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  1. IUDICIUM ACCEDIT Issued by the KONGZEM OF HAENSE, KINGDOM OF BALIAN, COMMONWEALTH OF THE PETRA, GRAND KINGDOM OF URGUAN & PROTECTORATE OF HYSPIA LET ALL OF AEVOS HEAR AND TAKE HEED, In this year, the blood of the faithless has been shed, and those who have raised their banners against their allies judged; for on this day, the blood of the betrayer has been shed, and those who have murdered their own liege expunged; for on this day, the blood of the cowardly has been shed, and those who set their blades upon children punished. And the world will weep, for more will follow. King Edmund of Aaun is dead. In his seat of Whitespire, he awaited the arrival of his crowned brethren of Haense, Petra, Balian, and Veletz in the hope that he might broker peace between them. The only banner he lived to see arrive, however, was the burgundy standard of Veletz, who joined the March of Stassion in the act of regicide, and so it was that King Edmund was murdered with the dream of peace on his lips. We have avenged King Edmund. The Stassionite ambitions of claiming the throne of Aaun were dashed mere hours after their grave sin was committed, and now their corpses pile the streets of Whitespire alongside the dead of Veletz, who had comported themselves as leal allies to King Edmund only to press their hand to Stassion’s knife. And so, on this day, a host of 7,000 soldiers of Stassion and Veletz were annihilated on the streets of Whitespire. We mourn the avenged King Edmund. But we do not share his means of peace. For decades, the League of Veletz has sought a great war to satiate their base bloodlust, and yet they have lacked the courage to declare it akin to true warriors. “Oh, how they invade us!” they cry, when our forces escort the Pontiff to release a hostage they had taken unprovoked. “Oh, how they harass us!” they whine, when they send a boy to throw himself atop Svetjlast. To make peace with those who hold their allies at knife-point is to make peace with a bear by feeding it your arm; to make peace with those who target children and pregnant women is to make peace with a vampyre by tithing your blood; to make peace with those cannot control their blades is to make peace with a rabied rodent. We reject this cowardice. We reject this dishonour. We reject this savagery. And so, we do therefore declare the formation of the COVENANT OF FIVE, a grand military cooperative comprised of the Kongzem of Haense, the Kingdom of Balian, the Commonwealth of the Petra, the Grand Kingdom of Urguan, and the Protectorate of Hyspia. Together, we reject the ambitions of the League of Veletz. They would call themselves Emperors, and yet in a mere decade they have rotted their own Heartland Accord from within and turned nearly every one of their allies against them with their incompetence. And so, we, the Covenant of Five, declare that we are coming to excise this tumour. W E A R E C O M I N G T O K I L L Y O U. HIS ROYAL MAJESTY, Aleksandr II, by the Grace of Godan, King of Hanseti and Ruska, Grand Hetman of the Army, Hochmeister of the Order of the Crow, Prince of Bihar, Dules, Lahy, Muldav, Slesvik, Solvesborg, and Ulgaard, Duke of Carnatia, and Vanaheim, Margrave of Korstadt, Rothswald, and Vasiland, Count of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Siegrad, Torun, Toruv, Valdev, and Werdenburg, Viscount of Varna, Baron of Astfield, Buck, Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, and Rytsburg, Lord of the Westfolk, Protector and Lord of the Highlanders, etcetera. HIS ROYAL MAJESTY, Adrian I, by the Grace of GOD, King of Balian, Viscount of Pompourelia, Eflen and Anatis, Baron of Brucca,Valens, Malenos, Goza and Ciavola, Lord of Portoregne, Atrus and Monterosa, Warden of La Costa Rubinissima, Prince of the Holy Orenian Empire, Protector of the Heartlanders and the South, etcetera. HIS HIGHNESS, Cesar II de Pelear, Viceroy of Hyspia, Duke of Pacazu, Baron of Arenisca and Del’mar, Lord of La Dorada, Lord of Niseep, Gereon's Hold, and Ciudad de Plata, Protector of the Hyspian People, Patriarch of House de Pelear. HER MAJESTY, Catherine I, Queen of the Commonwealth of the Petra, Marquise de Val d’Estenou, Countess of Temesch and Moere, Baroness of Garmont, Valfleur, Vallagne-en-Petra, Artois, and of the Phoenixspire, Protector of the Meadows. HIS GRANDNESS, Garedyn The Emerald, Grand King of Urguan, Chief of the Mossborn, Seer of Hefrumm, Zealot of the Triad.
