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  1. 11th of Godfrey's Triumph, 49 BA Salutations- and welcome to Almaris (or whatever realm we’re in now.. or just LoTC in general). Balian is a great community, developed over a year now between a group of friends that lost a war a long time ago. It is extremely close knit- and very welcoming to any players, old or new. We pride ourselves on our inclusive RP- and our RP that we believe is of quite a high standard. We hope you decide to tag along and enjoy it too, just as we would enjoy having you. - Shmeepicus (Alexander I) In the southern lands of Almaris, a shining desert Kingdom under the grace of GOD stands in stalwart beauty. The Kingdom of Balian, a southern Canonist nation welcomes all visitors from all walks of life to come visit, socialize and reside within its prosperous borders. THE CITY OF ATRUS Atrus, the glistening walled capital of the Kingdom of Balian, is the seat of the Royal Crown of Balian. The Palatio Monterosa, home of the Royal Family is located within the city. The vibrant colors and the marble structures present within the city displays Balian’s colorful and prosperous atmosphere. The city is divided into four districts, each containing structures of importance. KING JOHN’S SQUARE Named after the first king of Balian, John Casimir, the square is the main area of Atrus. Upon entering the city, the first sight a traveler will come upon is the statue of John Casimir. They will then be met by the many distinct bazaars and shops, including the wonderful tavern and casino, and Atrus’s very own bakery. Here in Saint John’s Square the traveler may find many individuals to interact with or many shops to indulge their consumerist tendencies in. THE CHURCH DISTRICT La Sorella Basilica is the main attraction within this district. Its beautiful marble structure, its stained glass windows and its doma styled prismarine roofings is an excellent example of both Balian’s prosperous wealth and dedication to GOD and the canonist faith. The Basilica, cared for by His Eminence, Cardinal Teodosio Tyria, Vice Chancellor of the Church of Canon and the clergy of Balian is the main area for the practitioners of the Canonist faith. Many services, religious sermons and religious events sponsored by the Church and the Royal Duana of Balian are held within the Basilica. The Church District also contains some residential areas beside the La Sorella Basilica. THE THEATER DISTRICT What is a city without entertainment? The Saint’s Lothar theater district contains the official public theater of Atrus, The Saint Lothar’s Theater. Here is where much of Balian’s entertainment happens. One may find performances from the Bards’ College here or from Balian’s very own citizens. The theater district also contains residential homes for the Balianese citizens. The entertainment within the theater never disappoints! Here in Saint Lothar’s Theater is where stars are born! THE MARKET DISTRICT The Market District contains stalls and shops for citizens and traveling consumers alike to indulge in purchasing, haggling or at times even selling products that are grown or handmade in the Kingdom of Balian. Certain exotic products from other nations and settlements throughout Almaris are also sold here. The Market District contains the bulk of the residential homes in Atrus. THE BALIANESE CULTURE The culture of Balian can be described as a mixture of Petrine, Bathalite and Rhenyari influence. Its people tend to be more liberal, and tolerant than other human nations. Freedom of speech and participation in society is highly valued in Balian culture. Each of its citizens are encouraged to speak the truth. Yet, formalities and titles must also be respected. The Royal Family and the aristocracy of Balian are expected to provide for and take care of their fellow commoner citizens. The social ladder within the Kingdom of Balian tends to be a fairer climb than most other canonist nations. Mercantilism is a highly valued economic principle within the kingdom. The three most valued pillars of Balianese identity are: Faith, State, and Prosperity. THE GOVERNMENT OF BALIAN The government of Balian is an absolute monarchy. The Crown of Balian holds absolute authority over the nation and all of its affairs. Under the Crown sits the Royal Duana, the governing body of Balian that is tasked with handling the nation’s affairs. The Duana's body consists of various secretaries that head government offices comprising the Amiratus, Legate, Censor, Magister, Constable, Procurator, Agent-General of the Clergy and the Principal Secretary. THE AMIRATUS Also known as the Seneschal of the Crown- is the head of the Royal Duana and the chief advisor to the King. The Amiratus is considered the penultimate authority in the Kingdom, second to only the Crown. The associate members of the Duana answer to the Amiratus and the Crown. THE LEGATE Also known as the Secretary of Foreign Affairs- is responsible for the world view of Balian as well as the pacts and treaties that the nation holds. They are considered the chief diplomat of Balian. THE MINISTER OF THE INTERIOR Manages the various holdings of Balian. They are responsible for the Ecumene, or land survey of Balian, ensuring that the land as a whole is held to royal architectural standards. They are also the head of the immigration department in Balian. THE PROCURATOR The chief financial minister of Balian, entrusted with all of Balian’s financial matters, procuring more money for the Kingdom and looking over any spending of the nation. THE CENSOR The chief scribe of Balian. They take minutes of important meetings, organize the government press and the Royal Balianese Academy. They also maintain the census and oversee any elections within Balian. THE CONSTABLE The Captain of the Company of Balian, which is the national army of the Kingdom of Balian. The constable is responsible for the maintenance and command of the national army. THE MAGISTER The head of the Balian Judicial system. The Magister oversees most judicial matters within Balian and is the chief justice of the Balian judiciary. The Magister also advises the Crown in appointing judges, known as Kritai, for the Kingdom. THE AGENT-GENERAL OF THE CLERGY Tasked with promoting religious and cultural institutions within the realm. The Agent-General helps ensure that the Kingdom of Balian acts with the interest of the state faith of Canonism, they are the chief representative of Balian to the Church of Canon and to the High Pontiff’s Curia. THE PRINCIPAL SECRETARY Tasked with collecting intelligence and making internal reports within the Duana on potential improvements that may be made within the Kingdom of Balian. They also follow up with the many different offices within the Duana on behalf of the Amiratus and the Crown. THE SUPREME ASSEMBLY OF THE LAZZARI The City of Atrus contains its own local government. The Supreme Assembly of the Lazzari, spearheaded by the Syndic, consists of a member of four concios whom manage and govern the city’s infrastructure. The Assembly and the Syndic meet bi-weekly in the Assembly Hall of Atrus. Even if granted semi-autonomy, they answer to both the Crown and the Royal Duana. THE COMPANY OF BALIAN The standing military of Balian is named The Company of Balian (COB). The Company of Balian is the primary military force of the Kingdom of Balian. The highest authority of the Company is The Crown, followed by the Amiratus and then the Constable. The Company’s culture is one of camaraderie and brotherhood. Much like Balian’s culture, the Company represents Balianese ideals in all of its ranks. The Company is the primary law enforcement and defense force of the Kingdom. Being a member of The Company can be considered a prestige among the Balianese citizens, their work and dutiful commitment to keeping order and safety within the borders of Balian is considered a heroic and respectful service to the Kingdom and The Crown. THE BALIANESE PEERAGE The Peers of The Kingdom of Balian, also known as the Nobility, are among the most prominent families in Balian. Each Noble House has had a heavy hand in the founding, construction, and day-to-day life of Balian. THE COMMITTAL HOUSE OF VUILLER THE COMMITTAL HOUSE OF D’ARKENT THE VISCOMITAL HOUSE OF SARKOZIC THE VISCOMITAL HOUSE OF DARKWOOD THE BARONIAL HOUSE OF RUTHERN THE BARONIAL HOUSE OF GALBRAITH THE BARONIAL HOUSE OF KERVALLEN THE COURT OF MONTEROSA THE GOVERNESS OF THE COURT Tasked with keeping and maintaining the Palatio Monterosa and the court. The Governess is in charge of all events which may take place within the Kingdom of Balian, as well as creating events specifically for the palace court. The Governess is in charge with creating positions within the court and hiring the appropriate people to fill them as they act as a representative of themselves and the Court. The Monterosa Court, headed by the Governess of the Court, is a major hub for events and activities for nobles and commoners alike. The Court of Monterosa, located within the Royal Palace, conducts and maintains activity and many events within the Kingdom of Balian, hosting events such as Royal Court where the citizenry are free to petition the King of Balian or other members of leadership. The Royal Family resides within the Palace and members of the noble peerages often frequent the Palace for meetings and their freetime. Celebrations such as feasts and balls are held within the Palace and everyone within the Kingdom is welcomed to enjoy the sights and grandeur of the Palatio Monterosa. THE ROYAL FAMILY OF BALIAN The Royal Household of Balian are descendants of King John I of Balian who was a Novellen Prince of the Empire of Oren. Having founded the Kingdom of Balian, the Royal Household holds strong ties to Imperial Oren within their bloodline and continues to hold the surname Novellen with d’Atrus (of Atrus) added on to set them apart from other Novellen descendants in the realm. His Majesty, ALEXANDER I, King of Balian, Viscount of Eflen and Anatis, Baron of Brucca,Valens, Malenos and Ciavola, Lord of Atrus and Monterosa. His Royal Highness, HADRIAN CASIMIR, Prince of Monterosa, Duke of Abretta, Heir-Presumptive of the Kingdom of Balian His Royal Highness, ALEXIOS MICHAEL, Count of Pavano Her Royal Highness, ELENA CASIMIRA, Princess Royal of Balian, Countess of Rosemoor Her Royal Highness, LYDIA ANTHEIA, Countess of Caluzzo LOCATION OF BALIAN Balian’s location is situated in the South East of Almaris. The Kingdom can be reached by traveling through South Hub and taking the Camel in front of the Oasis which directly takes the traveler to the entrance of Atrus. Here is a depiction of the camel at the Oasis, the map and location of the Kingdom of Balian: (The Oasis Camel to Balian) (Coordinates: X: 1787, Y:3228)
  2. A TOURIST'S GUIDE TO THE KINGDOM OF AAUN By Fr. Harold; Revised Edition FOREWORD Contained herein, my fellow citizens, is a compilation of all my favorite architectural feats within our most serene nation of Aaun. If you are planning to visit soon, or perhaps are a native looking to see the unnatural beauty of your country, do pay close look to this most blessed of guides, and find your travels nicened by the pleasantry contained herein. t. Father Harold, Renowned Connoisseur of Architectury. THE GREAT SPIRE Crownlands Many guide-makers would try to lead you astray with false presumptions. But me, dear reader? I would do no such thing. I will be honest and quaint with my description; in that we of the Architectural Society of Almaris have no generally agreed consensus on where this structure came from. Some have thought it to be an egg what was layn by a very large dragon, occupied as a building only in recent years. Others proclaim it is a lost spire of olden times, reclaimed by the modern kingdom. Whatever its origins may be, I implore you to visit this great spire within the realm of Aaun. THE WALLED ESTATE Crownlands This estate is the historic seat of House Horen, yet today finds its use as the modern home of a handful of petty merchant-lords. Its beauty is not that which should be ignored, the grandeur only matched by the few surviving descriptions of Imperial palaces of eld. Be sure to stop by this marvel on your vacation to Aaun! HISTORIC FARMHOUSE Crownlands This historic work of architecture is one of the smaller on our list, but we deem it one of the most important despite this fact. This farmhouse, in fact, is the historically preserved farmhouse that Charles Alstion was raised in by his impoverished family. Within you can read excerpts from his diary, wherein he proclaims his juvenile ambitions to found a kingdom. How cute! ANCIENT FLYING MACHINE Crownlands The less curious of curious entries within this guide, there are many theories as to who precisely constructed this ancient technological marvel. Now laying dormant, it is broadly agreed that this wonder of imagination was once a flying machine of sorts, used by ancient peoples of the Crownlands to get from place to place with great speed. Have a correction, concern, or potential addition? Send it to Father Harold! Father Harold 1 Lector Way Arentania, Aaun IX O II I O
  3. ___________________________________________________________________________________________________ Settlement Guide Brief Summary The Underlight Grotto is the natural playground of the Mother Circle. Inhabited by druidic artisans, healers, storytellers, teachers and adventurers, this lair is nestled under the vast boughs of the Mother Tree. Beneath her shadow, the lauded Moonlit Forest glows with natural bioluminescence. ________________________________________________________________________________________________________ ________________________________________________________________________________________________________ Points of Interest The BAYOU BEER GARDEN Often the location of nightly shenanigans and music, the tavern of the Grotto proudly presents Blues Night in the living theatre, as well as the cozy Swamp Fog smoking lounge! The Moonlit Forest __________________________________________________________________________________________________________ In the twists and turns of the Moonlit Forest above the Grotto, adventurers can find hidden treasures and explore secrets in this verdant playground for anyone that fancies a woodland expedition. Peak Hours 6pm EST - 10pm EST Directions Starting from the South Hub, visitors should take the first right and follow signs for the Underlight Grotto. The path will split, with the road to the island veering left and over a mesa until it descends to sea level and over a lilly pad bridge. Keep going, and there will be an illuminated tunnel past the soulstone pillar!
  4. THE NOBLE CITY OF ATRUS ‘Things Held in Common’ [Mood] “They say Atrus is the wildflower of the south, watered by the piety of its late King John Casimir. Its petals bloom outward, inviting all to a place of refuge.” Shalasannan Doxos, adventurer, reflecting on his time in the capital of Balian. The cosmopolitan city of Atrus is known for its unique blend of Petrine, Rhenyari, and old Balianite influences. Its streets are lined with white-washed buildings adorned with colorful mosaics and intricate carvings, while the bustling markets offer a diverse array of goods from all corners of the southern continent. Given its location in the desert, Atrus boasts a Mediterranean-like climate with hot summers and mild winters. The city is surrounded by heavy dunes that are also home to a variety of exotic flora and fauna, making it a popular destination for hunters and adventurers. It is a place where old traditions and new ideas come together to cultivate a hardy and innovative society. The Senate of Balian, a once proud institution made up of many former imperial bureaucrats, governed the city in the time of King John Casimir. However, over time, the Senate had grown stagnant and out of touch with the needs and concerns of the people. Seeing an opportunity to empower his people and revitalize his city, King Alexander chartered the First Commune of Atrus, a people's organization that would give the lazzari, or commons of Atrus, a political unit to band together and administer the desert city. The First Commune of Atrus introduces the historic Gradic Rights to the people of Atrus, as well as empowering them to name among them a First Syndic and Vice-Syndic to lead their city. They are afforded the power to self-legislate through the Supreme Assembly of the Lazzari, and it is the King’s hope that these reforms lead to a more agile and dynamic city administration powered by the collective knowledge and expertise of its people. The motto of the First Commune is ‘Things Held in Common’ - a reminder that the wildflower of the south, Atrus, is a gift shared among its people. THE RIGHTS OF OUR ATRUS The Lazzari of Atrus Enjoy The Kings Game The Commune of Atrus is granted privileges under the Gradic Rights which outline their autonomy and freedom from serfdom. The Gradic Rights were given to the Imperial Free City of Felsen during the reign of John II, Holy Orenian Emperor which allowed for greater autonomy to the city through a series of municipal rights. These rights came from a series of laws which gave privileges to the burghers, exemption from serfdom, and the ability for self-governance and self-defense. The Gradic Rights, c.1557 Hitherto the populace of this city shall be referred to as any legal landholder and their immediate family within municipal authority. Hitherto does the populace of this city have the right to waive feudal privilege and govern itself. Hence the city has the right to choose a leader from amongst its own. Hence the city has the right to produce and publish laws and rights regarding itself. Hitherto does the populace of this city have an exemption from serfdom. Hitherto does the populace of this city have the right to freedom of travel. Hitherto does the populace of this city have the right to collect tax, tolls, and impose fees. Hitherto does the populace of this city have the right to freedom of trade. Hitherto does the populace of this city have the right to a trial by judge. Hitherto does the populace of this city have the right to petition its lord. THE GOVERNMENT OF OUR ATRUS THE FIRST SYNDIC OF ATRUS The First Syndic of Atrus serves as the head of the municipal government. They are elected by popular vote by the citizenry every four years, and are expected to appoint a Vice-Syndic to help manage their affairs, as well as up to three commissioners to tackle specific municipal challenges such as construction, event organization, the management of press and publication, or more. THE SUPREME ASSEMBLY OF THE LAZZARI The Supreme Assembly of the Lazzari acts as the collective representation for the citizenry of Atrus. There are six seats within the assembly filled by citizens of the city. The seats are chosen by lottery vote, headed by the Procurator’s office once every four years. The assembly functions as the legislative body of the city and is charged with the creation and amendment of law and judicial statutes. It is named after the lazzari, or commons, in the modern Balian tongue, and one who fills one of the seats of the Supreme Assembly may be addressed as Concio. The commune is unique from other city governments in that while concios are the only ones that can propose a legislation to be voted on, the actual voting is done by all citizens of Atrus. In that way, while the concios guide and moderate discussion, all peoples of Atrus are enfranchised to vote on the bills that will affect them. A citizen of Atrus, is defined as someone who has lived in the city for more than two weeks, and has paid rent on a property in that time or served in one of its state institutions for that time. THE CITY CLERK OF ATRUS The City Clerk of the City of Atrus is appointed by the Procurator’s office and serves indefinitely until sacked by said office. They are the chief financial comptroller of the city, ensuring that royal dues are received to the Crown and chamber, and serve as the Crown’s representative in the city’s administration. If a City Clerk has proven inept, inactive, or otherwise corrupt, the Supreme Assembly can make a motion for impeachment on a two-thirds majority. JOINING ATRUS If the spirit of the concios and lazzari speak to you, then know that Atrus, the precious wildflower of the South, is open to all who seek honor, refuge, and peace. The city gates remain manned by Balian’s own military company, with a thriving and stable royal administration eager to welcome immigrants. Those interested in specific developments within the Commune should reach out to the Procurator’s Office, currently manned by Johanne Vuiller (@tadabug2000) for more information, or leave a reply expressing interest at the bottom of this notice. At the moment, Atrus is seeking an interim Syndic to be appointed by the Crown to lead the first four weeks of government - after that, elections will commence as the commune’s political foundation is established. The first Assembly will also be appointed by the crown, with the first lottery being held two weeks into government. Those who would consider being part of the founding city government should reach out to the existing City Commission of Johanne Vuiller (@tadabug2000), Sarson of Helena (@Cracker), or Gaius Ruthern (@WaveLincoln) for an interview. The city is also experiencing a robust reconstruction project headed by the reputed architect Guillermo Rutledge. Previews of the illustrious build can be found below. [Credit to @VonAulusfor build and @Greenerfor screenshots] For newcomers and veterans alike seeking a fresh opportunity, being part of the groundwork of the First Commune is an excellent opportunity to leave your mark on a realm ascendant. Join us today! [Consider checking out our discord as well to get involved! https://discord.gg/UVnE9uYt8G Announcements involving the interview process to become a concio, along with event and municipal updates can be found above.]
