and in response Haense attempted to form its own coalition under the Czena Confederation. Conflict first broke out in 1653, and in the beginning Haense experienced some success. Under the leadership of commandants Geralt Rauen and Jan Wick, they won strategic victories at both the First and Second Battles of Stallion’s Hill and the Battle of the Dam. Lack of a central leadership within the coalition, however, stopped any progression of gains. Assaults upon Curon, one of the member states, became more frequent, and the ineffective allied troops did little to stop enemy successes. Belvitz, one of Haense’s main export locations and its main importer of grain, was under enemy influence, and soon all trade from the city stopped. The large population of Haense and its lack of consistent farming effort did nothing to help, and by 1654 the city and country were in a national-wide famine. In 1655, the Great Plague broke out, and it devastated the nation. Otto caught this sickness and died in 1655, along with his heir Otto Josef, leaving the throne to his second son Karl Marus. The final years of Otto’s reign marked the beginning of a string of military defeats by Haense, and its diminished influence in the next few decades. --- KOENG KARL II MARUS - HAES BARBOV Karl var Otto | cruzazul8 R. 1655 – 1666 Charles Marius of Barbanov Carolus Marius Carovus Secundus “The Stubborn, the Unyielding, the Excommunicated” Karl, unlike his father before him, was handed a nation dying of famine and exhausted from war, with a restless nobility. By 1656, the Czena Confederation officially became defunct, as numerous states either left or were conquered, as in the case of the Principality of Curon in late 1655. Haense and the remaining states reformed into an alliance, which began to include non-human and pagan states, much to the ire of Karl’s nobility. He was unable to reverse the military losses from before, and the allied coalition suffered numerous defeats, most importantly the Storming of Cyrilsborg and Siege of Ruriksgrad in 1662. Karl was able to keep the enemies from fully crossing the Czena River and entering Haense proper, creating many dug-out forts along the river in defense. He commanded much of the military works personally and left control of the city in hands of his Palatine Franz Bihar. By 1665 the war had reached a stalemate, and the Karl remained on the defense. The city did little recovery, and Franz Bihar maintained his work in suppressing liberal radicals popping throughout the city. Briefly in early 1666, the palace was stormed by peasantry, though beaten off by soldiers under command of Franz. Karl in 1666 died childless, as he never took a wife, and the state entered a succession crisis. --- KOENG FRANZ II JAKOB - HAES BIHAR Franz var Henrik | Birdnerdy R. 1666 Francis James of Bihar Franciscus Iacobus Carovus Secundus “The Unfortunate, the Unready” Franz seized control of the government shortly following the death of his cousin, and shortly proclaimed him regent. Only after one month, he fully couped the state and proclaimed himself king before the duma could be called. Franz’s history in the capital and the loyalty of the military stationed there allowed him intense sway over the lords, who begrudgingly agreed to his accession. During his coronation, however, the city was surprise-attacked by a sizeable blitzing force, and Franz was captured in the defense. Stating his refusal to bend the knee, he was executed by his captors, and the throne passed to his nephew. --- KOENG SIGMAR LOTHAR - HAES BIHAR Sigmar var Robert | Arkydog R. 1666 – 1681 Siguine Lothar of Bihar Siguinus Lotharus Carovus Primus “The Short, the Shrewd” Sigmar took the throne following the death of his uncle, to which the duma did not contest. He attempted a policy of appeasement with the heartlanders, and through diplomatic work, lifted the embargo on Haense and allowed grain shipment back into Markev. The city recovered from its recession and the economy went positive once again. With the famine relieved, the population slowly began to recover within the urban cities. His attempts at military conquest, despite his success in diplomacy, was not as graceful. Sigmar received a damaging blow at the Battle of Karl’s Hill, and put ravaging repercussions upon the country. He swore under the Renatus state in 1678 and reformed an imperial state, formally ending all hostiles between the two countries. He allowed a freer reign for the nobility, and much of the land was granted or fell under control of powerful barons. Royal power suffered, and the nobility gained massive influence over the affairs on the government. Sigmar would die in 1681 of a disease for the throne to pass to his son, Robert. VIII - NOTABLE INDIVIDUALS OTTO VAR DIEDRIK HEINZREIK Otto Arius Heinzreich | yopplwasupxxx Otto Arius, of the Rovin-Heinzreich clan, was a minor cousin in the Aesterwald royal family, until his defection from his home nation during the Schism Wars of the late fifteenth century. He became an important courtier in the papal court, and with backing from the High Pontiff and Count of Drusco, claimed a majority portion of former Vanderfell following the conclusion of the conflict. He founded numerous towns amidst the ruins, and though not as successfully as his successor, began a policy of unification from the balkanized Hansetian states. During the 1490s, he abducted the twins of his sister, children of the late Emperor Alexander, and kept them in his custody to raise him. When Otto ascended to the seat as Grand Duke of Vanderfell, he groomed Karl for heir, picking him over his own children with Lady Frederique of Savoy. With loss of support by the Count of Drusco, he was forced to abdication following pressure by his liege King Andrik and the blunder of the Petrus Scandal. Following his death in the late 1510s, he was canonized in the Church of the Canon as Saint Otis of Vanderfell. --- KARL VAR ALEKSANDER BARBOV Karl Barbanov | Arkydog Born to the Rovin-scion Princess Annabelle and the Carrion Emperor Alexander, his early life moved him across Oren during the infamous Schism Wars. His mother abducted Karl and his sister when the war began, and during transit was stopped by Otto Heinzreich, who took the children for himself. He raised and named Karl, choosing him to succeed as the Grand Duke of Vanderfell- and later, the Duke of Haense. He also spent much of his childhood with the High Pontiff Daniel I and Emma Vladov, the warrior-female, and garnered huge support from Duchies of Adria and Akovia, both led by former loyalists to his father. Karl led multiple raids against dwed fortifications during the Third Human-Dwarf War, capturing fortifications such as Polaris and Hiebenhall, the latter of which he made his capital and renamed as Siegrad. His accession to the ducal coronet came with much fanfare, and he tightened his grip upon the Hansetian hinterlands, as well as forcing mass conversion upon the native tribes. When he died following the Great Worm Assault upon Siegrad, Haense has become one of the leading powers in Oren at the time. Following his death, he was canonized in the Church of the Canon as Saint Carolus of Haense. --- CARR VAR JULIYUS COLBORN Carr Colborn | Julius55 Carr entered the service of Karl early in his career and became one of Karl’s most loyal lieutenants. His claim to fame comes from his extensive work upon fledging Haense’ infrastructure and economy. He created numerous highways to cut through the hinterlands and expanded the weak mining industry to produce on par with their southern neighbors. The fortune he amassed became notorious throughout the realm, and he was one of the richest, and for a time the richest, peers of Oren, owning a fat monopoly upon Haeseni trade and goods. He was also a known amateur historian, and chronicled numerous novels covering his family’s history and the history of the highlander peoples. Following his death, he left much of his wealth to the state, and his funds later maintained Haense from total financial disaster during the end of the War of the Ducal Coalition. When a sum of his vault came missing, it created a craze throughout the hinterlands, with numerous treasure-seekers, or Geltisaar, settling throughout Carr’s former trading posts, hoping to find the hidden gold upon his former estates. --- TARCEL VAR JAN OTHAMAN Tarcell Othaman | Eddywilson2 Though Tarcell was of Hansetian-blood, he was one of the first to bend to Karl following his accession as Duke of Haense and became commandant of his forces. He spearheaded assaults on numerous dwarven fortifications in the hinterlands during the Third Human-Dwarf War and was a general during the War of the Ducal Coalition. He expanded the military of the duchy greatly, issuing levies upon newly-conquered land on the hinterlands to bolster their numbers. Following Karl’s death, it was Tarcell who became regent, and it was he who commanded the war effort against the Savoyard-led Oren. He won skirmishes on the northern border during a short attempt at invasion in the north, though when Brelus fell at the end of the war he was forced to a defensive position at the Haeseni fortress of Norvik. Throughout the war he raised and helped the young Siguine, who after Hugo’s assassination was elected Duke of Adria alongside being Duke of Haense. Siguine’s disappearance, or to him, his death, left Tarcell distraught and bitter, and remained defiant against crown. His untimely death in 1525 though left his remaining troops in chaos and Norvik eventually fell to a contingent led by Jan Kovachev in the late summer. Tarcell’s military organization would become the basis of the Haeseni royal military. --- SIGMAR VAR KARL BARBOV Siguine Barbanov | Arkydog At the age of fourteen, Siguine was elected as Duke of Adria amid the War of the Ducal Coalition, succeeding Hugo the Headless following his assassination. Though chosen by the lords, he held little authority, and when he left to fight the Savoyards at the Blackwald his army was disorganized and unruly. He was defeated badly in the marshes and retreated to the fortress of Woldzimir where he attempted to push back Oren by a siege defense. He failed, however, and he fled following Woldzimir’s fall. --- JAN VAR VARON KOVACHEV Jan Kovachev | 6xdestroyer Jan rose through the ranks of the Orenian army during the War of the Ducal Coalition, and when he was able to be captured Norvik in 1525, he was granted the castles and the estates he conquered. He supported John Horen during the Horen Restoration, and later became one of his most trusted commanders during the Eighteen Years’ War. Jan commanded the Carnatian Hussars, and with his fellow peer Josef, was the leader of the Haeseni contingent during the war. He served alongside Petyr Barbanov during the Riga War and the Krajian Rebellion, subduing fully the Hansetian hinterlands and helping unify what later became the Kingdom of Haense. His death left him as the Duke of Carnatia and his family to continue as one of the principle Karovic houses within humanity for centuries. His veteran cavalry became a staple of the Haeseni army, and his descendants would continue to dominate the Haeseni army for some decades. He lived well into his nineties, and for it he was called ‘Jan the Old’. --- JOSEF VAR FRANZ VLADOV Josef Vladov | Burkester Along with Jan Kovachev, Josef Vladov was one of the two leaders of the Haeseni contingent during the Eighteen Years’ War, commanding multiple battles as imperial generals. Josef’s crowning achievement is the Battle of Cape Bronson and later the Capture of Avar. His family diminished in influence within Haense following death, though he remains as one of Haense’s and Oren’s more proficient commanders. --- GREGOR VAR NIKOLAS NIKOVIC Georgiy Nikovic - H.P. Theodosius I | Dakota Georgiy was one of the first in a string in Haeseni pontiffs, first serving as the Bishop of Carnatia then being appointed High Pontiff in 1562. His greatest deed was the removal of the Revelation Doctrine which was created by his predecessor Daniel III, and attempted a fail revival of reforemd Raevir Iliryic as the Haeseni holy tongue. He would appoint his successor Berengar Gotthold to his previous position of bishop, and maintained close relations with the hinterland lords. --- EMMA VAS BRITANUS VANIR Emma Vanir | Julischlong Emma was married to an imperial cousin following the attempted peace of the Second Diet of Saltstone, and while at first it kept the peace, it soon fell through. She carried an extramarital affair with one of the rebel hetmans of the Krajian Rebellion and a Savoyard princeling, called the Ancelcourt Scandal, which continued the Anarchy for another decade. --- BRITANUS VAR BIGORN VANIR Britannus Vanir | Pureimp10 The War of the Ducal Coalition left the Vanir family in shambles, and reduced to their fortress of Kraken’s Watch, though Britanus dreamed of one day returning his family’s fortune. He acted as one of the crucibles for the Riga War, which although at first left his homeless, later regained him a large portion of his family’s former estates. In his spare time, Britannus worked as a mathematician, and together with Edmond Manston, discovered the ‘Manston-Vanir Constant’, which is used by modern day architects in constructing arches and domes. --- FISKE VAR BRITANUS VANIR Fiske Vanir | InfamousGerman Fiske the Bloody, a title earned as one of the survivors of the Siege of Seahelm, is one of Haense’s most effective company leaders, having been known for his brutality. He led the vanguard during the Riga War and Krajian Rebellion, as well as throughout the Anarchy of Oren, where he gained a reputation of combat prowess. Following his death, he left his family at its peak as Margraves of Vasiland, as well as one of the only non-Karovic families to be invited to duma. As mentioned, he was called ‘Fiske the Bloody’ for his valor at the Seahelm in the Avarite theater. --- LERALD VAR TEODOR VYRONOV Lerald Vyronov | Flapman Commander of the Carnatian Hussars under Jan Kovachev, Lerald worked his way from his position as serf to a peer of the realm, serving loyally to his realm and gaining the fief of Rytsborg. He fought throughout the Eighteen Years’ War and the Anarchy, later retiring following the coronation of Petyr Barbanov. --- ULRIK VAR ULRIK TIBERAN Ulric Tiberan | Giambro No child in Haense has not heard at least one of the tales of Ulric Tiberan, one of Haense’s most famous knights. Known for his acts of bravery and his slaying of the Dragon Toruug, he has become a local legend to the poorer classes. In his life, he served under the Carnatian Hussars, seeing battle from White Mountain to the Siege of Dunland. His stories are collected in the novels known as the ‘Trials of Ulric’, though there is some variation. He is commonly pictured with two talking crows, named ‘Alvin’ and ‘Darren’, who guide him (and sometimes hinder him) to his next goal. --- ARIK VAR CARR COLBORN Eirik Colborn | Julius55 One of the successors to Carr’s fortune, Eirik Colborn continued his father’s legacy within the mercantile businesses. He founded the colony of Metterden in Erochland following the Peace of Avar and organized a rapid colonization of the Eroch River Valley. Eirik later served under Petyr Barbanov during the Riga War, helping rebuild much of the lost infrastructure after the Anarchy. For his wealth, he was known as ‘Eirik the Rich’. --- RICKARD VAN WOLDIZMIR Rickard Barrow | Arkydog A bastard of lowly origin, though it did not stop him in becoming of the most influential Haeseni politicians. He served as first Palatine to King Petyr, and he laid the foundations of Haeseni administration which continue to present day. He followed a strict policy of land colonization, coining the term ‘Haseni Destiny’, standing for the ideology of full highlander colonization of the hinterlands in its entirety. He oversaw the first royal capital of Karlsborg and the palace of Ottostadt, which became the seat of the royal family. Rickard was also well known in his martial talent, and saw intensive action during the Riga War, and become one of the fiercest proponents for total annexation of the former Duchy of Courland. --- KARL VAR PETYR BARBOV Karl Sigmar Barbanov | Birdnerdy Karl Sigmar became his eldest brother’s Palatine following the latter’s coronation, and he continued his predecessor Rickard’s policies of colonial expansion and centralization. However, when King Andrik II rebelled shortly from Oren and later was forcefully abdicated, Karl was placed as regent for the babe King Marius. In the shambles Karl attempted to rebuild, though the now restless nobility splintered, and Karl became vilified. The nobility pushed hard against his attempts at a centralized army, and when Marius finally came of age, Karl Sigmar left his office in shame. Despite the unpopularity of his attempted policies, they would be continued by his successors in the string of Bihar Palatines, and his ideological thought became the basis for his son’s Biharism during the reign of King Stefan and the Ottovars. --- JULIYA VAS PETYR BARBOV Julia Barbanov | DreamInSpace If there was one-person King Marius always listened to, it was his aunt Julia, who maintained a strong influence over his life. She, along with her good sister Reza, maintained the royal court during the regency and continued to do so well into the reign of her nephew. Julia also painted numerous canvas and scenes, which are displayed in the Royal Haeseni Guild of Art. --- BRANIMAR VAR FISKE VANIR