  2. LECTOR ALCHEMY PACK II KEEP FIGHTING AGAINST EVIL! CREDIT @Islamadon @Shady Tales @Wowj @venstreni [T1] HANGOVER CURE [OPEN] BACKGROUND Based upon an anecdotal Oyashiman hangover cure, Lector Oijin developed this remedy to act as a quick reliever for young Novitiates and Lectors who frequently engage in solitary/celebratory drinking. The intent was to enable these men to perform their duties with energetic clarity the following day. RECIPE BASE: Maple Syrup Mundane | Clarity x2 Mundane | Heat x1 Mundane | Grace x1 EFFECTS When added to water and sipped slowly this golden brown concoction will cause its consumer to feel mildly warmer while also alleviating a variety of symptoms associated with hangovers over the duration of twenty narrative minutes. These symptoms include dehydration, headaches, fatigue, gastrointestinal irritation and inflammation of the body. NOTE: If consumed without the addition of water, this recipe may lead to further dehydration and body aches. REDLINES Hangover Cure must be consumed with water to receive its benefits without consequences. Hangover Cure is incapable of acting as a meal supplement or a substitute for proper nutrition. Hangover Cure will not act as a source of heat when consumed. Hangover Cure, albeit relieving a body of fatigue, will not boost bodily energy nor restore exhausted individuals to peak potential. Hangover Cure will not alleviate magically induced fatigue. Does NOT require an ST signature. [T1] INSTA-PATCH [OPEN] BACKGROUND Developed by Explorator engineers to aid in the mending of leaking Automatons, this sticky paste was soon discovered to have use in other repairs. Have a hole in your bucket? A crack in your ship’s hull? A draft from your window? A simple application of Insta-Patch will do the trick! RECIPE BASE: Honey Mundane | Rigidity x1 Mundane | Curtailment x1 Mundane | Lethargy x1 EFFECTS Taking the appearance of a dull paste-like substance, Insta-Patch can be applied to a surface in order to fill potential cracks or punctures. The paste will harden and create an air-tight seal [1] emote following application, provided that it is exposed to air. The strength of the dried paste is roughly equivalent to that of a tanned leather; it is durable, but prone to lacerations and punctures. The substance can be removed via tearing or the use of aqua vitae and other alcoholic substances. RED LINES Insta-Patch cannot be used as a throwable potion akin to Tanglefoot. The paste would remain congealed. Insta-Patch cannot be used for long term medical treatment. The paste interferes with the healing of wounds and leaves it prone to infection. This said, it may temporarily stifle surface level bleeding. Insta-Patch cannot be used to suffocate another person by forceful ingestion; the fluids of the throat/stomach would keep it moist enough to not harden. Insta-Patch, if applied over a surface, can be pried off akin to wax. Alcohol will also dissolve the substance. Insta-Patch lacks the durability to keep objects stuck together. Insta-Patch can only provide one application per bottle. Does NOT require an ST signature. [T2] CARTILAGE BRACER [OPEN] BACKGROUND Designed by Lector Isaac who sought to remedy the flaccidness in the ears of one his Elven friends, Cartilage Bracer was discovered to strengthen all forms of cartilage. Through clinical testing, this potion proved useful in asserting the firmness of a boxer's nose and in protecting elven ears from being snipped away by preying angry knights. RECIPE BASE: Bone Broth Mundane | Rigidity x3 Mundane | Endurance x2 Mundane | Connection x2 Mundane | Order x1 EFFECTS When consumed, this light-blue potion would grant enhanced durability and strength [comparable to iron] to cartilage portions of the body for the duration of two narrative hours. Though the flesh itself is prone to laceration and burning, the cartilage itself would find itself acting akin to a strip of metal. Sharpened objects are unable to cut through the affected cartilage, albeit a heavy metal hammer or blunt object may find success in denting/crushing it. REDLINES Cartilage Bracer only grants enhanced strength to areas of the body that rely on cartilage. Cartilage Bracer is unable to reinforce one's throat or bodily joints. Cartilage Bracer does not increase the