  5. A guide to making a character you'll cry about. You're probably thinking, "You want me to cry over a fictional character I made up? ", and that's fair. And the quick response is yes. The lengthy and complicated response is that I do not trust individuals who do not dip their fries in Wendy shakes, and I do not trust anyone who creates disposable characters without feeling regret for that character's existence. Yes, we are going to fully explore this. Hold on to your seats; if I can, I'll get you to give your all to a character you might not particularly like for, but you'll develop a relationship with that character that will give you a lifetime of memories to reflect on. I'll start by noting that not everyone will approve of you or your persona, but who gives a ****? You are the character. As long as you're considering the welfare of your characters rather than your own OOC expertise, no one else has the right to tell you how to act or behave. This tutorial will assist you with creating a character from beginning to end and provide you with suggestions for improvement as you roleplay. So let's get started by asking, "Who is your character?" Who are they related to? I enjoy playing out characters from beginning to end, so if you haven't tried it yet, I highly suggest looking for families that are seeking for kids. Be reasonable; avoid aiming for nobles or royals; trust me, we'll get to that point. Find individuals with whom you click, even if you have never met them before. Before I played their child, @JoanOfArc , one of the people for whom I play children for, was completely unaware of my existence. I had been given the go-ahead by a close buddy @rukio, who attested to the fact that I wasn't a numbskull and would try to be of assistance where I could. As you advance, your friends and options will also advance, but start small and find your folks. Play whomever you can get your hands on. Alternatively, you may create a whole new family out of NPCs and see if anybody will adopt you if you start off with no family at all. If you assume you'll always be an orphan, you're deluding yourself. If you just let roleplay develop naturally, I've never seen so many individuals in LotC with the largest hearts. If you treat them well, someone could adopt you, and everything might change. Wren Vanvir Ashwood was one of my very first characters. Fenn and the Uliaben family both adopted her because they thought she was too charming and smart to pass up. I wasn't exactly new, but I didn't have the same level of dedication. As a dark elf, all I wanted to do was cause problems. I personally navigated in such a tornado of a plot that people are still approaching me and wondering whether I played Wren Ashwood, which I must now clarify (as there was a wren the second time). Roleplay is vast, and anything can happen, so never lose hope! You can do it! Character Creation! If you know me well, you are aware of my utter nerdiness. I enjoy developing characters. I enjoy creating art. I adore character arcs and skins. I'll outline the exact steps I use while creating a new character for you in this phase. For example, we are going to create a completely new character. I may use this later, I may not. Who knows? Though I've had characters of practically every species, I've recently been playing a lot of humans. Each person has a niche and community of their own. When you believe you have one race under control, a new subculture emerges that you want to investigate. Even I am not familiar with them all. There are so many, but if any reader wants to add their subculture, just leave it here, and I'll include it all. I'll classify this according to how I perceive it: You'll simply have to read about my experiences because they are my own and I genuinely don't have any unfavorable ideas. Deal with it. For a more in-depth read on every race, I suggest you comb the wiki: https://wiki.lordofthecraft.net/index.php?title=Races Races: Human OK, so there are terms you are going to hear thrown around, like heartlander and highlander, and if you've been here a long time, you know what those mean, but in reality, no one really cares too much about which one you are. It is more of a flavor text than anything. People may be interested in whether it is folk or aduian. Haense Haense is a fun community if you like politics and war. I mean that in the nicest way. Sometimes I like to think of them as lumberjacks--kind of scruffy, grumpy, and always mean business. On the female side of it, it's cold and warm at the same time. Everyone is very straightforward. They don't tend to beat around the bush and take action before speaking words. The more you do action-work, roleplay, odd jobs, or even work your way through the military, the more you are rewarded. They stick with their own and are super friendly once you get past the accent. \ Norland The Norland community is very nice. They remind me a bit of the Vikings. Now don't make a Viking character and go straight there. I have no clue what may happen to you. But they are a bit more rough than Haense, but the payout for being in their community is life-long friends that will fiercely And by that, I mean they will cause a shitstorm if you are in trouble. Savoy Savoy is what you get when you mix nobility, Italians, and every German you can find. They're not called German or Italian, but if you look closely, you'll see what I mean. more of a budding nation or city state then, so if you're looking for something a bit fresh but still has players that know history, they will help you out. I don't have much to say about it; the people who like Haense and Oren usually have a good time here. Oren, Aaun, Petra Oren is what you may see as high regency and the exact opposite of Haense. Whereas where Haense is straightforward in their actions, Oren follows that the words hold more power than the sword in most incidents-a wild playground of politics, nobility, balls, and a few poisonings have not been unseen. It is a fast-paced society where everyone seems to have a place that can be dedicated to building themselves to higher ground—not impossible by any means, but gratifying once you achieve whatever it is you achieve. Oasis and Yong ping, Farfolk So you don't want the usual human roleplay; you want to try a different subculture. Most Asian cultures are similar to Yongping, though it is not what most Chinese and Japanese cultures are like in the real world. The same goes for Oasis. Things may sound similar to what they may be in the IRL world. But I promise you, it is nothing scary or anything to worry about. Treat everything as roleplay and quite literally throw any notion of what you think it is out the window, because it is not that. And you'll have more fun if you face it with wonderment rather than trying to be all knowing about it. The Pure mixture Is it a pure mix? What is the pure mix? I refer to the pure mix as a mix of humans who form cities and vassals together with little regard to background and more concern for the families they build along the way. Freimark is a good example, or Rosanina. I hoped I spelled that correctly. They don't care where you come from in the human nations as long as you abide by their rules and family goals. These are great places to start if you have a bit of anxiety when it comes to big crowds. The Medium blend The medium mix—so if a pure mix is mainly humans, what is the medium mix? Mixed-race hubs are regarded by the majority of LotCers as being of moderate mix. These have shown on a few different maps. This is particularly true for humans because Sutica and Elysium's earlier iterations were ruled by them and housed a wide variety of species while preserving a peaceful unity. To be fair, not everyone enjoys these hubs. Your favorite location could not be someone else's favorite. Don't get upset about it and don't take it personally. Every coin has two sides, and it's possible that you don't fully understand the situation. Dwarf Urguan, It is probably your biggest hub for dwarves out there. Holding every subrace of dwarf in one area, ruled by a king that was switched out by diplomacy. They work in their own communities and do things like mining, magic, and smithing. They were builders too, shesh. It gets amazing the further down some of the tunnels you go. It is a place worth experiencing at least once. And above, the forest dwarves have their own farm land that occupies that and the caves above it. There is a unity between the two. Mynebor Sue Me! I'm MENTIONING IT! The main protagonist of most dwarves' stories is Mynebor is a touchy subject for most dwarves, so I don't believe you should ever mention it unless someone brings it up to you that you should join. Now there will always be conflict between the two. Players and dwarves alike, their dwarves hold a book of grudges that lasts for years. So get ready to be a little edgy and a little wholesome if you join up on mynebor. Mostly cave dwarves and dark dwarves in handfuls-quite literally, a very small niche community. Orc. Goblins Goblins are such little spiteful creatures that get picked on quite a bit. Most of them are bloodthirsty little spitfires, and most of them usually live within Krugmar, but they can be seen in some medium mixes. Ologs We love the big dummies of the orcs, and we also fear them. It all depends on the person behind them and their choices in life. This required a CA to play Orcs Orcs are not all the same. Do not even try to kid yourself into thinking about it. In the heat of the moment, getting raided may feel the same to you, but it is not. They may all talk in blah, which is hard to understand. The way I learnedre not all the same. Do not even try to kid yourself into thinking about it. In the heat of the moment, getting raided may feel the same to you, but it is not. They may all talk in blah, which is hard to understand. Placing straws in my mouth while pretending they were tusks allowed me to learn Blah. Blah was to put straws in my mouth and pretend they were tusks and talk. In VC, everyone made fun of me, yet it worked! Orcs operate in their own unique manner. It is comparable to the Slytherin house. Even though they have a bad reputation and are despised by everyone, they are actually incredibly proud and honest people. They will typically accept a Klomp (pvp) to the face with grace. Even if it initially seems more tribal, the more you look at this gem in the rough, the more you could like it. Elf: Elves are a fickle case. Sometimes you don't want to stay in the same spot when you have such a lengthy lifespan. You'll frequently travel away from your primary abode. Never feel guilty—in fact, if somebody makes you feel guilty, let them have it. You may do anything you darn well choose, and it is in your character to do whatever you want. Elvenesse Elvenesse is the hub for elves. Mostly wood elves, but you'll see your fair share of mixed elves there as well. If Orcs are too tribal for you, wood elves, who focus on rituals and aspects of their main religion, may be your next step. Elvenesse is a fun spot if you wish to be involved that way. Druids Another place where all walks of life live. Although I will admit that I notice more wood elf cultures migrating here than I do elfness—something about being in touch with nature drives us all a bit crazy, I think— To dwell inside their groves, though, you do not absolutely need to be a druid, though it is strongly advised. Many of them come from families that never become druids. Fenn The snow elves—I mean the redacted. These high elves carelessly dwell in the frigid air and cold. a close-knit group of people who have persevered through many difficulties and tribulations. Numerous individuals appear to play snow elves and never depart. There, the populace is exceedingly moral. a community that will give you a job if you ask, with a political and military structure entwined with it. Haelunor Everyone has at least once heard about Haeunor. You'll encounter a lot of rumors. Really, just toss them out the window. In contrast to their role, high elves are the complete opposite. This, at times, is pretty humorous. Consider them to be political ravenclaws who will quip you into oblivion and then repeat the precise rule you breached in its entirety. a civilization that is based on ideas that have been successful for them.a culture based on principles that have produced positive results for them. They convey a distinct notion of pure; they are not inherently racist. In all honesty, people don't make as much of a fuss when they keep things inside themselves, therefore I don't see why Haelunor gets a bad name for it. With elves, it's basically the same idea. Perhaps you are the one reading those who think in such words incorrectly. Dark elf Oh, dark elves my babies. There are so many different communities and civilizations among Dark Elves. They are among the most varied elves and are continually evolving. Their communities typically have minor city states or ties to other countries to help them survive. Maybe you'll be the one to bring the ker together in the end? Who knows?.. nors'sath cough Halfling Don't be fooled by the cute face and wholesome rp; halflings are terrifying, bloodthirsty little buggers.Their community is usually super kind and friendly to everyone. The most well-known secret is that you get the halflings to win your wars. They have some of the most memorable events and games, such as shogging. If you've ever wanted to play a hobbit from Lord of the Rings, this could be your chance. Have I provided you with a lot of details? Read it slowly and carefully. I'll be here in the next sentence, waiting for you with patience. <3 So you've got your race and a broad concept of where you'd like to travel. Don't get too hung up on that notion. There is so much of the world to discover; but, your house is only one location. I suggest that wherever you go, most families and settlements have discord. Decide what you want to be after doing some study and looking at their artwork and skins. The community can correct me on this, but (https://sites.google.com/view/skinarchive/home) is the skin archive made with skins from the community to use for free. There are also plenty of people that will make skins, usually for a price, but if you really need a skin, I'll make your first one free if you're joining a new area. But only once! I'm lazy. Don't overwork me please. Make a Pinterest board, and trust me, you can keep it for as long as you want.Usually I keep a pinterest board with face claims, things that remind me of my character or who I want them to be, suggestions for names, clothing, and poems. Something I can do in my off time to connect me to my character. here are some examples of past characters that are now pked: It is surprising what you can accomplish and what ideas you can find when you start to create a character from just pictures. NAMES Now you maybe have a name- maybe you don't? But here are some websites I look for names when I'm looking for something specific. https://www.behindthename.com/names/gender/feminine/usage/ancient-roman (this site has so many names from different cultures and where they show up in history it's nice when you're looking for something meaningful. Ultizie pinterest- they have some great names if you just look. Ask the folks in charge of your family. They'll always be a useful resource to utilize, whether they're regular names or names they wish their children to have. So you have a name, now let's get that character description down to cap. You may now utilize the roleplaying's cosmetic cues with as little work as possible while creating your character card on LotC. The longest card description ever is another option. You are absolutely in control! While other individuals utilize hair or even complexion and skin tones, I frequently use my character's eye color when creating emotes. "Nikita's icy blue eyes flashed, her dark brows furrowing, her back straightening, holding her chin high, moving from her seat to her throne above, the fabric of her velvet crimson dress smoothed out, not a single crinkle to be seen." "Nikita's blue eyes frowned, moving to her seat on the dias, she seemed to be angry." Which sounds better to you? Both of these emotes are decent in a manner, but I'm showing you that I'm painting an image in your minds' eyes that goes beyond what you can see on a single MC skin. I offered you hints by giving you details: cold blue eyes akin to snow, dark eyebrows, probably a character that slouches a lot or has bad posture, in a textured dress of red hues. FLAWS My favorite topic is to give your character flaws! Do it. I'm pressuring you. Give your character a flaw, anything that deviates from their highly idealized persona. Nobody is flawless. Everyone has something to conceal. I assure you that it is extremely valuable to have a clumsy character carry something and just tumble down stairs if your character has an edge and you utilize that in roleplay. Who could be able to save you? Will you be pursued by anyone? Do they laugh and point? For something so easy, you are creating a role-play for everyone else in the room. Because it is such a basic idea, so many people ignore it. Give the feelings and worries of your character. They have their own feelings; they are not puppets. Instead of treating them like the dummies you play with and assume different forms as, treat them like actual individuals. Here is a list of all my flaws. - I got rid of the overused ones. You're capable of more than that. Absent-minded abusive addicted Alcoholic big-mouthed Bigoted blunt Egotistical envious erratic disloyal frugal gullible Humorless Hypocrisy clumsy illiterate impatient, lazy a liar Obsessive overzealous over emotional sarcastic Nosey overprotective Senile shallow squeamish Afraid of ______ stubborn tactless Stutter weak Fatigues quickly passive Attention Seeker Sunburns easily Somehow, it always gets dirty. cracks knuckles or bones constantly. Jumpy or nervous Unable to grow facial hair, They laugh at their own jokes. I hum to myself Eats food in a particular order or picks it apart. Over salt foods A really bad singer/dancer BItes fingernails overly sensitive to odors Attack hugger Overly Shares Crude humor Big eater Gentle giant Condending A psychopath Traumatize them if you don't want a flaw. Trauma bonding is something we all do on a daily basis. Make that worse RP circumstance into a character defect. To protect you in Oren, your grandfather lost his life. You're now blaming the troops who took him into custody and, in your opinion, murdered him. And if you ever find yourself in a difficult place, lash out. They are now afraid of troops who refuse to help them or even approach them. Yes, I used a real RP example. We cherish Elizabeth. Your character is one of many children. I was 4 out of 14. Make friends, adopt a person's family as your own, and harbor resentment because they have a more loving family than you have (tear Nitika ). FULL Send it! Trial and error it all the way! Make the most of the RP you have by running with it! People become more understanding, and you have a better comprehension of your character's motivations as opposed to simply assuming they are bored and acting as they do. Has everyone you've ever loved passed away? Become a doctor so that no one perishes at your hands. Be a helicopter parent and a soldier to defend your family because you don't want anything to happen to your children that may have happened to you. We push the role-playing game; it's like a huge sandbox of possibilities, and you have all the little crystals in your hands. ‘ Build a castle, then someone destroys it? This time, solidify it with water. These examples are what I call "character arcs." From one experience to the next—from one joyful or tragic day in your life to the next. Consider it as constructing your own narrative as opposed to the entire universe. The lead character in your own novel is you. Although you might not be the main character in someone person's book, you can still uphold their beliefs and ideals since you are the main character in your own. Not everything has to be bad.. Build a castle-someone knocks it down? Use water this time and solidify it. Yes I know I said this, but please reread it i said to build a castle. Create the life you wish to lead. It's not necessary for your character to be upset or furious all the time. They have the ability to feel joyful and to take pleasure in even the little things if they so choose. They don't always have to pick disputes with those who treat them unfairly or withdraw and live a lonely life because their wife, girlfriend, or friend passed away. Trauma develops character, but it's up to you to enhance it rather than merely play a part that you'll be associated with for the rest of time. Just because you're depressed doesn't mean you have to portray a depressed character. I am aware that we all put a little part of ourselves into whatever we do, and that this may be sad for both ourselves and our characters. Sometimes they operate only as a reflection of our thoughts and knowledge. Despite our best efforts, there is a power/metagaming rule. It's okay that dealing with it might be really difficult at times. If you followed all of these steps, you'd have a skeleton of a character on your hands, with a deep understanding of things you probably never considered before.And if you have? You are probably a better rper than I am! I'm kind of bottom of the barrel decent. Now to solidify, I suggest you use one of these: copy the doc and reuse it. Also, /cex bio link it. /Cex bio www.dontusethislink.com This is a mixture of templates and character bios I've collected over the years. Some of them are DND based, some of them are simple text docs. Playlist This sounds silly. But do it-once you have any sort of idea of who your character is, it's entirely optional, but I don't like silence. And I really like music. So what I'll do is make a character playlist. What's a character playlist? A character playlist is a playlist of songs that i fit in categories It fits my character. Follow the same pathway or vibe of an rp. Or something I'm striving for in a goal of some sort. My playlists all differ. From folk songs to rap, broadway and slow music, rock country, and other genres, some have songs that are similar to others while others have entirely unique tunes. I'm satisfied with everything I can get my hands on. Here is the music for an episode I presently have on hold for a character. She is one of my sweetest and most reserved characters. So most of the songs here are soft and ukelele-done. Versus Fardir, a member of Mynebor, grew from this sweet child to a lady trying her hardest to succeed in a world she believed despised her and wanted to kill her. This gloomy playlist made my father proud. moral ambiguity and the difference between good and wrong. many moody feelings You don't have to listen to them; each of them evokes completely distinct feelings. However, I often pick a music from the playlist that I think best matches while I'm writing a particular article. I am aware of a few people that pre-plan their PK posts, but I never think it is required unless you adhere to your own set of guidelines. I hope you learnt something new from this. I also hope you made a character you'll later weep over. Here we go with what was mostly a rant I started around six months ago...
  6. Farming Guide Hey there! Do you have a plot of land somewhere on the server? No clue what to do with it? This guide will teach you how to be a farmer and obtain both passive & active income from your farming! PRO TIP: Right click mature crops with a hoe to harvest and auto-replant them! This doubles wheat yields! Contents: ~Field setup~ ~Does lighting matter?~ ~Crops to consider~ ~Selling your crops~ ~Animals are important~ ~Controlling your cattle~ ~Field Setup~ ~Each block of water hydrates a 9x9 square (4 blocks in every direction) around it~ Fields, how do you set them up? By far the most important thing to consider is hydration. Without hydrating your farmland, your crops will grow very slowly! However, if you spam water everywhere, you might miss out on space that could otherwise be planted on with a more efficient water setup! ~Cheeky water-block hiding under the farmland, hydrating the farm without wasting any space to do so!~ On a flat surface, the most efficient water layout is to put 1 block of water in the center of each 9x9 square on the field, leaving 8 blocks of farmland between each water block (not counting the water blocks themselves). However, if you are farming on a slope, you can hide water blocks underneath existing farmland to hydrate everything without any exposed dirt left un-planted! ~Does lighting matter?~ No! Unless you are farming underground (which isn't allowed on LOTC), block lighting has no impact on crop growth. Crops grow based on the SKY light level, not the block light level. The block light level only matters if the sky light level (which remains at 15 even at night if the block is exposed to open sky) is too low for crop growth. As long as the crop can be planted, it will be able to grow there during daytime AND nighttime. Don't believe me? Look below: ~Crops to consider~ Wheat: Wheat is used to craft bread, cake, cookies, and hay bales. Hay bales are useful for healing horses and as a decoration block, and bread is a common travel food. On LOTC, each harvested wheat crop yields 2 wheat, 2/3rds of a loaf of bread. Wheat is easy to process into a sellable form, easy to store by crafting it into hay bales, is vital for horse breeding and horse combat (in hay-bale form), and is needed to breed cows and sheep (high-value animals). This is why wheat is the most common LOTC crop, and thus it's highly worth planting on your LOTC farm. Potatoes: Potatoes can be smelted in a furnace to make baked potatoes, providing 6 saturation and 5 food points just like bread, or fed to pigs to breed more of them. On LOTC, each harvested potato crop yields 2 potatoes, each potato capable of being smelted into a baked potato. Thus, potatoes are 3 times as efficient at producing food as wheat, assuming you have enough fuel to smelt them. If you plan to sell food in bulk, don't have tons of space to farm, and have access to cheap or free fuel, potatoes are worth farming, perhaps even better than farming wheat if you're only producing foodstuffs. If fuel is expensive or otherwise unobtainable, don't bother. Carrots: Used to make golden carrots and breed rabbits and pigs. Carrots themselves are a horrible food item, but golden carrots are the best food item in the game, hands down. Golden carrots provide 6 hunger points and 14.4 saturation, the most saturation out of any item in LOTC (steak only provides 12.8 saturation). Golden carrots heal you faster than any other food item in LOTC as a result, on top of being necessary for horse breeding. Carrots are worth farming if you have access to lots of gold or plan to breed horses. Otherwise, don't bother, you'll just fill up your storage with useless carrots you'll never be able to sell. Only a small carrot farm is necessary to produce golden carrots, as you'll likely be limited by gold instead of carrots, so don't go overboard with carrot farming. Beetroot: Used to craft beetroot soup and red dye or to breed pigs. Unless you need a lot of red dye, there is no reason to farm beetroot. Beetroot soup is nice for feasts at least, but for that purpose even a tiny farm will provide plenty of beetroot. Probably the worst crop in LOTC. Pumpkins: Used to craft jack o' lanterns and pumpkin pie. If you have a lot of eggs and sugar, growing pumpkins is worth it for the pie, which makes for an excellent base food item to make RP-item food with. Useful in October for seasonal decoration. It might be worth stocking up on some for when Halloween season comes around. Melon: Eating this restores 2 hunger and 1.2 saturation. The main use for melon is as glistering melon for potion-making, which isn't a thing on LOTC. Decent decoration block for jungle settings. As a whole, melon is down there with beetroot as a terrible LOTC crop. Only worth farming for variety in feasts, honestly. Sugarcane: S tier crop. Sugar can be used for cakes and pies, but the main reason you want to grow sugarcane is for the paper. 3 paper can be crafted into a book on LOTC. Books are very easy to trade or sell to librarians who always need more bookshelves to expand their libraries. If you plan to do writing on the side for extra minas, sugarcane is a must-have crop, but even if you never write any books or journals, sugarcane is worth growing along any bodies of water near your farm for easy paper. ~Selling your crops~ ~Bread selling on the auction house~ Bread, baked potatoes, and other such travel foods are easy to sell on the auction house. It's common for players to run out of food when traveling and by more from said auction house. If you're producing a lot of wheat and potatoes, auctioning them off is a good way to make some minas. Keep in mind that auction house prices for food are often cheaper than shop prices. Thus, you'll make more minas selling your farm goods in a shop than you will selling them on the auction house. ~A typical bread shop~ Shops that sell bread or potatoes for 0.1 minas each are also a common way farmers unload their goods. Some nation capitals don't have auction houses anymore, and thus players are forced to buy food from these shops, giving the farmers who stock them a good amount of minas in return. If shops are cheap to buy in your nation's capital, it's absolutely worth getting one. PRO TIP: You can sell wheat both as hay bales or as bread. Take a look at the typical prices for each and see what will make you more money. Each hay bale takes 9 wheat and each bread takes 3 wheat, but sometimes hay bales sell for more than 3x as much as bread does. You can also barter your goods directly for things you need. This is especially the case with leather, hay bales, or wool. The next time a traveling merchant enters your city, consider offering them some of your farmed resources in exchange for the weird trinkets they carry. ~Animals are important~ ~Sheep, cows, and a chicken coop~ While crops are cool and all, most of a farmer's money comes from animals instead! You can breed up to 4 animals every restart, so make sure to get the best value out of this limited ability as you can! Some animals provide passive income whereas others only produce valuable goods once killed. PRO TIP: You can breed animals during high serverload by feeding them first and then putting the animals you've fed on leads. The leads re-activates their mob ai and lets them breed! Produces value when killed: Cows: THE MOST VALUABLE ANIMAL! Cows can be killed for leather and raw beef that can be processed into surge PvP gear and steak, a common PvP food, respectively. If you don't know what to do with your 4 animal breeds, just breed cows! You can never go wrong with cows! Since cows don't produce any value until they die, there's no reason to stockpile too many cows at once. A good rule of thumb is to breed up to 8 cows and then kill any adults off past 8. This way you can always breed 4 more cows and receive a steady stream of valuable steak and leather. Pigs: Meh. They provide more food when killed then cows, but since cows drop leather and pigs don't, they are easily outclassed by cows. Rabbits: Rabbits can be bred during high serverload when other animals have their mob ai turned off, so if you only ever log online during peak, weekend hours, it might be worth it to have some rabbits (the pro tip above nullifies this advantage, sadly). You can make rabbit stew from their meat, a pretty decent stew item which sadly does not stack. Otherwise, they're just cows but significantly worse. Produces value when alive: Sheep: Sheep are great for making minas. Wool sells pretty well, since builders need lots of it for decoration and often don't have sheep of their own. Sheep need the following to produce wool: -Serverload isn't on high (mob ai is on) -Grass block for them to eat Sheep's minas-producing capabilities are destroyed by high serverload more than any other animal. Furthermore, grass blocks won't grow during high AND medium serverload, making sheep more of an off-peak sort of animal. To maximize the value of your sheep, give them lots of grass in a big pen so that they don't run out when random tick speed is turned off in medium-high serverload. Chickens: Chickens are the best animal for passive value. Chickens will lay eggs forever even if you completely ignore them, unlike sheep which requires you to shear them on occasion. If you put your chickens on top of a hopper, they will slowly fill the hopper up with eggs. It is worth having chickens in a chicken coop in order to produce eggs without you having to do anything at all. ~Controlling your cattle~ ~Cows well secured behind iron doors and a piston wall~ Breeding animals has its risks and isn't just free, easy minas. There are people who kill other people's animals to fence their stolen innards on the auction house. These people are difficult to stop as they typically strike when you aren't online. KNOW YOUR RIGHTS! Server rules dictate that thieves MUST leave an RP sign behind when killing your animals so that you know the criminal act was committed. Furthermore, they cannot, under any circumstances, kill or let-out animals such that fewer than 2 animals remain in a pen. If you notice a bunch of your animals disappearing without an RP sign left behind OR if all the animals in a pen suddenly vanish, MODREQ IMMEDIATELY! Cows are the most common target of these cattle rustlers, as they drop high value leather when killed. Your cows should be the most secure of all of your animals. Sheep, on the other hand, need lots of grass to produce wool, and don't drop anything too valuable when killed, so it's probably fine to have sheep out in an open pasture (unless the castle rustlers are feeling cruel and kill your sheep just for the heck of it). Your farmer character might want to cooperate with the local guard force to keep your animals safe from thieves. You could even hire mercenaries just to protect your animals, if you have the coin for it. Keep your most valuable animals in a barn if you can, protected by locks, walls, or even traps if you want to try out some redstone. A safe cow is a happy cow (until you kill it yourself, that is)! -jumperhand3, longtime LOTC farmer
  7. when I wake up I don't want this redstone mechanism to have anything left in it. drain it dry, boys.