Brynden Vanir | assassinofawsome The good-brother then good-uncle to the King of Haense, the Margrave of Vasiland rose rapidly through the court. He eventually reached the rank of Grand Commandant of the armed force, though because he was picked more from nepotism than true skill, his inefficient leadership weakened the army. By the time of the First Northern War, the Haeseni military was ill-prepared to face the coming battles. After the war, he was captured, where he died in captivity in the court of Aleksandria. --- TATIANA VAS PETYR BARBOV Tatiana Barbanov | Starry Tatiana had married Branimar, one of her brother’s chiefest supporter, and it was to her which kept the remnants of the Andrivist party in line with the crown. Later in life, she remarried to the elder Lord Viktor, sparking short controversy. She was known for her stitching and drawings, with many of her works displayed in the Royal Haeseni Guild of Art. --- SERGEY VAR JAN KOVACHEV Sergei Kovachev | NJBB During King Andrik II’s short rebellion of the Deep Cold Uprising, Sergey stood as the uncontested leader of the Imperial faction within Haense, and rallied loyalists to his cause. He single-handedly marched into Karlsborg during the chaos, forcing Andrik’s abdication and flight, before having his captured by the remnants of his father’s Carnatian Hussars. Even through this strong show of power, he resumed an alliance with the royalists under Palatine Lukas, forming coalition against the squabbling Andrivists under Branimar Vanir. Sergey’s death upset the balance of the Haeseni court, and many attributes his early demise to one of the factors in Haeseni military defeats during the Coalition Wars. For his use of stealth and hit-and-run tactics in the Anarchy, he was referred to by the soldiery as the ‘Ghost of Turov’. --- REZA VAS SERGEY KOVACHEV Reza Elizaveta Kovachev | marques Daughter of the powerful lord Sergey and shortly queen to Andrik II, Reza spent most of her life as Queen-Mother to Marius. However, she set the role as consort and matriarch within the royal family, establishing numerous courtly customs which are followed to this today. To the female body, she became a role-model for the epitome Haeseni lady. --- MARKUS VAR HEKTOR LOTHSTON Markus Lothston | Legoman Markus Lothston, though kinsman to the Brawms, fought for the Kingdom of Haense during the Hounden’s Rebellion, acting as one of King Marius’ commanders on the field. After the short and bloody conflict, Markus served as King Marius’ personal champion. He followed his king into exile and continued to serve the court-in-exile faithfully. He was known far and wide for his skill at the sword, and he was known in life as ‘Markus the Mutt’. --- LUKAS VAR BRITANUS VANIR Lukas Vanir | Pureimp10 Serving as Palatine during the later years of King Marius, he performed numerous capital and law reforms, though was cut short following the Coalition Wars. Forced into exile along with the rest of the royal court, Lukas worked as an author in philosophy, specifically the school of Political Lukasism, and the concept of the ‘Greater Man’. His status left him as a cultural symbol for the occupied nation, and many of his works were smuggled in secret to the native Haeseni population. For his erudite nature, he is commonly referred to as ‘Lukas the Learned’. --- STEFAN VAR KARL BIHAR Stefan Aleksandr Bihar | cruzazul8 Stefan came ahead as the leader of the Royalists following the pseudo-exile of his father, effectively leading a coalition with the Sergeyists. He was the greatest advocate for first action against Courland, and maintained a heated rivalry with Lord Branimar, serving Grand Commandant at the time. Stefan was killed at the Battle of Elba, creating an unavoidable power vacuum in the royal court. --- OSGOD VAR JESPER COLBORN Osgod Colborn | Birdnerdy Osgod Colborn served Haense since the beginnings of the Riga War, and continued to serve well into the years of King Marius. He held commands during the Krajian Rebellion and was one of the Royalist most veteran soldiers at the time. --- DIEDRIK VAN FLOTZAM Diedrik Barrow | Knox A former burgher, he rose through the bureaucratic ranks of the royal state by sheer cunning, becoming one of the leading officials in Marius’ court. Diedrik maintained an underground smuggling syndicate during his tenure as Auditor, using his position to repossess noble land to return to crown control or his personal management. When his assassination of a heartlander prince came to light however, Diedrik was forced to resign and later executed. --- BLAKTON VAR GREGOR ALVITZ Blaxton Alwyn | Marquisalex Blaxton emerged as a knight under the Amador family, operating as a successful bureaucrat and diplomat in their court. He owned multiple companies in the lands of Haense, Mardon, and Pruvia, and began a tradition of warm relations between Pruvia and his home. His works of Memoirs of Alwyn Blaxton has made him of critical historical importance, chronicling a period of lessened literary creation. --- ALISTAR VAR HEKTOR WAILER Alistair Wailer | Flooptroop Alistair led the contingent garrisoning Ottostadt for a short duration, before and after serving as knight in the royal court and proficient swordsman. He also created poetry, publishing numerous works under the alias ‘Chad the Mad’. His greatest work, Ehr Nau, became adapted to the Haeseni royal anthem in the early 1600’s. Alistair’s skill in verse earned him the moniker ‘Alistair the Poet’. --- OTTO VAR ARIK BARUEK Otto Marius Baruch | Kiwikilla Baruch in the Kingdom of Haense up to the Coalition Wars was of middling influence, owning poor estates scattered upon the Shattered Coast. Following Haense’s defeat, Baruch remained from the exodus of higher nobility, and retained their fortresses following occupation. It was thanks to Otto Marius, the Count of Ayr, who first brought together many of the minor Haeseni lordlings into rebellion, leading by example during the Standoff at Ayr. --- HARREN VAN METTERDEN Harren of Metterden | Seannie22 A veteran soldier under the Metterden garrison, the regency of the Count of Metterden left him de facto in control of the affairs of the estate. Along with the Count of Ayr and numerous families, he led the successful Greyspine Uprising, returning the King of Haense to the throne and the land returned to royal control. Harren, however, favored the Count of Metterden as the potential sovereign, and the election of Stefan made him leave the realm. He served in the Imperial Court later in his life and eventually rose to the prestigious position of Archchancellor, where he held a staunch rivalry with King Stefan. For his reputed strength, he is commonly referred to as ‘Harren the Hardy’. --- ARIK VAR HOGMUND RUTHERN Arik Ruthern | Birdnerdy The Greyspine Uprising attracted many mercenaries to each side, and the Ruthern clansman dared not pass up a moment such as it. Arik led the band known as the Black Company, which operated in great success in the Rothsvald against the occupiers. In its aftermath, he struck a deal with the royal-candidate Stefan Barbanov for support in exchange for the County of Metterden, to which he upset the Ruthern political clique by his vocal support during the duma. --- NIKOLAS VAR PETYR RYKOV Nikolai Rykov | maxgemini Nikolai Rykov was Arik’s right-hand man and helped pacify both Metterden and dissenters during Arik’s accession. Following the settlement of Alban, Nikolas took the cloth and was quickly raised to the position of Archbishop of Jorenus. --- JAKOB VAR JAN MADONVIK Jakob Macdonough | Doggedwasupxxx Many have seen the works of Jakob Macdonough, and for his time he was one of the most prolific painters in both Haense and Oren. He has created numerous works, such as ‘The Spanking of Staunton’ and ‘Joys to the Boys of the Rothswald’. Jakob later served politically following his uncle’s selection as Palatine of the Duma, where he succeeded him for three weeks. --- JAN VAR THORMUND OTHAMAN Jan Othaman – H.P. Owyn II | eddywilson2 Othaman, a clergyman, rose to the position of Archbishop of Jorenus then to the throne of the Vicar of God, where he attempted to mend the schism plaguing the church. On a diplomatic mission, however, he was killed by fanatical schismists, becoming a martyr of the faith. --- ANDREY VAR SERGEY KOVACHEV Andrey Kovachev | Soulstrung Following the disastrous Battle of Elba, Andrey was appointed command over the Haeseni military, and took position at Vasiland. He failed, however, in stopping the enemy advance, and the Siege of Vasiland was yet another defeat. He re-emerged a decade after and launched the unsuccessful Horseman's Revolt, which attempted to make Carnatia an independent estate. Andrey, along with his rebel kinsmen, were later killed by Qali mercenaries in the Battle of Carsaca. For his hot temperament, he was called ‘Andrey the Wroth’. --- FREDRIK VAR ODRIN PRUSEN Frederick Augustus Preussen | Dabliusmaximus During both the short reign of Petyr II and the accession of King Stefan, the Prince of Pruvia held vast influence over the king, as well as naming him heir to the large sum known as the Pruvian Inheritance. This, and his willingness to grant trading privileges to the Haeseni trading clans of Amador and Alwyn, Haense experienced an economic boom following its restoration. --- HENRIK VAR KARL BIHAR Heinrik Otto Bihar | Flooptroop Following Haense’s restoration, Heinrik became the new leader of the Royalist faction and took up the mantle as Palatine like his kin before him. Through clever tactics and pacification of a now weakened nobility, Henrik accomplished what his father failed. Henrik’s policies and ideology became known as the chief thought of Biharism- doctrine agrarianism with strong crown authority. He worked efficiently as both a diplomat and a steward and reinvigorated a stagnating Haeseni bureaucracy. Through his tireless work, Alban rebuilt itself from a war camp to a capital, and his plans and designs for Alban were later carried on by the later authorities constructing the later capital of Markev. In his career he stopped many decadent procedures in the Haeseni court, and so he commonly referred to as ‘Henrik the Humble’. Following his death, he was canonized by the Church of the Canon as Saint Henricus of Haense. --- ALESSA VAS ELIZAVETA GRENDOK Alessa Grendock | Eagles Though history is not alien to warrior-women, Alessa emerged not only as a successful fight but also commander, leading successfully time and time again in the heat of battle. For her service, she was raised as a Baroness and Lady Peer, though continued her command of the Haeseni cavalry contingent for decades. The tallest mountain in the Yahtl Wastes, Mount Grendock, is named in her honor. --- FORDSEN VAR EKKARD KYNGSTON Fordson Kyngston | Devland Fordsen joined the court with his brother, being appointed numerous governorships throughout the kingdom and eventually receiving the position of Palatine for a brief few years. He was the main architect for palace of Esenstadt, as well as numerous manors and estates for the nobility, and his style, known as Kyngstonian Architecture, has become a point of study for aspiring royal engineers, and much of his work can be seen today. --- ANTON VAR EKKARD KYNGSTON Anton Kyngston | QuackerCracker Along with his brother, Anton joined the royal court in Alban and served first as a courtier, then later enlisting the armed forces, where he reached position of commandant later in his life. He also served as maer for the capital numerous times, helping violently suppress the turmoil of the Ale Riots of the 1620s. --- JOSEF VAN ALBAN Josef Baldemar - H.P. Everard IV | Piov Josef began his career as a peasant parishioner in the poor Alban diocese, and eventually rose to the seat as Vicar of God. Though his extensive charity work and preaching in the wooden capital of Alban, Josef created a powerful network of allies and contacts within the secular world and the papal court. When he eventually rose the seat of the pontificate, he brought peace following the Adelburg Coup, and re-established a position of clerical authority throughout the land. Following his death, he was canonized in the Church of the Canon as High Pontiff Saint Everardus Quartus. --- KOLTAIN VAR PIPI WICK Coltaine Wick | Hurferdurfer Coltaine belonged to the mysterious Wick clan, which rose sharply to prominence following the accession of King Stefan. He established to the first Magi Circle within Haense, constructing universities to teach theology and the arcane arts. However, in the peak of his power, he was assassinated and replaced by a supernatural entity, which was quickly destroyed by the very magi he created. During his life, he published numerous journals over his extensive studies on the arcane, including the famous Dialectics, which has become an important collection in arcane education. For his mastery of the arcane arts, he was known in life as ‘Coltaine the Elder’. --- JAN VAR KOLTAIN WICK John Wick | Kav Though the son of the famed Magi Coltaine, John pursued a career in the army. He is most famous for his brutal suppression of the numerous Ale Riots of the 1620s and became infamous for his vicious treatment of dissenters against the crown. He, along with his father, was assassinated and replaced by a supernatural entity, where he was swiftly destroyed by Haeseni magi. John was also remembered for his work in exploring the deepest part of the hinterlands called the Yahtl Wastes. For his womanizing ways and his charming looks, the court referred to him as ‘John the Handsome’ or ‘John the Pretty’. --- CULLEN VAR CULLEN VALREIN Cullen Valerin | Blago During the strike of the Metterden veterans, many lowborns rose quickly in the lack of a true officer core, including Cullen. He came quickly into the light of the royal court following his successful command against pagan raiders to the east, and he eventually rose the primacy rose as Commandant. During Otto II’s military reforms, however, Cullen was dismissed, and he retired to the countryside. For his stoic ways, he was known as ‘Cullen the Stern’. --- PETYR VAN ALRICZAN Petyr Barrow | _Gridlock Another veteran of the Black Company, Petyr served under the Palatine Henrik as a personal guard, where he performed numerous acts in service of the crown. He is most famous for being the suspected assassin of the unpopular consort Elizabeth of Courland, as well as being participant and leader of the Three Hand Plot, a conspiracy to assassinate King Stefan. --- SIGMAR VAR OTTO BARBOV Siegmar Otto Barbanov | Blauschlong The second son of Otto II, Siegmar studied in the burgeoning arcane arts, under the tutelage of the master magi Coltaine the Elder. He wrote numerous papers on his studies, mostly over the art of golemancy, and perfected the method of creation known as ‘Sigmarization’. Siegmar also hand a penchant for painting, and created numerous portraits of the royal family and the Karovic household, now maintained by the Royal Haeseni Guild of Art. --- KRISTOFF VAR SALDEMAR STAFYR I GRAUSPIN Kristoff Stafyr | Edel Kristoff was a minor lordling of middling estates of the ancient lineage of Stafyr, and served under the governments of Palatines Henrik Bihar and Josef van Alban in the position of ambassador and later emissary. He wrote numerous political treatises on diplomacy and state affairs, his most famous being Vayrkilar, detailing philosophically the concept of 'fair exchange' or 'geltostrin' and his controversial criticism of the imperial economy of the time. --- RUSLAN VAR ODRIN AMADOR Ruslan Amador | Xarkly Descended from the Amador banking clan, Ruslan continued the family tradition and maintained once again the Royal Amador Bank- the chief banking authority within the Kingdom of Haense. Ruslan was elevated to Steward and Auditor during the reign of Otto III, where he oversaw the construction of the planned capital of Markev. He maintained his grip upon the national reserves for all his life, serving till the death of Karl II. For his risky yet successful business choices, his peers called him ‘Ruslan the Ready’. --- BERENGAR VAR REINHOLT HELVETZ Berengar Helvets | Abeam1 Berengar ascended rapidly through the Haeseni military under Otto II and Otto III, achieving the prestigious rank of Grand Commandant by the end of his tenure. He was known for his quick wit and successes in the open field. After his service in the military, he retired to the colony of Otistadt, where he served as elder and maer till his death. --- INGRID VAS ADRIAN SARKOZ I ULGAARD Ingrid Sarkozic-Ulgaard | Tarrebear Perhaps the most beloved queen of the commoners, Queen Ingrid did her duties diligently as consort to Otto III. Following the example of her former peer Reza, she reinstated many traditional Haeseni customs back into court life, in addition to proficient diplomatic work with neighboring powers. The commoners referred to her as ‘Ingrid the Good’. --- JAN VAR ODRIN AMADOR Jack Amador - H.P. Clement III | bromodan Successor to Everard IV and of Haeseni stock, Jack was known for his humility and piety, yet clear bias towards the Kingdom of Haense. He wrote numerous papers upon different Haeseni saints, collected in the book ‘Yekilonsant’. --- GERALD VAR LERALD RAUEN Geralt Rauen | Pureimp10 A career soldier of Haeseni military, Geralt is well-known for several numerous victories on the field during the later reign Otto III, successfully commanding both the Second Battle of Stallion’s Hill and the Battle of the Dam. However, following setbacks as the conflict progressed and his main patron and liege Otto III dead, Geralt resigned. After the army, he settled deep into the hinterlands and Yahl, where he founded numerous trading posts and villages, including Geraltikev, Maristadt, and Tovikev. --- WULFREY VAR WULFREY SKARPEFANGER Wulffrey Skarpefanger | Wulfrey A settler of Gorundyr descent, Wulffrey Skarpefanger was an officer-favorite during his service in the Haeseni military during Otto III and recruited heavily to maintain manpower during conflicts on the River Czena. Later in his life, he led a colonization effort deeper into the River Czena valley, forming the trading post of Aberrang. Wulffrey was the most adamant in the conflicts in the inner hinterlands, most importantly against a body known as the Vaeyl- a group of supernatural entities, which squabble upon rightful Haeseni clay. The Personification of Haense = | = What truly is Sacrifice? Is it a personal burden each man must carry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? A punishment for our greed, and avarice? Is it with the grain or contrary? What truly is Sacrifice? A response to every human vice? Is there only one thing to give or does it vary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? Is it esoteric or precise? The focus of life or ancillary? What truly is Sacrifice? Oh creator what is the price? Simply a way to keep us warry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? How does one open the doors to paradise? On this I shall wonder till my body they bury. What truly is Sacrifice? Perhaps tis’ permenant or a moment in life that must be given once, or twice, or thrice? -Alistar Wailer, 1580
