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Found 9 results

  1. The Seed Well In Ancient scrolls and carvings found across the archipelago of Axios, it is said that when the emerald fires of the War faded, the emergence of Druidism brought an unseen age of prosperity to the fauna and foliage that once again scattered the lands. And when the last of the ash was swept away with the winds of progression, the Arch Druids communed with Malin in private quarters, to discuss how they would never again allow such corruption to spread through their homeland, and indeed, all of the Islands that surrounded Aegis. The congregation, including Malin himself, poured every ounce of their combined energies into a well in the seclusion of the distant forests, which would house their unforeseen and self-sustained potency. It became known as the Seed Well, for their intentions were clear. The Druids procured many seeds from the bags they had brought with them, choosing the healthiest of each type to bathe in the verdant waters. Once this had been achieved, they locked the well, returning to their respective homes, allowing the passage of time to nurture their efforts. (The Pale Stranger) Many moons would come and go before the congregation would once again meet at the Seed Well, unlocking the interconnected vines which held it shut. Yet as they lifted the wooden cover, a voice spoke out from the trees. "You pour your energies into this well, unbeknownst to the outcome." It said, emerging forth from the shrubbery. It was a pale Elf, with long flowing hair of pearl-white, and draping robes to match. He rose the gnarled wooden stave in his hand, and proclaimed the dangers of bringing into the world that which had not occurred naturally. Before the communion could respond, the man vanished as quickly as he had arrived. With confusion, they shrugged off the comment as the meanderings of a mad-man, before returning their focus to the Well before them. Everything seemed in order, and the seeds were taken from the well. Malin himself took a handful of the seedlings, and placed them into a container which he had previously filled with the potent waters of the well. From this moment onward, Malin would no longer be seen on Axios again, and the Arch Druids returned to their private lands, tending to the seedlings they had infused with their energies. (One of the trees of the Seed Well) For many decades, these plants would be cared for in clandestine quarters, and would develop into considerable sizes, each a vast and unique array of beauty. Yet they did not grow as usual, for their forms began to split, and the bark began to resemble a humanoid figure. The Arch Druids studied in intrigue, fascinated by the process of this growth, and cared not to meander in their flourishing environments. Instead, they observed intently as the trees continued to emerge. Ellethwen Thendiel was the first of the Arch Druids to witness the awakening of these trees, for each Druid had been assigned to a specific tree, and her's developed at a much faster rate than the others. The bark creaked and groaned at first, the Druid stepping back in shock as she felt the roots beneath the ground begin to detach from the soil, and the oaken limbs emerge from the ground. Before long, an amber radiance began to emanate from the apex of the bark, where the newly conscious creature looked down upon her. She cheered with glee, for her seedling had grown into what later became referred to as Meldamiriel, true Children of the Forest. It seemed aware of its surroundings, yet was incapable of speech and many of the basic functions of movement. Instead it sat, listening to it's mother and those around her as it absorbed information like rich nutrients in the warmth of soil. Soon, the other seedlings began to grow, and before long a family of Meldamiriel graced the Arch Druids with their presence. These were the results of Druidic efforts, and would later become protectors of nature, goliath and foreboding personifications of the Forests, who would scour the land and protect it from destructive forces. (Gambadriel, protector of Ainsharu) Ellethwen would later name her child Gambadriel, and would assign it to a nearby forest that she would also dwell in, for these creatures were still young, and would need the guidance of those that birthed them into the world. With decades passing, these giants served their function with unanticipated effectiveness, and soon began to develop their own tongues; of which only the Arch Druids were capable of understanding, for it was not a language of the physical, but of the deep attunement within nature's stream. Yet all things are destined to succumb to the cyclical nature of the world, and what was once a state of progression would change into one of ruin and degeneracy in one fell swoop. An arrow, of unknown origins, sank into the chest of Ellethwen as she reeled over in anguish, slinking against the bark of a nearby tree. Gambadriel would sense this traumatic event, and would rush to aid his "mother", yet it was too late. Before long Ellethwen had grown as cold as the winds that swept through the forest, and the trees lamented alongside Gambadriel as his core contorted and formed into a seething anger, fueled only by his continued anguish and loneliness. This theme swept across the islands of Axios as one by one the Arch Druids were slain in solitude, their children crying out in pain as they edged on the verge of madness, their forms losing the blooming flora that once adorned them. They became husks of their former selves, little more than vessels of anger that scouted the graves of their long-dead Druids, destroying any life that would dare venture close enough. (Gambadriel's Husk, warding off an Elven Soldier) This growing epidemic shook the foundations of the Elven people, who had already begun to split from one another in pursuits of power and political gain. The once stalwart protectors of the Forests were soon slain in many numbers, rid from the world forever by the Elven people, and the Well of Seeds was destroyed, preventing the process from ever occurring again. Yet from all death comes life, and the husks of these entities would scatter beneath the Ancient Soils of Axios, awaiting the return of the Well of Seeds, where they would once again emerge. OOC:
  2. The Xian and Eastern Beliefs