weight of cartilage. Cartilage Bracer does not grant the ability to make actual knife-ears or noses; it simply hardens the cartilage. Sharpening will not work. Cartilage Bracer makes cartilage able to withstand sharp objects, albeit surface level flesh remains vulnerable to damage. Hardened cartilage may still be bludgeoned by heavy metallic or similarly dense objects such as hammers, maces, clubs, etc. Fists and gauntlets do not meet this requirement. Does NOT require an ST signature. [T2] SCENT MASK [OPEN] BACKGROUND Formulated by the Lector Inquisitorium, this recipe initially sought to bolster the effectiveness of the mundane methods at hiding one’s scent. In clinical trials against monstrosities, it was discovered that adding this substance to mud or other masks was entirely unnecessary as the oil itself masked the scent of man plenty. RECIPE BASE: Lard Mundane | Blindness x2 Mundane | Endurance x2 Mundane | Impediment x1 Mundane | Dark x1 EFFECTS When this murky oil is applied to a person or object, the subject’s scent would dissipate to a neutral aroma similar to the surrounding environment. Beasts (monstrous and natural) and Descendents would find themselves incapable of discerning the scent of the affected entity. When contact is made with water, however, this oil would run loose and the scent would be freed once more. REDLINES Scent Mask renders applied surfaces scentless for the duration of the encounter or RP session. Scent Mask CANNOT be treated onto alchemical filters. Scent Mask will stain the applied object with a murky brown hue until washed away by water. This, in theory, will warn people from unknowingly consuming affected foods. Scent Mask cannot be applied to liquids or gaseous substances. Scent Mask will fail if an ample amount of water is applied to it; casual sweat and crying is not enough to overpower the oil. Extensive sweating, rain, bleeding, water spells, water splashes, etc. will. Does NOT require an ST signature. [T3] EPISTLE SMOG [RARE] BACKGROUND Concocted as a means to aid the Lectorate in crowd control during the infamous Culling of Mort’on, this Explorator brewed vapor seeks to corral wily civilians and potential hostiles. Having been employed to great success by the Owyn’s March Cohort, this recipe found its way to the Third Mission of Almaris by virtue of the Grand Explorator. Its name derives from the Scroll of Spirit’s “Epistles” whereby Owyn admonished the members of Harren’s court and forced them to repent. RECIPE BASE: Onion Juice Air | Chaos x2 Mundane | Death x2 Mundane | Poison x2 Mundane | Rage x3 EFFECTS When shattered and exposed to air, this yellow-hued gaseous concoction would expand rapidly and encompass a 3x3x3 area before expanding to a 5x5x5 area the following emote. Lasting a total of [3] emotes, those within the affected area will find themselves beginning to cough wildly whilst having their vision obscured by tears. This causes aim and focus to deteriorate significantly, leaving those within vulnerable to attacks should they not vacate the affected area. This would disrupt the charging of spells [enchants excluded], the aiming of munitions and effective swordplay. This vapor can be dispersed via air displacement or alchemical filters. It is noted that this gas will cease to obstruct the breathing and eyesight of afflicted individuals should they leave its area of effect. REDLINES Epistle Smog is not fatal under any circumstance. Epistle Smog will disrupt the charging of spells [excluding enchants], the accurate aiming of projectiles and the skill of swordsmen. In essence, one cannot “power through” the sensation to cough and tear up unless they move out of the way or have adequate counters. Unobstructed breathing and eyesight will immediately return to those who leave the area of effect. Alchemical filters, goggles, face masks, and other biological counters [ex. Tawkin Mutations/Siliti] can provide adequate protection from the gas. Epistle Smog can be diffused by means of air displacement [air evocation, etc.] or alchemical air purifiers. This potion is considered “Rare” knowledge and must be learned through roleplay. Requires an ST Signature. [T3] ORGAN MENDER [OPEN] BACKGROUND Developed in response to numerous botched medical procedures, the titular Organ Mender was