  16. Beamon4

    -=-Clan Irongut-=-

    The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Not Nice 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: Dor Irongut(BDanecker) Dwain II Irongut (Hiebe) Dwalin Irongut(__Coridal) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Hogarth Irongut (Jordan 1921) Beardlings: Du’drek Thunderfist Irongut(Soloraso) Jahkatir Irongut(XloPass) Sulla Irongut(Chaones) 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)) Uldar Irongut ((Tirenas)) 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)) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Sharr Irongut (lordbobby123) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Gauldrim Irongut ((Redbench)) 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)
  17. The Festival of Gorundyr "Here is an art piece depicting heroes and legends of the past." Opening Ceremony The festival will start off with introductions from the Skarpefangers. First, we shall demonstrate how we greet each other and how to say hello in our language, Jolfmarr'tal. We will then move on to explaining a bit of what life is like in Arberrang and around our people. Musical Performances A number of songs will be played for the citizens of Haense to enjoy and dance to. We will also be showing off many of our dances during these performances. Feats of Combat Combat styles and techniques that the citizens of Arberrang use will be demonstrated during this stage of the festival. The importance in each of the weapons used will be explained. Remaining Activity We shall be sharing our culture with the people of Haense while also offering them a chance to buy many of our products such as weapons, potions, and clothing. ((Named weapons, named potions, and skins)) OOC INFORMATION: The event will take place on Sunday, October 7th at 4PM EST and may last up to 3 hours. It will occur in the square of Markev, Kingdom of Haense. You may request weapons, potions, and skins at any of the stalls present during the festival. Please keep a respectable ooc attitude during the event and use common sense. You can retrieve mina from the Wulf's Den aside the square where a banker is present. Don't forget to have fun. 😉
  18. NotEvilAtAll

    Declaration of Spooktober!

    [!] A sheet of paper is nailed to the Dunshire Noticeboard Spooktober is here! In honor of the magnificent Lord Knox and all he has given to us, we are to have this entire Elven Month dedicated to him! From the littlest of children to the tallest of men, everyone can enjoy a good bit of Spooktober fun! Here is how we are going to prepare: Preparation plans: -Replace all the lights with Jack o' Lanterns -Decorate everything with Black, Purple, and Orange -Wear masks, costumes, pumpkins, anything spooky that you can think of! -Add cobwebs across the village, since spiders are spooky -Add spooky buildings and constructions wherever possible -Praise Lord Knox daily! On top of this all, we are going to hold spooky festivals and events at the end of every Elven Week! If you have any ideas for events, decorations, or anything else, please attach them to the end of this paper! ~The halflings of Dunshire gather in the tavern to discuss Spooktober and drink booze~ [!] At the end of the Paper, there is a format to add suggestions, combined with extra papers and crayons to write with in all kinda of fancy colors! Event/Decoration/Other idea: Why we should do this idea?: Who is going to put this plan into action?: Anything else to add?:
  19. ThumperJack

    The Silma

    The Silma - Keepers of the Hearth ___________________________________________________________________________________ ((Art by Numirya ^)) “We are dedicated to the betterment of elvenkind. Keep a strong heart in the face of danger, keep a strong mind in the face of hardship.” Siol’Igne Silma, the last Keeper of Malin’s Flame For centuries, Mali had found themselves facing constant dangers. Whether it be from the heavens above or the very world they tread upon, the precious lives of each elf is a gift that must be maintained. The elves were once a peaceful people, these dangers have caused them to grow and adapt into powerful and competent warriors without equal. While many have taken up arms in the defense of elvenkind, others have taken up the defense of faith and beliefs held close to each of Malin’s children. House Silma holds each elven life above all else and are willing to sacrifice what it must to ensure the survival of Malin’s Flame. The Flame itself is not a literal entity, but rather a metaphorical representation of elven blood and culture. As the world has aged, so too has the beliefs and lifestyles of the elves. With the rebirth of House Silma in the modern age, the family has taken on the responsibilities of cataloging and maintaining what makes the elven people who they are once more. The Silma - Ancient History ___________________________________________________________________________________ Siol’igne, the Last Keeper of Malin’s Flame in Ancient History, Progenitor of House Silma Siol’igne was the founder of House Silma and first Keeper of Malin’s Flame. The responsibilities entailed by the role were unknown, due to his departure after Malin. However, the youngest of his two living sons, Sae’kel Silma, carries with him the tale of his father’s greatest sin; the event which birthed House Silma and the position of Keeper. Siol was a capable warrior who served the elven people on the field of battle. In his time, he was without peer, both feared and respected by his fellow elf. This eventually got to the young elf’s head. From tempered and disciplined, he became prideful. With this pride came rage and other negative qualities that eventually drove him to abandon his position on the battlefield, seeking greater glory. Due to this, dozens of elves fell in a battle lost to time, the blood of many on his hands. After this battle, Siol laid down his blade and took an oath of eternal peace, dedicating his life to the memory of the elves who fell that day, as well as the culture that which surrounded his people. During his life he met and married the mother to his two children, Viehl Silma. From their marriage two children were born. The firstborn was Loriens Silma, chosen to succeed his father as the Keeper of Malin’s flame. The boy was taught of elven customs and culture, to wield the quill as well as any blade, but above all else Loriens was taught discipline and responsibility. His upbringing was stern and strict, years of his life dedicated to the betterment of his people. It left a taste for more in the young Mali’s life. As he came of age, Loriens abandoned the duties left to him by his father to not only find himself but find his place within the world. Centuries later came Sae’kel Silma, the final son of Siol’igne and Viehl. Unlike his elder, Sae’kel was raised primarily as a warrior, the duties of his father cast to the wayside. Siol gifted his lastborn with a letter to be delivered to his elder brother before departing with his wife, Viehl. Siol sought the last and greatest king, Malin, in hopes of continuing his duties and finally fulfilling his oath. The Silma - Modern Day ___________________________________________________________________________________ A depiction of a festival held by House Silma, welcoming all of Malin’s children to gather and celebrate what it means to truly be Mali. While the Silma of old bear very similar appearances, fiery red hair, fair skin, eyes of golden pools; the modern family is lacking in such. Due to Loriens’ and Sae’kel’s birth, they do not fall into any of the subraces that have evolved into existence. However, the House has opened their doors to any who would seek entry. Whether it be Mali’aheral, Mali’ame, or Mali’ker. House Silma does not seek to maintain purity of body, but instead purity of the mind and culture. Already, the modern House has accepted those of this day within it’s halls and aims to maintain a proper cataloging of culture, faith, and beliefs within its library. With Mali’ker and Mali’ame living in the Silma Sanctuary, the elders of the House believe it best to maintain open doors to the public. Whenever sanctuary is needed, the Silma offer it to any who seek it. There is only one such time that the doors to the Sanctuary would be locked and closed to the public. The doors would be mirrored by the Flame maintained by the House being extinguished. In times of great tragedy, the death of a family member, or death of an honored elven individual; the flame would be allowed to die and the doors would remain closed to the world. Each member of House Silma is tied together by one joining factor; an Ilmyumier. While it was initially adopted and designed by the Ancient Seeds of the Mali’ame; both Loriens and Sae’kel believed adopting it into the house would aid in both the family’s assimilating into modern culture as well as the representation of such culture in this day. The Silma Ilymyumier is a powerful oak tree that runs up the back, the tree itself aflame. It is to represent the importance of flame. The burning foliage represents the literal rebirth and metaphorical rebirth of House Silma. The oak is to represent the power of elvendom as a whole. The elves came from the forests, there they must stay. The Silma - Beliefs and Traditions ___________________________________________________________________________________ Silma Trials Trial of Beauty Create a work of art (Any kind of art) that you believe symbolizes and describes Malin’s Children. Trial of Roots Learn about the various cultures made by Malin’s offspring, then bring back what you have learned to your overseeing Elder. Trial of the Hearth Speak to the Keeper and Elders of the seed, ask them about a defining moment in their life or fond memory. Trial of the Immortal Commit a heroic deed in service to Malin’s Children. It can be anything from saving a life through medical prowess, or slaying a beast that threatens Mali lives. ___________________________________________________________________________________ Credits to Loriens and Dromui for creating the traditions and history
  20. Aureon - Seed of Nature and Kin My soul breathes the life of the Mother and my body preaches the strength of the Father. The seeds of the Dominion of Malin are the core of the very tradition the mali’ame hold dear today. While some may boast of lineage and others of power, the Aureon’s boast neither. As the founder of the Aureon seed, El’Annil Elvrohir Aureon, being the last of his lineage, he sought to breathe life back into his seed with indoctrinating outsiders of the same mindset and beliefs. While few of the Aureon’s are related by blood, their bonds are no less stronger. Each member proudly calls the other brother or sister, and treats them as no less. Holding the title of a Noble Seed and bearing a seat on the Council of the new Dominion, the Aureon’s influence within the Dominion remains. Made up of a vast majority of skilled Virarim warriors, dedicated Naelurir druidic priests, and skilled craftsmen, the rich tradition of the mali’ame courses through the very life blood of the seed. Founded by Elvrohir Aureon, the Aureon Seed is currently governed by the chieftain, Guyden Aureon, a longstanding priest of the mali’ame since the days of Axios. With a firm hand, and kind heart, he leads and guides his family in this ways of their people and culture. Ancient History Elenwë, the First Maiden of Malin While the world was still young, Malin lead the elven people, and a particular mali’ame woman held his favour. Elenwë, a fearless and honourable warrior strove to help guide her people in the ways of the forefather. Her skill with the blade and eye for the bow outranked many of her compatriots, establishing her within the sights of Malin himself. Pleased with her skill, he bestowed upon her his own spear, encouraging her to continue leading her people with a firm hand. With the disappearance of Malin and the division of his people, Elenwë remained in the location of his disappearance, along with the people entrusted to her. Choosing instead to rest in one location, they were the first of the seeds to live in a non-nomadic lifestyle. Her, along with others, then began the formation of the seeds. Settling into permanent lodgings, a concept unheard of in this time, Elenwë, and a few steadfast individuals, supplemented their life to hunting and gathering with the blessing of the Aspects. As the years passed on, they mastered the art of tree harvesting. The Home Trees provided them with shelter, the Iron Barks produced superior hunting bows, and the fruit trees bore a surplus of food. This artificial forest, called Ame’lie, grew in tune with nature, and served the Aureon Seed well. And in this way, they existed through The Era of Seeds. Elenwë, Chieftain of the Aureon Seed, resided over her people for many years, sustaining leadership even when her strength and vitality had began to fade. She was a beloved grandmother to her kin, and no one could find it in themselves to question her. Unfortunately, the Uruk did not share this affection. Now despite being exceptional hunters, the Aureons were not soldiers. When the time came, they could do little against the ironclad Raiders of the Uzg. Elenwë died in battle, and her spear was taken, leaving the Aureons without a leader and without a mother to guide them. When Prince Artimec Camoryn called upon the mali’ame people to remember their Seeds and rebuild them, the Aureon people were one of the first to answer the call. They strove to bring back the life the forest sustained them with and to this day, continue to do so. The Seed of Today Bound by Honor, not Blood After many decades and having borne no offspring himself, Elvrohir established a wide diversity of malii within his seed. While the Aureons of old were striking in appearance with their longer than average ears, light russet skin tone, vibrant green eyes, and reddish-brown hair, the Aureons of today share a wide range of characteristics. As the beginning members of the seed consisted of Aelthus, a fair skinned mali’aheral, Veravia, the elegant sister counterpart to the ‘aheral, Fawynn, a bronze skinned mali’ame, and Katar, a copper haired wood elf, the diversity was already in the works. While some bear the tell tale blonde hair and violet eyes of the mali’aheral, others show off their dark locks and deep set brown eyes. Most, if not all, come from various backgrounds and traditions, but one thing unites them all: their devout loyalty to one another. Due to the events of the Bronze rebellion, many of the Aureons have been scattered to the world. Some can be found in the far reaches of the world, still yet devoutly practicing the beliefs of the culture and of their family. Though many yet remain within the crown jewel of elvendom, Caras Eldar. And there lies the current chieftain, Guyden Aureon. Though however far apart members may be, they remain family. Ilmyumier The Aureon seed marking, Ame’lie As the ancient history of the Aureons spoke of their ties to the Ame’lie, it held a deeper meaning to them. For the Aureons, the Ame’lie meant the difference between surviving and perishing. Without the Ame’lie, they would have had no homes, no food and no means of continuing on. And so, the Aureon’s became known as the protectors of the Ame’lie, helping guide their forest in tune with the Balance of Nature. The Balance relays the cycle of life, of existence and death, of fruitfulness and rot. And thus, the illmyumier of the seed relates just that message. Traditionally tattooed in a visible area of the body, the Aureon seed members bear their markings with pride, telling the tale of how their ancestors helped keep the life growing, not only in the Ame’lie, but within themselves too. Core Beliefs and Initiation While the Aureon seed is a notable and honorable