    (Let it be known, I am not trying to get any lore really accepted, but mostly out there. This has been discussed between a number of easterner roleplayers, and this provides a way to roleplay someone who looks and acts much more chinese, than the japanese styled Chiyaki, and the much further travelled Xionist Yulthar, while possibly adding a reason as to why our mongol and turkish cultures already rped in-game have an unmistakably asian flare to them. Its all mostly compiled lore from when easterners were a much bigger thing, and now that people are being them again I was approached by two roleplayers that wanted to be more chinese than japanese, so we came up with this. A reminder however, the Xian is not a word for all easterners, just those that are particularly chinese styled, much like the Chiyaki are much more japanese even if they are from similar places.) The Xian An Introduction: The Xian are a numerous group of people from a distant land mass far to the east of those lands familiar to the inhabitants of Vailor and the previous lands known plainly as Xia. Or "Life" in their native tongue. The Xians are a truly ancient people, and their culture reflects that. Having been taken from many other lands they had visited or conquered, along with their status on retaining ancient traditions has kept these people from changing much over the course over their long and storied history. The Xian in their native lands are fiercely loyal to their lords, and in turn to the grand Jade Dragon Emperor. A title granted and passed down through different family lines or histories known as the dynasties. The Xian are extremely intelligent people as a whole, having their own writing and book-keeping systems since near the rise of their empire. They are skilled in navigation, astronomy, alchemy, and strange esoteric practices, along with the many exotic trades that exist in this faraway land. History and Faith: In their earliest myths and stories, it is said the greatest of gods sacrificed most of her divinity to take physical form and created the mountains, seas, valleys, and forests, but left the underground untouched. Populating it with a great array of animals and creatures, but wished for someone to talk to. So the great god then pulled from the verdant soil of the great Tienshan river the first of these people. Shu was his name as told to him by the great serpentine dragon goddess. He rode upon her back as she filled his mind with fantastic stories and tales. Excerpts of which are praised by modern people as wise life lessons, and basis for much worship. However, Shu grew tired of his long life and of his lonesomeness, so the great dragon granted him children. These would be from which all Xian and people of eastern origin descend. With the last of her divinity, the great dragon goddess bequeathed to Shu and three of his children their rights to rule. Then she fled, flying over the hills and valleys, crying over the sadness that she was not enough for this man. Her tears turning to what is known now as jade as they fell, and she retreated into an ancient cave where she continued to weep until she herself was turned to living jade. Forever asleep. The great emperor Shu ruled for over 100 years. His empire growing swiftly, owing to the hidden truths of reality granted to him by his first love. Then, as he aged, he passed his title down to his son. The two daughters of Shu and the great jade dragon had decided to go their own paths, owing to the truths given to them by their mother. The eldest, Shenshin went further east, past the sea until she came to land upon a pair of great islands, where she and her followers became the first natives and nobles. Then the youngest, Shinshen traveled north and west. Never settling in one place. Her people becoming nomads or farmers of the great mountains of the land. Rough Timeline The eldest brother Youlin had taken his father's last name as Shu, and continued the Shu dynasty. As time went on, people from other lands, a change in thinking, or other different situations gave rise to different dynasties. here are some, written in chronological order. Shu Dynasty: Agriculture, expansion, peace, and advancement. Ruled by the dragon goddess, then Shu the first emperor. Lyn Dynasty: Discovery of iron and expansion upon ancient martial arts practices as found in hidden jade dragon scrolls. Rose from the once final Shu emperor married a woman named Lyn, and his love was so great he changed his own name. Jhuxho Dynasty: Period of heavy military expansion outwards. The Jhuxho emperors decided that the wisdom granted by the jade dragon was their's alone. Chizhu Dynasty: The people of the land eventually revolted against the Jhuxho empreror Xha hou. Bringing about a period of reconstruction and restoration of culture. Ghuan Ghuan Dynasty: Seeing their chance as the empire of Xia was returning to power after hundreds of years of rebuilding, invaders descended from the Shinshen rode to conquer all of Xia. Dethroning the previous emperor and placing their own ruler atop the jade throne. Zhen Ku Dynasty(current): with allies from the eastern isles populated by Shinshen's descendants, the people of Xia were able to reinstate a new, proper emperor. This period of trade between the two people led to inventions and advancements and exchange of alchemy, marine agriculture, magics, and many other things. Religion of The East: The people of Xia and the rest of the east believe in a strange mixture of animism, ancestor worship, and spirit worship. Stemming from the earliest days when a god had given up her divinity to form these people, and the belief that those from these lands are related to the spirits of nature through a certain distant, yet still recognizable family tie. Descendants of Youlin The people of the land of Xia hold many beliefs in this day and age. Their core religion however is a belief in a rational order of nature. They worship a large number of divine spirits called the Shen, which can be nature deities, city deities, national deities, cultural heroes and demigods, ancestors and progenitors, and deities of the kinship, but none mightier than the celestial dragons. Complex rituals of worship are performed by priests within mighty cities, or by ascetic monks which follow the teachings of the great jade dragon. The oldest of these schools even house some of the original scrolls. This alternate belief is known as Xhen and has become the state religion in several parts of the large lands of Xia. Descendants of Shenshin The descendants of Shenshin are similar to their cousins in Xia due to the fact they worship many beings, however they differ in the fact that almost every one of these beings, known as the Kami, reside within parts of nature or minor works of humanity and differ in power based on the size of the object. For example, a shrine to the great goddess of the land and sun Amaterasu might be tended by a small nameless tending Kami. The descendants of Shenshin also have many different forms of worship, from radical honor, ancestor, and deed based customs, to ferver and ascetic based, and anywhere in between. A decent number of these people however have also come to follow the teachings of Xhen and follow the doctrines written in the jade dragon scrolls, though it is by no means the state religion. Descendants of Shinshen The nomads and mountain folk descended from the dragon-blooded Shinshen are very prideful and their worship defines that. They tend to trust in their elder's or tribal shamans and look to them for guidance. They mainly venerate their ancestors and great animal spirits. However, as they move around so often, their beliefs evolved to match those of the people they came into contact with, or were shaped by the passing of years.