designed to aid in stabilizing internal injuries without providing unnecessary risk to patients. RECIPE BASE: Mandragora Oil Mundane | Life x2 Mundane | Impediment x3 Mundane | Swiftness x2 Mundane | Order x2 EFFECTS When consumed, this elixir will begin to cauterize and mend minor internal damage that may afflict the body one emote following consumption. The consumer will find themselves being rendered unconscious and left in an incapacitated state for the duration of [1] OOC day on the provision that they suffer from internal injuries. It is noted that although this potion aids in stabilizing internal injuries, this potion will not aid in the repair of vital organs such as the heart or unstabilized lungs. REDLINES Organ Mender will not aid in the repair of vital organs such as Lungs [unless stabilized] or the Heart. Organ Mender will render the patient incapacitated, but conscious, for the duration of 1 OOC day. Organ Mender cannot be forcefully fed to a patient to induce incapacitation unless they suffer from internal injuries. Organ Mender will not aid in the mending of large gaps and/or sizeable holes in the body nor will it repair shredded and removed innards; it is effective in mending puncture wounds and deep lacerations. Does NOT require an ST signature. CHANGELOG: Insta-Patch's durability has been clarified as being similar to that of tanned leather. Insta-Patch has been clarified to provide 1 application per bottle. Cartilage Bracer redline added which clarifies that it will not strengthen the throat or joints in the consumer's body. Cartilage Bracer duration lowered to 2 narrative hours. Epistle Smog duration has been lowered to [4] emotes. Epistle Smog has been clarified as not affecting those who leave its area of effect. Hydrophobic Oil has been removed. Strength Serum has been removed.
  4. The Harvest Militant ~The Army of the Grand Duchy~ Halflings in uniforms stand in line, shovels at their side to their shoulders, standing stout not moving a muscle. A platform stands before them, raised with carves pumpkins displaying their fearless leader Phillip Norfoot. And alas, the fearless leader comes to stage, a stout expression on his face. He smirks to the men and says "Soon lads! We will ta'e over those panseh little shites, 'iding in their closed off grove! We'll show 'em our powah! The powah all 'Alflins should posses!" The lads cheer and raise their shovels, rejoicing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Harvest Militant is a Radical Militaristic Halfling Extremist Militia, bent on conquering the halfling nation and forging it to their idealistic views and dogmas. -Religion- The Harvest Militant worships and follows the Pumpkin Lord and follow his will, while to most halflings this is heresy, they would die in the name of their Idol ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Ranks~ -Private- Privates are the backbone of the militia, making up most of the force. -Sergeant- The leaders of the privates, they command squads of two. -Lieutenant- The overall commanders of the troops, they command two squads. -Engineer- The builders of the army, they create the pumpkin-pults -Naval Marine- Soldiers of the naval forces, they are the forces of the Grand Navy -General- Absolute leader of the militant ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Application~ (Keep in mind we only accept halflings) OOC Name: IC Name: Do you swear to thrive to take down the weak Halfling nation?: Which section of the army do you wish to be in? (Engineering/Infantry): Do you have skype? If so what is your username: Do you have Teamspeak?:
  5. Inside the Royal Palace at Petrus, the Privy Council of Oren meets with King Olivier, representatives from all corners of the realm coming together. Around the table sit the King, and all major nobles of the realm, with a scribe to record the historic event. Their meeting is short and to the point, and wrapped up with the His Majesty’s words. “It is done, then. The Beginning of the End has started. The stout pups have bit the wolf’s tail too many times.” Around the table, heads nod in agreement, and notices are sent to every major holdfast in the Realm. To the Lords and Soldiers of Oren; Pick up your shields and raise your spears - we march to end the war. WARCLAIM