  8. The path of the Aspect's Chosen is not paved with fame and fortune. It is a quiet, woodland stroll, of silent suffering and wordless joy. The service that druids provide to the Balance, and subsequently the Aspects, is a long, storied, and arduous tale. There have existed druids so dedicated and steadfast in their attunement that we continue to pass their teachings on today, tomorrow, and ever more. There have existed druids so disturbed and troubled by their attunement that we pass on the story of their struggles in tandem. This is as it should be, for there is no great spiritual harvest without there also being a great spiritual winter, and the fulfillment of the complex flow of Balance is unachievable without equal portions of joy and lamentations. It is not without great caution that the Verdant Path is offered, yet it should be equally so that great caution is taken when withholding the path from the inhabitants of the realm. In this belief, perhaps the small yet industrious bee may offer their wisdom. The duty of the bee is immense; without the support of its kin the bee would die without the products of the hive. The flowers would go untended, their plants withering without the careful attention of their striped friends. The bear would never know the sweetness of the hive's determined industry, and the bird may never take nourishment that is the sacrifice of the bee. For the continuation of this harmony that is Balance, it is paramount that the role of the Student, the Druid, the Guide, and the Grove is defined to the best of literature's means in which it may serve as the pillars of the Druid's values, goals, and purpose. The Student The King and Peasant are not so much unalike, for both may thirst for the rivers of spiritual knowledge. To take the path of Dedicancy is that which is truly sacred: it is the agreement to learn, to submit one's self to strife and challenge in the hope of achieving deeper understanding of our tumultuous world. The Students are those among us that may make great discoveries, face indescribably challenging conflict, and learn lessons in which they foster a great desire to share. The Student's role is to learn, but it is also their sacred, unsung, and perhaps unintentional role to teach their Guide. To assume that a Student's Guide has experienced every challenge and hardship is not only irresponsible but demeaning for both. The seed is the representation of the potentiality of life, such as the student is the representation of the potentiality of great knowledge. Guides need only to foster their growth, and learn from their journey so that the next seed, or Student, may be just as enriched as their elders. The process itself of becoming a Student is very easy, and can be taken by anyone of good character and pure intent. When a seeker has discovered the inspiring acts of a druid and gained a thirst for deeper understanding, they may beseech the druid for their tutelage. In this gesture, the Student may be unknowingly granting the greatest honor achievable for a Druid: the affirmation of the value of their teachings and a desire to learn from that Druid. From there, their path may begin through a series of tasks and lessons that pertain to real, current duties of the druidic community of the time. The Student will immerse themselves in the realm of Balance's struggle, and gain valuable insight before the Student is attuned into the Great Family. These tasks may range from challenging, quiet, cerebral and physical. In preparation for the Student's body and soul to serve a the greater call of nature, they must incorporate themselves in the daily struggles of existing Druids. This should not be a path unhappily followed, for should a Student find that there is no value in that which is being taught it is just as vital to allow them to stray from the path or seek another Druid. While the desired understanding can and has been attained by a single Guide's teaching, it is an unnatural restriction to expect it totally from each Guide and Student relationship. The Seed, or Student, must be allowed to grow in accordance to what answers they seek, and secrecy will stifle their potential growth to an unknown severity. The Student is the Spring season of the cycle of the Druidic cycle. The Druid To willingly suffer on the behalf of those that cannot speak is to love purely and justly The baptism of a graduated Student in the energies of attunement is a right of passage all within the Great Family have taken. The great equalizer of druids is the process of Attunement, for once the path is taken and endured, they join a family of those that can see, hear, and feel that which was previously unknowable. Every druid, newborn and elder, hears the same voices, delights, and anguish of the natural world. It is the light of perspective that shines upon Druids and allows their individual strengths to blossom, and give a kaleidoscope of culture and meaning to an otherwise overwhelming sense of perception. Elders have often said that the culmination of all hopes, fears, struggles and bonds they have nurtured and severed bombard the mind of the newborn druid like a great tidal wave. Here, the Aspects are presented the soul of the Student and examine the dedication of the oath they have sworn to nature. All unsung accomplishments, the quiet deeds of kindness, and grand victories for the preservation of the Balance are seen and heard by the Mother and Father. If the Student has satisfied the tenets of each Aspect in Balance, they will bathe the Student in the first and most important gift of all of the gifts: Perception. Emerging from Attunement, which is often but not necessarily done within a quiet and secluded pool in a grove or the wilds, is akin to second birth. Where there was silence and lack of life now there is song, color and feeling. Attunement is never ceasing, for it is an eternal state of awareness in the delights and distress of all living things. It can be maddening, even fatally so. This is where the Great Family emerges like the eye of a hurricane for their young brother or sister. Druids have been acutely conditioned to recognize anguish, and some have mastered the arts so finely that they may enlist the help of that very thing they protect to support the newborn druid in kind. Even where druids may not possess the means to sway the song of the world so potently, they may possess other skills or acts of care in which to comfort and support the new Druid. As a mother and father of the physical world would hope that their children care for each other, so too should we assume that the Aspects would hope that their druidic children would care for each other. This is the core concern that arises when Druids murder or maim Druids: it is as symbolic violation of nature itself. The Role of the Druid is to practice. Attunement enables the Druid to reach for the Gifts that have been freely offered to us by the Aspects. While the Gifts can make the task of the Druid easier, it is not that which makes impossible solutions possible. The acquisition of the Gifts does not place the Druid in any state of higher or lower authority over Druids that do not possess the same Gifts, they are truly and simply Gifts. The beauty of receiving a gift in the physical realm is the sense of gratitude and appreciation for the self, and even so the desire to share the Gifts persists among the Great Family of Druids. Abuse of the gifts is an unfortunate reality that most Druids are aware of. It has, as well, created a platform for heated debate among Elder Druids, Students, and every Druid in between. The voice of the Student or Dedicant should never be silenced in a flawed desire to pursue perfect dialogue, for they may offer the most valuable insight and perspective simply unavailable to those who have been Attuned. Allow Students and Druids alike to voice their concerns among the matter of ongoing debates, great or small, difficult or easy. The Druid is the Summer season of the Druidic cycle. The Guide There can be no preservation of the Balance without the guidance of Spring's youth, for Winter always comes for the old. The progression of Druid to Guide is much like observing the flight of the songbird, and knowing that at one point that bird did not know how to fly. Yet, it is still very much a songbird, an equivalent to the bird that is still within its egg, unborn and innocently naive. Much like the adult bird in this scenario, it is the role of the Guide to harbor growth and learning within that unhatched egg, so that one day a songbird may fly onto great things. It is also the duty of the Guide to ensure that a Student does not anguish unnecessarily or cruelly, but to allow them to face challenges in spirit of the Balance and in pursuit of ensuring the next generation may bring renewed sanctity to the journey of Druidism. Should the Guide find their spirit weary by the sheer amount of Students, it is the most honorable choice to refer the Student to another Guide. The Guide is a fount of knowledge both abstract and representational, but varying between Guides. It is not expected for a single river of the realm to offer water to every living thing of the world. Therefore we must allow many streams, or Guides, to quench the thirst of many kinds of students. Perhaps a callow teaching when pondered at first, but it is also of principal value to understand the innate wisdom of the Guide. For one who has lived and seen many things on their journey, it is also their discretion to deny a Student's request to learn. This should not be done without great consideration or reason, for it is an observable fact that when we stifle or prevent the learning from an otherwise valid druidic candidate we invoke the ire of talented minds upon ourselves. The ability to teach should never be conflated with an absolute requirement to teach. Additionally, most Guides are nominated to teach through great meetings between Druids called Moots, but it is by no means a requirement to begin passing knowledge to the next generation. The Aspects, through their notorious silence, have clearly spoken in disinterest as to what a descendant may refer to themselves before taking the Verdant Path. The Guide may offer the Verdant Path to peasants, Kings, men, women, elves, orcs, dwarves etc. The state of existence is of no matter to the Aspects that grant us our abilities. Their chiefest interest in this world is and has always only been the Balance, and it is also the duty of the Guide to ensure that other Guides may hold themselves to the standard in which the Aspects have placed faith into and expect from Druids. The Guide will teach the Guide as fervently and kindly as they would their Student. The Guide is the Autumn season of the Druidic cycle. The Grove The Grove will envelop the weary druid and comfort them, nursing their spirit back into vitality The Grove is perhaps the simplest structure of druidic culture, but has been long and unintentionally involved in political affairs that the Druid should not strive to mingle within. At the core, the Grove is a sanctuary of flora and fauna that provides shelter, nourishment, and physical rest for the Druid. This allows a great many of druids to mingle beneath great canopies and among fantastic creatures, as well as pool the resources of gifts into a convenient place for Students, Druids, and Guides alike to access. Where the more intricate function of the Grove comes in is in management of the site. Typically a grove is maintained by the permanent residence of one or more druids, with some taking on various jobs. Historically, these have been called Archdruids, but there are many names that one may give the caretaker of the Grove such as Raithean, Keeper, etc. Speaking in terms of relevant change that this grants the Druid, there is very little. The Archdruid is granted no additional gifts from the Aspects, nor does their state of awareness within the confines of attunement alter for better or worse. Archdruid, much like Guide, is simply the title of a very important job that facilitates the cooperation of all Druids among the realm. The Grove is a beacon for Druids and Students to come home to, but there must exist one or more to remain and keep the fire lit. Caution is taken when an Archdruid is selected, for it is something that must be agreed upon by many that the person in question possesses the ability to remain steadfast in times of quiet or strife. Groves typically hold vital structures within its suggested borders, including a library or information hub, an attunement pool, memorial grounds, and Moot room. Of course, many groves hold further spaces for other purposes needed for cultural ideas or otherwise, but most have generally followed this list. These give a great feast of tools for the Druids to utilize, particularly on the topic of meetings, public attunement, and historical archives. Arguably the most important function of the Grove is to facilitate the formation of the Moot, or meeting. Students, Druids, and Guides will gather within the Moot area and will discuss threats to the realm, coordinate festivals or events, and consolidate gifts to share with other Druids. There has been a need to discuss any potential harm caused by Druids, for there have existed and will continue to exist those that abuse or otherwise twist nature to serve their own desires. These accursed Druids are known as Draoi, taken from the elvish tongue as a title for an evil or otherwise harmful Druid. While genuine Draoi are fairly few and far between, it is important for Druids to convene and discuss potential conflicts of interest as to better understand how to prevent or rectify the presence of a Draoi. For the Druid, the Grove is a safe haven to rest from the tiring duties throughout the realm. It is not extended only for those that are on the Verdant Path, however, and frequently they have been used to offer refuge for citizens of natural disaster, war, or to simply offer food and comfort for the unfortunate. For this reason, it is a duty for all druids to protect and defend them wherever they may be constructed, be it in the wilds or in the nations of descendants. As nature has given us the means to survive, Druids will continue to offer that survival to all. The presence of one grove or many groves should not indicate a fracture in how the Verdant Path is joined, maintained, and protected. A Grove within the harsh desert serves the same purpose as the Grove within a glade of the mali’ame, a people historically very supportive of the Druidic Mission. Because the main purpose of the Grove is to support Druidic growth, the presence of many groves should serve as a testament to mission success. It should be the ultimate goal of the Druid to exist in harmony with all Groves, and allow the wayward druid to find their calling among all or none should they choose. Welcome, and indeed celebrate the Druid that serves many Groves, for the Balance is granted greater protection through it.
  9. A leather-bound tome lies unattended. The pages are stark and clean, suggesting a recent publishing, or attempts at preservation. You pick it up, curious at the title- what are Long Pigs? The answer is likely not what you hoped. To Cook a Longpig Authored by Barbog, Grubgoth of the Iron’Uzg Translated by the Orcish Cultural Revival And Purity project (OCRAP) For too long, brothers and sisters of the Uruk-hai have been left in the dark by the master butchers and Grubgoths of Uruk society. Perhaps these were never meant to be left secret, or forgotten by the masses, but as times and traditions change, so too has our knowledge of the past. Whilst many brothers may still seek out and butcher the longpig like in days past, there is a distinct lack of etiquette about it, and the dishes prepared (if they can even be called such) featuring longpig are woefully inadequate at best, and a slap in the face of Glutros at worst. I shall do my part in redeeming my misguided brothers, sisters, and any who fancy a decent meal of the most coveted meat. TO BUTCHER A LONGPIG As we all know, there are many types of longpig in the world. From the gamey, lean cutlets of the Mali, to the chewy gristle notable in Dweddish meat. Each variety of longpig brings unique textures and exotic tastes to any dish, but all maintain similar anatomy- and thus, similar cuts. Below is a detailed sketch, drafted by a close friend and confidant- whom I paid in meals, of course! The following parts have been carefully labelled and separated on the drawing; Head, ears, jowl, snout, neck, blades, shoulders, hock, back-fat, arms, hands, ribs, flank, belly, loin, rump, lower hock, leg, shank, and feet. Please take careful note of abnormal, non-descendent races. As one might expect, the belching Wonk or the limber Hou-Zi will undoubtedly be cut differently, as their anatomy grows further from traditional longpig cuts. The Musin shan’t be more than a snack. TO MAKE A MEAL OF LONGPIG Whilst cooking the meat itself is none too dissimilar from a hock of lamb or pig belly, one must be careful when selecting your sides! Longpig has a very distinct tone, and, due to its exotic nature, should not be wasted on unfitting dishes. My personal recommendations are as follows: HUMAN - As time-tested-and-true as beef or pig itself. While certainly a cut above livestock, if not just for the hunt involved in procuring this meat, I personally feel that you have better options. Truly, Longpig is meant to be a rare delicacy, and the abundance of humans leave this rather paradoxical- and the tastes and textures themselves are certainly nothing to write home about. If you were to create a barbaric or uncultured dish, then human meat suits perfectly. Burgers and bacon, perhaps, but leave serving longpig before a king to the Mali or Kha. ELF - As much as they may protest when alive, when you get down to the fundamentals- the flesh itself- they’re really all quite similar. Indeed, the tender, gamey, supple meat of the Mali are among my favorite dishes. I cannot speak highly enough of the feasts I have turned the odd botanist or researcher into. Perhaps it is their natural femininity, or their inclination to bookish things, but elves have an unrivaled, juicy tenderness. The finest of red wines, and the most expensive, outlandish sides could never be enough to compete with the meat itself- but perhaps they may make it better by comparison. DWARF - As the stout, tough race toils hard in their mines and are born with muscles taut as stone, so too is this reflected in their meat. If you wish to cook evenly and deeply with this longpig (or shall we call them shortpig?) , then a good tenderizer and elbow grease is required. I can assure you, though, that they make a most excellent brisket if you do, and there is no better iteration of pulled longpig meat, than that painstakingly torn from the Dwed. HALFLING - While it wounds me as a friend of the Weefolk to have to record an entry that may be mistaken as encouraging their slaughter, I only do so in the highest regard as an objective chef. They are, as one may expect, quite similar to the flesh of the human that some allege they originate from. They have more ‘earthy’ notes to them, which some have suggested come from the divergence of ancestry. This pairs well with heady beers and hard liquors. Should you come across the meat of the half-men, I can only suggest one thing; avoid the feet. They are tough, covered in calluses many, many layers deep, and unlike shucking a clam, does not reward you with good grub. WONK - Their anatomy is, quite simply, repulsive to most casual consumers. Even the meat itself is slick and slimy, and the only cure is to char it into a brick- a cardinal sin that no true cook should ever commit. You have two options when it comes to the Wonk as longpig. You may either attempt to recreate certain seafood dishes with Wonk meat, leveraging that sliminess as one might the slippery raw squid, or slick watery vegetables. This, in my opinion, is the best choice for most of the Wonk’s body… except for their hock, leg, and shank. These are fatty and have a texture somewhere between soft fish and poultry. Best when sauteed and stewed! Fun fact: Wonk legs do not stiffen up as fast as most animals upon their demise, and may even twitch when heated up in cooking! HOU-ZI - An odd choice- and I say that proceeding the Wonk! Whilst there are similarities between the Hou-Zi, and races such as halflings and humans, they are an entirely different beast- No offense to Hou-Zi intended! Truly, they ought not be hunted for their meat, as it is rather bland and chewy in the most unpalatable way. Instead, the true delicacy of the Hou-Zi is in the mind… And I say that in the most physical sense. Chilled Hou-Zi brains. Do not question it, merely enjoy it. KHA - Whilst Kha are very few and far between these days, I would argue that only makes the already-exotic taste of the meat feel only that much more so! Truly, in days where Kha would roam our borders in droves, were days where the Ilzgûl blessed our civilizations. There is something so… utterly indescribably, in the juices of Kha meat. I cannot stress this enough- this meat NEEDS to be served rare, if not raw. Any dangers of undercooked meat are well worth the suffering when beer-basted Kha precedes it. MUSIN - Musin themselves have little meat, and are best served as a side of their own. However, should you find yourself with many little mouse-meals, you may find that they are best incorporated as half-dish. Meals such as a mushroom-and-musin kebab, or a chunky stew, would be a wonderful use for these little snacks. SEZZIKBEKK - While their bodies are quite unappealing at first glance, they hold much meat in their more ‘avian’ parts- the thighs, breast, and (on some specimens with less-twisted appendages), wing-meat. Whilst these may be used as a replacement for more common fowl, such as chicken or partridge, they truly shine when deep-fried. Indeed, while I find few things more delicious in this world than Krugtucky Fried Chicken, I have found their equal in Fried Sezzikbekk. TO PLATE A LONGPIG This will, of course, vary by the meat itself, and how you cook it. Humans, halflings, dwarves, and the like will be suitable as plain affairs- one would not be remiss to see human sliders on a plain ceramic tray, and for good reason. For more ‘exotic’ meats, then rest assured, I recommend firmly to play this up in their presentation. Sauteed wonk with a smooth Teriyaki sauce, Musin kebabs wrapped in palm leaves with carefully-threaded skewers connecting the cutlets, and Deep-Fried Sezzibekk stacked like a tower, with garlic powder and shredded kaktuz sprinkled from high above. All of these are presentations I have seen with my own eyes, and they never cease to entertain and enthrall even the most well-fed of critics. Go with your intuition here, but I must repeat from earlier; do not waste your longpig. The taking of a life is much more special here- a cow or chicken are penned and dumb, and the act of bringing one to your table is of absolutely no note. The battle that wins you a prime dish-to-be of longpig, however, means that the meat itself deserves a higher level of respect. Perhaps you may attempt to recreate aspects of that very battle in your plating, but at the very least it makes an entertaining story to share. AFTERWORD Whilst my advocacy for the consumption and proper preparation of longpig cannot be understated, I do not intend for this book to inspire my brothers and sisters to become butchers for the sake of sport. It is the very act of a well-fought battle that makes the meat taste that much more succulent, the comedy of serving a belly cut deep by your friend’s arrow, that is to truly ‘make the meal’. To turn them into common chattel is right-out. Livestock has grown complacent, boring, and dare I say, a turn-off to many chefs. Respect the intent behind serving longpig, by not abusing the source the Ilzgûl have so generously provided. They are the sustenance after a battle, not some simpering beast to be penned and bred for grub alone. But, above all else; Cook well, my friends. -Barbog
  10. While properness has always been a big part of Halfling culture it has never, to my knowledge, been fully written out to make it easier for newcomers to understand, which is where this guide comes in. I’ve noticed overtime that there are certain areas that seem to confuse people, so I simply wish to clarify. What is Properness Properness is the code of ethics that most Halflings do their best to uphold and much of our culture centers around. It determines how we interact with the world around us and creates opportunities for us to RP in a way that differs from many other communities on the server. While some things may seem silly or like they are simply there to control Halfling RP that is simply not the case, these rules help curate a unique culture that helps separate us from others on the server and offers us ways to RP that don’t feel like simply playing tiny humans. The rules listed below help to create unique scenarios and offer players a way to think outside the box in how they approach things while also serving to push narratives forward when conflict arises due to it. The Code There is really not much that goes into being a proper Halfling, really just a set of 5 different rules that have been a part of Halfling culture for years now. However, there are also some things that start to border on improperness even if they are not explicitly so. Hard-Lines Locks are to be avoided at all costs, both on storage containers and doors. Halflings are community driven, and by not locking our things we show our trust for our neighbors. Instead, many Halflings will opt to hide their valuables in hidden rooms or secret areas they have created. The one exception to this is the storage burrow, being the community storage area where the entire village keeps their goods it is allowed to be locked with a key given out to all villagers. This is simply done to keep outsiders out of our things. While donation locks are technically okay as they allow players to see inside chests, they should still try to be avoided. Hiding your things has always been a large part of our culture and thinking of ways to do so is a fun part of RP that many players enjoy. Biggun weapons are not to be used under any circumstances. These include things such as: swords, daggers, spears, pikes, etc. Instead Halflings have opted to use mostly farming equipment in their battles, with the shovel being the most popular; however, things like hoes, trowels, kitchen equipment, rolling pins, and other various things that can be found around almost any house can be used. The use of biggun weapons is often seen as a cowardly or selfish act amongst proper Halflings, viewed as a sign of weakness as the person wielding a sword or dagger does not trust in themselves and their community to work together to overcome challenges. Mina is not to be used, instead trade for things you need. Halflings are descended from Dwarves and as such are prone to the curse of greed that the Dwarves have. In an effort to avoid this curse Halflings have opted to shun the use of mina or currency in general, instead trading the various crafts that Halflings are known for like culinary goods and crops. Though we shun currency to avoid the curse of greed this often manifests in the form of gluttony, most Halflings being prone to gorge themselves on pleasurable activities like eating, drinking, and smoking. Halflings are to never wear shoes, and this is usually even followed by Impropers as well. This is largely due to Halfling’s feet having evolved to a point that shoes physically hurt the Halfling. Even if wearing multiple pairs of socks, the use of shoes will cause Halflings physical pain as we simply are not built to wear them. Wearing socks by themselves however is not considered Improper even if they are often quite uncomfortable due to our copious amounts of foot-hair. Some Halflings opt to wear them during the winter or when visiting cold climates to keep warm. Voidal magics are to be shunned by Halflings. This rule has come and gone throughout Halfling history; however, at the current point in time these arts are considered improper by the Halfling populace due to constant harassment and violence from the mage community. The violence combined with the common belief voidal magics hurt nature itself have caused Halflings to turn their back on them, shunning those who partake in these activities. Other magics like Druidry, Shamanism, Golemancy, alchemy, etc are okay however. Voidal magics being the only ones that are looked down upon. Things that Border on Being Improper but are Technically Okay The use of armor. While armor itself is not deemed improper, many Halflings look down on the use of it as it symbolizes looking for conflict in many people's eyes. Being violent. Halflings value peace, violent people threaten this peace. Many Halflings will do their best to at least hear out those they disagree with, even if they have strongly held beliefs. This is not to say that Halflings will not fight to protect what they have, but they will often seek out alternatives to conflict if they are available. Adventuring. It is no secret that a lot of Halfling RP is centered around slice-of-life. We value our home and our community, and while people are allowed to travel about and visit other places most of us are home-bodies and tend to stay close to the village. Roleplaying an Improper Halfling Now, just because these rules exist does not necessarily mean everyone follows them… and that’s okay! While some of these rules are put into the law, not all of them are considered ‘illegal’ and as such Impropers are able to exist within the village. Impropers bring conflict to the community and conflict helps to drive RP forward, a well rounded village needs both Propers and Impropers to be an interesting place. However, with playing someone who goes against these traditions comes the knowledge that if found out the Improper will face all sorts of consequences from those around them. As such, many Impropers will operate in secret, forming groups amongst themselves and working underground to push their own agenda. Most impropers will do their best to hide their improperness until they deem the time right; afterall, the chances of you getting into leadership as an Improper is extremely low and you won’t be able to push the Improper agenda forward without having some sort of say in how the village is run. It is very common for Impropers to keep this a secret and make friends with the villagers before trying to sway opinions in their direction subtly and overtime. Consequences of Being Improper While a village needs both Improper and Proper Halflings to be a dynamic place this does not mean that there will not be pushback in RP for playing one. If it is revealed that one is not following the traditions there is a plethora of things that could end up happening. The first and most common is social rejection, many Halflings refusing to invite those they deem improper to their gatherings, parties, or events. Essentially being dead in the eyes of the main populace. With this comes another aspect, harassment. While Halflings are not violent people and will likely not simply choose to fight those they disagree with in a duel, they will see to it that those they do not agree with don’t know a day of peace until they repent their ways. Pranks are extremely common with people simply doing what they can to make Impropers uncomfortable and very aware of the peoples displeasure with them. Eggings, vandalism, theft, and a plethora of other things are to be expected. Another thing that is very commonplace is the lack of any social mobility. In order to rise through the ranks of Halfling culture one must be seen as trying to uphold the values of the people, Impropers do not do this and as such many will refuse to support them in their goals unless something dramatic happens. Lastly there is always the chance of being banished from the village. While this is the least common consequence some of these rules are enshrined in our laws and continuing to break them openly can result in the character being removed from Halfling society entirely. This is another reason many Impropers will choose to keep their ways secret for as long as possible. In the end play your character however you want; this guide is simply here to help clarify the rules of properness and explain what could come from breaking these rules to prevent confusion in the community.