  3. The Qalasheen Banner of House Kharadeen “Though we may bend, we do not break.” Introduction (Concept Art from Runescape) Man is known for their amazing adaptability and the Qalasheen are no exception. Made up of many desert tribes sharing a similar dialect and faith, the Qalasheen is a new collective term given to these people for there has been no recorded history of previous unification. There have been tales of grand cities of long ago in far distant lands, but this is simply folktale. The Qalasheen, despite being alike, are naturally recluse. Their knowledge of the outside world is limited and only those such as merchants typically had knowledge of outsiders until recently. As a divided culture, those of Qalasheen descent have been known to escape the tribal warfare that plagued their lands and assimilate with other people. Such was the great unifier, Faiz Kharadeen the first Caliph. With the help of comrades from the outside, Faiz Kharadeen was able to bring peace and unification to the Qalasheen tribes through his talk of love, acceptance, potential, and Allah. With a new following, Faiz Kharadeen got to work on the beginnings of what would become the Caliphate. Well seasoned in the knowledge of past realms’ failures, Faiz set out to ensure these same flaws did not take root in the Caliphate. Only time will tell if his teachings reach avid ears and are put to use with active hands. Traits of the Qalasheen (Concept Art from Runescape) The Qalasheen are a desert dwelling people and do not differ much among the other humans they share the sands with. They are dark complected usually but range all the way from an olive skin tone to darker tones found among certain Southerners which goes to show the diversity of looks. Although not impossible, it’s rare to find a Qalasheen of “brutish” stature such as one may find among Highlanders. The Qalasheen are typically more lean. An interesting trait that they share among other desert dwellers is their comfortability running across sand for long periods of time at an exceptional fast pace when compared to most other peoples. Sand is obviously unstable and those who are not used to running across it experience muscle fatigue and sometimes injury. Although the strong among the Qalasheen are exceptionally fast with lots of stamina, they are not without their flaws. The Qalasheen have had little experiences with magic in their isolation. It’s therefore presumed the Qalasheen cannot harness magic. Qalashi, The Language (Qalashi is based off real life Arabic phrases - as best gathered as possible. The following is a sample of commonly used Qalashi phrases. Rule of thumb when using something not on the list is to explain what you are saying within your action or messaging the person in PM what you are saying. Try refraining from heavily using Arabic unless you’re actually fluent in it. Else you’re a google translate try hard.) Hello/hi! ----- Salam! Peace be upon you!------As-salamu alaykum! [Return gesture] Peace be upon you too. ----- Wa-alaikum salam Good morning!---------- Sabah el kheer Good evening!-------------- Masaa el kheer Welcome! (to greet someone) -----------Marhaban Good night!-------- Tosbeho/ tosbeheena (female) ‘ala khair Good bye! ---------------Ma’a salama Thank you (very much)!--------------- Shokran (jazeelan) You’re welcome ---- Afwan Friend--------Rafiqi Before the Caliphate The Qalasheen people, as stated previously, are historically a divided people that fought among themselves and outsiders in their homeland - typically for limited resources. Tribes differed however with some more warlike and controlling with others more suited towards trade. Those who traded were more inclined to leave the desert lands periodically which lead to intermingling with outsiders. After the movement of peoples to Athera, the fighting among tribes intensified. Deus Proditor, the lands they settled in, was a lifeless landscape and it was not uncommon to see many die from either war or famine. Despite this fighting, many Qalasheen attempted to cultivate the land still. They brought over camels and seeds suited to grow in such an arid climate. It was only until recently did they manage to find stability. The inter fighting amongst the people would end however with the coming of the Caliph. About Deus Proditor The lands inhabited by the Qalasheen in Athera, little was known about it. What had been discovered had given rise to even more questions. Ruins of old hint at a past civilization once inhabiting the lands. However, these ruins were just crumbling away - there was a thick ash that enveloped them. A dark power appeared to have been at work there once and it could always come about again. The undead from Athera, what was left of this past civilization, was all that was left. Caliph Faiz Kharadeen had tasked his military, the Mubarizun, to purging these lands of the great evil that lurked the desert sands for both his peoples’ safety, and to put the reanimated to rest. Little life naturally resided in these lands other than small lizards, insects, shrubs, and cacti. After the Caliphate Farfolk Sail Home The Landing of Haria Arrival at Axios Culture Despite being historically reclusive, the Qalasheen had grown an interest in outsiders relatively fast with the creation of the Caliphate during Athera and have enjoyed the wares outsiders bring to the city to sell. Some Qalasheen wondered what others might’ve thought of them and in turn wished to know more about outsiders. Though those not accustomed to trade may have felt more shy and hesitant to start conversation with outsiders (especially the youth), they were very social once pushed on. Among themselves, the Qalasheen have a strong work ethic but may be viewed by some as more relaxed. It is not uncommon to see someone napping on the job. This is to rebuild energy in order to keep working at the highest efficiency as possible. Putting one’s all into a trade is highly regarded and it’s believed one cannot produce quality work when tired. Outside of work, the Qalasheen are known to invite friends and family over to socialize and eat. Those without proper housing may choose to socialize at a ****** (tobacoo pipe) lounge and smoke among others. Cactus green was enjoyed almost universally in the Caliphate and many from other lands where cactus green is illegal come to the Caliphate to indulge in it. Although cactus green is socially acceptable, alcohol is not. Qalasheen have long regarded alcohol as a poison to the body and something the Creator forbids them to drink else they are more prone to sickness and barbaric traits. Pork is also not consumed in the caliphate and pigs are not even raised in the city because they are considered diseased and plague riddened. To