seed, tradition is held highest among its members. With the ever growing family, it came to the attention of the wife of the chieftain, Lady Steward and Naelurir Archdruid Arahaelth Aueron, that those wishing to incorporate themselves into the fold would need to prove themselves to the existent family. After many years of delving into the ways of the seeds and teaching her dedicants the Balance and Aspectism, she created a structured manuscript detailing the key values of the seed, along with how aspiring members would prove these values to the Aureons. These values and trials are as follows: Faith - The culture of the mali’ame is deeply rooted within the teachings of the Aspects, Cernunnos and Cerridwen. While many of the wood elven people are at least aware of the deities of the forest, many more are ignorant to the tradition. With this, the druii are the most reliable source of teaching. With a number of Aureon members being attuned druii, the aspirant is required to be taught the mali’ame ways from one of said druii. Once the teacher is pleased with the aspirant’s intake of knowledge, the are required to sit with Archdruid Sister Sparrow and relay all they have been taught. Should they succeed in pleasing her with their new found knowledge, they may continue on with their trials. Should they fail, they will be required to continue their learning and will be re-tested. Kinship - Family ties run deeper than blood within the seed. And thus, it is required for an aspirant to prove they can meld with the life of a family. Along with the observation of the elders, the aspirant will need to prove, through action, word and deed, that they can set family before themselves. Should brother turn on brother, or sister turn on sister, the whole family suffers. As the aspirant begins their initiation within the seed, they will be kept under continuous scrutiny by all the existing members, with all reports returning back to the chieftain, Katar Aueron. Honor - Reputation and dignity go hand in hand with the Aureons. With many of the members being dignified soldiers of the Sirame, reputable clerics and even political figure heads, the way an Aureon is viewed by outsiders is of the utmost importance. While the aspirant will not only be looked upon by the Aureons, most civilians and other seeds will scrutinize. As with the Terins, Caerme’onns, and Calithils, and others, should the aspirant be viewed as dishonorable to the seed by the aforementioned, along with the people of the Dominion, their chances of entering the seed are drastically lowered if not obliterated. This includes breaking any of the lawful standings in the cities of the Dominion (Ker’nor, Norseth’onn, and/or Linandria). Cohesion - Without unity, there can be no community. And with no community, relationships can not be formed. That being said, it is well routed within the ways of the mali’ame that working together is the most prosperous and efficient method of getting things done. For the aspirant, they will be pushed to many limits in order to prove that they can, in fact, work together with their counterparts and establish cohesion with their brethren. Depending on the aspirant, their first of many trails in this value may consist of harvesting and bringing the family a fallen tree (accompanied by at least one other member), hunting large game, aiding in the teachings of the Aspects (should they have completed the trial of faith) or any other trial deemed appropriate for the aspirant. While it is important for the aspirant to be tested, both physically and mentally, the Aureon’s are not cruel and will help find a balance when it comes to the position of the individual. Self Worth - Personal integrity is an important aspect to the uniqueness of an individual. It is this uniqueness that makes each malii their own person. With this value, the aspirant must demonstrate what makes them who they are. While many of the Aureons are established craftsmen, a common method of proving self worth is to construct an object of importance on their own. Should an aspirant be an unskilled artisan, there are other methods such as transcribing stories, learning old elven ballads or even inventing new ideas and concepts for architecture, weaponry, battle strategies and the list goes on. No one is without individualism, and this characteristic is important to creating a sense of self and belonging. Knowledge - While some may argue that the traditions of the mali’ame and the ways of the Aspects are one, the Aureon’s do not believe this is so. Just as the druii must be educated when it comes to The Horned Lord and The Green Lady, any aspirant of the seed of the Dominion must be educated in the culture and history of the people. In this trial, the aspirant must not only research and study the mali’ame, but they must also go out into the city and interview the notable figures, asking to learn in the ways of oral tradition. While it is not limited to these individuals, a select group that would be wise to ask for include: Brother Hawk, Artimec Caerme’onn Brother River, Calius Terin Sister Hurricane, Awaiti Aureon While these values are held high and are considered of the utmost importance to the Aureon household, they are many others that the aspirant may be required to prove. While initiation into the seed may take time, the time that they spend and the devotion they put into it will be taken into account and be appreciated by all. The Aureon Seed In no particular order or fashion, below consists of the current members of the Aureon seed: While the Aureon seed is a lively and plentiful family, they have not gone without loss. As honor is a core value for the family, that applies also to those who had passed on. For the seed, they honour and respect the family they no longer have the chance to experience the joys of life with. Veravia Aureon, having not been heard from in many decades, is presumed to have perished. While not known to many of the seed, she still holds the title of an original member and asset to the Aureon seed. With El’Chirr Aelthus and Fawynn Aureon, both original members have moved on from this realm and into that of the Aspects plain. Having served the seed dutifully in it’s building stages, they will always be remember within their seed. But there was one Aureon, one without a name, that did not get to experience the joys of family. An unborn child of Arahaelth Aureon did not get to breathe in the sweet scent of life. Taken to be with the Aspects too soon, the babe is also honoured by the seed, as not only a past family member, but a precious mali child. She was followed by her mother, Arahaelth after. Many others have fallen as well. Wistari Aureon. Meri Aureon. Nathan Aureon. Katar Aureon. Many of the blessed brothers and sisters of the seed have fallen, and there will be more to come. The remaining Aureons remember them dutifully, in all they do. Oath of Initiation Once an aspirant has successfully completed their given trials, they will be sworn into the Aureon seed by declaration of an oath and sealing said oath in blood. Not unlike that of a Naelurir dedicant agreeing to pursue in the tasks of a student, the aspirant will promise their life unto the seed through words and through the offering of their life source in the sight of the Aspects. The oath, transcribed by Leo Aureon, is as follows: Let the blood that hisses within these flames be my word. Let the flesh that I tear bind me to the troth I make today Nay, be the blood, for the troth runs deeper. My body is the shield of my kin. For my brothers and sisters I will lay down my being if need be. With passion in my heart I strive. I strive to protect my family. My bow stays true for the Father. My heart stays true for the Mother. Here, I become an Aureon. Here, I become one of Elenwë. Kae halere; I swear
  21. Gaia_

    The Path of Paths

    The Path of Paths: A Model for the Reformed Process of Dedicancy The dedicancy of an aspiring druid is a path that varies greatly between circles, and even between kindred druii. All of our brothers and sisters have been birthed from these various dedicancies, and many great druids have been birthed from it. Yet despite these successes, we’ve been failing our students. I’ve seen two extremes of our failure within the Naelurir. Our students become mindless sheep, unable and unwilling to explore the deeper mysteries of our world. They cannot act until they’re ordered to, and are often the victims of sloth. They do not carry out the tasks required by our priesthood. And the other side are the independent minds. The ambitious ones with their own agenda in mind. The ones that seek power before faith. These are the dark ones that come from our order. We are responsible for them, for their actions as an order. We’ve always blamed them, their own passions and shortcomings, but we’ve never pointed a finger to ourselves. There is great fault in our teachings, a lack of tempering for these minds that leads them to search elsewhere for better answers. Thus, I put forth this reform to our teachings, that we may solve some of our shortcomings. Path of an Acolyte To further prove dedication to the Aspects themselves, and to prove the prowess of the self, dedicants must serve the Naelurir as unattuned persons, assisting their guides in protecting the balance through whatever means are required. Whether that be defending a druid during their travels and in their duty, or witnessing a conversion. Through their time as an acolyte, a dedicant should learn how to act as a priest, and how a priest must carry themselves. Faith Studies During their path as an acolyte, a strong foundation and understanding of the Aspectist faith is important when fostering a deeper understanding from which they can truly become independent thinkers. To pass through the trials, one must have these foundations prebuilt, that they may fully utilize the tasks they’ve been given. Therefore, before tasks can begin, a student should have in depth instruction on at least the following topics, if not further. The Core: Cerridwen, Cernunnos, The Balance, The Mani The History of Mali: Taynei’hiylu, Irrin Sirame, Seed Era, Modern History Survival: Medicine and Combat Religious Studies: The Eternal Forest, Rituals, Prayers, and Offerings The Insight of Creeds To search for deeper insight. This is the purpose of examining the three creeds of the Aspectist faith. It is one thing to know your duties, to perform them to the best of your ability. It is another to fully understand why you do them, and to find a deeper meaning in them that may echo in all of your actions. A creed is not something to tell you how to live your life, nor to tell you how exactly to do your duties. They are simply ways for finding a deeper understanding of druidism and Aspectism in your life, and connecting the self to the balance in ways unheard of before. Thus, it should be required of all dedicants that they examine each of them, learn from their heralds about each of them. If they find one, they can begin to follow it. If not, it is still important to have learned under a creed. The wisdom found is invaluable. The Trials After an acolyte has taken the path, and shadowed a priest, the priest overseeing them will announce them to be ready for the trials. The priest must present them either before two archdruii, or two oracles to be judged if they are worthy to become priests. If found wanting, they will be returned to the path of an Acolyte. If they have been judged worthy, they will begin their trials to ascend to priesthood. Which trials to be taken are up to the priest overseeing their acolyte. If one has joined a creed, then they may follow the trials of the creed. If not, a teacher may start them on their own trials. If a teacher has not developed their own tasks, they may follow the ones below. Trial of Knowledge: The acolyte must write a thesis on the lessons of Aspectism to show your understanding and provide a new perspective on either of the three to show critical thinking. If they can find another way to show what they have learned, they may show it that way. It will be left to the judgement of the priest overseeing. Trial of Steel: An acolyte must show great courage and bravery, be it through fighting a great enemy, or facing down against a great evil. Defeating a dark creature, or fighting in a war. Any great feat of bravery must be shown. Trial of Endurance: An acolyte must endure great hardship, struggle, pain, or loss. Be it through battle, or the rending of flesh. Battle scars may suffice. If an acolyte cannot endure loss, or pain, how can they be expected to uphold their own character, and that of the order? Trial of Reflection: Give dedicant peyote or other drug that makes him disoriented. Then, drop him off on a mountain nearby with a dagger and nothing else to learn about Cernunnos. Like, to feel that longing for food and the grit of the hunt. They must come back with a kill. (For this one, make them write a short story about their character’s experience, like a forum post, as making them emote at nothing while they’re on their own in a forest is boring.) Trial of Faith: Perform a public ritual (Wedding/Last Rites/War-painting/Leading a group offering), with an elder Naelurir to oversee. OR an acolyte may bring two other mali into the fold of Aspectism and direct them to a priest for indoctrination. Either will do. GRAND TRIAL: Acolyte comes up with what they want their grand task to be. The overseeing priest must approve. Attunement “Gifts do not make the priest. The priest maketh the gifts.” - The Hurricane Druid After their path has been taken, and their trials complete, it has come time for a priest to be attuned. Before this can take place, however, the acolyte must choose their place among their people. Priests of the Mother Those that excel at the healing arts, and those that seek to devote their time towards uncovering the mysteries of the fae. Scholars, healers, and philosophers. Priests of the Father Those defined by their martial prowess, their ability to defend the faith, both through the sword and their words and actions. After they have chosen a path, they are to be attuned, finally. After such, they are proclaimed as fully indoctrinated priests of the Naelurir [!] The proposition is sent out to all priests of the Naelurir on the wings of a bird "I seek your criticisms, and your views on this proposed system." - Oracle Awaiti Aureon
  22. SUBMIT YOUR ADS ________ The official newspaper of Atlas, "The Stolt Standard", is looking for advertisements for its latest edition. If you find yourself owning a business that could certainly be thriving more, and really couldn't any business? Then you should contact The Stolt Standard and get an ad placed today! Simply contact us including your business or organization and a general idea of what you want to get across. In turn, our fantastic artist, Bren Stolt'aroloth, will design a custom advertisement just for you. That sounds like a great opportunity! It is! So what are you waiting for? Get an ad! Now! All interested parties should contact Krenanteon Stolt'aroloth (NolandTheNovice) to register for an ad. (Or post your ads below) High Emissary Krenanteon Stolt'aroloth