  11. The Language of Fiore Floriography: a court pocketbook Flowers are all around us, though we may not always appreciate them past their exterior. They serve their own purposes; herbs and some floral can be used for medicine, painting, and even be eaten. Nevertheless, what if I told you there was another way they could use it? That with a well-trained eye- one could discern danger from devotion. A language of its very own. Welcome to the world of Floriography, the language of flowers. This guide is to help you progress in this secretive and prestigious world and become one with the court. As we are humans, a few of our purposes are not always intentionally insulting or proclaiming love. From the heartbroken to the hopeless romantic, there is always something that we can learn. Contrary to popular belief, blossoms are not all about love. In fact, I suspect more flowers represent hatred and politics more than they embody love and devotion. There was once a childhood story that told of a young girl named Flora. She was mute, and she did not know how to read or write. So instead, she grew a garden so vast that everyone came to visit. She used this garden to convey her words. wearing them as jewelry or quite literally handing flowers out of friendship. It is believed that she created the language. However, it has never been officially proven. Please note: this guide is based on information from my own studies. I do not know everything as some may like to think. My examinations can only go as far as what I know between my travels to Oren and back home to the savannah of Savoy. Flowers are vast and unyielding, and new ones spring up. I played around with herbs with the Carrion household when I was much younger. Those teachings from my aunt gave a new life to how I look at flowers. Much like her grandmother before her. Arcas Herbs Frost vine- the danger is near, or your looks freeze me. Saffvil- similar to carrion flowers, means there is an undead nearby. Serpents stalk - bad luck in the summer Chime lily -liveliness and energy Purple flower of Tippens root- healing creativity and happiness Goblins ivy - added insult to injury, you are far more disgusting on the outside Crimson vase- an undying heat that can not be doused by rejection The Unsorted Amaryllis-pride Buttercup-childlike happiness Cabbage - profit Camellia -excellence Cardinal Lobelia -a distinction Cleome-good but odd Daisy -innocent Fern- magic Fennel -worthy of all praise Hyacinth-profound sorrow Kaulfaussia-Happiness in a humble life Laburnum - pensive beauty Lily of the valley- oblivious sweetness Night-blooming cactus flower- I am shy, or I shall meet you by midnight Primrose-unconscious beauty Ruscus: Thoughtfulness, humility. Savoy lavender - grace and beauty Sunflowers-happiness Saguaro cactus flower - I wish to open up to one day, or I shall meet by noon On Friendship Alstroemeria- an ensuring friend Blue periwinkle- Early friendship. Cymbidium-valued and respected friendship Larkspur-I am enraptured by your humor Pepper-your Wit is too keen for our friendship Zinnia- Thoughts of an absent friend On Love and Devotion Bud of White Rose- Heart ignorant of love. Coral rose - desire Fuschia-proposal of marriage Four-leaf clover-be mine Forget me not - true love Honeysuckle- devoted affection Hydrangeas- lost love, a break-up Ivy - remember me Lavender - a confession of love Lime- conjugal love Lilac- first love Myrtle -the emblem of marriage Orchids-everlasting love Pansy- have my visage in your thoughts lovingly Purple columbine - I cannot give you up red chrysanthemum- love Red dahlia - betray lost love Red rose - love, passion Sweet pea -holding hands White clover -think of me Yellow iris - my love for you as fever too as it unyielding Yellow lily-False, forbidden love that can never happen Yellow chrysanthemum- slighted love/resentment Yellow Roses - friendship sent to a lover. A friendzone On Mourning Please note that when sending flowers of mourning to do so in even numbers. Calla-pure sympathy Daffodils- death is only The beginning of their adventure Green Lotus leaves-affection beyond the grave Gladius - find the strength to lift you past this loss Persimmon-bury me amidst nature Pink carnations- offer sentiment for someone you knew little of Red spider lily- ill sprout to you when I see you again; I shall never forget our meeting. Red Camila - meaningful death Red poppy-consolation Red carnation - deep love and remembrance Scarlet corn poppies- are fallen soldiers Thrift - be assured of my sympathy Weeping willow- mourning Yarrow- to heal a wounded heart Yong's magnolia- nostalgia On Resentment Black dahlia- evil and deceit Blue Lobelia -malevolent Blue rose- to be unable to attain your goals, to give up Carrion- a disguise of the dead, be wary of who you trust Cherry-deception Cobœa-gossip Dahlia- instability French marigold - jealously Larch - the audacity of one's action Lemon- discretion Litchen - solitude Red dahlia -liars or cheaters White Camellia Japonica- Perfected loneliness. Yellow hyacinth -because of you, I know the bitterness of envy Yellow carnations- you have disappointed me On Politics and Warnings Bay rose -danger Catchfly -I am a willing prisoner Cattail-readily armed Catchfly -I am a willing prisoner Dandelion-depart Garden pea-appointed meeting Laurel - glory Live oak- liberty Milk foil- war Palm-victory Tansy -I declare war on you. Tritons- I forewarn you, the danger is ahead On GOD and his Scriptures Bay-protection Blue iris- hold fast to hope Cedar-invokes spirit Holly-foresight Mint-virtue Pale peach rose - modesty Plumbago- holy wishes White rose - youthful innocence White lily - purity Water lily -purity of heart White iris- your purity is blinding Sentences Milkvetch-your presence softens my pain Currant -Thy frown will kill me. Eglantine (Sweetbrier) -Poetry. The wound I heal. Purple iris- your wisdom is unparalleled Mountain ash - with me, you are safe. Prickly pear cactus flower- don’t approach, for I am agitated Applications So now you know the meanings. How would one night apply this to your life? There are several tried and true ways. Bouquets Bouquets are a double-edged sword; they are gorgeous and made to appeal to the unknowledgeable. For the most part, that can be true, but with a bit of comprehension and this practical guide. We can whisk you through a world that can even scorn your unfortunate enemies without so much as them knowing. well unless they read this guide... Insults An impertinence bouquet- an arrangement of flowers prepared in this order. Cherry blossom or foxglove, (insecurity) scarlet Aurieula (avarice) Turks Cap (Hatred). All of these combined into a rounded shape. Convey this message “your insecurity and avarice make me hate you.” Warnings Admonition bouquet- an arrangement of flowers arranged in a posy of sorts so that each flower may hang down in a sort of triangle-like way. The flowers you will need are “oleander (beware), white flytrap(deceite), frost vine (danger is near), dandelion (depart). With the added herb, many take the time to admire its refreshing look, but ladies who place this in a vase at their home know more than they let on. For its translation, “it is urgent you depart quickly for danger is on its way.” Letters Single Flowers With letters to show genuine emotions, sometimes a little something is needed. The meaning of a letter can be converted for words can be read but think of your flowers like an exclamation point. Appear and read an entirely different way. A different tone, emotion govern the way you write. Multiple flowers Why the distinction between the numbers? Because, depending on how many flowers you have, you could be committing a major blunder! Even the number of flowers reserved is reserved for funerals or mourning. Having such an even number is restful and relaxing. Having an odd number sent to a lover or friend means the adventure is always ahead, or my feelings are ever-changing as we continue our journey. A continuation of a sentence instead of a dull stop The only exception to these rules is marriage proposals. Flowers sent in bunches of 12 convey the meanings of "adoration" and "or this is the end of our childhood." Outside of a letter On the outside of a letter, the most common way is on the exterior sent with the wax seal. This means your flower is placed above a closed letter, and then your wax seal is poured on top. It is an overall feeling or emotion to be displayed. Setting the tone before one can even open the letter Formally used in love letters, wedding invitations, and bereavement. The mourning letter is most often used to show or allow the reader to know the bad news. Inside the letter Petals or flowers inside the letter can be shown as an added note of gratitude. It is not as well known unless the flower is used within the letter for the most part. The meaning is doubled and more critical. Vases Vases are common clay or glass pots used to place flowers in. It is common everywhere we go. However, it is also a sneaky way for ladies or wives to talk to their guests without even speaking a word. GOD WITH US, HER EXCELLENCY, Nikita Averilya of the House of Alstreim, Princess-Consort of Merryweather and the Rhine, Landgravine of Alstreim, Daughter of Adria, Governess of Palazzo Aggrade
  12. Yong Ping Persona Creation A Guide to Persona Creation within the Jade State So! You are looking to make a persona within Yong Ping. There are a few questions you’d need to answer for yourself first, that being the following: Which of the current cultures do you want your persona based on? Are you looking to join an existing family or make your own? If looking to join, what are the current existing families? What is the backstory of your persona or what do you want it to be? And What kind of skin would you need and how do you get one? We’ll now refer to the first question, cultures. As of current, there are three cultures within the Jade State; the Li-ren, Oyashiman and the Hyeol-yeons. The IRL equivalent being that of the Chinese, Japanese and Korean. The first two mentioned have an extensive history, which there is a multitude of forum posts on while the last is relatively new to the nation but growing. https://www.lordofthecraft.net/forums/topic/196044-culture-li-ren-culture/ The Li-ren people hail originally from Li-guo, having fled from the ever-warring state to go on to find a place of refuge and safety. They are a people of the arts, often seen with ornate fans and parasols in the higher classes and wearing Hanfus all-around. A diagram below depicts the stylings of a hanfu. https://www.lordofthecraft.net/forums/topic/203284-a-look-into-li-ren-fashion/ Fun fact, the first Zhu of the Jade State is Li Xiuying, the Li-ren who founded first the Tai Ping district followed by becoming that of a settlement led to Nationhood, the Jade State of Yong Ping. https://www.lordofthecraft.net/forums/topic/194066-culture-oyashima/?tab=comments The Oyashiman people originally hail from Oyashima, bound within the confines of a rigid caste-system. They have many special weapons custom to their culture, one of many being the Katana most often used by the Samurai, an honorable class of warriors. The Oyashimans most often wear Kimonos, the diagram of one depicted below. Fun fact, the Ishikawas are a well-known family of high status both in Oyashima and the Jade State alike. A branch of the family had been founded in a castle of their creation, Tsutenkaku, by one Tsune Hirano. She later went on to become a fervent ambassador alongside our Wise Minister of Education before her passing. https://www.lordofthecraft.net/forums/topic/203665-culture-the-hyeol-yeon/ The Hyeol-yeon peoples originally hail from the Cunyuan region and are found to be highly religious people who didn’t initially flee their home but have come to settle here. With a variety of religious rites, they are a fan of totems and statues; such as the Jangseung, among other things as they are superstitious people believing in that of Karma. They most often wear a Hanok, the diagram of one depicted down below. Fun fact, the Hyeol-yeon people were initially introduced to the Jade State through a series of pirate attacks that lasted years. Having been forcibly taken from their home, they had been enslaved on the Pirates ships and later freed by the Yong Ping Army and led back to the Jade State in order to recuperate, over five-hundred people were given their freedom and went on to incorporate themselves into the city. Before going into that of open families, it is always open to make a family of your own. Whether a lower class one within the slums or finding yourselves within the Port district as sailors, there are many options to those open to making a persona within the Jade State. The families listed below are ones currently open to accepting new members, though keep in mind to contact them first. The Tianrui family The Tianrui family is based on two cultures, Li-ren and Oyashiman, through a series of long history. Mainly that of Elves, there’d be some humans pocketed throughout, with a heavy presence in the military and merchant work. Leading the prosperous Tianrui Teahouse and with a member as Duhu of the Army, they are a family of great size to be reckoned with. Point of Contact: Tianrui Ren, Moo_Bot, Coffee.exe [BOT]#5456. The Chen family https://www.lordofthecraft.net/forums/topic/202483-the-chen-family-history-%E9%99%B3%E5%AE%B6/ The Chen family is one that mainly focuses on that of the arts. Known for their love for calligraphy, dance and poetry, they aim to bring further beauty to the Jade State. Keeping this in mind, if one were to watch them closely, they are a family of drama with a taste for the finer things due to their higher status in the caste system alongside many a Minister and Government worker coming from their family. Consisting mainly of Li-rens, there would be a few Hyeol-yeon spotted among their ranks, alongside elves and humans alike. Point of Contact: Chen Yunya, tadabug2000, beautifulwatty#6584 or Chen Wenping, Bemoblue, Samuel The Cannibal#9401. We’re getting closer now to the full creation of your persona, though backstory is an important factor. Referring to any of the cultures above, of course any backstory can be created from that but for those who need a little help, here are a few events that have happened that may help towards creating one for yourself. The Tai Ping Massacre For those looking for a persona that’d be in their forties or above, the Tai Ping Massacre happened during a time when the two cultures at the time [Li-ren and Oyashiman] had founded a district within the settlement Talons Port. A group of serial killers had harassed the district for a Dragon's week, with the grand total count of deaths being 30 at the end. Bodies had been strung up from every crevice, laid across every roof and blood permeated the air leaving quite the traumatizing irp year. The Fleeing of the Refugees Nearly forty years ago now, when news of Yong Ping first being founded spread to Aeldin, alongside a new venture made to bring forth unity between the ever-warring cultures [Li-ren and Oyashiman], both had fled to the newly found settlement. Tensions were tight, having fled from the bloodshed only to be close to those they’ve fought for many, many years but with time and effort, the cultures have come to respect each other with time. The Freeing of the Hyeol-Yeon Nearly twelve years ago now, when the pirate attacks began and it was found they held Slaves, the Yong Ping Army boarded their ship and through a hard-fought battle, freed five-hundred people who then went on to incorporate into the city as refugees. The Brewing Tsunami Only eight years ago now, a great disaster and yet one that was a religious moment, Susanoo, a Kami, had warned the people of the Jade State of a coming tsunami and to rush to the temple. Those that heeded the warning were spared, the large waves crashing down, only to split before the temple and spare those within. The people who hadn’t found themselves in the temple weren’t so lucky, some children having been orphaned during this time. The Final Destruction of the Pirates Just under a year ago now, the Pirates encampment has been fully destroyed. Many had died due to the Pirates attacking and killing their own and during this time, there had been twenty-one orphaned children saved and brought to the temple to be cared for properly. A diagram of clothing of all three cultures. When going about seeking a skin for your persona, you have a few options. With the use of @skinner in our main Discord, you can commission a skin from one of our fine skinners. If unsure on that option, there are free to use skins which will be linked below, alongside templates for those wishing to make their own. Hanfu Templates Li-Ren Free to Use Kimono Templates Oyashiman Free to Use Hanbok Free to Use Any Free to Use If you have any questions as to further character creation, join the Yong Ping discord today and look under #information for more, alongside #characterreferences in channels. We look forward to having you! https://discord.gg/7sUf6WFXHJ
  13. THE MOUSEHOLE Settlement Guide POPULACE The Mousehole is home exclusively to Musin, the mousefolk of Almaris. PEAK TIMES Peak times are whenever there is an event! You can usually gather people through the Musin server on Discord. A LOOK INSIDE THE MOUSEHOLE Right as you enter you will find The Broken Tap on your left, the tavern inside a barrel! It is ran by @Luxcio. To it's left stands our tea shop in a tea pot, owned by @Demon_Lilly. The town centre is the main roleplay hotspot of The Mousehole, with a large bonfire, market stalls, banker and The Cuckoo Post (tax office). Tucked away is the entrance to The Baudelaire Trove, a clockwork and antiques shop. Housing in The Mousehole ranges between 5-15 mina tax per week. Many houses are directly next to water which can be fished in, infact, @TakeMeT0TheFaedoes "Fish Fortune Readings" here! The Musin Guard barracks are accessible from this area. LINKS The Baudelaire Trove The Musin Guard DIRECTIONS The Mousehole is located in a cavern beneath Urguan, you must go through The Worker's District, and into The Deep Roads (image guides in spoiler). MUSIN INFORMATION Discord server: https://discord.gg/SFJynHcQQT
  14. [!] The following excerpts are written in a large scrawl of surprisingly precise Orcish script. [!] On the Races of Krug-Kind As the descendants of Krug grew in numbers over generations, certain lineages and bloodlines became unique among their kin. All brothers and sisters belong to one of three families, with the notable exception of hybrids called Hobgoblins. To know your lineage is a statement of pride, as the blood in every orc’s veins can be traced back to Krug himself. A common feature shared by all descendants of Krug is our vast array of skin colors. Individual tones of our tough and durable skin can provide insight upon our ancestry; as an example, it is common for orcs with red skin tones to be members of the Raguk clan. Our eyes gleam in almost any hue, tusks display prominently upon our faces, and our grukkers are covered with thick dark hair. The life of any descendant of Krug quickly prepares them for battle; a brother or sister will have fully grown into adulthood in both body and mind anywhere between azhty’dub (XII) and azhty’h’gahk (XVIII) cactus weeks. Upon reaching this early age all members of our kind will be peep’d as an adult by the codes of Krug and the spirits. Over many years of combat we will then obtain various scars and marks of honor upon our flesh, slowly becoming storied veterans of honorable Wagh. Around our dub’kinth (CC) year of age some brothers are blessed by the spirits, beginning to grow horns similar in nature to a ram. These originate from a plate of dense bone beneath our forehead and temples, proving study protection from attacks to the head. These horns will continue to curve before, if unfiled, piercing back into the skull around an orc’s futh’kinth (CCCC) year of old age. To see an elder brother with horns is to meet one of great honor; only those with true strength live for so long and through so many battles. Uruks Uruks, commonly called Orcs, are the most numerous and diverse members of Krug-kind. All other bloodlines originate from the first Uruks, though the exact points of diverging ancestry are unclear. Uruks range from H’azh (VI) to H’gahk (VIII) feet in height, and can weigh anywhere between dub’kint (CC) to h’azh’kint (CCCCCC) lbs upon reaching maturity. Significantly stronger than most other descendants, uruks still share a similar level of intelligence with that of an adult humie or stout. Goblins Goblins are the thinkers of Krugkind, the strength of body in combat having been replaced with genius intellect. While a goblin’s slender frame will only grow between futh (IV) to h’azh (VI) feet, their mental abilities surpass the brightest members of the other descendant races. Goblins are known for having wiry frames, prominent noses, and smaller tusks. Curiously, the curse of bloodlust present in all our kind presents itself as a fervent and almost anxious need to tinker or experiment with the ideas whirling through a goblin’s mind. For this reason it is common to see a goblin inventor testing some mad contraption designed for warfare. Hobgoblins Hobgoblins are the unique descendants of Krug created when the bloodlines between Orc and Goblin mingle. While inheriting both the strength of their warrior parentage and the sharp mind of a tinker, their emotions are generally more volatile than either as the curse of our kind affects them in both rage and mad genius. With lean and sculpted forms ranging from H' (V) to H'azh (VI) feet in height, their extraordinary talent is not to be trifled with. Hobgoblins display a blend of features known to Uruk-kind, though the particulars depend on their heritage and family lines. Ologs Towering above all other descendant races, the Ologs stand at a mighty h’futh (IX) to azhty (X) feet. These colossal warriors have stocky, musclebound frames, oversized jaws, and a tendency for developing layers of fat from overeating. What they claim in physical strength is lost in mental fortitude; the average olog matches a kub in intelligence, and the hulking warriors focus on basic needs more than any other concerns. Our gargantuan brothers are commonly seen with their smallest brethren in a form of partnership, acting as physical strength to carry out plans made by the ingenious and more aware goblins.