this day Qalasheen have been a very religious people but unlike those with similar beliefs, they are more accepting of those with different beliefs. They are prideful however, and do not like their faith being insulted. Surprisingly enough, the Qalasheen people have long supported an egalitarian society where men and women typically take part in the same roles together. It’s not uncommon to see women fight alongside men in the military or for even the most capable of women to lead men. Qalasheen society, for whatever role, holds certain standards that must be met typically on personality and strength. Should either man or woman meet these standards, each would have a fair shot at getting the role they desire. Holidays The Day of Fasting: Once a year (OOC week, Friday), the Qalasheen people fast. It is said that God wishes for people to experience how the poor feel at least for one day of the year and to give charity to those in need. The Day of Fasting is only expected from those who are well to do. Those who are homeless, malnourished or sick are not obligated to participate. The next day (Saturday), a feast is held in the Sultan’s palace and anyone from the poor to the rich are welcomed to come and indulge in a feast with the Sultan and his family. Menaphos: Once every four years (First Wednesday of every OOC month), The Qalasheen take a day off from work and stay home with family and friends. Those without family might go to the ****** (tobacco pipe) Lounge instead. On this day, gifts are exchanged showing the appreciation one has for the other being in their life. Gifts might be given out ahead of time if one will be away on the day of Menaphos but giving gifts late is a sign of insult. Cuisine The Qalasheen, despite having lived in a land where most life cannot be cultivated, have developed an interesting diet that has given them longevity. Crops wise, the Qalasheen grow grapes, chickpea, olives, wheat and an assortment of spices and herbs such as turmeric and mint. A favorite among the Qalasheen is hummus and falafel, which are both based upon chickpea. With the introduction of other vegetables from outside lands, the diet of the Qalasheen has expanded, making dishes such as this: Falafel and Hummus Pita As for meat, coastal Qalasheen peoples typically eat shellfish and small fish. Lamb is also used often in Qalasheen cuisine as well as chicken and beef should one have access to it.. Swine and alcohol are both forbidden in the culture but the latter has a growing black market within the Sultanate. Shish Kebab A lot of food in Qalasheen cuisine can be eaten with one's hands such as kebabs and pita. To use a fork or knife for certain foods would appear odd among other Qalasheen. Of course, for those meals in obvious need of utensils, they are used.
  4. [✗] [Lore] Era of the Seeds

    Essentially, I would like This Following Piece of Lore to be adapted into the canonical history of the elves. If you didn't read the whole thing, I'll sum it up for you. From the time of Malin's disappearance and when the mali'ker and mali'aheral split off the main body of elves, to the founding of Laurelin in Aegis, the mali'ame lived in many tribal bands called 'Seeds' which roamed about the forests of ancient Malinor. These seeds RARELY skirmished with one another and were very un-united, conflicts, when they happened, were rarely bloodyThese seeds worshipped the Aspects as their chief dieties, and revered Malin- seeing themselves as the last true followers of his teachingsThe ones who held the most influence over the ancient Wood elf seeds were druids, purely wood elven at the time. Wood elves were capable of great feats of tree farming, growing groves called "ame'llie" where they harvested specially grown trees with special properties (much like one would selectively breed corn, or bananas over thousands of years to make them edible, wood elves would do the same with trees to make their bark/wood softer or harder and etc)The Era of the Seeds would have been LARGELY PEACEFUL. I put emphasis on Watylls writing, which was during an era of great turbulance, but most of this millenia long era was peaceful, with very little fighting.Please do not refuse to confirm or deny this as canon. I implore the LT to sit down with me and help me implement this into server lore. I have poured many hours into making the wood elves interesting and distinct, culturally, and it means a lot to me. I would appreciate the time, recognition and trust to be let in on at least some that hidden elf lore and have a hand in shaping the playerbase I've worked so hard in building. We're the only major race that lacks a solid "origin story". In fact, we know little to nothing about actual ancient wood elf history, since the lore team keeps it largely secret from us. This is a big deal. It may seem trivial to you, but when a playerbase puts a lot of effort into the history/culture and origins of a place and gets told none of it is canon, it can be seriously demoralizing and can anger them. Look at what happened when Oren was told Aeldin wasn't real, and to RP it as simply a made up story IC. It ruins the point, it takes the fun out of it. Think what a big and important role other race's origin stories and ancient history play into their cultures and day-to-day RP. The Kha and Metzli's creation of them is absolutely integral to their RP. The high elves, with their golden pools which also form a super important part of what gives them personality and differentiates them. The Dwarves, who historically have Khorvad's empire and a ton of rich ancient history lore to base their RP off of. While I don't know how much of ancient orc history is known, they have so much lore behind them in Shamanism (an exclusive racial magic, mostly) and so many spirits and such which gives orc culture builders like ilikefooddude a huge pool of knowledge to enrich his playerbase with, something wood elves simply don't have right now. Knowing your race's ancient origins and history can help immeasurably in enrichening even the most mundane of RP. Now, I know that even if it what we poured our efforts into isn't canon, we could RP the history we've spent so much time fleshing out as "IC belief" (which sucks. see: aeldin), however- it generally means more when we know something actually happened canonically, that we didnt just OOCly invent a bunch of stories so we could have a clumsily thrown together culture, but instead contributed to actually writing a part of server lore, something we can work off of to make our daily RP all the more meaningful. Please don't just instantly shut me down and dismiss this. This means a lot to me and a lot of other wood elf RPers that we be given the means to flesh out our culture more.