Type of Battle: Conquest Time & Date: 5PM EST, 4th of April (Negotiable) Attacking Forces: The Kingdom of Oren + Allies Defending Forces: The Grand Kingdom of Urguan + Allies Location and Boundaries: Kal’Karaad Kal’Karaad and immediate surroundings http://gyazo.com/d0caf32f14934a229611d0c8c279dd3a (Roughly) Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area, or bested to such an extent that a realistic defense is no longer viable (IE - Defenders huddle 500 feet underground, victory is declared, for they could not realistically defend the actual city, which would simply fall into attacking hands.) Victory for the defending team: If the attackers are all killed or driven out of the battle area. Rewards: Victory for the attackers means ownership of the Kal’Karaad plot will be transferred to the Kingdom of Oren, and used as they please. Victory for the defenders means the region may not be war claimed for a time based off the suggestions of non affiliated Game Moderators with the consent of both sides. Rules: Server rules No team killing No fake statuses No returning to battle Siege weapons enabled No metagaming No underground fort modifications prior to this post. All additional fortifications must be on ground level or above. No moving items out of the city
  6. Hello there, citizens of Lord of the Craft! This will be perhaps one of my few helpful (somewhat) forum posts for all of your wonderful, welcoming eyes to see. I come to you after a night of long tears, drawn conclusions, hypothetical mental ward trips, and a nearly broken computer monitor to present a little tip! Now, assuming that you’re on any of these: 1. Windows XP. 2. Windows Vista. 3. Windows 7. 4. Windows 8. Then this guide might just help you! Now, the guide in itself is to deduce that of the latency of your Minecraft client’s packets sent to the server of LotC (or any other) that you play on. Notes: 1. This is not going to reduce the ping of your gaming experience; for that is your ISP’s jurisdiction, and certainly not mine. Minecraft works off of TCP packets, just as most other games that are online. 2. You cannot, and will not, blame me for any mistaken steps; for I have made these as clear as I can. If you need help, let me know via a comment, and I’ll do my best to respond. 3. You will need administrator permissions on your Windows account for this. Anyway, let’s get started. ~~~ 1. Open up the Windows Run menu (Windows Key+R) and type “regedit” without the quotation marks. Under here you will find a series of different folders that should appear as a list. 2. Go to the path of "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters\Interfaces" underneath these series of folders. Make sure that this is one hundred percent accurate. 3. For each folder underneath “Interface” we’re going to want to make steps four and five repeat. 4. Create two new DWORD registry keys one labeled “TcpAckFrequency” and another labeled “TCPNoDelay.” Make sure that this is done underneath each folder of Interfaces, or this will not work. (Note: Thanks to Freya for reminding me; if you're on a 64 bit Windows system, you need to make "TcpAckFrequency" a "QWORD" instead of the DWORD for "TCPNoDelay." Everything from there will be the same; make it underneath all the folders, just TcpAckFrequency made QWORD if you're on a 64 bit OS.) 5. Double click on each new key and change the value from “0” to “1.” (Base hexadecimal.) 6. Confirm that you have done steps 4 and 5 correctly, and underneath each folder of Interfaces. If you have two, do it under two. If you have fourty, do it underneath all fourty. 7. Restart your computer: This is very important, as the registry edits will not take place until Windows reloads. If you ever wonder why you’ve been asked by a program to restart after installing, this is why. ~~~ More notes. 1. If you wish to uninstall this, go to the same path and find these same DWORD registry keys, right click, and delete. 2. This will not affect your command prompt ping. CMD pings use a packet called ICMP, and this only affects TCP. What it does is actually moves your in game latency closer to that actual ping that your computer wants/is able to hand. You can have a ping of 20, but a latency of 80. ~~~ If you notice anything different or don't, comment!