  15. Welcome to the weekly bloom. Due to the nature of the article, any injuries, pain, or death is responsible to you and you alone. Explore the map at your own risk. --------------------------------------------------------------------- In this weeks article we will be talking about Kings Ivy King's Ivy is a delicate flower found mostly growing in ancient ruins around the world. It is golden and is also found near trees. Kings Ivy has only a couple of uses. In small amounts, its calms down the user, making it a good stress relaxer, while in larger amounts the user becomes more violent and agitated. --------------------------------------------------------------------- (ooc) I know this was short, but it was meant to be. I'm going to try to do this weekly. thanks for reading! ---------------------------------------------------------------------
  16. Yong Ping Nation Guide Name of Nation: The Jade State of Yong Ping Peak Times: Peak times are generally 5pm EST onward. We have a good amount of Aussie timezones, with some American mixed in. Populace Density: The settlement generally consists of most notably, Elves, Humans and Dwarves. Culturally, you'd see the Li-Ren and Oyashiman running about but it is not exclusive to just them. Brief Description: Yong Ping is the home of a variety of Easterner Farfolk cultures, having grown a bit of a reputation from their previous home in Talons Port, at the Tai Ping District. Having formed into a settlement, it grew from what was once a district into a bustling city-state until need for expansion occurred once more. With architecture specific to the Li-Ren and Oyashiman cultures, bustling city life, and a heavy emphasis on the arts, it's a place one would love to sit and stay a while, even if it's just for the slight chance of witnessing one of the many plays upon the Teahouse stage. List of players able to assist: Li Xiuying, Kemobrown [Kaiz#4082] Tianrui Ren, Moo_Bot [Coffee.exe [BOT]#5456] Li Xiahong, imMona [monAAAAH#1878] Chen Yunya, tadabug2000 [beautifulwatty#6584] Directions: Go to East hub, the coords are -573, 430. Close to Urguan, connected by road. There is a ferry connected to Norland/Varhelm, as another form of travel as well.
  17. A Guide to Orenian Legal Roleplay A comprehensive guide created to assist newly interested players within Oren to delve deeply into the complex and exciting legal roleplay of the Empire. Table of Content I - Preword II - Introduction to Oren III - The Oren Revised Code IV - The Courts of Law, Simplified V - Legal Procedure, Simplified VI - Difference between Civil and Criminal Law VII - Becoming a Lawyer I - Preword Welcome to “A Guide to Orenian Legal Roleplay”. This’ll be a reference post for anyone that wishes to participate in the legal roleplay which carries a major presence inside of Oren- this is an adventure into a complex and exciting niche of roleplay. With that said, it should be noted, legal roleplay is not easy. It’s often complicated with the requirement of multiple methods of argument, heavy aspects of writing and often heated conversations with your rivals! This guide will not give you everything that you need. It will not directly carry you through the entire methods of the legal roleplay; you’ll have to search for those things yourself. What will be provided within this guide is multiple simplified explanations and references to various posts (which you should definitely read yourself) to give you a kickstart as a legal roleplayer! II - Introduction to Oren The Holy Orenian Empire, seen from a legal standpoint, is a constitutional monarchy. This means that all political and legal power is provided to the people by the Crown through a select number of constitutional rights. The three main rights within the Empire are; the right to life, the right to liberty & the right to trial. These are good to know within the Courts- utilization of constitutional rights within legal arguments almost always proves efficient. You can part legal roleplay into three different branches; the legislative branch (i.e House of Commons), the executive branch (i.e The Ministry of Justice & Imperial State Army) & the judicial branch (i.e The Circuit Court & The Supreme Court). The legislative creates the laws of the Empire, the executive enforces the laws of the Empire & the judicial judges those charges with the laws of the Empire. This creates a fully adaptable and constantly changes legal system which encourages interaction between the various branches. You’re most likely to be involved with the executive branch & in interaction with the judicial. Therefore we’ll focus on those two aspects of the Orenian legal system. III - The Oren Revised Code Let us start with the basics; the 77 pages long document known as the Oren Revised Code (I told you legal roleplay wasn’t simple!). Do not let the amount of pages within the Oren Revised Code discourage you, the document is fairly simple to navigate. The Oren Revised Code is often referred to by the acronym ‘ORC’, which I’ll be using from this point forward. The ORC contains all of the laws within the Empire and functions as your primary tool within legal roleplay. Your legal arguments are almost always supposed to be based upon laws of the ORC, so getting familiar with it is important. The ORC can be divided into six sections, despite there being eight within the actual code. These sections are the following; Lex Criminalis (Criminal Law), Lex Haraccene (Civil Law), Lex Kaedreni (Military Law), Lex Lotharingium (Procedure & Judiciary Law), Lex Aristocratia (Peerage Law) and Lex Arcania (Magick Law). You’ll want to familiarize yourself specifically with criminal, civil, military and procedure & judiciary law as these create the cornerstones of the legal roleplay within Oren. You can find the ORC here; https://www.lordofthecraft.net/forums/topic/189667-oren-revised-code/ IV - The Courts of Law, Simplified The Courts of Law is the place where a majority of your arguments will be made. Oren has two Courts; The Circuit Courts and the Supreme Court. You’ll likely be dealing with the Circuit Courts more than the Supreme Court; but it is important to note the existence of both courts as certain aspects of legal procedure will involve the Supreme Court. The Circuit Court will have a judge. This’ll be the person that rules on your case and they’re demanded to take a textualist approach to the ORC. You’ll be presenting before the Courts as either a Defendant or a Plaintiff- to explain these two terms in the simplest method possible; the Defendant is the person that is being accused of a crime and the Plaintiff is the person accusing someone of a crime. A lot of communication to the Courts is done by text. Various people have various ways to format these- so we recommend you read a few yourself. Two of the most important documents within the Courts are subpoenas and summons. Subpoenas is a legal summon by a governmental body in relation to breachment of Lex Criminalis. Summons is a legal summon by anyone in relation to breachment of Lex Haraccene. You cannot file a subpoena if you’re not a part of the Ministry of Justice. V - Legal Procedure, Simplified Legal Procedure is the backbone of legal roleplay within Oren. All legal roleplay must follow legal procedure to be correctly executed. Failure to follow legal procedure will often result in mistrials and appeals to the Supreme Court. You want to avoid that! Simplified, legal procedure follows the following; Submission of Subpoena / Summons Claiming of Judge Responding Affidavit Pre-trial hearings Court Trial Verdict This is extremely simplified and carries a lot more aspects. These are one of the aspects suggested to read more closely into and fully understand before delving into Court as failure to follow this can mean life or death for your client. Legal Procedure can be found here; https://www.lordofthecraft.net/forums/topic/192894-legal-procedure-act-1772/ VI - Difference between Civil and Criminal Law The difference between civil and criminal law is extremely simple and doesn’t require much explanation. However, it’s important to know the difference between the two titles to avoid embarrassing confusions and misunderstandings. The main difference between civil and criminal law is who can execute it within Court. Criminal law can only be submitted through a subpoena which can only be submitted by the Ministry of Justice. Civil law can be submitted through a summons which can be submitted by anyone! Always double check that you’re not submitting a summons with criminal laws in it. VII - Becoming a Lawyer Becoming a lawyer will not be easy. I will not make that claim because legal roleplay is not easy in general. You’ll encounter many scenarios that become annoying OOCly and a lot of writing within the courts are OOC based. It takes a lot of time and a lot of dedication. With that said, start making a platform for yourself to establish yourself as a lawyer- the more good people have heard about you will result in more clients. Post forum posts to create awareness around your presence within the courts. Show people your success and knowledge within the courts. Grasp all knowledge you can get from those more experienced. Attend courts to hear the arguments made by other lawyers. A lot has to be taken into account. It is a learning process and continues to be. You can always learn from viewing others. On top of that; an excellent learning experience is provided within the Ministry of Justice as a Lawclerk. Legal clinics help newer people get a grasp of the methods used within the courts. Explore and create. Accept opportunities. Overcome challenges. With a little dedication to learn, you’ll be the next Orenian hotshot in no time!
  18. Hello friends and foes of LoTC! I hope that my post finds you all well, that the new year has been kind to you thus far and that you find yourselves in the best of health. It is my sincere hope that you are all safe and sound with your loved ones (or your pets). With the coming of the new year I found myself back on this wonderful server nearly three years after I took a hiatus. Much has changed and I felt like the type and quality of roleplay that we have had has changed as well, to my pleasant surprise! I grew nostalgic of my early days of playing on the server back in 2014-2015. Alongside the updated mechanics and progress in the world lore, I felt that it was the perfect opportunity to breathe life into House Visconti; which I had the pleasure of representing off and on at earlier times. I plan to compile a Master-guide to Illatian and Visconti roleplay by the end of next week and give the RP announcement about our current position and plans. In order to help me make this a reality, I decided to reach out to you, the LoTC community. I was dissatisfied with the information I was able to collect thus far because: Some key players lost access to their drives and their precious documents. Some key players became inactive and unreachable. Primary-source forum posts are very aged and difficult to follow. Secondary-source information is often skewed and distorted. We have a list of tertiary characters holding the family name who I cannot place in our family tree. I wanted to write this post and ask those of you who have played a House Visconti (or Illatian persona) to kindly reply to this forum post and aid me in my project by sending me links to the documents (or forum posts) that they do have or by contacting me on my Discord: Zoprak#3499. Character sheets and family trees are required. Secondary sources mentioning or referencing the family members and their activities are needed. Documents outlining family activities are appreciated. Miscellaneous documents, photographs, screenshots and skins are not necessary but would help fill in the gaps in the lore. Thank you for your time and assistance, I look forward to roleplaying with you all in the coming weeks. To those of you who are facing an upcoming semester I wish the best of luck and amazing grades. Please do not hesitate to contact me. Best regards, Zoprak (Antonius Mihailo Visconti) (P.S Dear Moderators, I apologise if this is in the wrong section, please transfer it to the appropriate place if need be, I am a returning player and I am still unsure where to place my forum posts that are OOC).
  19. THE LOCATIONS OF KAROSGRAD Newcomer's Guide to the City of the Crows By Brandt Barclay | Jula and Piov, 352 ES _____________________________________________________________________________________ [Painter’s depiction of Karosgrad, adapting a slightly darker and more dramatic outlook, as a Haeseni Squire re-enters te city after finishing his trials.] As you begin exiting the chilly and snowy roads on the way to Haense, before you you notice tall, saturated red walls stretching between a small hill to the right, and the rest of the city walls to the left. Moving further in, you feel the cold wind blowing more gently, the sound of bleating sheep filling your left ear and the sight of the pale yellowish wheat growing on the farms to the right, mixing in with the red of the city walls to the left, where you also see the second gate. In you go! The busy city noise increases, making the sound of the sheep outside unhearable. With merchants selling around their shops, errand boys running around, and the occasional HRA soldier dressed in black and yellow moving about casually, you find yourself in Karosgrad, the City of the Haeseni Crows. To the immediate left as the city gates are passed, a notice board rests, with notices and pamphlets ready for the taing. One of these seems to be a guide to the rest of the city, letting you know where you want to go. [Another painter's depiction of the city of the Crows, showing off the icy Haeseni mountains of the north and its busy alleys] _____________________________________________________________________________________ RESOURCE GATHERING LOCATIONS Mines The central Haeseni mines, filled with ores and other minerals. Accessible only to Haeseni citizens, for one to gain access to these mines they must contact the Lord Seneschal of Haense, currently Mio Mackensen; and it must be kept in mind that trespassing into it without permission is a crime. Location: To the back of the farms, due West after exiting the main gates. _____________________________________________________________________________________ Farms The public farms of Haense, accessible to anyone and everyone who has the skill of gathering the agricultural yields of the northern region that is Haense. Mostly composed of wheat, carrots and potato farms. In the middle rests Karolina Flour Mill, named in memory of Dame Karolina Barclay, who died fighting bravely during the Scyfling War in 1768. Location: Right outside the city’s western and main gate. _____________________________________________________________________________________ Lumberyard Standing outside of the main gates, the lumberyard includes a mix of natural oak and spruce wood coming from the local region. Found around a sawmill, the wood can be collected and processed to be later transported. Additionally, a location where mapletree grow can be found on the road between Haense and the northern hub, Rimeveld, for the skilled carpenters looking to harvest. Location: Lumberyard: To the side of the main road just outside Karosgrad’s outer wall Maple Tree: To the side of the main road near the bridge at Haense’s border _____________________________________________________________________________________ Cotton As happens in most cases, Cotton can be seen growing around the sides of the main roads, with some being closer to Haense, and another good lot near the Maple tree spot near Haense’s northern road. Additionally, another group of these soft materials has been spotted growing to the South-East of Karosgrad near the shore Location: First spot: To the side of the main road near the lumberyard. Second spot: North of the maple tree, just as the terrain lowers. Third spot: North-west of the mines, continue north until you reach the shore, then go north until you see the cotton. _____________________________________________________________________________________ Hunting Spot - Boars Though not many bears have been spotted near the city of Karosgrad, a spot to which some appear attracted to can be found South-west of the capital, above a hill. Conveniently enough, near this hunting spot for the beasts that are the northern bears, a mining spot of Coarse Alum is also found, further confirming the theory of bears being attracted to this material. If you happen to have a plan to come hunt here, don’t forget to get a Ferrum pickaxe with you, so to also mine the alum. Furthermore, it is recommended that quality arms and armor are brought to hunt the bears around this area, as should be obvious to the experienced hunter Location: The large hill southwest of Karosgrad. Go to the mines, take the road south until it ends, then climb up the hill to the top. _____________________________________________________________________________________ Hunting Spot - Bears & Coarse Alum Though not many bears have been spotted near the city of Karosgrad, a spot to which some appear attracted to can be found South-west of the capital, above a hill. Conveniently enough, near this hunting spot for the beasts that are the northern bears, a mining spot of Coarse Alum is also found, further confirming the theory of bears being attracted to this material. If you happen to have a plan to come hunt here, don’t forget to get a Ferrum pickaxe with you, so to also mine the alum. Furthermore, it is recommended that quality arms and armor are brought to hunt the bears around this area, as should be obvious to the experienced hunter Location: The large hill southwest of Karosgrad. Go to the mines, take the road south until it ends, then climb up the hill to the top. _____________________________________________________________________________________ NIKIRALA PRIKAZ - THE ROYAL PALACE Being the singular most impressive and remarkable architectural build in the city of the Crows, Kikirala Prikaz, the royal palace, and the main residence of House Barbanov rests to the east side of the city. Taking a good portion of the capital’s whole size, this palace is debatably the most beautiful and majestic in all of Almaris, whilst including within it a great range of space to be used for different utilities, other than acting as residence for the Royal Family, some of its most notable locations are listed below Location: Walk straight into the city square as you enter Karosgrad from the main gates, then continue walking straight and up the stairs. _____________________________________________________________________________________ The Duma Hall The main wall in which the Haeseni legislative body, the Royal Duma, gathers every year to present, discuss, and vote on bills to improve the Haense and its laws Location: Staircase directly to the right as you enter the palace - be careful to take the staircase that’s to the right of the Gallery, rather than the most visible one, then go up. _____________________________________________________________________________________ The Royal Ballroom The official room in which the royal court holds balls and other celebratory events, featuring a piano and other instruments for quality Haeseni music, and a bar to serve quality Haeseni Carrion Black Location: Enter the throne room by going straight as you enter the palace, then take the door to the left. _____________________________________________________________________________________ The Feast Hall The go-to room for communal feasts, during which the feast is likely to get filled with Carrion Black and other delicious dishes from the Haeseni cuisine. In other cases, the hall may also be used for different meeting places, such as the Knights’ Gatherings for example. Location: Enter the throne room by going straight as you enter the palace, then take the door to the right. _____________________________________________________________________________________ Royal Art Gallery Being still a work in progress as more crates are awaiting arriving from Arcas, the Royal Art Gallery is used to commemorate some of the greatest and significant Haensemen, their companions and their stories; with an example being the magnificent Buckstallion I, Buck Dirtgrub’s trusty steed Location: First door to the right as you enter the palace _____________________________________________________________________________________ The Royal Tiltyard Being positioned right behind the palace, the Tiltyard features three podiums in total, one being utilized by the Crown and other important guests, while the other two podiums to the right and left of the main one allow for the jousting horses to be kept below the seats, and come out in a rather unique way. Location: Take the stairs to the right before entering the palace, then continue the road to get into the royal garden, follow the road to circle around the palace until you find the tiltyard. _____________________________________________________________________________________ The Royal Crypts The underground Crypts at the Palace’s Garden where the royal remains of the Kings of Yore rest; being placed as a place of memorial and commemoration towards the old and bold leaders of Hanseti-Ruska, so that they may forever rest in the land of the realm they helped build. Location: Take the stairs to the right before entering the palace, then continue the road to get into the royal garden, follow the road a bit more until you see a branch leading to the underground crypt. _____________________________________________________________________________________ Palace Library Main Contact: Grand Librarian, Father Alfred Barclay | @repl1ca One of the three major libraries in Haense, the other two located in the NGS Museum and the Academy. It is run by the Grand Librarian of the Royal Court, the library is still waiting to be filled with national books and texts of the Haeseni history, as well as other tomes of different subjects. Location: First door to the left as you enter the palace. _____________________________________________________________________________________ PROPERTIES OF THE CROWN The HRA Barracks Main Contact: Lord Marshal Manfred Barclay | @Coolcod77 The main location of operation of the Haeseni Royal Army and the Brotherhood of Saint Karl , in which the unified military of Haense joins together to hold training, rally, or for the officers and higher-ups to hold meetings, discuss strategies, etc. Featuring a smithy, a killhouse, stables, rooms and beds for the soldiers to sleep in, armory, and many other locations to serve the army. It also serves as one of the main places where the Lord Marshal of Haense can be found, and where those looking to enlist will most likely want to head over to. Location: Take the first turn right once you enter the city, then continue the path. _____________________________________________________________________________________ Bank and Auction Hous Other than simply hosting the only bank and auction house in Karosgrad that are currently operating, the building near the city’s square also serves as a place for the Lord Seneschal and his stewards to occasionally check up with citizens and answer their questions relating their properties Location: Go to the town square by continuing straight from the main entrance, then turn to the right road, the bank is the building to the right _____________________________________________________________________________________ Karosgrad’s City Hall Main Contact: Lord Maer Karl Amador | @Sander / Lord Seneschal Mio Mackensen | @Mio_ Serving as the main centre of operations for both the Maer and Stewards of Karosgrad, their offices can be found in the city hall. Also functioning as a main hub for people to find out who to contact, the Archives of Karosgrad can be found in the City Hall as well Location: The last building to the left as you continue straight from the city’s entrance _____________________________________________________________________________________ Saint Amyas Hospital Main Contact: Surgeon General Eleanor Amador | @madysenb Having saved the lives of many Haeseni in both the older