  5. [[The original writer of this lore is Watyll, who unfortunately has passed away. I offer my sincerest condolences to his family, and I thank him for the massive contribution that sprang the base from where most of current wood elven culture is developed. Even if it seems a very inconsequential thing to say.]] 15th of First Seed, 1532 The Era of the Seeds Ancient History of the Wood Elves ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction - Glimpses Into Our Past Little of wood elven history is written down. What reason had our ancestors to record such things? I suspect that time was an abstract concept to these ancient elves, whom never knew any other world but the deep wild forests they dwelled in. There was only the hum of nature and the grace of the Aspects. All things are meant to die, all beings of nature are meant to fade away, the greatest elder trees wither and mountains crumble. I am certain the ancient wood elves adopted this fatalist stance, hence why little of our history was recorded. They were one with nature, and writing is a “civilized” concept. Ah, how serene their lives must have been. How nice to know your place in the natural world and be content with it. I only wish the wood elves of today can salvage what remains. Prelude When the world was young, the Creator made the Aspects. While the Aspects created the wild world, the animals, plants, the sea and sky… The Creator gave birth to his final creations. Man and woman. Man and woman had four sons, one of whom was Malin. Malin, the fair haired, wisest of the brothers, sired his children - the elves, also known as Mali. For millennia, the Mali were as one. All elves followed the teachings of Malin, and those of the Aspects, whom Malin revered above all. For eons, peace reigned in the ancient forests, with Malin as the first and only king of the elves. And then, he vanished… The Origins of the Wood Elves We were known as the forgotten folk. Much of our past has been forgotten. What we know is that ‘Wood Elven’ identity first emerged at the split of the elven race, which was prompted shortly after the disappearance of Malin. When the group of elves that would become the Mali’aheral discovered the golden pools which turned them pale like fresh snow, and when those who would turn into Mali’ker descended into their caves, becoming one with ash and stone. What remained was us. Despite Malin’s disappearance, the group of Ancient elves that would become the Mali’ame remained loyal to him and his teachings. They revered the Aspects and lived by their code, as Malin had done. The other elves had turned ashen and red eyed, or pale and silver haired. Only one bloodline of Malin’s original children remained. Soon, our olive skin and emerald eyes would distinguish us as the Wood Elves. The forgotten folk, the last true sons of Malin and followers of the Aspects. Ancient Wood Elven Society Divided, yet more as one than we’d ever been. Ancient Wood Elven society lasted from Malin’s disappearance and the split into subraces, to the founding of the first city of Malinor in Aegis. It is estimated that this era began 3000 years ago and lasted for approximately 2500. The Wood Elves of old lived in the deep forests of Aegis, in what Malin in life had founded as Malinor. But in these ancient times, the Mali’ame had no concept of nations or borders; they did not draw arbitrary lines on parchment, for the entire world belonged to nature. The only ones who could claim to be rulers of the land were the Aspects themselves, they who shaped the very world. We were not a united race. The Seeds The surviving old stories reveal that our ancestors lived in small, tight knit tribal groups called ‘Seeds’. Seeds rarely ever grew larger than a few hundred elves, and were usually structured like tight knit, extended families. Most, but not all Seeds were nomadic. They roamed where the game was most plentiful and where the Aspects guided them. Those who stayed in one place wove their towns and villages into the elder trees of Aegis, their homes and hearths carved in the familial embrace of their branches and roots. We know that each seed had a chief Keeper. The Keeper was the de facto leader of the Seed and kept the family together. The position of Keeper was hereditary, and each one would name whichever one of his children he saw as the fiercest, most capable hunter as his or her heir. Of course, any aspiring hunter could wrest leadership through cunning, strength and wisdom. Such power struggles were brief and not deadly. Usually. Keepers had to be considered master hunters to properly lead a Seed. In the thick forests of ancient Malinor, there was no flat farmland to plant crops. So in order to survive, the Wood Elves picked what herbs and fruit the forest gifted them, but moreso, they hunted. Every Seed strong enough to survive had many hunters worth their salt. The way of the spear and way of the bow were integral to any Seed’s way of life, and an elf’s social standing in their Seed revolved almost entirely on how much meat you could bring in. Wars were not common among Seeds. For long lived creatures attuned to nature, the sanctity of life was a mutual respect held by all wood elves that prevented conflict most of the time...but not always. The wars that were fought stand the test of time. Memorable due to their rarity. One such conflict is the 'War of the Tyrants', a tale of an Archdruid known as Garthalon who resorted to hideous deeds to unite a hundred scattered Seeds. Wars were fought as feral wolves. Primal skirmishes among the trees as tribal warriors dashed in and out of the thicket with bone-tipped spears and bows in their grip, their bare bodies painted with ochre in the colours of their Seed, adorned in patterns that paid tribute to Cernunnos, the Aspect of the hunt. Despite the fierce savageness of ‘Ame