  23. The Gorundyr Men of the Northwood ((Hello LoTC! This is a project that I undertook in the hopes of creating an interesting pagan culture, inspired by Celtic and Norse mythology. This is not a new race, just a new human culture. Below is the framework to start building more in-depth lore in the hopes of creating some interesting RP. I had posted this culture before, but have since revamped it and fleshed it out a bit more. As always, more will be added as we develop it through RP in-game. If you are interested in joining as a new character or old, or just have any questions, please send me a private message. Feedback is also appreciated! My skype is doctorowyn, I encourage you to add me!)) EDIT: This document is outdated and due to a lack of time I am unable to update it directly at the moment. Please use the google doc below as it is much more up to date than this forum post. It includes links to resources such as the language, an actual translator, clan lore and more in depth writing on holidays and rituals. Enjoy! Gorundyr Men of the Northwood Google Doc History The Gorundyr originate from the Savaar, the self-given name for their ancient homeland located in the southern reaches of Asulon. For the Gorundyr, the belief in their gods and the reverence of their ancestors is a large part of their identity as a people. It is believed that should one gain the favour of the gods, they would be granted immortality and a place in their realm, which they call Halvengr. While many Gorundyr are great warriors, it is not only the warrior caste whom are offered a spot in the afterlife. All that one must do is live their life by the code of the gods and avoid drawing their ire. Upon death, you will be judged by the god of death, Ankou. Should you have lived a life of honour, your soul will be ferried into the realm of Halvengr to feast and dine with the gods for eternity. If you are found to be ill of heart, however, your soul is chained into Ankou's legion to join the other damned, your sole purpose being to fight in the end-times. The creation of the Gorundyr peoples is steeped in myth and legend that has been passed down from generation to generation. The stories themselves change with age, but the heart always remains the same. It was Lagara who breathed life into man from atop her seat on the Heart Tree. It was with her grace and generosity that the early ancestors of the Gorundyr were given the ability to prove themselves as worthy of creation. From Halvengr, they were swept away on the powerful wings of Argal who delivered them to the world below, a land called Asulon which was teeming with wildlife and growth. It was here, legend says, that the first of man's great leaders rose up to bring his people glory and unity. Havardr, as his divine name is known, nurtured the Gorundyr to flourish as they made their place in the realm that Gorund and his children had crafted for them. Considered by all Gorundyr to be the hero-deity and divine leader of their people, Havardr was the first mortal to achieve ascension and status equal to that of the other gods in the divine realm. It was upon his death that Gorund named Havardr his champion of light, tasking him with the preservation of his people and purging of the dark forces that had seeped into the land. Thus Havardr became part of a tribe of godlike mortals, each earning their spot aside him on the Isle, known as the Joriin do Rah. Havardr’s death had another side effect; the fracturing of his people. With no one to lead a united Gorundyr kingdom in the mortal realm, the early tribe broke up into several clans. This would be the beginning of a rising tension between the different clans and ultimately the dissolution of a unified people. It wasn’t until the great migration from Asulon and the arrival of the Gorundyr upon the shores of Anthos that true struggle would be known. At first the Gorundyr would thrive in the harsh, frozen mountains of the north. Habitable land was scarce, however, and the hardened Gorundyr began to look toward each other to solve their problems. Wars raged for years over food, land, and natural resources. That is, until one man put an end to the squabbling. Known as Barid the Reaver, he was a member of the petty Clan Orvar. Barid led his people to victory and united the clans of the Gorundyr for the first time in history since Havardr’s rule. He is credited as being the first High King, and to this day, he and his brood are the only ones who have held that title. Their prosperity would not last, for creatures of evil had begun to awaken around them. Demons with blackened skin rose from their frozen graves and began to terrorize the Gorundyr. A plague started to spread among the various clans with a ferocity never seen before. Between beast and disease, the Gorundyr began to slowly fade away. Then, as the earth shook and the land was torn asunder, they looked to the skies for answers. It seemed, however, that the gods had abandoned them. What survivors were left agreed to flee to the southern lands in an attempt to save themselves from destruction spreading through their homeland. What they hoped to be a relief from their torments was met with disappointment. The land was covered in desolation as far as the eye could see, and others were fleeing from it as well. Various peoples with odd appearances and strange clothing paid little attention to the newcomers in their fear. Weary of their situation, the Gorundyr marched southwards still, hoping to find the answers they desired. It was only until they came upon a large temple that the events of late seemed clearer to them. Large armies from many different peoples had gathered here to fight the creatures from the north, what the Gorundyr had now learned to be called the “Scourge”. It seemed that their isolation had kept them in an ignorance about the world around them. There was little time to ponder, however, as the armies of the Scourge descended upon the great host. The Gorundyr consolidated into one great Warband and joined the others whom fought for survival against this seemingly impossible foe. Just as it seemed as if the armies of the mortal men would triumph, the land around them shuddered in warning. A large tidal wave appeared in the distance, raging towards both Scourge and mortal man. Many of the surviving Gorundyr sent quiet prayers to the gods, unsure if this was to be their aid or damnation. They turned and followed the other survivors as they fled to towards a massive gateway. Upon entry, they found themselves in a strange new world just as the doors of the arch slammed shut behind them. The few survivors of the Gorundyr knelt from exhaustion and began to laugh together. The gods had given them a fierce battle to prove their worth, and they had passed. Standing tall, they gazed out onto the land before them, vowing to make the most of the new life that had been given to them. Jalfmarr: The Creation Mythos The Gorundyr believe in a vast array of deities said to number in the hundreds, their collective beliefs given the label of the Jalfmarr faith. There are, however, nine main deities that play a large part in the lives of men, with many lesser gods beneath them. When Gorund created existence, he showed his children his vision of the earth and life upon it. With no words to describe what they saw, they descended to the earth and began to work his image into reality... Oknar of the Mountains smashed his mighty hammer upon the earth, forming the mountains, hills, and valleys. Draug of the Seas, gave the very blood from his veins to feed the thirsty earth, creating the oceans and rivers that flooded the land. Andarta of the Forest destroyed her divine form and spread her flesh among the land so that the forests and plants could grow from her sacrifice. Lagara, the Goddess of Life, is regarded as the mother of humankind. It is from her smile that man was born, and her song that allows all things to grow and flourish. Though it was these four that formed the basis for life, it is the contribution and cooperation of all the gods that allow it to thrive. Gorund then descended down from the heavens and took on the form of a colossal dragon, his eyes two radiant orbs of light. He soared across the land with a burning pride deep in his soul. The gods were not perfect, however. Shortly after his creation, Maratsu, the most powerful of the three sky gods, was tainted by an all-consuming darkness. It quickly dug its claws into his mind and shattered it into pieces, driving him into the deepest pits of madness. With a piercing cry, he spread his wings of midnight and drowned out the sun and sky, corrupting and warping reality everywhere he flew. It is here that an endless battle raged as Gorund fought a war for existence itself. Maratsu’s presence was so corrupting that the other two sky gods, Ankou and Otrus, were consumed by the same evil presence, joining Maratsu in his madness. Ankou was sent to Lagara’s realm, Halvengr, which had been a gift from Gorund himself. A paradise where the water of life flew freely, Lagara and her creations resided within. Ankou spread desolation as he made his way for Lagara, black flames spewing forth from his being. One by one her children fell as they threw themselves at Ankou in an attempt to stop his advance, though their attempts were in vain. Ankou spread his flaming wings and called out in a mix of rage and despair, only to be met by another, distant cry. Argal, one of Lagara’s guardians whom took on the form of a massive eagle, bore down upon the corrupted sky-god with a quiet fury. Taken by surprise, Ankou had no chance to react as a brilliant beam of golden light bore into him, driving away the blackened flames, pouring through his being, burning his flesh to the bone. Ankou let out one last distorted, piercing cry as he exploded into a radiant light, bathing the land in warmth. Elsewhere, Maratsu and Otrus found themselves confronted by Gorund’s physical form. The three sparred under the shattered sky as tendrils of darkness licked at their forms. Just as Maratsu drove his tainted claws into Gorund’s heart, there was an explosion of fire and light. Otrus, seeing that they were no match for the lord of light, dispersed his form and allowed his essence to seep into the land. All that remained of Maratsu was his soul, a writhing mass of corruption. Gorund’s form had been considerably weakened by the battle, though it remained apparent that the Invincible Light would never be extinguished. Maratsu’s form was unable to be destroyed, so it was then that the pure, metaphysical form of Gorund banished him to a prison under the Heart Tree, his corrupted soul contained by the immense power of the light. Gorund, wrought with despair over his failed creation, tasked Argal with the guardianship of Maratsu’s tomb. He was also granted complete dominion of the skies, filling in the void that was left by the previous sky-gods betrayal. Ankou, reduced to nothing but a skeleton, had his wings torn off and was banished to the earth. As punishment, he was given the task of gathering the souls of man and beast. Ankou had lost much, barely even clinging on to free will due to Gorund’s immense presence, instead given his new place as the Grave Lord, his only task to gather the dead and build a legion of warriors. Gorund knew that Maratsu’s evil was all-consuming and that one day he would break free again, heralding the end-times once again. Deities: The Major Pantheon Gorund, the Invincible Light Gorund is regarded as the creator of time and space by the Gorundyr priesthood. He rules the cosmos atop a celestial steed made of the stars themselves. It is Gorund who created the gods, and it is he who is regarded as their father. A colossal being whose true form is beyond mortal comprehension, it is said that the sun and moon are his eyes. One, an ever-burning flame in the sky, the other a beacon of hope in the darkness. Gorundyr Priests believe that the darkness of night is to prepare the mortal beings for the coming of Maratsu the Fallen One, for it is with his flight that the last battle will be fought. Lagara, the Goddess of Life Lagara, the mother of all life, sits atop the Heart Tree, an immense entity that connects Halvengr and the mortal world with the cosmos. While the tree has never been seen by mortal man, legend states it is here where she plays her magical harp. Lagara’s melody is said to keep the season in order and ensure that all things grow and die. It is her duty to ensure the balance of nature remains, and that the cycle continues, unending. Lagara’s form is one which closely resembles a human, as she created man in her image. Said to be of impossible beauty, many men would give their lives for a chance to look upon her divine form. Upon death, those whom have gained the favour of the gods are brought to Halvengr, Lagara’s realm and the home of her throne of leaves. Lokaliin, the Goddess of Love and Youth While the Gorundyr consider themselves the children of Lagara, for it was her that breathed life into their souls, Lokaliin is was created from a fragment of Lagara’s soul. Shortly after mortal man began to walk the earth, Lokaliin was born of Lagara to be her daughter, a child she could keep close and one who would never leave her side. With a beauty that pales only in comparison to her mother, Lokaliin is praised as the Goddess of Love, Youth, and Fertility, for she has an attraction to young lovers and mates. She is known to interfere with and guide mortals, though not in any malicious manner, instead flourishing love between them. Jokull the Burrower After Maratsu’s fall, Jokull was born of a massive root, his first breath granted by Lagara herself. Now known as the serpent of Halvengr, Jokull is considered to be the personal protector of the Heart Tree, his large scaly body indistinguishable from the very bark of it’s trunk. Some believe him to be permanently attached to it, though his massive size allows him to extend outward, burrowing through the ground and consuming any threats in his massive maw. Should the Fallen One ever break free, Jokull will be the first line of defense against his unholy form. Beira the Den-Mother Beira takes on the form of a massive, fierce, dire-wolf, born with the other gods by Gorund himself. She is called the Den-Mother because she is the matron of all wolves. Loyalty, family, and the protection of one's kin are the main beliefs represented by this divine being, and are shown by her devotion to her own pack. It was said that out of her first litter of children, only three survived. Rahdonir, Auroth, and Korrigan all fought for survival and with the nurturing of the Den-Mother, they held onto life. During Maratsu’s betrayal, Beira was the first to strike back, chasing after Otrus when his essence seeped into the land. She and her children are revered as hunters and paid homage by hunters and beast slayers who hope to gain her blessings and praise. Many great hunts have been held in honour of her and her children. Rahdonir of the Wild Hunt Known as the first and eldest child of Beira, Rahdonir is one of three siblings and the leader at the head of the Wild Hunt. The Wild Hunt is an ancient myth originating from the earliest beginnings of Gorundyr culture which describes an angry, snarling horde of wolves prowling the land in search of prey. “Prey” in this case would not mean quarry hunted by mortal men, but instead the corruptions of life caused by Maratsu’s taint. The Wild Hunt scours the land and hunts the darkness that has seeped into it, be it a minion of Otrus or his corrupt master, or some spirit who has abandoned the gods and avoided Ankou’s grasp. It is a terrible omen for one whom is among the living to witness the Wild Hunt, which is often described as a spectral pack of wolves howling and passing over the land, usually at night. If you are not pure of heart and devoid of corruption, your form may be torn apart and your spirit devoured by these ghostly hunters. Korrigan the Night-Stalker A fierce and unruly creature, Korrigan strays far from the path of her mother and her other siblings, instead choosing to hunt on the outskirts of the pack. Her form is that of a small, lithe wolf, fur as black as coal. Rather than take conventional approaches, Korrigan is more keen on using Otrus’ own weapons against him. Nothing is beyond her, which has been an issue between her and her family since the very beginning. Some of the Priesthood suggest that Korrigan might even be corrupt herself, though strong enough to resist the call of Maratsu, instead utilizing his powers for her own ends. Korrigan is a god shrouded in controversy, with those who align themselves with her being shunned and frowned upon. She is often attributed with stealth and deception, revered by thieves and other rats that scurry in the dark. Auroth, the Lord of Frost Auroth is the embodiment of pride, survival, and purity. Taking on the form of a pure, snow-white wolf, he sees Otrus as a minor intrusion on the world, nothing more than a nuisance, like one would view a fly. All that is known of Auroth is that he had a falling out with his siblings, prompting him to leave the pack and become an outcast. He feared that the others would be consumed with hate and bloodlust in their pursuit of the mad god, that one day they would become the very thing they fought against. To him, Gorund was the only one strong-willed enough to deal with the threat of Maratsu and Otrus, and that the duty is best left to him. So, Auroth became an Outcast. Fleeing from the fight, he was joined by others like him; stragglers, runts, others whom did not wish a life of hunting. Soon enough, he had his own pack, a new family whom all showed a great sense of loyalty and respect. He was intent on isolating his own from the world, staying out of the affairs of other gods and the mortals themselves. Andarta of the Forest Andarta sacrificed her divine form in order to create the forests for she saw no other way to achieve the beauty that Gorund had shown her in his vision. Now, she is merely a spirit that is infused with the growth itself, able to manifest into various forms. One, a white-haired maiden, and the other a white-stag which stands tall and proud. It is said that she is Queen of the Forest Spirits, mythical beings that inhabit the trees themselves. Stories of Andarta often portray her as an angry deity, untrusting of others around her. This is largely attributed to the betrayal of Maratsu, for if one of her brothers could commit such evil, surely no one could be trusted. Her forests are her domain and she is very wary of outsiders, be they mortal or divine. Offerings are made to Andarta in the hopes of gaining her acceptance and the veneration of the trees and forest spirits is a common practice among the Gorundyr peoples, as they are seen as ancient, powerful beings. Belenus, the Father of Spirits Belenus was once a mortal man, a hunter and forager among some of the earliest ancestors of the Gorundyr. He had a fascination with the forests that sprawled over his homeland and the tales of their queen, Andarta. Each day that he entered, he would leave a small hand-crafted trinket upon a shrine for her, promising to protect her domain and only take what was needed for his survival. In truth, Belenus had come to fall in love the goddess and spent a lot of time scouring the groves for a sight of her. Unbeknown to him, Andarta had taking a curiosity to his presence and would often watch him silently as well. For all of her anger and hostility to those she did not know, it was as if her hardened exterior softened each time she saw the man. One evening, Belenus was passing a small, secluded spring on his way home. It is here where Andarta appeared as a white-haired maiden and called to him, filling him with her presence. The two bound as one, the sun slowly fading below the horizon, and Belenus became one with the forest realm. From this point on, the two of them went on to create a myriad of spirits from their love, known to the Gorundyr as the Children of the Forest. The Children of the Forest Born of the union between Andarta and Belenus, the children of the forest, or as it is called in the old tongue, the Kiir’ir do Feykro, are spirits that inhabit the depths of their ancient forests. Many of them are seen as peaceful beings and benevolent creatures and are associated with certain locations within Andarta’s realm. While each can take on a physical form, both animal and humanoid, they can also turn incorporeal and take on forms similar to sprites or faeries, thus why they are referred to as spirits. Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them, curiously watching mortals whom choose to bathe in the forest. Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm. Cernu, who was given the task of defending the realm from mortal and beast alike by his father, Belenus. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf and stalk the brushes as they do. Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel. Olwen, the Spirit of Luck, whose name many Gorundyr utter both to curse, and to praise. He takes on the form of a rabbit. Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods. Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend. Draug, the World-Render Draug is said to be a colossal being, the largest of the gods. When Draug created the oceans with his blood, his massive form crashed down into the earth, imbedding itself into its very core. His scale is incomprehensible to many, though the myths state that if he were to awaken, his movement would tear the earth apart. Thus, Draug must remain in an eternal sleep on the seafloor, and it is through fear that all living beings should ensure he stays undisturbed, by they mortal or divine. Tales are told of Draug in every hut, warning both the young and old of his mighty power. The Gorundyr are excellent sailors, strongly developed by their need to fish and feed their people, as well as the desire of warriors and powerful warlords to raid and loot for personal gain. It is a common practice to throw one tenth of all treasure plundered into the sea, as an offering to Draug. Many sailors will sacrifice animals or throw offerings to Draug in the hopes that he will guide them safely on their journey through the seas. Vahlok, the Reaper of the Sea In ancient Gorundyr myth, Vahlok was said to be a notorious raider and warmonger, leading his fleet of longships and the warriors on them to glory and riches. During his reign, the seas belonged to him, none daring to challenge him on the waves. Vahlok was known to pay particular homage to Draug because of this, ensuring that half of all his looted treasures were dumped into the sea. His reign would come to an end, however, when his fleet was rammed by a massive storm, all of the crafts and the doomed souls upon them being sucked to the bottom of the ocean. Vahlok and his sailors did not simply die, however, instead they became one with the sea, mutating into vile creatures. In life, they breathed the fresh sea air, and in death they are condemned to its depths, prowling under the waves in search of their victims. The fearful may throw treasure into the sea not only to appease Draug, but also Vahlok, ensuring his greed is satisfied. Many sailors tell horror stories of Vahlok and his crew, such as humanoid figures leaping from the water and stealing sailors from the edge of their boats. It is even said that if one draws Vahlok’s ire, a thick fog will encroach upon you, followed by his fleet bursting from the surface. The boats are said to be rotted and covered in sea life, as the fearsome crew. Oknar of the Mountains Revered by blacksmiths and stonemasons, Oknar is a giant stone being who wanders the tallest mountains and their peaks. Many believe that earthquakes and landslides can be attributed to Oknar, for he still roams the lands in an attempt to perfect his work, a task that is truly unending. Gorundyr craftsmen are known to sing prayers to him as they work, as it is the beauty of the land that they wish to emulate with their craft. All things created by the hands of the Gorundyr are dedicated to Oknar, and small rituals and offerings are performed whenever something is constructed. While Oknar scoured the earth to perfect the land and achieve Gorund’s image, there was a point where he strayed from his goal and tried his hand at the creation of life. From Stone, Ice, and Flesh he made three beings, giant in size. As envy had grown in his chest from seeing Lagara’s creations, Oknar tried too tried to mold life to his own vision. He is attributed as the father of the giants, and there are many tales from the early Gorundyr of the three tribes that formed around them. Mahmul of the Ice Ice giants were the first of Oknar’s creations, Mahmul at the head, crafted from the purest ice that he could find. While he set out to create life alongside Lagara, instead he failed, creating an emotionless being that embodied the harsh unforgiving nature of the desolate mountains. They were reckless, chaotic beings that seemed to hold no regard for their father, attacking him without thought. Oknar quickly realized these beings held no loyalty to him, so Mahmul was quickly abandoned to his own devices, in turn creating his own tribe of lesser giants to inhabit the deepest frost covered valleys. Now, they are only myth, and the sighting of a frost giant considered an impossible feat. Golhil of the Stone Oknar quickly moved on to his next creation, this time working with a material he was more knowledgeable of. Out of stone he hewed and carved Golhil, the second of the giant-kin. While he was more successful in this pursuit, the beings were still heavily flawed and showed little interest in anything but roaming the lands, seemingly docile. Unsatisfied with these creations, Oknar moved on once again, leaving his children to fend for themselves. It wasn’t long before Golhil and Mahmul butted heads, throwing both of their tribes into a devastating war at the very early beginnings of their creation. Fariik of the Flesh Frustrated, Oknar went to Lagara for help. He had it in his mind that he was somehow lesser than her in his creation and shaping of the earth, and to humour him, Lagara accepted. Together they created Fariik, a being that was born of stone and flesh both. Fariik seemed to be the most successful yet, capable of speech, thought, free will and emotion. The savagery of his two brothers was still evident, however, the reckless abandon and ferocity of Fariik was not something that Oknar was used to. In his anger, Oknar decided it was in his best interest to purge his three children and go back to perfecting his craft of the earth itself. Lagara took him into her embrace and spoke with him, convincing him that he should not see them as failures, that he had created life, and that his hand in crafting Gorund’s image of the earth was a feat that no other being could have fulfilled. Oknar decided to heed her words, sparing the giants, but nonetheless left them behind as failures. He had decided he preferred working the earth, that the beings he had created were too complicated. Abandoned by their father, the giants focused on each other, their erratic personalities and wrath throwing them into conflict. What would follow was centuries of war and bloodshed that would see the destruction of a large portion of all the giant-kin, though Fariik and his tribe least of all. They would prevail and grow to become a powerful adversary for the early Gorundyr after Havardr’s death, waging a war on the clans and their peoples. Argal of the Sky Argal is known as the lord of the skies and is the single remaining sky god after the betrayal of his predecessors. Taking the form of a massive eagle, it is his task to patrol the skies and await return of his fallen brother, Maratsu. Argal became Master of the Sky after his brother's defeat and it is believed that the slightest movement of his wings can cause the fiercest storms. Many Clans also revere him as a guardian, for it was Argal that brought the earliest of the Gorundyr’s ancestors down from Halvengr and watched over them, protecting them in their infancy. Shrines dedicated to honouring Argal are usually found atop the highest mountain peaks, and require days of journey to reach. Most who make the journey do so to offer their gratitude for his protection, and to pray for clear skies or the calming of a storm. Ankou, the Gatherer of Souls Ankou suffered a great defeat at the hands of Gorund and his purification of soul. Free of corruption, Ankou was given one task, and one task only; to punish the evil and the damned and to form a legion of his own, in preparation for the end times. He is the lord of death, the gatherer of souls, and holds dominion over all of the dead that he grasps in his talons. One who finds themselves pure and honourable in the eyes of the gods is given safe passage by Ankou and his wraiths, allowed to continue their journey to Halvengr unhindered. Those who find themselves foul of soul, drawing the ire of the gods, are taken by Ankou and bound in his legion, unable to escape their eternal torment until Maratsu is freed and the end times come. It is only then that the damned may redeem themselves by fighting against the Fallen One. Ankou has no realm or domain that he calls himself master of, instead his legion of spectres is doomed to march over both the land of the gods and the mortals. In myth, it is said that some Gorundyr have laid eyes on the legion as it marches, each wraith and spectre bound to the other, their rusted and ill-kept armour clinging loosely to their form. The worst is said to be the screams and howls of the dead, piercing through the stillness of the night, instilling terror in all those who hear it. Maratsu, the Fallen One Maratsu, The Fallen One, the Herald of the End-times, was the master of the skies before his decline into darkness. Taking the form of a raven, Maratsu is considered the first and most powerful of the sky gods. Second only to Gorund in power, Maratsu’s physical form was unable to be destroyed in the ancient battle that took place in the skies. Imprisoned and bound by the roots of the Heart Tree, Maratsu struggles to break free from his bonds so that he can spread his doom once again. The Gorundyr believe that after the imprisonment of Maratsu beneath the Heart Tree, his evil began to spread into the earth itself. Ravens are considered a terrible omen, and images of them on runes and idols are extremely rare. Many believe that the gods were reckless, and that the evil that escapes from Maratsu’s tomb has already begun to corrupt man and beast. Otrus, the Mad God Otrus, once a proud sky god, now fallen into the depths of despair and madness. Broken by his master’s will, his form destroyed by his own hand, Otrus is the very corruption that seeps into the soil. He is attributed with creating all beasts of unnatural origin, uttering all curses upon mortal being. While the mad god may have lost his form when he escaped Gorund’s clutches, his power still remained. It is said that he can take on any form, appearing from the very shadows and mists themselves. Many tales of his shapeshifting is told to young Gorundyr to warn them of the dangers of Otrus’ taint. The Sonaak believe that Otrus’ main motivation is to sow fear and spread chaos in both the realm of the divine, and mortals. To grow his power and that of his master, so that he may eventually strike at the Heart Tree itself, freeing Maratsu from the prison that lays below. While Otrus does this, he finds his efforts undermined by some of the other gods, and thus it is a vicious cycle. Some of the divines fight for balance, seeing him as a necessary evil, while others do so to purge existence of his taint. Either way, it is the Gorundyr and other mortals who stand in the center. The Joriin do Rah Havardr, the Champion of Light Havardr, the first mortal man to walk on the gods creation, the first to unite the earliest Gorundyr ancestors as one. It is he who led all of man in the early days and formed the first tribe of men. Called the Joriin do Rah, or Tribe of the Gods, they excelled quickly in their new environment. Havardr claimed himself a servant of Gorund, and, wielding his golden spear, carved a kingdom for the Joriin to inhabit. Upon his death, Havardr was granted ascension by Gorund himself and told to choose loyal, capable followers to join him in Halvengr. They would be given the honour of protecting the Heart Tree and it’s master, Lagara. Taranis, God of the Forge Taranis, before his ascension to godhood, was a legendary smith in his own right. His life was changed forever when he excavated a large fragment of Gorund’s original form, destroyed in the battle with Maratsu. The fragment radiated with power, one which coursed through Taranis in a torrent of energy. It had chosen its new master, and with each hammer swing it’s power was unleashed. Myth’s tell of the crowds that would gather to watch Taranis smith, a tempest of light and flame flying around his form as he chanted, channeling the power into his very creations. It was Taranis who forged Havardr’s mighty spear, Dagor’kaen, earning him an honourable place among the Joriin. Rodun, God of Knowledge Rodun was no warrior, but his immense wealth of knowledge and wisdom made him a clear choice as an advisor and servant to the Joriin. In life, he constructed a massive library in which he stored not only written works, but the memories of both the living and the dead. Within his library was an archway, covered in a silvery veil. It is said one could pierce the veil and look into any memory of stored knowledge he had, at their own risk, of course. It took a powerful being not to be consumed by the raw emotion that was present in the memories of others. Such remains only a myth, however, as it is said that Rodun’s library was destroyed in some cataclysmic event, though he himself joined the other Joriin up in their new home in Halvengr. Muir, Goddess of Dreams and Memories Muir is shadowed in a great deal of mystery, as it is said she spent less time in the waking world than she did the one of dreams. Whether she crafted this world on her own or not, there is no argument that she holds dominion of over it. Myth gives it a name, Lein Hahnu, meaning ‘Realm of the Dreamer’ in the old tongue. Muir was able to utilize her powers to forcefully insert herself into the minds of other mortals like her, drawing their memories for various purposes. Some, she stored and kept, others she traded to Rodun for various things. Muir was by no means a malicious woman, never harming the minds of those she trespassed upon. It is said she simply preferred living the lives of thousands, rather than just her own. Havardr easily recognized her power and ability and brought her with him, only enhancing her powers even further when she was given immortality. Svalinn, God of Festivities and Merriment Svalinn was the embodiment of good nature and joy, always a wide smile painted on his lips. It is said he travelled the lands in his carriage, painted with colourful murals and covered in many different baubles and charms. He was what is known as a Gleeman, whom were travelling entertainers skilled in the art of storytelling, instruments, and acrobatics. Svalinn was a name known in every corner of the realm, a bed and a hot meal awaiting him wherever such would exist. Havardr enjoyed the man's enthusiasm and his skill in storytelling, making him another companion that was an obvious choice to ascend upon his death. Svalinn has become a figure in Gorundyr myth, and it is said he will leave gifts and toys to children should they be deserving. Barid the Reaver, God of Conquest and War Barid, born of Clan Orvar, born a mortal man among a destitute clan, came into the world screaming in a bloody, violent rage. He was born as he lived, tearing out of his mother, drenched in her life blood. As he aged, he quickly drew the interest of Havardr who found himself intrigued by the sheer brutal strength the man held on the battlefield. Not only was Havardr impressed by his might and ability to kill, but also his adaptation and ability as a tactician. It is said that when Barid’s blood was spilt by his three traitorous sons, it boiled and burned those it touched. He screamed in a bloody rage as he died, still standing in place; the warlord would not die as a dog, cowering on his knees. As he breathed his last, his body exploded into a brilliant burst of light, blinding all those who gazed upon it. All that remained was a golden spear, thrust firmly into the floor of his Clan Hall. Havardr had taken the man for his own, claiming his soul before Ankou and his reapers even caught his scent. It was that day that Barid was elevated to divinity, joining the other Joriin in their immortal state. The first to be exalted since the ancient times, Barid was granted control of Havardr’s army, named General. Gorundyr Warriors will often pray and offer to Barid, hoping that they may be accepted into his legion upon death, hoping that they may one day dine with the legendary warlord himself. Traditional Practices The Priesthood The Priesthood is an essential part of Gorundyr society. They act as conduits to commune with the