  7. ~ Dwarven Names ~ need a name for your character? find one here! Red = Used Green= Unused The Hobbit/ Lord of The Rings Names: Thorin, Balin, Dwalin, Fili, Kili, Oin, Gloin, Gimli, Bifur, Bofur, Bombur, Ori, Nori, Dori, Thrain, Thror, Nar, Durin, Nain, Dain, Fundin, Groin, Borin, Farin, Frerin, Fror, Cror, Morgoth, Thor, Toran, Brind Turin Hurin Viking/ Russian Based Names: Olaf, Leif, Edrik, Arnolf, Euron, Erikk, Earl, Jarl, Hagen, Krof, Nord, Ulfric, Umar, Ulmer, Yohn, Igor, Orik, Ragnar, Yurrik, Ingof, Nardlof, Tormund, Norse, Ulhart, Alf, Rolfe, Styr, Sigorn, Mord, Voan, Ivor, Roran, Enif, Egrof, Lothar, Ludin, Noye, Loring, Agnar, Armond, Arnor, Brand, Diarf, Edgar, Erlend, Finnvid, Folkmar, Formund, Gizor Gamal, Hedin Halldor, Hallvardm Hakon, Haeming, Hermund, Havard, Hord, Hrolf, Hroar, Ingvar, Ivar, Jorund, Kar, Karl, Kotkell, Knut, Kaetil, Kollfinn, Kori, Mord, Mar, Moldof, Olae, Olvir, Ottar, Ospak, Osvald, Oleif, Regin, Runolf, Sigvast, Sigurd, Sigvat, Skard,Skuld, Skorri, Sven, Thorleik, Thorgils, Thorleif, Thorgest, Thorgeir, Thord, Thorald, Thorfinn, Thorhall, Thorgrim, Thororm, Thorolf, Ulf, Ulvkil, Vali, Valgard, Vandrad, Vestar, Vekel, Varin, Vog, Vigfus, Yngvar Best Dwarf Names: Argon, Bergeron, Baelor, Baerik, Ckrane, Caelor, Delber, Dorimn, Delmer, Dukin, Frok, Grimdun, Grumff, Haldor, Ithic, Kodin, Kadin, Kraydin, Mirgof, Odin, Onar, Quinn, Royamar, Roy, Roggar, Torwynd, Tromull, Victarion, Belegar, Thurgum, Gombur, Ketin, Gilum, Grunum, Dilbar, Dalaim, Thoreft, Dwinhare, Dorfik, Verrik, Narheim, Horst, Albreich, Baldhor, Brom, Grum, Tortkrah, Kreghilm, Zarrok, Razok, Hrothgar, Fri, Fletcher, Fargin, Vullun, Un, Jorn, Valen, Gorum, Uzafn, Rocmn, Yem, Goftim, Vufeac, Govln, Rejum, Qhebf, Otlan, Oef, Vun, Arager, Burrim, Virn, Tun, Kragle, Arrack, Gram, Mukot, Grombur, Nado Ragni Vargrim Herran Quan Iorunn Skeg Arget Zircon Ebardac Gannel Rak Jurgen Fanghur Beor Korgan Freowin Sweldn Farr Tarnag Vermund Urzhad Guntera Ingeit Martland Ornthrond Durok Orrin Udim Kiefna Dalgon Thordris Kvistor, Argor, Cruggar, Cramdun, Cronkkur, Hargoth, Rokkar, Tregor, Yark, Ovrak, Bolgrun, Torwold, Cragorn, Bronn, Cromm, Maegor, Othell, Bowen, Dormund, Archibold, Yron, Jeor, Bulwer, Groat, Gendry, Dagon, Dagmar, Wulfe, Zain, Varmund, Thor, Balon, Balmon, Drogon, Vyman, Germund, Norne, Gorold, Donnor, Hostor, Boremund, Maron, Roggon, Theomore, Torrhen, Marlon, Gerrick, Orell Toregg, Owen, Cugen, Dywen, Kedge, Grenn, Qhorin, Oleg, Hodor, Bolgrun Runk Raggrueft, Gimkil Dorhag, Rugoreft, Dgar, Bolhak, Chalhak Gargim, Grohak, Thrrag, Drutek, Durbark, Storrk, Brolode, Kilov, Dukr, Grikl, Chalthin, Malk, Barrun, Hajak, Grunmundwingimdukr, Grihard,Nalkil Drumorg Chaldorfik, Grogrifik, Grigarhergomzak, Gorbroketbek,, Argil, Gorzak, Dgrig, Rugil, Warhammer Dwarf Names: Kurgan, Sigmar, Alaric, Rikakron, Grungni, Velkor, Grimnir, Thorek, Brakak, Kraggi, Kantuz, Skor, Odro, Ong, Tuk, Dwe, Fut, Kar, Valya, Snorri, Gotrek, Oeragor, Alrik, Ranulf, Byrronth, Garagrim, Ungrim, Barack, Bel, Budrik, Kadrin, Skorri, Varn, Zorn, Hrain, Karak, Kaz, Azgal, Ungir, Zhufbar, Ekrund, Drazh, Haraz, Dron, Varr, Drak, Norsca, Orrund, Mortis, Tarn, Izor
  8. - ( Disclaimer - While I do not credit myself with the original creation of the Draug, I do call the version present in this lore a variation, and I do stress that. The version I have created has been idealized to comply with existing server lore and mechanics, as well as entreating each occurrence of a Draug on the server with some degree of individuality and fun. ) - The Draug By far, one of the most feared creatures in the known world is known as the the Draug. While circumstances surrounding their few recorded appearances are similar, for the most part, the creatures themselves harbor painfully few similarities to one another. So, the question remains, what is a Draug? A Draug is a creature born from the heat and brutality of warfare that feels no pain, has insatiable bloodlust, offers no mercy and feels no remorse. Their volatile belligerence is not to say they are dim-witted by any means, for they are actually the opposite; a Draug, any measure of size or shape, is utterly