warriors, conflict between Seeds rarely resulted in many casualties. The losing side to any war would mourn their dead as they returned to nature, and nurse their wounded pride. In these ancient times our people were fractured, but fierce and brave. Our ancestors had a sense of family and loyalty among their Seeds that formed a bond stronger and closer than anything we’ve ever known. Now that the wood elven race is united, imagine what a force we’d be if we harnessed even a fraction of the fraternity and ferocity our ancestors once had... The Druids The Druidic Order has historically had strong ties to the wood elven people. In fact, in modern times, more wood elves join the order to devote their lives to the Aspects than any other race. There is a reason for this. In the time of the ancient Wood Elven Seeds, all druids were mali’ame. The order did not just have close ties to the people, but was deeply ingrained in the most important, spiritual dredges of society. The druids commanded the will of the Aspects. Cernunnos and Cerridwen, the Horned Man and Green Lady, whom oversaw all death and gave birth to all life, respectively. With the power of the two at the palm of their hands, Druids performed marvelous, incredible, and terrible feats. They shaped the trees and commanded the animals, flowers bloomed at their touch and some claimed that they could call upon the wind. Indeed, a breeze in the lazy glades of the Wood Elves’ forests was often seen as a bad omen, that somewhere, a druid’s wrath had been invoked. Based on the capabilities of Druids today, we can assume some of these stories are myth. Or perhaps the druids of old wielded greater, more mysterious powers. We do however know that druids transcended rivalries or wars between Seeds. Their groves were sacred ground, and no blood was ever spilt on their soil, lest the Wood Elves invoked the wrath of the Aspects themselves. The Archdruids were the headmasters of the sacred order, just as they are in modern times. Wood Elves travelled miles through the forest thickets to seek out the Archdruids’ advice. Many druids today seem to have forgotten their duty. In a world where our race has seen the influence of Valah and the other subraces of mali, we have become less dependent on the natural world and more on stone walls and steel blades. Perhaps someday the druids will reclaim the glory their Ancient counterparts and become the prophets of our people once more. The Ame’lie The Ame’lie was the very heart of the ancient Wood Elven way of life. An Ame’lie was a grove, grown and shaped meticulously by the Wood Elves. Unlike the deep forest wilds, of which were grown solely on the Aspects’ divine whim, Ame’lie were planted and cultivated for the use of the people. Despite their nomadic nature, each Seed had an Ame’lie of its own. No Seed with the manpower to spare would ever leave their Ame’lie unguarded, and often had revered druidic acolytes aid in keeping their manufactured groves healthy and strong. The trees of the Wood Elves’ Ame’lie were grown to fit what they would be crafted into. A clan would ensure that a tree destined to make arrow shafts and spears would boast strong bark, like that of iron. A tree for shelter or clothing would be of soft, pliable wood, such as cedar. In ancient times, our people had perfected the art of growing Ame’lie. It is said we could grow trees that produced wood as hard and durable as iron, or as soft and smooth as silk. Perhaps we will someday reclaim these lost arts. I take heart, for some of them have survived the centuries. Are our modern wood elven cities not interwoven amidst the elder branches? Have we not grown our own trees to make our homes in? Our own Ame’lie? Some traditions have, and always will live on. But it is important to always know where they come from. The End of the Era - The founding of Malinor We no longer roamed the forests, we now lived in cities. But we still made the trees our home. For millennia after Malin’s disappearance, the Wood Elves lived this way. They roamed around the deep forests of Aegis in their hundreds of diverse Seeds. Each one living by the Aspect’s teachings. Ame’lie dotted the forests, with the elves crafting wonders of woodworking from the trees they meticulously farmed. Druids and Archdruids resided in their groves, Wood Elves from all seeds coming from all corners of the vast forests to seek their council. But, as all things, this was not to last. And now, we reach the beginning of recorded history. The founding of our first cities marked the end of the era of the Seeds, and of ancient history. When the city of Laurelin was founded in Aegis, Malinor’s first capital, Wood Elves from all seeds migrated en masse to the new city. It is unknown why such a major shift was made. I have several theories, such as excessive warring, natural disasters, or perhaps our people had finally grown tired of being separate. From here, the Wood Elves, now elves of Malinor, opened themselves up to the world. We elves who live today know the story from here. The second invasion of Iblees, the destruction of Aegis. Our suffering at the hands of the White Rose. The fall of Malinor and rise of the Conclave, our subjugation under the High Elves of Haelun’or. The Bronze rebellion and finally, the founding of Laureh’lin. Our home. Conclusion While in the present day, almost all wood elves dwell in our cities... I believe that remnants of the past live on. I believe that some of the ancient Seeds still remain, cultivating their Ame'lie, hidden deep in the wilds away from civilization. Perhaps we will contact our long lost brothers and sisters someday, should they exist. Perhaps someday we will fully return to our roots, and bring about a new Era of the Seeds, living fully among nature as wood elves should. ...Perhaps that day will come sooner than we expect.