and more recent past of the realm’s history, the main hospital of Karosgrad serves the same purpose as the ones before it, to save lives and cure people of their illnesses. The ideal place for physicians, medics and doctors to put their skills to use towards the wellness of the Kingdom, or for prospective apprentices in such a field to be trained Location: Go to the town square by continuing straight from the main entrance, then turn right and continue the road until you pass the gate arch, the hospital’s to the righ _____________________________________________________________________________________ Juliard Academ Main Contact: Hauchdragus Konstantin | @Xarkly Being a place in which knowledge, skill and information is spread to the younger generation, or at least the more curious of people, the academy Juliard Academy offers classes and courses of many kinds, namely Law, Medical, Music, etc. Truly a great place to get a proper Haeseni education, whether or not they decide to live in the city or the indoor dorms. The academy also offers a grand theatre, in which not only academy events will be hosted once the place is up and running again as we settle better into Almaris, but also public events, such as electoral debates are held every so often. Location: Go to the town square by continuing straight from the main entrance, then turn right and continue the road all the way, the Academy’s to the left _____________________________________________________________________________________ MERCHANT STORES AND STALLS The Old Stout Crow Pub Main Contact: Tarathiel Asul’onn | @altiar1011 The main tavern in which the Haeseni and the visitors of Karosgrad may gather for drinks and food. At times being the most crowded building in all of Haense, it’s the go-to place to find the best Carrion Black in town, filled with the exaggerated strut of the Haeseni culture Wares/ Services Food, drinks, etc. Location: Go to the town square by continuing straight from the main entrance, the tavern’s to the right corner in front of you. _____________________________________________________________________________________ Barclay Bargain Main Contact: Brandt Barclay | @GoodGuyMatt Ran by the Noble House of Barclay, “Barclay Bargains” consists of three main businesses: the “Barclay Waffen”, Smithers the “Edelweiss Diamante”, Jewlerers the “Barclay Weizenbrauerei”, Brewerers As of the migration to Almaris, the store main store is ran by the house in general, trading in a variety of goods whilst the participating businesses have been molten together and trade as one entity. Wares/ Services General goods, weapons, armors, commissioned smithed goods, beverages, jewelry, etc. Location: Fourth shop to the left of the main gates. _____________________________________________________________________________________ Wittenbach Warenhaus and Restaurant Main Contact: Otto Wittenbach | @Etow Wittenbach Warenhaus, The place for quality Liquor in Haense since the year 1761 of the first age! One of Karosgrads largest shops, with all kinds of liquor, foods, leatherwares, books, handcrafted items, gifts, plushies and much much more Wares/ Services Liquor, custom food, custom items, raw materials ,Leather products, books & more Location: Third shop to the left of the main gate. _____________________________________________________________________________________ Ruthern Co. Ltd Main Contact: Maric var Ruthern | @GMRO The stall ran and managed by the Noble Haeseni House of Ruthern. Wares/ Services Plushies, drinks. Location: To the left side of the city square, right beside the city hall. _____________________________________________________________________________________ HRA Army Good Main Contact: Lord Marshal Manfred Barclay | @Coolcod77 Consisting of a small cart located near the centre of the city, the official stall in which the HRA sell their products, such as the soldiers’ ale or other foods is a great way for the average citizen to both donate and help out the local army and soldiers, while also acquiring themselves some quality goods. Wares/ Services Ale, food, etc. Location: To the left side of the square just before climbing the stairs to the palace ____________________________________________________________________________________ The Serpent’s Bite Apothecary Main Contact: Joshua Sirsk | @InkGolem3k Though currently not trading on goods as the members of House Sirsk await for the alchemical tools to come from Arcas and the rest of the things used in such craft to be found in Almaris, the store appears to be interested in trading apothecary wares. Truly a unique business seen in Haense, and surely to be a needed one. Wares/ Services Potions, medical herbs, and other goods one can find at an apothecary. Location: Fourth shop to the right of the main gate. _____________________________________________________________________________________ Mondblume Wild Ware Main Contact: Ozark Mondblume | @0zark / Hildebrand Mondblume | @Zachary725 To the adventurous, a call is made to come on down to Mondblume Wild Wares where we have all your adventure gear for your exploration adventures through Almaris! The wilderness can be harsh and unforgiving, but a well stocked adventurer can conquer mother nature. Wares/ Services Wilderness exploration equipment, bows, strings, arrows, medical herbs, and more Location: Second building to the left of the main gate _____________________________________________________________________________________ Ludovar Mining Company Main Contact: Kazimar Ludovar | @HogoBojo With the stall belonging to the noble House of Ludovar, trading mainly in mining, as they go by the motto “We mine it, you buy it.” Wares/ Services Ores Location: First stall to the right once you enter the square. _____________________________________________________________________________________ Stafyr Färberei Main Contact: Damron Stafyr / Aldrik Kortevich | @Z3r05t4r Following up on the previous establishment of the Stafyr Färberei founded by Altaron II. Stafyr on Axios, the Stafyr family returns to the dye trade. Colors of all kinds and of exquisite quality to suit all your needs for dyes. Wares/ Services Dyes and food supplies Location: Last stall to the left of the square. _____________________________________________________________________________________ Schattenburg Farmed Good Main Contact: Franz Leopold | @Gusano Schattenburg Farmed Goods and Farm Supplies is the #1 vendor of food and other farm supplies to the people of Karosgrad. Wares/ Services Foods, bone meal, cotton, wool. Location: First stall to the right once you enter the square, at the very end corner. _____________________________________________________________________________________ Vykk Co. - Haense Branc Main Contact: Diome Indoren Orlanth | @Orlanth The Vykk Co. Haense Branch serves to provide cheap and easy access to supplies that are often in high demand. If a major order needs to be placed then any branch of Vykk Co. may be contacted, and the request shall be forwarded to the Vykk Co. main branch located in Norland. Wares/ Services Food, Tools and miscellaneous items available at all times. Just about anything on request. Location: First stall to the left once you enter the square _____________________________________________________________________________________ d’Arkent Deal Main Contact: Victoria Anne d'Arkent | @AnonymousAlexa Ran by the Orenian House d’Arkent, their business sells a variety of goods, going with the motto “Almaris Runs on d'Arkent” Wares/ Services Raw materials, tools, custom items and goods Location: At the corner of the first right turn from the gates, facing the gates. _____________________________________________________________________________________ Buckfort’s Anything and Everything Main Contact: William Buckfort | PlagueDocling A general goods store in which you are guaranteed to find something you like, offering anything from toys and sweets to alternative medicine and weaponry Wares/ Services Great variety of goods, including bandages, chocolates, jewelry, flower bouquets, wooden toys, etc. Location: Second shop to the right of the main gate. _____________________________________________________________________________________ PLACES OF INTEREST The City Square Being the center in which the rest of the city is based on, the square consists of a main circle in the middle, in which the Haeseni flag and its black crow has been painted, with market stalls surrounding it in almost every side, and the place right by it. It is usually the busiest outdoors location in Karosgrad during normal days, with people moving about and merchants selling their goods. During the Krugmas season a decorated tree is placed in the middle of the centre circle. Location: Straight ahead from the main gates. _____________________________________________________________________________________ Saint Henrik’s Basilica Main Contact: Bishop Benedict| @Piov Resting in a rather accessible and obvious location, the Saint Henrik’s Basilica, named after the Haeseni Saint Henrik Bihar. Aside from its spiritual value, the Catherdral is also an impressive architectural build. Whilst being possibly one of the biggest and most impressive Basilicas Haense has ever seen; with a beautifully crafted glass floor, it makes this place of worship appear almost as if it’s built twice. With masses being held occasionally, so far this has been the go-to Basilica for all of the spiritual rituals held in Haense Location: Left of the city’s square. _____________________________________________________________________________________ The Northern Geographical Society Museu Main Contact: Celestine | @AndrewTech Although not yet filled with the relics and memories of old, still awaiting full transportation from Arcas, the exterior and interior of the Museum ran by the National Geographic Society has already found itself furnished and ready to accept the history of Haense into it. Having served previously as one of the best places for someone to learn more of and witness the old history of Haense first hand, the current museum is likely to have the same, or at least a similar function. With a considerable amount of space, aside from exhibitions new and old, the building also features an extensive library, able to hold a considerable amount of books and knowledge. This truly has to be a scholar’s dream on a good day. Location: Take the road to the right of the city’s square, pass by the arched gate and then turn left _____________________________________________________________________________________ The Harbor Serving as the most accessible and direct connection of Karosgrad to the largest body of water near it, the Southern harbor, as expected, is a place frequented by sailors, traders, travelers, workers, and a different variety of people. With a weak amount of the south wind blowing inwards the city, the harbor tends to be a rather calm and warm place most days. With warehouses where wood, food, or other materials are stored, the place is filled with boats in and out of it, most of which appear to be Haeseni. The lighthouse found further down the southern road of the harbor offers the wandering ships and boats a guiding light in the dark, whilst also being a rather cozy looking structure. Somewhat oddly enough, the fresh, sweet and interesting scent of natural sugar can be inhaled to those around the harbor, with the source of such smell being the sugarcanes growing along the water-touched land, allowing the locals to harvest them once they’re grown properly. Location: Simply follow the road to the right of the square until you reach the harbor. For the lighthouse, follow the road right once you’re inside the harbor _____________________________________________________________________________________ The Northern Hollow Mountains Stretching along the northern regions of the Haeseni land, white, icy mountains rise up above, making the road to going north both hard and one of the most wondrous views in Almaris. As these mountains grow tall, they also appear to have been growing empty on the inside. Though icy and empty, the land formation seems to be stable enough for now, with structures already constructed to allow for transportation in and out of the mountains safely. Spikes grow off these icy giants, slippery though climbable, allowing for the wandering sightseer to find themselves a truly majestic sight. As normally happens, with ice and snow comes the cold of the mountains, and these ones are no exceptions, differently, these feel even colder, almost like the one where GOD imprisoned Iblees in the time before man. Thus, as goes for the rest of the Haeseni regions, it is recommended that warm clothing is worn around these landscapes. Location: North of Karosgrad (Building at -7, -2800) _____________________________________________________________________________________ CREDITS
  20. ORENIAN POLITICAL PARTIES A comprehensive guide covering Orenian Poltical Parties throughout the modern period of the Empire. Above is a political compass showcasing party ideologies through a diagram. The common life of a Citizen of Oren revolves around Politics, with that being said, members of the empire should be well educated in the current political climate to better influence their voting outcomes. CURRENT PARTIES The Everardines [Link] : The Everardines, a Conservative party originating in the wheat producing commonwealth of Kaedrin, founded by John Edward Pruvia. The Everardine’s political stance is center right, focusing on staying true to Imperial Tradition & power to the Nobility-pushing reform onto a resurgence of Canonist value & power within the empire, as ofcourse Oren is a Human/Canonist Empire, & should stay that way-Humanity first as they say. Overall this party is well suited for Orenian Patriots. DETAILS CHAIRMAN : ADRIAN OTHODORIC HELVETS (@Draeris) SLOGAN : FOR GOD, EMPIRE, AND MAN. POSITION : CONSERVATIVE RIGHT The Josephites [Link] : The Josephites are a a progressive party, a group of ideals that have been championed by great statesmen such as Sir Terrence May and Jonah Stahl-Elendil. Their values are founded from the Rights of Man as fundamental truths crucial to maintaining the fabric of humanity, founded from the proclamations of Joseph Marna. They believe in a fair and free market, the promotion of business and labor opportunities, guaranteeing efficient justice, consumer protections and civil liberties, and balance of governance. DETAILS CHAIRMAN : JONAH STAHL-ELENDIL (@Braehn Elendil An'Hiraeth) SLOGAN : For the Dignity of All POSITION : LIBERAL LEFT The United Tolerance Party of Ratminded Individuals : The UTPRI is a anti-establishment, free creatures party preaches the important of little to no government interaction regarding the sewage and water ways of the Empire. Their values lie in completely open market trade & no governmental structure, vies for the write to vote of all rodent-like creatures DETAILS CHAIRMAN : Gustav Ratmane (@Anore) SLOGAN : Rats. POSITION : LIBERAL Rat PAST PARTIES The CCP (Common Civic Party) [Link] : The CCP, A party founded during the late 17th Century, focusing their interests on Free trade & a Empowered imperial Economy. DETAILS SLOGAN : “Unitatis in populo” POSITION : LIBERAL ECONOMIC RIGHT The ARP (Aurelian Party) [Link] : The ARP, similar to the priorist party covered bellow, it’s values lie in Imperial Nationalism, centralization of the Government, & vast militarization amongst the populous. DETAILS SLOGAN : “An Empire for the people, by the People.” POSITION : AUTHORITARIAN RIGHT The ONP (Supposed ‘Orenian Nationalist Party’) [Link] : The ONP, founded in the mid-1700s by a mad Cascadian known as Pascual de Casanova, during the Sutican Wars, a era shrouded in radicalism & Orenian nationalism- this party focus was on Prideful Imperialism & a Socialist economic push. Funnily enough it was quite well liked by the Orenian Emperor at the time, his majesty; Peter III. DETAILS SLOGAN : “GLORY TO THE EMPIRE, DEATH TO THE PIGS” POSITION : SOCIALIST LEFT LOPA (The Loyalist Party) [Link] : The LOPA, a Suffolk party founded by proud Imperials, their values lie in fierce Monarchism, elitism, & vassalization of non-Orenian powers. DETAILS SLOGAN : “?.” POSITION : ABSOLUTE MONARCHISM The Priortists (PPR) [Link] : The PPR, focusing on Renatian classism, Human Supremacy, Nationalism-& 1 party authority. DETAILS SLOGAN : “The needs of the Renatian people stand above the commodities gifted to those foreign, living amidst us. We must protect the common man.” - Ronald of Sullivan POSITION : RADICAL AUTHORITARIAN SOCIALIST RIGHT The Autarkic Worker’s Party (AWP) [Link] : The AWP, a workers party on the likes of Industrial prosperity, 1 governmental distribution of Minae, & radicalistic Socialism. DETAILS SLOGAN : ”For a strong Empire, and an even stronger Mankind!” POSITION : FAR LEFT SOCIALISM NOTE : THIS DOCUMENT IS NOT OFFICIAL & SIGNED BY THE IMPERIAL GOVERNMENT; rather it is simply a written guide by a proud Orenian Patriot to the lovely Citizens of the Empire. Scribed by, HEINRICH VON BLOWITZ
  21. ~ Masters of Potential ~ Part 1: Arcanism The Official Canon Guide to; Written and developed by Sir K Andruske Not applicable ICly Overview Ch.0 Introduction Ch.1 Aura Selection & New Acolytes Ch.2 Introductions to the Specializations Ch.3 Further Learning: State of Energy & Casting Example Ch.4 Further Learning: Specializations Ch.5 Further Learning: Combining Magics, Atronachs & Celestialism Ch.6 Roleplay Examples Ch.7 Key Words Ch.8 Red Lines Bonus Album Ch. 0 Introduction Greetings reader and welcome to the codex of Arcanism. Below you will find a plethora of knowledge pertaining to all things Arcanism related. Warning for all viewers; The depths of the abyss offer unlimited potential to its visitors. Proceed with caution. The imagination. For many it is blocked up, clouded by self-made walls serving only to protect the mind from the unseen. To unlock one’s true power one must awaken their imagination. The arte of the unseen refers to the beginning days of Arcanism when but a few users inhabited the realm. The craft of sculpting arcanic energy into limitless forms, birthed from years of study. Arcanism at its core is a free flowing evocation of pure magical energy. Unlike its elemental counterparts it lacks any worldly element and instead mimics shapes and states of being based on the will of the caster and what they have studied. With the heightened level of Arcanists in the realm it has yet to be studied if each user has uniquely crafted spells they specialize in or if they borrow from each other and that most spells are already catalogued somewhere. Through the replication of magical energy the caster can form a wide arsenal of spells, the list growing as the combination of magical subtypes occur. Despite the size of this arsenal a caster is likely to only choose a handful of spells to master and to mark their individuality each caster’s energy they produce will take on a color unique to them. Their aura color is an inherent trait every descendent or similar being has and it is said the life events and experiences shape one’s aura much like it does to their personality so while auras may differ between people with similar personalities it is not uncommon for those of similar upbringing to have similar auras. For the sake of future teaching and organization the arte has developed several specializations distinctly different from each other. Art, Weaponry, Shielding and Projectiles make up the four basic specializations of Arcanism. Arcanic Life, Arcanic Atronach, Arcanic Enchantments and Celestialism make up the gilded specializations; those that require further involvement and multiple subtypes of magic. Ch. 1 Aura Selection and New Acolytes It is important to accept the aura color given to you and be happy with it due to the fact that it is unlikely to alter unless you go through extreme circumstances. Events that tend to shatter and reforge a person. Your color doesn’t have to exist as a single tone but rather on a spectrum. If purple is your selected color it is not uncommon for it to shift from violets to mauves to magenta even. So if you find that you are stuck casting that same shade of blue perhaps it is time to try a shift in tone. Aura is all around us, exuding from all things, only it is more commonly demonstrated in the mystic artes. As we burn the necessary mana to cast our spells aura is generated like smoke from the internal flame our bodies produce. Normally we do not perceive aura yet magi that have gradually mastered their individual arts tend to produce visible traces of it around their bodies even when not casting. Some beings such as Archons and Celestial Arcanists seem to be a step further in this regard. As a new acolyte it is important to find visible representation of this arte in the form of glass working and observing fumes from various sources. To achieve any spell in Arcanism one must first control the basic understanding of energy wisps which are the individual specks, or particles, that make up all your spells. Each day as you connect to the void in order to bring about these spells you will gather a few more specks, a few more wisps, until you have the power to evoke enough to properly manipulate. Ch. 2 Introduction to the specializations The four basic specializations are Art, Weaponry, Shielding and Projectiles. Each serves its own purpose but are not mutually exclusive in that regard. They are instead loose guides to follow and help developing arcanists find their niche. As a growing spellcaster you will soon find that you are drawn to perhaps one or two different classes within Arcanism but do not want to feel restricted. As you mature in this magic your proficiency with a single spell will grow as you use and meditate upon it more. Meaning while it is unlikely that you will master every shape and spell you are able to relearn, reteach and practice any spell to become proficient in it. The first class, Art, has the attribute of flow and focuses on free-formed shapes of energy. Usually reserved for more ritualistic applications of Arcanism that happen outside of battle seen by many as performances, often including dozens to hundreds of intricate shapes and patterns pending the skill level of the caster. Contrary to this the class of Art can be applied to battle in several less direct uses such as hazing, the act of clouding vision with energy wisps, and streams, in which the spell takes the form of fluids used for controlling distance on the battlefield. As an acolyte your spell are likely to be small intricate patterns and mild hazing of an area. Weaponry refers to the act of evoking replicas of weapons in energy form and has the attribute of strike. Any type of weapon can be replicated upon further study of its details yet this does not give the caster the knowledge of how to wield it. An inexperienced weaponeer will likely forget to solidify their spells, causing them to lack the basic durability to withstand even a single blow. Yet as they begin to master their craft their swords become as hard as steel as well as naturally parrying blows. When struck the weapon grows close to shattering but the opposing blade or object will suffer from the concussive force applied through the spell. With even greater mastery can an arcanist forge a magic blade as sharp as steel that never dulls, At least until the spell fails a few hits later. Many spellblade that follow this path find the size of the weapon gradually increases as they gain knowledge and power. As does the length at which they can keep it formed and the amount of strikes it can take and deal. The third class, Shielding, has the attribute of balance and is the most difficult of the four beginning classes. A shielder must not only become acutely aware of how their mana is used to maintain a constant barrier of energy but also how they manipulate this energy all at once in order to form a completely solid, battle-ready shield. A shield that is lopsided with all its energy being dragged to one side leaves its form in a state of fragility. Those aware of how shielding works have come to understand and seek out this function of balancing energy and those who shield