brilliant. In their brilliance and strength, they are almost grandiose. A Draug has only ever been recorded to form in a battle, and more so particularly in a bloody one. Their essence appears as a cloud of embers, which often are spotted flying against the wind or in ways uncharacteristic to embers. Upon finding a place of suitable size and opposition, the Draug begins to form. Armor of fallen soldiers (sometimes with their wearer still inside), wooden beams, fortifications, and pieces of breastwork all seem to come alive as they fly towards the center of this amalgamous entity, forming legs first and working their way up, eventually standing anywhere between eight and nearing fifteen feet tall (More powerful Draugs are able to hold more objects in place, and therefore become taller and heavier). In our eyes this process seems random and sloppy, but the Draug carefully assesses each and every item going into and onto its body, and places it just where it wants it. This leaves very few gaps in its armor, and oftentimes it is made of stone or fiery wood, making direct combat with this beast very difficult, if possible at all. After their rather drawn out formation, they waste no time before charging into the fray. They often bear shields or banners from either side of a conflict, which catches many unsuspecting or untested soldiers off guard, thinking the fiery demon is charging towards the enemy, as they get the end of the Draug’s weapon. In open combat, the creature will often sustain damages and need repairs. It does this quickly and easily, filling the gaps with remnants of the carnage it has created almost instantaneously. Let it be said that with the advent of a Draug, the only sure tactic to prolong your own life, is to turn and run; Draugs cannot truly be killed, and their endless slaughtering is only halted when they run out of enemies to kill. It is then that they usually release their essence, and their form crumbles to a heap. Draug Behavior and Origins Rather unpredictable by nature, but enhanced by their vast intellect, it is very hard to guess what a Draug will do. Their formation in a battle should be taken as a bad omen, as it takes them a great deal of strength to form, and a few years to gain the strength to form in the first place. Some older and larger Draugs will fight in a very reserved manner, picking sizable targets from the crowd, while smaller and younger Draugs enter the fray. On the topic of their age, they do, in fact, become wiser and more skilled tacticians after every incursion, but do not age as mortals. The trend typically follows that a younger Draug will be smaller and weaker. While the origins of the Draug are not completely known to us, we do know they are native to Anthos, and in all of our time here, we have only ever observed four Draugs. Their names are as follows: Rudibus, Demoval, Ur and Castillon. Castillon Castillon, the name conjures dark memories for scholars well acquainted with his history. He, the more belligerent of the four known Draugs , is perhaps the most unique as well. The first and only Draug to ever name himself, in common tongue, no less. He stood at sixteen feet, carried a tower shield taken from the hull of a small boat, and a bastard sword almost as long as he was tall. After two sweeps of a battlefield for survivors, he simply turned north and walked off into the woods. He walked for days until he arrived at the ruins of Fort Greywyn, and then further still into the gateway to the north. The scouts that followed him dared not go close enough to hear the conversation, but saw him clearly raise his sword to strike the gate, but for one single moment in all of recorded history, as a Harbinger appeared and spoke to him, he lowered his sword. After many minutes of a one sided conversation, Castillon planted his sword and shield in the snow and allowed his form to fall into a heap of charred wood and iron. As the fires on the timbers he had claimed were snuffed out, the embers floated up from the heap and behind the wall, with the Harbinger following closely behind. Castillon has never been seen since that day.
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