  6. In Athera, on the outskirts of The Reformed Kingdom of Oren, a settlement was formed, mostly human, on a fishing wharf. It was out of the way from major roads, and it's population wasn't high, so it's not hard to believe that the economy was so stagnant that the majority of the population lived in little more than mud huts along the small fisheries and make-shift dock. There was one exception: a powerful wizard, likely of dark magic, held a tower that loomed over the little village. His name was Deinalt Mephistaurus, and he enjoyed the power he held over the peasants and fish-mongers. He relished in it and exercised it as a tyrant. The villagers had little choice but to comply with his demands. The years drew, however, and they saw no way out, his demands becoming harsher and harsher as he pushed their limits. Sometimes, they were even summoned into the tower itself, either to never be seen again, or as a dry, pale corpse. Secretly, they sent messages out, begging for help from Oren, but Oren had been caught up with politics and, most importantly, wars, and their resources were stretched thin. The request went unheeded. When war erupted in 1483, the villagers knew they would not receive help soon, if at all, and sought instead to hire mercenaries who would take the job for the meagre coin they could scrounge up. They eventually found some who agreed, and the group stole in at the dead of night to ambush the wizard as he rested, for they knew frontal attack upon his tower would avail little except their own deaths. They did not kill him as he slept, as the wizard did wake, but he was still caught flat-footed and with his magical components outside of his reach. He cast what he could, but blind-sided as he was, the fight was intense but short. Deinalt Mephistaurus fell backwards upon the bed he had woken from, but not before cursing the traitorous villagers with his dying breath, promising pain and destruction to them as long as they lived. In the end, the village rejoiced in the victory of their saviours. After much celebration, the heroes parted and Rahult enjoyed their new freedom. They found some measure of prosperity now that they were no longer bogged down with the unrelenting and unfair demands of the wizard. Ten years later, on the anniversary of the wizard's murder, the Plague hit the town, and much of the population died over night. It was no coincidence, the villagers moaned as they mourned. Deinalt's grip still strangles them today. His curse continues! Some of the villagers suggested seeking clerical help, but this idea was shot down for its massive cost. Besides, the Plague hit them hard; if this were truly the will of the mage, would it not be satiated? Another ten years passed, and upon the anniversary, the village was torn with a localized earthquake. Many died in the fallen rubble. Many more lost their homes. Calls for holy intervention increased, but so did the flight from the village. Nothing could be done to circumvent the next tragedy but to wait. When the 30th anniversary came, the villagers waited with baited breath, waiting for a swoop that would likely kill them off for good this time. But the night passed with no unholy intervention, and they all breathed a collective sigh... until the next morning. Several people (men, women, children) were found dead in their beds, throats slit. A couple people were confirmed missing shortly after, but it was unknown if they were still alive, or if they were, whether they were fleeing justice for the acts or fleeing the curse before it could hit them. The villagers would have loved to follow up these events with a witch hunt, but their seeking was cut short; the Flood had overtaken Athera and their wharf was one of the first to drown below the constant rains. Those who were left had no choice but to leave their homes to be swallowed by the waters and go to Vailor. Some of those villagers may still yet live, as could the Heroes of Rahult... as could the unknown murderer. And though the village is gone, no one knows for sure if the wizard's curse is done. Known Former Villagers: Sahar Tha'un Known Heroes of Rahult: Timeline: 1468 - Athera was settled 1469 - Rahult was successfully settled, building watched over by Deinalt Mephistaurus 1475 - Mephistaurus's demands become strange. Citizens begin to disappear 1483 - The Kingdom of Oren becomes Galahar. Rahult citizens look elsewhere for aid. 1483, Sun's Smile - Mercenaries are hired to kill Deinalt Mephistaurus, a contract is drawn 1483, The Amber Cold - Deinalt Mephistaurus is killed in his tower. 1493, The Amber Cold - Plague hits the town overnight. Many citizens die. 1503, The Amber Cold - A localized Earthquake hits the village 1513, The Amber Cold - Many citizens are found murdered in their beds End of 1513 - Rahult is abandoned to the Flood
  7. The Historians Guild

    The Historians Guild Est. 1510 “The past is but a procession of the present” All Glory to the Enlightened Owl This scholarly order seeks to objectively study the history of the realm from ancient to avant-garde and the foreseeable future. The Guild holds no allegiance other than the realm and offers their services, with a small expense, to any who require it. By researching both archaic and modern documents, excavating ancient runes for their deepest and most esoteric mysteries, and inquiring with those who have lived through history itself, the Guild unravels the past and helps weave the future. The Historians’ Codex -The historian has two core tasks: the search for historical truth and its transmission through teaching and publication- -The historian must not dismiss counter evidence without scholarly consideration- -The historian must be even-handed in treatment of evidence and eschew picking and choosing history- -The historian must clearly indicate any speculation- -The historian must not mistranslate documents or mislead by omitting parts of documents- -The