gradually become aware of how you may not only spread the field of energy out evenly but move it around to bolster specific spots, given one's reaction time is fast enough. Should an enemy strike another spot instead the efforts backfire and the damage dealt to the shield is increased. A beginner to this class will work on maintaining small disc sized shields before moving onto non-round shapes and barriers that adhere to all gaps. Possessing the attribute of speed is the fourth class, Projectiles, for it is both the easiest and most challenging class to conquer. Arcane Missiles are the basic spell upon which all other spells are built on. A loose ball of wisps forcefully compressed together that will explode and cause concussive damage upon impact. It is not uncommon for even a beginning magi to evoke multiple missiles at once nor should it be taken likely when a master summons a barrage towards your location. Projectiles gain strength as they gain size and take several different forms with similar, yet magnifying, effects. From arcs that travel in a curved line towards a target to a ray called down from the sky projectiles possess the power to obliterate those unprepared. Though for a beginner a few missiles is likely to wear you out. With any class it is important to know your limits. You will grow and grow but to push beyond your growth is to risk death. Patience is just as important as any other attribute. It is also important to discover who you are as a mage and what spells fit well to your style of life. Ch. 3 Further Learning: State of energy & casting example Arcanism can take on any physical form from solid to gas but it is constantly seeking to disperse into tiny fragments or energy wisps. Anything and everything you make is essentially made up of millions of tiny tiny wisps. So if you were to conjure a blade made purely of arcane energy it could take a more gassy form and break easier or it can be made into a solid that matches your finest iron-made sword. If you were to swing the arcane blade and hit something it is likely the arcane blade would shatter back into all those tiny wisps if your spell is beaten back or cannot outweigh the physical force being returned to it. Energy wisps can be concentrated or spread thin to mimic any state of matter whether it is a fluid, gas or solid. The more solid the spell the harder it usually becomes stronger but harder to maintain. The less solid the spell the more able one is to continuously shape it though doing so also expends more mana. The magic wants to be free and unrestricted which is why non-combative use of the magic is often more expansive. When you are shaping the magic keep in mind the density of the object you are forming. Arcanism has a neutral temperature and does not mix with other evocation. Meaning you cannot mix it with fire evocation to make blue/green/rainbow flames. It can surely take the shape of fire though, and will not burn or be hot. The evocation is also neutral room temperature bu one thing it possesses is a glow. It illuminates the area around you and can create bright flashes when large spells explode. When struck against something the evocation might shatter; In the event of this I like to describe it as a visual explosion meaning it looks like an explosion but the temperature doesn't change as the word implies. What it does do is cause a knock-back and blunt force trauma against whatever it hits. This is referred to as the concussive force of the spell. The more solid the evocation the more concentrated blunt force that is applied. Arcanism’s main two attributes are concussive force and ingenuity. The act of exploding can be a brutal tool in the mage’s arsenal but suffers from the lack of any elemental attribute. Smaller spells and spells with lower mana cost also do not cause as much blunt force. Due to the potential of the magic to outclass anything in terms of physical force many casters are quick to take the offensive in battle. In battle where a fire mage casts their fireball to launch and burn you create physical spells to negate or create physical, impact damage. --- Arcanist evokes energy into their hand. -> Energy builds & pulses -> Energy is released into an arc that trails to it's target -> Target is hit and is knocked to the ground -> Target suffers concussive damage. OR --- Arcanist brings both hands together, energy accumulates. -> Energy continues to build. -> Energy begins to be formed into a shape. -> Energy forms sword, its point briefly sharpened. -> Arcanist manipulates sword to fly and stab towards target. -> Target is mage and is run through, the sharpened energy blade piercing the unarmored individual before fading away, having been broken by the impact. The most important thing to remember is the size of the spell. The larger the spell and the more solid it is the more mana that is being consumed. With that we will break Arcanism down into four specializations to better clarify the different things this magic can achieve. Projectiles, Shielding, Weaponry, and Art. As an initial progression I would pick one specialization at a time. Each Arcanist is unique because your proficiency in each specialization are separate from each other. Ch. 4 Further Learning: Specializations Specializations Projectiles, Shielding, Weaponry, Art Arcanism -> Projectiles Projectiles are the main ranged arsenal of arcanism and can be shaped into many different things. Projectiles almost always have a gas-like form which is what allows them to be projected more easily. Smaller spells create less force, explosion and knockback while larger spells create more. Arcanism spells are rarely one-hit KO and often require repeating spells to incapacitate your foe however they are seen as concussive spells that deal concussive damage. Here are some examples of projectiles; Missiles: Small. Most basic spell. They can be shot off but are weak. Casting a multitude can be effective. They are also easy to control and require little mana to cast and manipulate. Orb: Small. Orbs are a step above Missiles. They are shot slower but give a much greater impact. These are not perfectly round and give off a misty-wisp aura. Tend to shatter like shields. Bolt: Small. This is a quickshot. Expends more mana, is singular but is stronger than other small spells. Disc: Medium. Discs are semi-solid. They are essentially small thrown barriers. They have less explosion but more impact if they hit their target. They do not shatter like shields but can be thrown at angles. These are not quite barrier discs and offer no protection. Arc: Medium. Arcs are trails of energy that curve through the air to their target’s initial location. They are hard to track and look like a line of energy as they travel through the air. Speed matches the bolt, causes an impact equal to an orb but does not seek out its target if it moves and cannot be swayed from its path once fired. Beam: Large: Strongest knockback spell. Creates larger explosion field and will likely hit multiple targets. Longer charge time and fires only in a straight line. The spell will keep going until the mana expended is used up. The farther the beam goes the more mana is used and the less impact it has. Ray: Large: This is a closer range skill. The caster evokes a large amount of mana in the air and calls it down like a pillar onto it’s target. This has longer casting time and requires the most focus to use. Arcanism -> Shielding Shielding is much like ice in water evocation, only much stronger. It is possible to evoke solids, sometimes taking on the shape of barriers and shields. These shields are all translucent which means you can see clearly through them. These barriers are based off the balance of a character. It is quite the feat to be able to hold a solid, let alone watch in amazement as the translucent barrier of magic rebounds incoming physical attacks. Sometimes Arcanists will only use shielding as their form of combat. These barriers can be cast as entire bubbles around individuals and can be used to bash much like a material shield. However it goes further! With this specialization an evoked shield will actually stand toe-to-toe to a real shield and in many cases dominate a clash of shields. Sometimes if the shield shatters it will momentarily remain to send glass shards which can cut those adjacent. Shields take up mana per second for as long as they are cast. The larger the shield the more mana that is being drained. Here is the tier of balanced based on initial mana consumption; Disc: The disc is the most balanced and simple way to keep a solid from degrading back into gassy wisps of magic. It can be expanded to cover a wider field of defense. Flat Shield: Usually used to cover a small area of space. For example it can block a doorway or passageway. It costs more mana because melding to surfaces requires more concentration. Bubble Shield: A full shield around the caster and possibly allies depending on the size. Bash Shield: Requires shield to be already cast. Shield is flexed or moved to physically hit another object. This creates drastic stress on the shield but imposes a large knockback effect. Pulse Shield: This is the only exception in this specialization in terms of solidity. The caster evokes a field of energy directly around them and shoots it out like a shockwave. It can knockback but is not solid. Less effective than a bash but costs less to cast and does not require a shield to be evoked. Trap Shield: A bubble shield that is placed over another person. Caster may decrease the size of the shield to compress onto the target. Shield will cause medium amounts of pain from compression but will eventually break, leaving the target largely unharmed. If the target presses back the shield may shatter. This is used to hold someone but it cannot be used to kill someone. ie- you can't put a shield over someone's head to crush their skull. Your shield loses in this regard. Dual-Shielding: A caster may cast up to two full bubble shields, splitting the entirety of their concentration in half. They became more stationary and the shields have issues moving. Likewise the same effect can be used on a larger multitude of smaller shields. Colossal Shield: This is a spell saved for events and is usually a key moment that comes from specific instances. The Colossal Shield is a shield that expands to cover a wide area. Sometimes a single home and sometimes an entire city. Likewise a Colossal Shield can be created and fueled by more than just one Arcanist. Two or Three Arcanists who have specialized in Arcane Shielding could hold an entire city from conquest for much longer than one could alone. The mage becomes completely stationary and usually will enter a deep meditative state in order to channel the spell. The large amount of mana expunged to fuel the Colossal Shield could leave the mage incapacitated for hours if not days if they allow their entire supply of mana to be used Arcanism -> Weaponry Arcane Weaponry are spells to take on a replica of a regular weapon but with the added benefit to cast weapons as projectiles at the cost of lack of durability and mana cost. A mage can either hold the weapon or shoot it at their foes. They are described as ethereal and are surrounded by a thin veil of wisps, small traces of excess wisps. Weaponry is easier to move around with than other spells and an evoked weapon is weightless to the mage (but equal to an iron sword to others) due to it being made of pure magical energy. Weapons cannot be incredibly detailed and their form is in between the projectile and shielding specializations in terms of density and because of this they are dull and are highly ineffective cutting weapons unless casted by a master to maintain sharpness for a few hits. Impalement is still a possibility though no arcane weapon will be better than an iron weapon. Multiple weapons at once is also possible but the mana consumed is multiplied and like shielding it costs mana to maintain the spell. If a weapon breaks it does not explode or shatter. It simply dissipates. It is important to note that this list can be much more expansive than the other combat oriented specializations. Larger weapons or ones that have a less static form cost more mana. All weapons have up to five hits which means they are no substitute for a real weapon. It is important to note that while a weapon can be cast away from it's caster it can only be done so by throwing it like a projectile. It does not act as a summoned pet that can attack like a conjured summon. All weaponry can be sharpened upon greater feats of focus but only maintained for a handful of hits. Here is a list of weaponry; Tools: The only spell from this specialization that breaks the form is Arcane Tools. Examples being plates, pots, tongs, cups, umbrellas, etc… The tools take on a more solid form that can capture liquid if necessary. If hit they break back into their fluid form. They fade away after use. Sword: Small-to-Large. This includes daggers to greatswords. Not sharp on its own but can be used in multitude to attempt to overwhelm an enemy. Bow: Small-Medium. From shortbow to Longbow the bow shoots Arcane Bolts at a faster rate. Shooting from an arcane bow does not damage it like other weapons. Staff: Small - Medium. From spears to bo staffs. Cannot be sharp but can be thrown. Like any object it has a chance to impale or cause concussive damage to it's target depending on their level of armor (Iron iron would never be pierced by an arcane evo spell). Hammer: Medium-Large. You are granted more impact achieved but the weapons weight is accounted for in terms of mana cost and has even less durability. You can only summon one hammer at a time if it is a two-handed one and an arcane hammer can break in 1-2 hits do to the force needed to swing it adding onto it's already fragile frame. Whip: Medium-Large. A whip is an example of fluid weapon. It costs more to keep cast due to it’s ability to more freely move. Cannot bind target. Chain: Medium-Large. Similar in utility to a trap shield a chain can be used to disable enemies. While not as powerful as a trap shield a chain is faster to cast and can bind a target to a specific location rather than encasing them in a barrier. Arcanism -> Art The most fluid form of the magic and the most open to new creation. Arcane Art is largely used out of battle as the creations are largely non-harmful. The caster for all instances of Arcane Art enter a deep meditative state in the central location of their piece. Due to the lack of any solidity and the mage’s full concentration the piece can become expansive without spending too much mana. Here are some examples; Shroud: Due to the relative nature of Arcanism, it being different levels of condensed mana in the form of mist and wisps, it is possible for the caster to evoke a shroud around themselves to obscure vision. This cannot be incredibly expansive and works less effectively in open spaces where the magic has the opportunity to spread out. The caster can control this shroud but it is unable to cause harm to opponents. This is a specific use of a free-form spell. Installations: This involves casting patterns of energy that stem from them. These streams, rivers, streaks, and other formations can move along any surface without disturbing it’s placement. This spell is unharmful and is the main focus of the specialization. Imagination: Any other non-harmful freeform thing you can think of! Can’t effect anything with it but this specialization gives a lot of leeway so long as you abide by server rules. Ch. 5 Further Learning: Combining magics Further Learning: Conjuration --- Arcane Life & Primordials Arcane Life can both be used for combat and creative arts. It is not conjuration and the evoked forms of energy take on a shell of what it’s replicating. The form varies and depends on the mage to gather research about their imitation of life before they can cast the spell successfully. The imitation also lacks much of the specifics of original and is cloaked in a mist of wisps that can be described as ethereal. The imitation also takes on a very rough form of the imitation so where a conjurationist can give exact details an Arcanist can create a rough outline. The caster can fuel the spell and make the imitation like an arcane projectile but Arcane Life spells do not normally explode when broken unless you cast them to do so which causes them to act like a projectile. They dissipate like weaponry. Here are some examples; Sprites (Animal shapes): Any type of animal, though they lack any sort of detail of the animal they are mimicking. Instead they take on indistinct blob-shapes that are rather unique to this type of magic alone. They are dolls to be puppeted by the caster. They are mainly distractions but can also be flung like projectiles to explode. Using them in combat is more taxing in terms of mana consumption. Primordial conjurations are creatures of any form that take on the properties of energy wisps. These creatures appear as ethereal beings of energy. A cat made from scarlett energy, a minotaur made from azure blue, these puppets serve their casters. Guide: Conjuration Further Learning: Transfiguration --- Enchantments, Arcanist’s Blade & Atronach Forging. All spells may be bound to an enchantment if one is also an avid user of transfiguration. From making a blade expel a charge of energy to having a barrier maintained through a mana gem, transfigurationists give longevity to spells that constantly seek to be unwoven. Two specific iterations are The Arcanist’s Blade & Atronach Forging. Guide: Atronach Forging/Binding Guide: Transfiguration Further Learning: Celestialism --- Masters of Arcanism Celestialism is the act of gaining an aura that appears brighter, more visible and more intense to all but especially those attuned with the void, including voidal inhabitants known as Celestials. With this new found power Celestialists become the summoners of the realm existing to bring forth great magical beasts. While similar in structure to voidal horrors, celestials are docile in nature and are gifted corporeal bodies allowing them to exist within the realm so long as they are bound to their Arcanist stone. More reading on the Masters of Arcanism can be done here; Lore Submission 1: Greater Melding, Celestial Aura, Celestial Familiars, Crystal Gardens Lore Submission 2: Aura tracking, Shade and Blood magic effects, Celestial Guardians Guide: Celestial Familiars [More to be added] Ch. 6 Roleplay examples EX.1 Iatrilemar lifts his right hand, facing his palm out while taking a firm stance. Iatrilemar's palm begins to glow with a bright violet light which pulsates. His cheek twitches up, both eyes wincing. Soon the pulse quickens, more of the violet light gathering towards his palm. Iatrilemar reels back his arm and thrusts forward, expelling a beam of energy outwardly. The beam shoots out with tremendous force, becoming shallower and shallower as it travels through the open air until there is nothing left of it. Iatrilemar smirks as he lowers his hand, the light fading from his palm. EX.2 Iatrilemar sits in the center of a large circular room, taking a meditative position and closing his eyes. His breath drifts into a slight hum as he places both palms flat on the ground. Anyone watching would notice the soft light pounding into the ground. Iatrilemar opens his eyes and at once streams of violet energy spill from his palm onto the floor, flowing like open waterways across the stone. Iatrilemar turns his head the the right; The streams meander to the right before beginning to spiral. The same process is repeated by Iatrilemar turning his head to his left, the spirals now concaving into themselves. Soon the streams of energy fill the entire floor with mosaic patterns that seem to swirl with life. The room; an ocean of intricate twists and concaving swirls. Iatrilemar's palms slowly lift off the ground, his eyes closing once more. Almost as if in rewind the streams rapidly recede, snaking back to Iatrilemar before disappearing into his palm. EX. 3 Iatrilemar’s arm twitches, his arm raised. Iatrilemar narrows his eyes on the area just in front of his hand, adjusting his footing. Iatrilemar takes in a deep breath before a faint purple light emits from his palm. Iatrilemar exhales the breath as a small solid flat circle appears in front of his palm. Iatrilemar clenches his other hand into a tight fist as the circle begins to spread outward in all directions. The substance suddenly disperses as Iatrilemar falls over, incapacitated from fatigue. EX. 4 Iatrilemar holds up his hand flexing his fingers, glancing around to two adjacent trees. A glass-like shield sprouts from the epicenter of his palm rapidly expanding outwards in all directions. The shield continues to expand until it meets the ground and the two trees. The shield shakes violently as it melds to the flat surfaces. Iatrilemar smirks, his shield covering the entirety of the opening between the trees. --- Non-round shapes are usually harder to cast. Shields expand outwards from an epicenter and can meld to any surface to create a perfect seal. The rougher the surface the harder it is to maintain. EX. 5 (Starting off with the shield already evoked) The bandit brings his sword down against the shield. Iatrilemar’s shield shudders as the sword collides with it however the shield withstands the hit causing the sword to recoil off it’s surface. The bandit staggers back due to the recoil of his hit before charging once again swinging his sword down onto the shield. A small crack appears on the shield as Iatrilemar winces however once again the shield withstands the hit with the same outcome. The sword recoils. --- In this example the bandit hits the shield with a sword causing the sword to recoil. This is the concussive effect of Arcanism. The same effect can be applied to shield-bashing, weapon strikes and projectiles. Iatrilemar is also RPing his shield’s status so the other player can see. Example by spell list: Ch. 7 Key Words Arcanist - Practitioner of Arcanism Aura - The residue from exhuasted mana. Usually unnoticeable except in larger quantities, greater feats and special circumstances. Aura Color - Unique color designated to each individual's aura that affects spell color as well. Balance - Each spell has balance over its form. If part of it is struck the rest of the spell is affected as well, meaning a hole cannot be stabbed into a barrier without first breaking the barrier and the focus of the strongest part of the spell is directly influenced by the balance of the spell. Celestial - Docile voidal horrors that seek out Celestialists in order to be bound to the realm. Celestialist - A master Arcanist who has learned the advanced technique to summon Celestials. Concussive - Spells generate strong kinetic force beyond what is considered natural. Strikes from or against spells cause increasing levels of knockback depending on the size and magnitude of the spell. Energy Wisp - Each individual particle that makes up the spells in Arcanism. The unique magical element of this arte. Each exists as a speck barely visible that when collected together form a nearly-infinite variety of spells. Flow - The ability to change shape with ease. Shatter - Spells that possess solid attributes can shatter on impact. When they shatter sharp shards of the spell scatter in the immediate area, lasting only a few seconds before dispersing altogether. Speed - The ability to cast spells, usually smaller ones, in a hastened period of time or the storing of energy for bigger volumes to be unleashed. Strike - Spells specifically designed to hit targets directly and precisely. Voidal Horror - A voidal anomaly that enters the mortal realm. Ch. 8 Red Lines: Mental Magics still go through barriers. You cannot evoke armor. Roleplay Fatigue. No underwater capabilities. No stairs or elevation gained. Line-of-sight required. You roleplay your spells and their effects. Not your opponent. Bonus Album: I realize a few things may be missing from the new guide. Wording may change as well. Enjoy some pictures in the meantime. Link to your friends! If you find something you would like to discuss or you think is important to place on this guide let me know below.