gods and are often sought out for prophetic readings. One must sacrifice much to achieve such a link with the gods, and thus are valued highly by the clans. Murder, theft, or any other act of dishonour towards the priests is met with the harshest punishments. The two most common religious titles among the Gorundyr are the Sonaak and Beylund. The Sonaak act as the priests that reside within the Ritual House, holding divinations and communion with the gods. They are a secretive sect who only share knowledge with those they deem worthy, and most often only accept those they view was blessed by the gods into their ranks. Lead by the Haar’Sonaak, or High Priest, they put most of their faith in Gorund himself, as he is the ultimate power in the universe. Beylund are more free, so to speak. They act as medicine men, travellers, and servants of nature. It is common for Beylund to lend aid to the sick and poor, as most of them are skilled in the arts of medicine and herbalism. Beylund can be commonly observed as being constantly on pilgrimages, traveling from shrine to shrine and holding public rituals for those of lesser knowledge. They guide the ignorant in the right path and educate them on the gods and what one must do to gain their favour. Additionally, there is a third type of religious entity within the Gorundyr, that being the Koraavaek. Meaning Seer in the old tongue, the Koraavaek are often chosen at very young ages by the Haar’Sonaak, taken from their parents for a higher service. It is during their younger years that they are educated on all matters concerning the gods, their very beings shaped and molded to best serve. Upon their Coming of Age, which no Gorundyr has taken away from them, they have their eyes removed. A ritual is done, and the eyes are offered forth to Gorund in exchange for the powerful visions the Koraavaek come to gain in return. The Ritual House All Clans have a Ritual House which act as a sacred place to commune with the gods. Home of the Gorundyr priesthood, each houses the local Clan Priesthood and any disciples. The inside of the ritual house is often undecorated and houses the histories of the Gorundyr and the respective clan in the form of tapestries and paintings. It also home to any heirlooms or items of important note to the Clan’s history, kept safe and guarded over. Outside the building would often be much more detailed; intricate carvings, bright decorations, and seating arrangements. All sacrifices were held outside the Ritual House, never inside. To show respect to the gods, one must not speak while within the sacred walls of the Ritual House, entering without shoes, and only if clean. If need be, one may whisper if urgently needed, otherwise the inside of the building is to be used for quiet reflection and observation. Animism and Offerings The Gorundyr revere the gods, and their ancestors. Dozens of ancient shrines litter the land, all designed to give homage to different gods. Food, ornaments, precious metals, these are all common gifts left at these shrines. Runestones are also erected around the land that tell ancient stories of the gods, often attracting many travellers eager for knowledge. Ancient groves are also considered places where the barrier between the spiritual world and the mortal one are most weak. Members of the Priesthood will often travel to these places to see a clearer picture of the gods and their plans. There is no set guideline on what one offers to the gods, nor the rituals involved. The Priesthood has their own methods, and that of the individual may differ. Reverence of one's Ancestors Nearly as important as worshipping the gods themselves, one must treat and pay homage to their Ancestors as well. Blood is the single most important thing to a Gorundyr, so family is held in high regard. In death and life, they are to be treated with utmost respect and given any help that they so desire. It is common practice to visit the tomb of a dead loved each year, offering forward a gift or keepsake of some sort. Insulting the dead is a grave crime, especially at their own burial site, and is often met with violence by most Gorundyr. One must always uphold the honour of their clan and their ancestors, as they would do the same for the gods. Sacrifice Sacrifice, both human and animal, is common practice among the Gorundyr. Such acts are reserved for certain times of the year, such as before a harvest or during one of the many festivals to take part in. Warbands that capture survivors from their raids often sacrifice the ones they do not see fit to take as slaves. Human sacrifice among the Gorundyr themselves is less common and is seen as a great honour, their sacrifice is believed to bring great favour from the gods. When one lives a long, full life and does not fall in battle, they may have the Priesthood enact a ritualistic sacrifice on them. It is seen as a great honour to live long enough to reach this point, and most Gorundyr would do this before they become old and feeble. Burial and Afterlife Death is far from final, or so the Gorundyr believe. Burial practices consist of burying food, weapons, and ornaments with the dead. While the mortal form will stay behind, the souls and their possessions will be gathered by Ankou and brought to the heavens where they may dine and slumber in peace. Only those whom are seen as worthy in the eyes of the gods would be ascended to Halvengr and granted immortality. Those deemed unworthy are forgotten, condemned to Ankou’s legions as tormented souls. The Gorundyr bury their dead in large burial mounds, dozens of bodies often occupying a single one. The more powerful clans or lords would have larger areas dedicated in their memory, with more belongings kept safe for the afterlife. Cremation is not practiced by the Gorundyr, and is in fact feared by all. It is believed that the burning of one's body will also destroy the soul, preventing their ascension to the heavens. It is common, then, to burn those who have dishonoured the gods, such as heretics or traitors. The Blessed Isles of Halvengr Halvengr is the given name for the realm of the gods, where all divine beings live and all mortals worthy ascend in death. It is home to all of the gods and their halls, as well as the fabled Joriin, though some of the divine still choose to live among the mortal races on the earth below. In truth, they are all free to do so with ease, some even preferring a life away from the others of their kind, such as Andarta. Upon death, one can expect to meet all of their loved ones and ancestors that were welcomed into the afterlife, and it is here they are granted eternal life and existence alongside the gods. It is a massive realm that is theorized to reside high up in the heavens, the massive Heart Tree at the center binding the earth to the cosmo’s above. The Heart Tree The Heart Tree was the first of Gorund’s creations alongside Lagara. It was her task to nurture the tree as it bound the cosmo’s to the land, anchoring the two together. It is believed that should this tree ever wither and die, or be destroyed, the world will fall into a state of decay and all of the gods and life itself will wither and turn to dust. At it’s top, Lagara sits with her magical harp, playing the song of seasons, never leaving her throne of leaves. It is also here that she observes all life, bestowing her love and blessings upon it. Deep below the Heart Tree lays a prison, it’s thick roots grasping at the shell. It is here where Maratsu lies in slumber, the magic of the tree containing his corruption within. Maratsu is nearly entirely powerless from his cell, though he is able to speak and send fragments of memories to those willing to listen to his faint whispers. Ceremonies and Festivals Coming of Age The Coming of Age is one of the most important events in the life of a Gorundyr, and all who belong to a Clan must go through it. It is part ritual, part adventure, intended to induct a budding Gorundyr into adulthood, and thus officially into the clan itself. Outsiders to the clan, old and young, may find themselves given the same tasks to become an honorary member. The first trial can be quite dangerous and it is expected that the parents teach the necessary skills to prepare them for such, throughout their childhood. It is not uncommon for two or more to travel together or meet up on the pilgrimage itself, nor is it frowned upon. The first step in the Coming of Age comes when the child hits the age of fifteen. They are sent out into the world on a pilgrimage where they must travel either to a shrine of the gods, or a location they feel resonates with the god itself. Tribute must be given, and sometimes even sacrifice. They are to spend one night camping out at each shrine, giving their full attention to the god in question. Upon completion of this, they are to return home with souvenirs of their travels and present them to the Chieftain, who will then decide if they are worthy of the next step. Should he find it so, he will present them with a silver or gold armlink, usually intricately carved. Finally, a ritual is held for the pilgrim with offerings and sacrifices abound. It is after this ritual that they are considered adults, joining the ranks of their brothers and sisters. The Divination The Divination is an event held whenever the Sonaak or even the Chieftain deems it appropriate. Divination's are common after great events affect a clan, such as war, famine, or even the birth of a child of importance. The ritual begins by the sacrifice of a portion of animals, be it a cow, sheep, or pig, over the surface of the Ritual House altar. The sacrificial blood runs down grooves and channels into a pot, where it is then splashed onto those who are partaking in the ritual, both priesthood and clansmen. With this, a priest, or many, will commune with the gods via various methods such as runes, tea leaves, and even listening to the wind. The outcome of the Divination depends largely on what the Priesthood has to say, ranging from a feast or some other celebration, to the somber retreat of each individual to their own homes to make their own personal offerings and prayings. Yul Tine Yul Tine is the most important festival to the Gorundyr, it’s date landing in the middle of winter, when it is coldest. It lasts a total of three days, with the feast and celebrations happening on the last. The first two days are largely devoted to praying to the gods, preparing for the feast, and ensuring all goes well. On the final day, Yul Tine begins by a gathering at the Ritual House by all those in the Clan, a large portion of livestock being brought along. The blood from these animals is called ‘Hlaut’, or sacrificial blood, and it is gathered in vessels to be splashed and sprayed on the idols crowd using staves and other wooden tools. Then, after each animal has been sacrificed, the Chieftain will take the final vessel of blood and bless it personally, pouring it over the top of his head. This marks the beginning of celebrations and festivities, with the sacrificed animals being taken away to be prepared for the feast. Not a single scrap of the animals would go to waste. Ale, mead, and all types of food would be supplied and consumed with reckless abandon, as Yul Tine is considered the greatest time for merriment and celebration. During the feast, anyone who wished to do so would give a toast to a dead loved one or ancestor before eating, called a menni. Following that, gifts would be exchanged among family and friends, ranging from handcrafted trinkets to clothing and toys. As night fell on the village, a large tree, it’s branches stripped away, would be lifted onto a pyre and lit ablaze. The log, named ceremoniously as the Yoltaas Reyth, would be gathered the day before, chosen only from the strongest and mightiest of trees. The Yoltaas Reyth was lit to ensure that on this one night, darkness would not come to the village, and thus it would be accompanied by dozens of other pyres and braziers spread throughout the land. It was this light that gave hope to the participants and fended off evil spirits. Lifemate Bonding Lifemate Bonding is something lovers will consider when they are certain that they have found one to spend the rest of their lives with. Beforehand, couples may leave offerings and pray at the Shrines of Lokaliin, Andarta and Belenus, and even Lagara, asking for advice and blessings. It is also customary to gain the permission of the father and mother of both prospective mates, and it is seen as a great disrespect to neglect to do so. Marriage is largely a personal thing, with no one involved in the process but the two lovers themselves. Should they wish to continue, they will travel to the greatest of groves, each bearing a gift for the other. After the exchange of gifts and words, the couple will consummate under the open sky, with only the gods as witness. Children born from this are often seen as signs of good luck. To include the rest of the clan, the bonded couple may now announce to the clan their newfound marriage, with large feasts and celebrations held by all. It is common for the Chieftain of the Clan to help prepare such for the couple, whether they are a strong member of the clan, or the lowliest. The Maratsu Heresy The Maratsu Heresy is a controversial offshoot of the main Gorundyr religion and focuses on worshipping the raven god Maratsu. Followers of this belief are few and far between, they see the gods as the true corruption and view life as a mutation that should not exist. While much of their belief has been purged, there is a tapestry that has survived that depicts the end of the world. Maratsu breaks free of his prison and spreads his midnight wings once again, drowning out all the light of the world. It goes on to show the consumption of the sun and the death of the gods, mainly Gorund and the Goddess of Life, Lagara. Small spear-wielding figures are depicted on the back of Maratsu throughout the tapestry, dressed in a garb covered with blackened feathers. It is thought that these are the disciples of Maratsu, and that they will ride upon their masters back into the end of existence. Military Moulded by war and conflict within, the Gorundyr are an extremely warbound and violent people. Historically, the Gorundyr come from a harsh and unforgiving land and as their people grew, so did the need for more resources and food. Since the beginning of time, war has been a constant in the life of their people, shaping the most able-bodied of them into tools of battle. Gorundyr Warbands Warbands are the main military structure for the Gorundyr. While these bands are usually formed by individual clans, there have been many instances where warriors will flock to one individual seeking riches and glory, if they have the renown and respect to lead. Operating on a system of equality, the warriors within must respect and honour those whom they fight with on the field of battle. As such, those who fight within a warband form a bond of brotherhood, willing to fight and die with the brother or sister beside them. Those who prove dishonorable or untrustworthy are banished from fighting with the others, as no man will fight shoulder-to-shoulder with someone he does not trust. Anyone who has come of age and undergone the sacred rites in the eyes of the gods is able to join a warband, in the hopes of proving themselves. It is then up to them to win not only the favour of their brethren, but that of the gods as well. Masters of the Seas, the Gorundyr have created lightweight vessels that can travel at great speeds. These longboats are their main tool in war and are essential for the mobility of their armies. The Longboats allow for travel beyond their lands, and are largely undetectable. This gives the Gorundyr the advantage of stealth in their raids. Weaponry Orvar warriors are adept at using many different arms in battle, each often each excelling in a large variety of weaponry. There are five different classes of weapons within their warbands, known as the Askr, Brandr, Dreithr, Almr, and Skjoldr. It should also be mentioned that most warriors would give their weapons names, seen as a form of respect for the killing tools they utilized. Askr: the Spear Spears are very common in the Warbands as they are a cheap and effective weapon, especially used in the shield wall. Spears have the added benefit of requiring a lot less metal than other weapons, as well as still being effective if the material is of lower quality. They consisted of bladed spear heads, averaging about fifty centimeters in length, mounted on wooden shafts of ash wood, two to three metres in length. There were three common types of spears, the first being the hewing spear, which had a much larger head and was used to cut as well as thrust. Secondly, there was the hooked spear, which had wings just below the spear-head. Lastly, there was the barbed throwing spear, which were often left undecorated as they are commonly lost in battle. Brandr: the Blade The most common blade used by the Gorundyr was a one-handed weapon intended to be used along side a shield. It’s blades were double-edged, its length averaging about ninety centimeters, with a tight grip, long deep fuller and no pronounced cross-guard. Longswords, claymores, and other large weapons are also commonly used, like the montante and the zweihander. The swords would vary in intricacy, with those of higher wealth and honour owning more ornately decorated blades. A much rarer and ceremonial blade would