historian must weigh the authenticity of all accounts, not merely those that contradict a favored view- -The historian must take the motives of historical actors into consideration- -The historian must look beyond ethics, moral, and law, recording history under any circumstance and in the most raw of forms- The expansion of the above articles are learnt when inducted into the Guild The Hierarchy The ethical historian seeks no fame or fortune for their work, thusly, they have a fairly loose construction. The Guild is led by a council of Senior members who deal with Guild politics, reviewing historical analysis written by members of the Guild and keeping the Guild in order. Below the Senior members are the simple, yet crucial Historians. They serve no other purpose than to read, research, and record. Historians have numerous duties bestowed upon them by the Seniors. Historians may become chroniclers, wandering the realm and recording events as they happen, keeping the Guild’s immense records up-to-date and organized, or their services may be chartered out to those who can afford it such as a kingdom or noble orders. So common it is for Historians to focus on a certain aspect of history, such as natural, geographic, magical, political, or militaristic. Those who are newly inducted into this prestigious order or but simple acolytes, apprentices, students, novices, etc… They are assigned a Senior member who is to train them in the methods and practices of history keeping. Once the Senior feels they can function independently they are given the rank of Historian. The Knowledgeable Loremaster Anaximander Still, there remains a most esteemed and honorary title. That of “Loremaster”. The appellation given to only the most adept and skilled Historians of the Guild who have become experts in their craft. Granted, a Historian remains ever a student and can never truly master that which never ends. Services Chartered Chronicling Those Historians who have the more adventurous spirit are chartered out to various kingdoms, clans, and countries to record the history of said country as it occurs. The chronicler has no ties to the organization, they are, however, expected to be treated with the utmost hospitality. These Historians are also tasked with studying the chartee’s history and rewriting and organizing it into a coherent document for the Guild’s use. If a patron wishes to hire a chronicler do inquire below and proper payment shall be negotiated. Public Access The Guild’s expansive archives and the Historians’ combined knowledge serve as an almost endless source of historical documents, accounts, and research. It being their duty to transmit history to the realm, the Historians allow full access to their archives for study. History repeats itself, it is wise for one to know their past mistakes. Cartography Understanding the contours and geography of the realm is a vital aspect of history and its comprehension. Thusly, the Guild provides masterful artists and map makers to bring the realm to ink and paper. Commissioned maps of a particular piece of land are also available. Inquire below. An Aspiring Cartographer “A man who does not know history is like a leaf who does not know it’s part of a tree.” Induction into the Guild The Guild of Historians only takes on the most dedicated, scholarly, and empirical of potential students. Students are expected to possess a fairly advanced knowledge of ancient and modern history upon requesting entry. Their knowledge will be tested rigorously and their writing and scripting abilities will also be tested, to make sure the potential student writes in a coherent, unbiased and detailed manner. If one wishes to join this most venerable order it is asked that they send word to one of the Senior Members of the Guild so that their skills might be tested. A note may also be posted below giving your name and two examples of your work as a scholar and writer. [MC name should also be posted] Skilled cartographers are also encouraged to join our ranks. Send one of the Senior members of this illustrious order at least two examples of your work. Or, once again, post a note below in a similar fashion to that which is stated above.
  8. Orc Timeline Or History

    So as a new player I was looking for Orc history or timeline, but found nothing but a few unspecific events. In order to advance roleplay and make applying easier I suggest adding something like this.
  9. [Idea] History On The Wiki.

    So, I have asked a few fellows about the application process as well as looked back on when I applied in mid-2.5, and I'd like to say that it is quite possibly completely impossible to get the history of this server correct. There is a vastly complex timeline to this server and I think it is time, for the good of our general player-base and RP, that history become documented on the wiki or a subforum. Who does this, whether LT, MT, or just general players, does not matter. What does matter is that the events that happen on this server are not forgotten and can be referenced in the future. What good will this do, you may ask? It simply makes RP have meaning again. If history is documented and accessible, people can develop their character around certain events and give them opinions and personality. They can take part in something bigger than simple day-to-day tavern RP and feel like that they are part of a world, rather than just a minecraft server as a chat room. How might this be carried out? The obvious answer to this is simply make the Lore Team do it, but this may overburden them. I propose, to start this, we create a server-wide wiki project to document the history of the peoples of Lord of The Craft, using collective knowledge. I think we should open the wiki up to the general playerbase outside of a few pages and categories being locked (Racial lore, etc.), or we could make an entirely separate wiki for the purpose of LoTC history and events.