  22. The Great Orcish Mindset And so, along your journey to becoming an Orc you have scoured the forums to amass a great deal of information. You understand the basic concepts of the culture, you know the differences in the races, the clans, and what the general interests of the Uzg are. Or, do you? There is far more to anything than can be expressed in a format such as this, but I will try to best to explore the Orcish Mindset you will come across as you play your character and explore our homeland. I am Smaw, the (as of writing this thread) current Rex of the War Uzg. I've been around for a while, and have implored as best I can to promote a greater sense of depth and RP within the Orcish society. It is my hope with this thread, to assist old and new players alike in understanding how our society truly works; or at least, my understanding of it. There is a common misconception around the community that the Orcs are only interested in PvP. This is understandable, as those outside of the Uzg will only usually see us across Vailor if we are raiding. We tend to stay within our homeland, where we are safe from those that Krug has taught the Orcs to mistrust. Among the current leadership, our main focus is on promoting the vast RP being an Orc can provide, and we are striving to create a balance between RP and PvP; with a focus on the former. If you are interested in joining purely for the combat aspects, or to meme, then you will not be welcome within the Uzg. We are looking for those that seek deeper Orcish RP, and can rise to the challenge of combat when such an event rears its head. With that said, let us explore what it means to be an Orc, and the mindset of those that live upon the blazing sands of the desert. The Mindset of an Orc Honour (An Orc accepting a request to single combat) Honour is THE foundation upon which the Orcs must live. It is the blessing that keeps them in check, and allows them to live in a world where they can fight against the ever-present Bloodlust that threatens to overwhelm them. There are many players that completely neglect this aspect of the RP, and will sacrifice the honour of their Orc in order to gain an advantage. It is ill advised to follow this process, as it will lead to you becoming a Whitewash. Those that take Orc RP seriously, value the honour their character has above all else. It determines your place within Orcish society, as without it, you are nothing. It is a grave mistake to lose your honour. It will cause your brothers to neglect you, and perhaps more importantly, the Spirits. I will detail below what can cause you to become Whitewash, and explain what the perspective of the War Uzg would be on each of this breaches to your internal compass. - Living outside of the Uzg This is seen as Whitewash because Orcs that leave the desert have abandoned their brothers. They have tarnished the hard work of Krug and his descendants, and have defied the age old teachings of unison and solitude from the un-trusted. While activities such as trade and conversation are fine, to live elsewhere entirely is to defy Krug's will. It is unsafe, and the Orcs outside of the Uzg are viewed as pawns to those that house them. - Killing another Orc This should be an obvious rule. Unless an Orc is Whitewash, there is no circumstance in which you are permitted to kill them. It is perfectly reasonable to fight if you wish to settle a dispute, as long as all anger is vented during combat. The aim of klomping (fighting) is to decide upon who is right, and when you are beaten, you must accept that the Spirits favour the correct Orc. - Mating with a Non-Orc The Orcs view this as a Whitewash act because the offspring will have their strong Orcish bloodline diluted with other, weaker genes. This activity causes the Orcs to decline in strength as a whole, and is frowned upon to the highest degree. The Orc in question will be liable to death or castration, in order to prevent further insult to Krug. Half-Orcs are permitted to prove their strength to the War Uzg. If they are shown to have ruling Orc genes, they are allowed to live and fight with the Orcs themselves, so that the half-Orc bloodline can be restored to its former glory. - Stealing from fellow Orcs Life in the Uzg is tremendously difficult, as the desert is sparse of any considerable resources. For this reason, to steal from an Orc is to take from his hard work, and it is seen as weak to acquire items without using your own strength to gain them. It is entirely possible to fight for an item if you are interested in it. This is an acceptable way of earning something, as you are using your power to gain it. - Worshipping Non-Spirits An instant Whitewash act. Krug himself was the greatest Shaman to ever live, and set the foundations for Spiritual worship and balance across the Uzg. Those that look to other Deities directly neglect Krug and his teachings, and appease weaker entities in their arrogance. Strength (As life threatens to crush you beneath its weight, time will strengthen your bones) In Orcish society, strength (in all forms) means everything. It is what has kept the people of the War Uzg alive to this day, and has been their saving grace in a number of situations. The great power they have at their disposal allows them to shape the world around them, and create living spaces they can feel comfortable in. Their combat prowess has given them a fearful reputation, and is what keeps the other descendants at bay. To an Orc, to have strength is to live a life as close to Krug as possible, for he is the embodiment of strength in its many forms; physical, mental and spiritual. Honour and Strength coincide, and so you must uphold both in order to flourish in Orcish society. It is not necessarily dishonourable to lose a fight, but it is dishonourable to refuse one. This is because cowards cause trouble for the Uzg. They take from resources and offer little to no benefit in return. It is also frowned upon because self-belief is taught at a young age. The world will fight against you at every opportunity, and you must believe in your own capabilities if you wish to defy the odds. It is however, acceptable to refuse to fight someone that is considerably weaker than yourself. If you perceive someone to be incapable of defeating you, it is more honourable to spare them than to beat them to within an inch of their life. Allow them to prove themselves among those of a similar stature, and perhaps with time, their strength will match your own. This concept, however, does not apply to those that actively seek to cause grievance to you. Destroy them. Now, progression is a key aspect of Orcish society, and it is to be promoted at all times. For this reason, you must always strive to achieve more. To hunt more, to earn titles, and even to fight for greater homes. The more you have, and the more you can show to prove your strength, and the more respect you will earn among your peers. Solitude (A warning set in the borders of the Uzg, to those not of the Orcish bloodline) Krug, the father of all Orc-kind, was the first to fight with the demon, Iblees. For this, he and his bloodline were cursed with the Bloodlust you are likely aware of at this point. Such an affliction caused the other descendant races to be wary of the Orcs, and for this reason we have been secluded from the world, forced to live in near in-hospitable lands, and attacked frequently in an attempt to control our populations. Naturally, this kind of treatment has left a deep resentment within the Orcish people. They have developed a great mistrust for those outside of the Uzg, especially as they do not have the inherent code of honour that all Orcs must live by. For this reason, they usually remain in the vast Uzg, where they are free to live among their own kin and thrive. The desert is scattered with warning signs to those that would dare enter the land. If you are seen, you will most likely be attacked. This is not because Orcs are interested in your loot, or in causing general grievances. It is a defense mechanism; a means of preventing those they love from coming into immediate danger from the outside world. If a Non-Orc wishes to come into the land, they must first send a message to those of higher stead within Orcish society, whereby they may request entrance to the Uzg. This is usually agreed upon, as long as a "tribute" is paid. A tribute can be any offering of goods, and along with this, weaponry and armour is forfeit as standard. Nowhere is Honour more sacred than within the lands of the Uzg, and for this reason, Orcs are not permitted to kill any living entities that do not have the means to defend themselves. If a trespasser is found upon the land, they are to be guided to the exit; albeit with a mild form of punishment. The Orcs have learnt, over time, that pain is the best method of teaching. This is why raiding parties are often formed. The world must know that the Orcs are strong, so that they will not dare to venture too close to the abode of Krug's children. Orc Role-Play Now that we have established the general mindset of the Orcs, and what you can and cannot do, let us explore the vast and varied world of Orcish RP, and indeed, the different types of RP that can be available to you. So, what exactly can you do as an Orc? The short answer? Everything. You are only limited by your own imagination when it comes to Orc RP. There is a vast and open plot of land surrounding San'Thraka (the Orcish capital) and it can be used so long as the ideas you present are reasonable within the limitations of the lore. I will detail below several avenues of possibility your Orc can venture into. Generally, it is more about RP'ing the Orcish Mindset in every occasion, than in limiting yourself to only those activities you would imagine Orcs to partake in; such as fighting and spirit worship. In truth, there is a great deal of culture to be explored, and laws are much more relaxed out in the Uzg. For instance, you can sit around a fire with some Orcs, smoking cactus green and having extremely dim-witted conversations about the "purple sheep" you can see walking around you. You can hunt with your peers, and prove your strength among one another. You can build and forge, and promote the general progression of the War Uzg. Or, you can watch as several Ologs climb on one another as they reach for a piece of bread, suspended in the air by a rather mischievous Goblin. The list goes on. An indeed, it will. Below. Blarg (Home) RP Ah! Blarg RP, an unexplored realm within the Uzg. Just as with life, your home is where you collect items that remind you of life experiences, or to show to visitors what you have accomplished throughout your lifespan. This is where you will mount your trophies; the heads of your fallen enemies, prized possessions of other cultures, and the relics and unusual items you have come across along your travels. It is well promoted within the Uzg to show off what you are capable of, as it will improve your standing greatly. If you have a home, and your collection has grown, venture out and boast about it. There is nothing more progressive to your character than proving your worth, and this is one exceptional way of doing it. This will attract mates to you, and earn you a great deal of respect among your peers as you display the remains of some of the Uzg's most ferocious creatures. Additionally, if you are shown a Blarg by another Orc and it takes your fancy, you can fight him for it. It is perfectly acceptable within the world of the Orcs to fight for what you want. Mates, homes and even which chair you get to sit on at the dinner table. Really, the Bloodlust can cause some messy family gatherings. Hunting RP (A pair of Uruk, hunting in the Kharajyrian Jungles) So you just beat the living snot out of Tawdnug'Lak and have claimed his Blarg in the city. It's nice, yeah, but it feels empty. Tawdnug took all of his trophies with him and sulked back to the swamp. He's gone back to live with his Evil Popo, who tries to ruin his life at every opportunity. But you? You've been left with very little. So what are you going to do about it? Well, go out and get money trophies to fill the empty space. Generally, pelts, claws and heads are among the most prized of possessions. There are extremely dangerous and rare beasts scattered around the Uzg, but even more impressive are those outside of the desert. When you have amassed a collection of items, there is a place where they can be shown which may help in gaining you the title of Huntsgoth; the most esteemed hunter in the Uzg. The Tavern, the place where drunken oafs go to celebrate the fighting and worship of the day. This is where you can set down your belongings, and gather a crowd to revel in your capabilities. The one with the most trophies may work toward achieving the title of Huntsgoth. When you have enough items to rival the current Huntsgoth, you may challenge him to combat to earn his title. Tavern RP Who says Orcs don't enjoy the occasional drink? In-fact, they partake in heavy consumption of both alcohol and drugs. After a long day in the searing heat, many enjoy the revelry that comes with it. The Tavern is the place to go, where you can enjoy conversation with your brothers, and discuss the days activities. It is here that you may discuss fighting strategies, which Spirit deserves the most worship, which constellation you are born under, and a host of others things. It is also the perfect spot for a band of Orcs to discuss which area will become their next raiding target, for this is the ultimate means of testing their strength against the outside world. Raid RP Is raid RP truly possible? It can be. Generally, raids devolve into PvP-fests because one side will resort to meta-gaming a squad of people that will take every attempt to disrupt a chance at RP. There have been many examples of successful raiding RP in the past. For a time, I used to lead a group of Orcs toward the High Elven settlement. We would break our way inside, and cut one hand from each Elf we captured. This was to pass on a message, and to attempt to generate further RP between the two races. It worked for a time, and we would fashion trophies out of the limbs that we acquired along the way. Similar events can be created by the Orcish community, as long as the environment allows for it. It is a rare thing, but when it is achieved, it can be a good experience for everyone. For instance, you may hunt those that worship different deities, wrangle the group together, and burn their texts before them. You may recite a long speech about how you will not tolerate the worship, before leaving and returning to the Uzg. The general rule of thumb is not to kill everyone at every opportunity. When you kill a character, they lose all memory of any moments leading up to their death. You earn very little reputation for your Orc among the other races, and they receive no character progression from the experience. The idea here is to spread RP to all parties involved, and create a balanced and in-depth scenario. Speaking of depth, let us discuss perhaps the most prominent aspect of Orcish Culture. One that all can partake in, regardless of ability. Spirit Worship (A sacrifice being prepared for Ehnrok, the Spirit of Bloodlust and War) Spirit worship is not as complex as many imagine, and it is not as one-dimensional as sacrificing Humans to every Spirit that happens to exist. In terms of worshiping a Spirit, you must do something that revolves around the domain they control. In the instance of Ehnrok, it is appropriate to provide a healthy sacrifice, as this is what pleases him. However, if you were to try the same thing with Gentharuz, the Spirit of Smithing and Forging, you would make no progress. A more relevant offering would be blades of high quality, adorning a shrine with them. These simple acts can go a long way to benefit an Orcs life within the Uzg, as the Spirits begin to work in your favour. The Orcs worship the Spirits because they have dominance over the realm, and as such embody a significant representation of strength. They uphold balance in the world, and can assist the Orcs of the War Uzg in their endeavours; if they are pleased enough. It is for this reason that Orcs are encouraged to go out and provide offerings for a wide variety of Spirits. In the Orcish culture, there is quite literally a Spirit for everything. You can pick one at random and go on a quest to find a means of appeasing them. If it is the spirit of Artwork, create a display somewhere in the Uzg. If it is the Spirit of Hunting, bring trophies to the shrine. These simple processes can provide unending opportunities for RP with your character, and can eventually lead to you adopting a position as a Shaman. Shaman RP The wisest of Orcs, the Shamans represent restraint and control within the Uzg. They work with the Spirits to maintain balance in nature, and attempt to appease the Spirits so that they may assist the Orcs in their plight with Bloodlust. There are several types of Shamans, each of which have their own unique ways of approaching the subject. Some use the abilities of the Spirits to cause harm to their enemies, while overs try to communicate with them to achieve enlightenment. Whatever the case may be, they are powerful figures within Orcish society, and are often sought in times of tribulation. They have the ability to shape the land mass around them, and protect the Uzg to a greater degree. They are held in a tremendously high esteem, and to become a Shaman is to have an unmatched honour bestowed upon you. Look to them for wisdom and inspiration, for they are among the most learned of Orcs. Exploration RP There is a vast amount of land out there to explore. As long as you remain loyal to the Uzg, you are free to explore all of Vailor and learn from the world, so that you may benefit the Orcs. You can scout potential raiding areas, find out who is worshiping deities outside of the Spirits, learn of Whitewash Orcs, explore ruins, discover new ways of smithing items, etc. The possibilities are endless, really. You can spread the word of Spirit worship, and implore others to partake in it. It is down to your own imagination; as with Spirit worship. The Orcs are allowed to venture outside of the Uzg, they just have to be aware that doing so can be dangerous. It is NOT Whitewash to trade and talk with other races, only to live with them wholly and completely and ignore the land you hail from. Speaking of exploring the land, I will now move onto something of a controversial subject among the community. An aspect of Orcish RP that needs work to become something promising. Znagah (Slave) RP Generally, it is ill-advised to participate in enslavement RP if you're not a well versed Orc. It can be complicated, and difficult to work with. If you do it badly, you can leave a negative impression of the non-Orcs you come across; which extends into an OOC perception. Slave RP can be very good for Orcish RP, as it allows those that are not Orcs to experience the culture, and even, with time, become a part of it. You can take slaves from anywhere, but they must be able to defend themselves fairly before they are captured. The Orcs do not enslave children, nor the crippled. Remember, Honour is a prevalent part of Orcish society; besides, they would be useless anyway. The intention behind slaves is to have them work for the Uzg and build, or to dedicate shrines to the Spirit of Slavery, which has the potential to become a rather large event-arch within itself. (Hint) Honourary RP Being an Orc is a mindset, just as much as it is a physical thing. For this reason, the Orcs are willing to accept other races into their lands if they can prove themselves through a series of intense trials. They generally include a large number of combat and agility exercises, in order to determine if the prospective honourary can keep up with the Orcs. It is an extremely high honour to be bestowed the title of honourary, and if you meet one across your travels, you must show an adequate level of respect. Acknowledge that they have gone through some trying times to get to that position, and that they must hold a deep love and connection to the Orcs in order to pass the tests. They are your brothers and sisters, and will fight alongside you when the rest of the world turns its back. Generally, you can distinguish an honourary through a numbers of physical signs. They are always adorned in several tattoos and markings, to make it immediately obvious that they are honourary. Additionally, they are taught, and use the Blah in order to fit in more with the Orcish society. Ilzhonal RP The Ilzhonal; essentially students of the night sky. They study the constellations above, and believe that being born beneath a specific constellation greatly contributes to the path your life will take. They believe that the Spirits dominate their own constellations, and so to be born beneath one is to have a greater affinity to that Spirit. If you are having trouble creating a personality for your Orc, look to this untapped resource as a means of inspiration. Take note of the month your character is created upon, and use the month on the chart below as a foundation from which to grow your character. https://www.lordofthecraft.net/forums/topic/142093-ilzpaak-the-orcish-zodiac/ As well as following this pattern of thought, you can indeed become one of these masters yourself. Create an area within the Uzg, and watch as Orcs come to you in search of guidance. You can instruct them on how to raise their kubs, based on their birth chart, and can offer general advice to your brothers and sisters. For those that wish to partake in Shamanism, this may be a good first step in showing what you are capable of. With progress, those of the Shaman community may take notice in your advanced RP and offer to teach you more complex aspects of Orcish Culture. Clan RP Of course, it goes without saying that clan RP is among some of the most influential in all of the Uzg. A clan is a group of Orcs with similar goals or features, who work together as a family to survive in the harsh environment of the Uzg. Generally, each has has its own specialisation. Below, I will list the current clans and their niches: Raguk - Mining, Industry and Forging. Braduk - Characterised by larger, stronger frames. Gorkil - Those that acknowledge Bloodlust more as a tool, embracing it almost religiously. Yar - One of the Shaman clans of the Uzg, responsible for a great focus on the Spirits and their worship. Lur - Among the greatest hunters of the War Uzg. Tuk - A predominantly Goblin clan. Fud - A predominantly Olog clan. Each clan is based on an Ancestral Spirit of Legend, a once living Orc that was well known for being the best in their chosen specialisation. For this reason, the clans work in homage to their Ancestor, working to continuously hone their crafts both for themselves and for the united force of the Uzg. There are many titles within a clan, and you can work throughout your Orcs career to make it to the top. When you become the leader of a clan (A Wargoth) you can even challenge the Rex in order to take his position. The potential for RP within a clan is unending, and it is extremely important that you find one as soon as possible, as this is your main way of progressing in society. It is also a way to get a home, more respect, and a means by which to develop a name for yourself. Once you join a clan, you cannot leave. It is a life bond, and must not be broken under any circumstances. You owe everything to your family, and you should risk your life to protect them. A Final Note on Orcish RP and the Mindset You are guided by your internal sense of honour, and it is what allows the community to accept you both IC and OOC. Remember to follow this conduct if you wish to truly delve deeper into Orcish RP, and recognise the importance it has at all times. Acknowledge that there is more to Orc RP than simply fighting. Go out into the world and explore, learn new things and craft your own stories. There are even more resources than those listed above, you just have to take some initiative. Orc RP can be a wonderful thing, and I implore anyone that hasn't already tried, to give it a real go and not become swayed by the occasional memer or PvP head.
  23. A Tribute to Emmett Kelly, the Hobo Clown. So I came up with this goofy RP idea of playing an Orc Clown called Klown. I thought not that many people are playing Jesters, probably because it's pretty dangerous to be one in the medieval community as long as you don't belong to the royal family. I watched a few videos with most known street clown, most lovely are Pepe the Clown and Clown Durilov, which was my compatriot. RIP. The most unfortunate part of this rp is the reacton of other players and their characters. Being a clown requires a decent roleplay skill, acumen and you should be charming. Thought for the most personas you could be funny, or either be scary. The last part brings a lot of trouble to jester. Fooling around in Haense? Be careful, the churchman may claim you as a demon! Juggling in the War Uzg? Woah, I guess now Olog have to juggle with your bones! Well, the best part of it is getting an approval from other players, if they enjoy your rp they will follow it and play with you to make it funnier. Oh and you also could get some coins for giving people a show. A Goof with a Gaff is a Laugh A Laugh with a Goof is a Spoof So, how do you make someone chuckle? Well, just grab your red nose and honk with it, piece of cake. However, if you want a better reaction you should use few items for entertainment, such as: The Costume, that's your daily uniform, deal with it. Cleve the Jester played by @Vege Klown the Clown played by Me. Tambourine, small horn, bells or a red nose to honk with. Sometimes you have to keep your mouth closed, those items will help you to communicate with others. Juggling Equipment. Juggling Balls or Juggling Clubs may save your day. Thought I prefer myself using Spider eyeballs, rotten apples and empty bottles. Rubbered rope or Animal guts. Just because we're in medieval it doesn't mean we can't have twist balloon animals! Misc such as cream and pumpkin pies, fake flowers with a hose, bottled paraffin oil for tricks with fire, acrobatic stunts, etc. Be patient and don't forget to interact with your spectators! Feel free to share your experience or try this unique roleplay! As soon as I will get back to the server, I might open an RP clown school or a circus. Who knows? Probs to Steve-O!
  24. The duo of 'Ox goblins during their combat training. ~-=-~ Children of Krug, Uruks - Enormous outraged beasts whom well known for their strength and bloodlust. However, some of the bloodlines have preferred an intellect instead of gargantuan strength. The Goblins of Krug, lanky beasts who prefer brain over brawn looked to massive war machines and complex devices to counter their lack of muscle. ~-=-~ ~-=-~ Goblins, or Gobbos, live in harmony of their grumpy being, throwing their efforts together to achieve the success. Where is the Peace, there is a War, Gobbos are not built to fight themselves but by using the Warmachines created by them, but when it comes to battle, they have to protect themselves as any living creature must. Unlike Uruks, their smaller brothers can not combat alone, they prefer to stick in small groups of three to six goblins. A phenomenon known as ‘Orcish Bloodrage’ is triggered by receiving pain, it helps warriors resist further pain and serious injury which could threaten their life, at the same time, they can not control their current blood loss, which may cause their death. However, the Goblin Bloodrage works a little differently to that, and its success depends on the number of goblin groups. The Gobbo gets triggered by pain, their eyes become red, and instead of attacking the enemy they start biting their comrades, sharing their bloodrage with others. After a few moments of hurting each other, the Swarm of bloodraged Goblins becomes an unstoppable hurricane of sharp teeth and claws, inflicting dozens of minor blows to their opponents, bringing them down with the sheer number of wounds. After they bring their enemies down, they commit the most unexpected process. The Swarm starts eating their enemy alive... ~-=-~ ~-=-~
  25. So, you want to roleplay an insane character, but you want to do it right. None of this "I'm the Joker if his parents were Dennis Rodman and Dexter". You're not an edgy. If you're called edgy, you might as well be a digital leper, because ain't nobody gonna roleplay with your mask-wearing axe-murderer. Well, if you'll accept my help, I've made a guide to help your purposes! Joy and rapture! Nevermore will you be called an edgy! Okay, sorry. That's a lie. Rule #1: Embrace the Edge You could make your mental roleplay entirely respectful, accurate, and subtle, but someone is still going to call you and edgelord, and if you came into this thread to learn how to not be called an edgy, you might as well go to a reddit subforum and ask how you can wear a beard and not be called a hipster. You're at a disadvantage coming out of the gate, and approaching by that angle will not help you or your fellow roleplayers. So, if you're committed to roleplaying a mental dysfunction, you're going to have to accept the "edge". You're a special snowflake by definition, and letting yourself be held back by trying to balance your roleplay on a standard that doesn't universally exist is just going to cause you pain. This isn't to say "Go ahead! Make Willy Wonka's serial killer clone!", but you'll be much happier accepting the title and going on with your life and not bashing your head on the conception. Rule #2: These are Real Problems that happen to Real People A "crazy person" isn't a monster or the butt of a joke. Approach the role with some respect and empathy: there are actual people that have or have had these issues your character is going through, and some of them play on this server are or are their loved ones. I'm not telling you to not "trigger" them, but there are a lot of misconceptions about mental illness, and crude archetype caricatures predicate these misconceptions. They have a brain, a history, a personality. They have interests, likes, and dislikes. They aren't defined by their disorders, and so would be the case with your character. Even if the disorder is debilitating, they are individuals. The disorder impacts them and the people around them, but they will often try to not let it rule them, even if they may fail. Rule #3: Know the Disorder This isn't to say that you have to have the disorder in real life, be a well-read expert with a degree in Abnormal Psychology, or have a fully-mapped artist's rendering of what your character's brain would look like under an MRI. But, for goodness sake, read up a little on the thing you're roleplaying! So often I see people roleplay something that they absolutely don't understand. They mess up the observable behaviors, or they mix up the names, or they magically get the disorder for no reason, or become completely cured because friendship is magic or therapeutic FTB or something else dumb. Do some light research at least. Google the name of the thing you want to do. Read the Wikipedia articles concerning it. Maybe read a few case studies. A really great resource I'd suggest to you more scholarly types: Watch Crash Course Psychology. https://www.youtube.com/playlist?list=PL8dPuuaLjXtOPRKzVLY0jJY-uHOH9KVU6 It's well-written and produced, covers a great deal of psychology, learning, treatments, history, and even goes into detail on specific disorders, what causes them, and how they work. Consulting the production team is Dr. Ranjit Bhagwat, Ph.D., who is an actual licensed clinical psychologist in New York. So, not only could you improve your roleplay by watching these, but it could help you study for an upcoming Psych quiz. Rule #4: Your Character has Coping Mechanisms When confronted with their issue, your character isn't going to necessarily go ballistic or completely shut down from the situation. If they are a fully-adult elf that gets really bad cabin fever, they aren't going to run up and down the halls like a toddler on a tantrum. They've learned better. But they're going to sweat, they're going to *****, and they might snap with more stress and scream at someone for the heinous crime of turning the fork the wrong way. If you're afraid of groups, you'll remove yourself from them, but you'll start with the most innocuous method of doing so before you just hyperventilate yourself into a faint or scream bloody murder. If you tend to jump in real life when you jump in your dreams, you might sleep in a sleeping bag instead of a bed. If you have face blindness, you will try to learn people by their clothes, hair, or voice. And sometimes the coping is what's disrupting their lives and not the initial problem. If they are paranoid, they may attempt to hermit themselves from their loved ones or their duties. Not as dramatic as screaming "treason", but a court would notice a paranoid king's disappearance quite quickly. Rule #5: It Isn't Always Bad, and It Can Get Better As your character progresses, they might be thrown further down the rabbit hole, or they may stabilize themselves in ways you didn't predict. The problems they once had may even be entirely conquered (or perhaps just thought to be conquered and have not arisen for decades). And they aren't always on "Crazy Mode". Sometimes they're fine. Sometimes they're in a balanced or reasonable mood. Even in this crazy medieval world of war and dark magic, there are therapists, mental abilities, medications, and people your character can reach to for support. You might find a defining mental problem to your character in remission or even turned entirely around. Sometimes it's a long, slow process. Sometimes all it took was a revelation. Sometimes it's a combination of things. Let your character grow as the roleplay wills. You might be pleasantly surprised, even if you lose a trait you enjoyed playing before. Rule #6: This Roleplay is Difficult If I haven't rammed that into your head already by talking about motivations, coping, and research, roleplaying insanity is not a walk in a park. There's a reason we're impressed by actors who can get inside the head of someone with a debilitating mental issue. And it’s the same reason that, in tabletop games, some storytellers for Vampire: The Masquerade don’t allow Malkavian players, and some Dungeon Masters don’t allow anyone aligned Chaotic Neutral. It takes a lot of thinking and turning things off, and you have to come to realize that your character's mental processes might be entirely different than anything you've ever experienced. So many people seem to think "acting crazy" is "throwing a temper tantrum in the middle of Wal-Mart when I was six", because we call it the same thing colloquially, but it's not the same thing. A psychotic episode, epileptic seizure, or anxiety attack isn't a temper tantrum. There's more nuance, more fear, and control is fluid or volatile. It can be difficult--and even scary--getting that far disconnected from a normal thought process. But, despite all that, the experience can still make for a very rewarding gameplay. If you feel this guide helped you, awesome and I'm glad I could be of service. If not, soz, but at least you have a link to a good, quick, online psych course for future reference if you ever need it.
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