be the Sivaas Feyn, used by warriors in the Haukvengr as a ritual blade for killing beasts and unnatural creatures. Forged from Aurum, these blades are only given to the most devoted and honored of the Warband, and those who are zealous in nature. Dreithr: the Axe Three types of axes are prevalent in Gorundyr culture, starting with the Dane Axe, which has a larger head and a longer shaft, as long as a man and made to be used with both hands. Some handles were usually plated in brass to add strength, and the tip of the axe head could be curved to a point so as to be used for thrusting. Some warriors carry smaller throwing axes with them, which can be used on the enemy with head-splitting force from range Next was the crescent shaped broad axe, or bearded axe, its blade curving down parallel the shaft, creating a gap between. This was often used as a hook, which was useful in disarming others, as well as used to pull shields away so as to expose the enemy. Axe heads are primarily made from wrought iron, with the edges strengthened by steel. They can also be decorated by silver inlays and other carvings, often of some significance to the wielder. Almr: the Bow The bow and arrow was used both for hunting and in battle. They were made from yew, ash or elm. A full fledged war-bow would have over a hundred pounds of draw force. Bows could also be covered with colourful bands and feathers and other ceremonial decorations. Arrowheads were typically made from iron and produced in various shapes and dimensions, though some may be made from wood, bone, or antler. Most arrowheads were fixed onto the arrow shaft by a shouldered tang that was fitted into the end of a shaft of wood. Eagle feathers would be bound and glued to the end, and some arrows may even be barbed. Skjoldr: the Shield The most commonly used shield would be the round shield, wielded by warriors both individually and in the shield-wall. They were constructed of lightweight woods that are less prone to splitting, such as fir, alder and poplar. The fibres of the timber bind around blades preventing the blade from cutting any deeper unless a large amount pressure is applied. Additionally, the shields were often strengthened with hide or leather over the front and bound by a steel rim that spanned the entirety. Seventy five to a hundred and twenty centimeters was the typical diameter range of the shield. Shield Maidens While the Gorundyr are a largely male dominated society, at least on the battlefield, there are exceptions. Many women spend their lives training for combat and are even openly welcome within the warbands. Called Shield-Maidens, these women are considered as equal as the others they fight with. Shield-Maidens are highly sought after as brides, though most do not marry and instead dedicate their lives to fighting in honour of the gods. Champions of the Gods In old Gorundyr legends there is mention of great warriors who not only attracted the eyes of the gods, but their blessings. These men and women were said to have been granted gifts for the gods, and are usually considered demi-gods themselves. Only one champion can exist per god at any given time and requires full dedication to said deity. Political System The Gorundyr are a prideful folk and place most of their respect on strength. Operating on a clan-based system, each clan owes no allegiance to any other, leading to inner conflict over lands and resources. There have been rare times, however, when someone of exceptional wisdom and strength attempts to unify the clans. Only one such man is documented in Gorundyr history. Named Barid the Reaver for his combat prowess and accomplishments, he singlehandedly united the clans through fire and bloodshed. Barid was one of few members of Clan Orvar, it was his victories that brought his house out of obscurity and into legend. Barid created a new title called the Yagar or “High King” as it is commonly known. Many are hopeful that one day someone such as Barid will return and unite the clans once again, leading them to the glory they so desire. Succession is a rather straightforward issue, with those who are eligible either choosing one to lead them after the previous Chieftain’s death, or challenging other would be contenders to duels to prove their strength. One’s prowess in battle is not all that is needed, however, as one who wishes to take the throne would need the wisdom and intelligence to rule over a whole peoples. If someone were to take the throne and lacked the loyalty or praise of the people he wishes to rule over, he may find himself with only an empty clan hall or a short life-span. Culinary Arts A list below is a set of few foods and meals that are passed down from generations through each clan, clans, or major people from history. Not every meal is cooked or served each time a feast happens, though atleast one is served and all are widely known between the clans. Liamhás, Uaineoil, Iarán - Honey glazed ham, soaked in vinegar for at least three days, cured for two, and wrapped in cured (and seasoned) lamb set within a hearty and thick bread bowl. Arán Oghma Milis - Deliciously honey glazed sweet bread cooked with wheat flour, crushed lavender, peppermint, and ground cinnamon and baked for two days in a dim-fired stone oven. Ispíní Cured - Cured sausage made of ground pork, filled with seasonings, eggs, and chopped bread crumbs and soaked in a light white vinegar for two days served with a side of toasted wheat rolls. Stew Tine Oscailte - Seasoned mutton, diced scallions, cubed potatoes, steamed (and sliced) carrots, sliced ham, barley, and soaked in a beef broth stew over an open fire. Chops Fiafheola - Salted, and seasoned venison chops cured in a stone hold to dry out for an entire day before being soaked in a traditional Gorundyr oil and water-based dressing for about 3 hours and served with seasoned mashed potatoes and dry wheat rolls. Architecture Gorundyr holdings are usually constructed almost entirely of wood. Following a multi-layer roofed design, some structures reach up to three or four floors tall. Ritual Houses are the most common buildings to follow this design, serving as places to honor the gods and display the weapons of defeated enemies. Inside, these buildings would often house tapestries or carvings depicting the histories of whichever clan built them. Much of the decoration and carving would be on the outside of the building, as most rituals and ceremonies were held outside, not within. Longhouses are the most common building to be found and would vary in size depending on the owner's wealth or status. Constructed almost entirely of wood, most longhouses are only one floor and are the most common residential building built by the Gorundyr. Another style of house, the turf house, was a building with a stone foundation on top of which a wooden frame was built. Turf would then be placed along the frame which gave the building the illusion of being part of the earth. Only the doors would be visible to those who were not inside. Lastly, the Gorundyr are skilled stonemasons and, while they are extremely rare, they have constructed grand stone fortresses for the most powerful of kings. Cities tend to surround these large castles for defense, as most are unwalled or surrounded with wooden palisade. Geography The Gorundyr come from a region they called the Savaar, an isolated region in the northern reaches of Anthos. Mountain folk by blood, they thrive in the harsh conditions of the frozen north. Most settlements are gathered along the coastlines and surrounded by boreal forests or mountainous ridges. Masters of sailing, the Gorundyr have begun to construct large, sturdy boats known as longships. These boats are small, sturdy, fast vessel’s and should allow the Gorundyr to traverse the seas and bring their warbands to ever distant, rich lands. Until now, these peoples have kept largely to themselves. Driven from their homeland by the Scourge, the Gorundyr look to carve out a new life for themselves. Appearance While many of the Gorundyr were diverse in their appearances, the near extinction of their people removed many traits from the gene pool. Still, most Gorundyr can be credited as being very tall compared to some other races. Averaging a height of six feet three inches, Gorundyr warriors are some of the fiercest sights on the battlefield. The most common eye-colours would be brown and green, with blue eyes being the rarest. It is easy to identify a Gorundyr by not only their size, but their pale skin and brown hair. Braided hair and beards are a must, though many choose to keep their hair free and unkempt.
  24. Larry Shortoak

    The Shortoak Family

    The Shortoak Family ~*~ The Shortoak Family had a rather odd beginning. One quite fit for the life of a Halfling as it involves a bet between two very cheeky friends. Larry and Andwise were best of friends even from their first meeting back in the village of Goodborough, luckily for the pair they both knew how to rustle each other’s jimmy’s and knew when each could be beaten, especially when they put wagers on the line. As we go back to the story of the Shortoak beginnings, one must first know the initial bet and what was at stake. Andwise bet his most famous trusty shogging shovel that was cared for and had a magical ability to be quicker than any other, or so they said. And Larry had nothing of importance, not at the time anyway but he liked to gamble so he put a wager of betting his last name to something Andwise found amusing at the time, shortoak. Obviously, the pair needed a competition, something where a winner would clearly be decided, so they opted to drink until one fell off their chair onto the floor. It started off with human ale, then to vodka, then to Larry’s famous Shortoak stout only to be followed with both hobbits falling to the floor at the same time, Larry making contact first. Thus, Larry and his family became the Shortoak’s. They tend to abide by three simple to follow rules: 1 - Listen to your Elders, they make the rules for a reason. 2 - Never steal from another Halfling, there is a storage burrow for a reason. 3 - If you take from another Halfling, leave something in return. :: Culture and Tradition :: Shortoak’s tend to have a large appetite, often eating multiple meals throughout the day. Larry believes that if more bigguns valued food and song above power and gold, it would be a merrier and peaceful realm. Another culture trait they have, not unique to the Shortoak’s is their ability to talk their way out of many situations, due to their often mischievous actions. However, often this is used due to getting themselves out of situations they had previously caused issues starting. Though their traditions stick similar to their fellow neighbours some of the Shortoak family enjoy artistic ways of life such as poetry, songs and drawings. :: Appearance :: The Shortoak’s often have the same colour eyes, yet it is still not uncommon to find one with different colours due to it being common for other halflings. Their complexion is often one of a light tan due to their time spent in the sun. Their hair colour can vary from a bright red to a dark brown with it being rare to see a ginger colour. The Shortoak’s are some of the shorter of their kin. Apart from their short visage, the family hold no real unique appearance. :: Religion :: The Shortoak’s way of life do not hold any sort of religion in high regards other than some following Druidism and/or the old Harvest gods during the harvest months, though it is noted that the family are fully aware of the existence of Aenguls and Daemons in the realm, even appreciating the efforts done by some to their kin. :: Notable Family Recipe :: The most notable recipe from the Shortoak’s is a Mutton Mince Pie. To make this meal, first one needs to gather the ingredients prior to cooking, never bought, but farmed by the cook and prepared shortly after collecting. A hint of nutmeg and salt adds to the taste, creating their unique take on the pie. They also have a brew known as Shortoak stout first created by Larry, no one knows the exact ingredients other than him but he has let slip it is made with the same main products as all other stouts. :: History of the Shortoaks :: Larry Shortoak - Male (1487 - Present) Finlay Shortoak - Male (1495 - 1570) Annabelle Shortoak - Female (1500 - 1592) Drogo Shortoak - Male (1528 - 1530) Holly Shortoak - Female (1550 - Unknown) ~*~
  25. Picking up the Hammer The Revival of the Angathgul as the Naakh’Ilzgul History The Spirits’ Hand - Shamanic Order “The Spirits Touch all” - The Uruk Buubztik of Lur, Late Vailor times And so I, Shagarath, pick up the hammer and smite it upon the anvil to revive the Angathgul, now named Naakh’Ilzgul: The Spirits’ Hand. For we Spiritual servants are the ruling hand upon this Mortal realm. It is WE that abide their will and WE that execute their demands. For too long the Spiritual faith hath been cast aside, Spirits mocked and forsaken. Now is the time for all descendant souls of Atlas to have the opportunity to show devotion. All that already follow and all that are intrigued are welcome. Let no ignorance on the topics of Spirituality or Shamanism stand to create unnecessary conflict. Let the spirits be praised by all, for they Touch All, not just the sons and daughters of Krug. This is how I preach to you, denizens of the mortal realm. A speaker from the spirits. These are my teachings for all who agree to follow. “Afar Ilzgul, Lup Ilzgul!” “Praise the Spirits, Fear the Spirits!” Mission Preservation The Shamanic and Spiritual faith has long been a tight organisation; a clique if you will. Now the time has come for all to prosper and spread the faith. If shown to be loyal and to have proven their devotion to the Spirits, all descendant life should be able to take part in worshipping and serving the Spirits. Balance All still know the horrors, that brought down the Realm of Vailor, and the Shamanic council knows well that such should be prevented at all cost. The blind ambition of a single shaman brought forth the end of a Realm, and the destruction of a Spirit. The Spiritual Realms were out of balance, for no Spirit should become powerful enough to access the Realm of Mortals. Therefore, we task ourselves with maintaining the balance that has been restored with Orgon’s destruction. Assist Furthermore, the council and members shall occupy themselves and devote their time to aiding all in need of their guidance, council, or help. Among these services are: the contacting of Ancestors, the creation of curses, che aid in elemental matter (Such as moving boulders from paths), the creation of Spirit imbued items, and bestowing blessings. Purge Lastly we shall fight and condemn all that is unholy, undead, or unnatural. Those who play with lifeforce, create abominations that are from beyond this Realm, or access and use the void in a manner that is self serving and harmful to both the Realm and Others shall be purged. The order wishes to clean the Realm of such filth. Inclusion As said numerous times, any descendant that is motivated, loyal and devoted enough shall be tested and accepted. Shaman Elder has the ability to accept a new member and thus it is advised to find out these individuals and speak with them. - To join the Naakh’Ilzgul is not to bound one’s soul for life. It is merely to pact themselves with like minded souls to better serve the greater good of Spirituality. - To join one must be Spiritually attuned or be willing to follow the Spiritual path. This entails that the person lives by the ways of The Spirits and wishes to serve and please them. - Upon joining one is not guaranteed to be gifted the shamanic arts. - A joined member shall live by the rules of those that lead the order and both agree and enforce their stance as listed below. - Members shall respect the alliances that are and were made. - Acting against the interest of the Naakh’Ilzgul shall result in banishment or punishments. Stance of the Naakh’Ilzgul The Naakh promotes peace among Descendants and the spread of the spiritual faith among them. The Naakh answers to the Spirits, and Spirits alone. Mortal leaders of nations and land are not acknowledged to have power over them. They are left be if they form no obstruction. The Naakh recognizes other beings of Aengelic nature, and those that follow them. They are left be if they form no obstruction. The Naakh condems that which is unnatural and undead, and shall act to purge such. The Naakh condems that which falls under the taboo of Dark Shamanism, and shall act to purge such. The Naakh condems those that access the abnormality that is the void in a self serving and harmful manner towards the Realm and the Descendants, and shall act to purge such. The Naakh recognizes and respects the Aspects and their followers as separate entities that act alongside Freygoth and work in Unison. The Naakh supports the Temple of the Ancestors and the Dark Elven religion within Velunor of the Dominion, for their ancestors and ours live alongside one another. An attached note: This message to any remaining Raguk uruks that wander the Realm: come see us should you wish to speak with your ancestor Kharak’Raguk, or to be granted your red-skin birthright of forging bloodsteel. In the early days of Angathgul, there was an alliance between the Raguks and Shamans. We would wish for this alliance to live once more. [ooc: Hedgehug#2111 for anonymous letters]
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