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Found 159 results

  1. LINE OF SUCCESSION OF THE KINGDOM OF HAENSE KARTENEO METREL I KONGZEM HAENZEO The Dual Monarchy of the Kingdoms of Hanseti and Ruska, or more commonly known as the Kingdom of Haense, follows absolute agnatic primogeniture succession, where the first born son of the reigning monarch is first to inherit, followed, the offspring of the firstborn son and their offspring. If none exist, it then passes to the monarch’s secondborn son and his offspring, the thirdborn son, and so on and so forth. If none exist, the title then passes to the monarch’s brother, then the sons of the brother, the sons of the sons of the brother, and so on and so forth. This trend continues until the last surviving male dynast of the royal line, to which it then passes to the sons of females of the royal line and so on and so forth. The current royal dynasty of the Realm of Haense is the Barbanovs of Bihar, descended through King Peter I’s secondborn son Karl Sigmar, which inherited the throne following the extinction of the elder Andrian line. The family extends its claim from ancestor Emperor Alexander I, son of Emperor Tobias I, legitimized baseborn son of Exalted Sigismund, and henceforth claims to be the direct line of Saint Joren of Paradisius, son of Exalted Horen. The names of the individuals listed are maintained in their original Naumarian form. For their translated given names, please refer to the Norvet i Maan, Current Edition. INCUMBENT MONARCH: Koeng Robert Lothar (b. 1666) [EirikColborn] INCUMBENT CONSORT: None LINE OF SUCCESSION Prinzen Andrik, Herzen van Alban (b. 1668) [FloopTroop] Prinzen Petyr, Herzen van Rivland (b. 1671) [Icarnus] Prinzen Edvard Audemar van Bihar (b. 1645) [Xarkly] Prinzen Robert, Prinzen van Bihar (b. 1621) [Piov] Lord Otto Ludovar, Bossir van Rostig-Otistadt (b. 1629) [Yopplwasupxxx] Lord Stefan Ludovar (b. 1662) [Blago] Lord Henrik Ludovar (b. 1663) [Legoman] Lord Matyas Colborn, Lord Osgostad (b. 1645) [Julius55] Lord Franz Vanir, Margravir van Vaziland (b. 1625) [Top_Goon] Lord Halden Vanir (b. 1656) [Armanay] Lord Ludvik Vanir (b. 1671) [grnappa] Lord Matyas Vanir (b. 1634) [PorkNChops] Lord Demetryus Ruthern, Herzen van Vidaus (b. 1665) [RideTheSky] Lord Marus Baruch, Komit van Ayr (b. 1631) [Kiwi]
  2. Imperium-Septimus

    RED DRAGON REPORT: IN ADRIA'S DEFENSE

    THE IMPERIAL ORDER OF THE RED DRAGON: IN ADRIA'S DEFENSE Issued and confirmed by His Imperial Highness, Pius of the House of Horen, Grand Knight of the Crown of Godfrey, 10th of Sigismund's End, 1681. Penned by Ser Robert of Denhardt, 1681. OFFICIAL IMPERIAL REPORT Reporting Knight: Ser Robert Denhardt Incident: Attempted Adrian Coup Individuals Involved: DEFENSIVE: Konyves Ivanovich, Josip Sarkozic, Sir Donald Dabber, Ser Robert Denhardt, Ser Brand Denhardt, Augustus Horen, Ting Ting Pao Pao the Easterner, Maxim Vladov, Ros, Renna Talraen, et al. COUPING: Septimius Bracchus, Indigo-Headscarf Bandits, et al. Details of Incident: While within Adria word had spread to some of our party that there was going to be an attempted coup against Josip Sarkozic during the Adrian Duma. I myself and several others were notified by the duke himself. Word spread and we quietly amassed a small force within the Ivanovich keep. Josip was being aided by Konyves, who was also aware of the potential coup. Konyves told us to wait 10 minutes before our group marched to where the Duma was being held, to find a large party of Indigo-clad bandits snuck outside the doors of the Duma! Upon our discovery of them, the Adrians inside the Duma came outside - Septimus and his retainers drawing their swords with the Indigo men, Josip and his men siding with our party. Combat promptly began, and our group used kite tactics to return back to the Ivanovich keep and fortify our position. Konyves then came up with the idea to open the gates to lure in the superior force. A portion of their force trickled in, and we shut it on them, killing a decent chunk of their force. They then amassed what remained of their force at our gates, only for us to trap a larger chunk of their force within and capture two of their leaders, then picking of the rest of our force. We sustained minimal casualties. After the fight we then returned home to Carolustadt with Septimus in tow to go on trial. It was later determined by his Imperial Majesty that Septimius Bracchus was to be BLACKMARKED from the Order of the Red Dragon and banished to the Southern wastes. His quest of retribution shall be to acquire two heads from Red Vaeyl Captains. In addition, the Grand Knight of the Imperium Septimus ruled that Charles of Napier and Claudius Bracchus be BLACKMARKED from becoming squires until further notice. IN NOMINE DE, HIS IMPERIAL HIGHNESS, Ser Pius Horen the Hellstrider, Imperial Prince of the Imperium Septimus, Grand Knight of the Order of the Red Dragon, Baron of Arrav, Titular King of Rhodesia, Eighth Vandalore and Baron of Arrav.
  3. Kingdom of Haense

    Articles of the Royal Duma of Haense

    ARTICLES OF THE ROYAL DUMA OF HAENSE His Majesty Most Loyal Assembly of the Duma 11 H.F. 1680 ARTICLE I | The Crown SECTION I | Defining the Crown SECTION II | Role of the Crown ARTICLE II | The Duma SECTION I | Composition of the Duma SUBSECTION I | Lord Maer of Markev SUBSECTION II | Royal Aldermans SUBSECTION III | Royal Lord Boyars SUBSECTION IV | Minister-Seneschal of the Crown SUBSECTION V | Councillor Paramount SECTION II | Role of the Duma SUBSECTION I | Responsibilities of the Duma SUBSECTION II | Powers of the Duma SECTION III | Legitimacy of the Duma ARTICLE III | Procedure of the Duma SECTION I | Misconduct SECTION II | Impeachment ARTICLE IV | Amendment ARTICLE I | The Crown SECTION I | Defining the Crown The Crown of the Royal State of the Dual Monarchy of Hanseti and Ruska, referred to as the Crown of Haense or the Crown of Hanseti-Ruska, and its constituent jurisdictions is the functioning leading government of the Royal State of Haense. The Crown of Haense is led by the Monarch of Haense, who is advised by the council of nobility referred to as the Aulic Council, under the authority of the Lord Chancellor and Palatine of the Realm, referred to as the Councillor Paramount. SECTION II | Role of the Crown The Crown of Haense leads the Royal Duma of Haense, and regulates legislature brought to and passed from the Duma. The Crown of Haense maintains veto powers over legislation to maintain the peace and order of the Royal State of Haense ARTICLE II | The Duma SECTION I | Composition of the Duma The Royal Duma of Haense shall be composed at a minimum of six councillors, with an additional seat, each holding a single vote within the Royal Duma. These six councillors are mandated to be the Lord Maer of Markev, two Royal Aldermen, two Royal Peers, and finally the Minister Seneschal of Haense. The seventh seat is reserved for the Lord Chancellor and Palatine of the Realm, referred to as the Councillor Paramount. SUBSECTION I | Lord Maer of Markev The Lord Maer of Markev is ex officio an elected councillor of the Royal Duma of Haense. The election of the Lord Maer of Markev is regulated by the Office of the Auditor. SUBSECTION II | Royal Aldermans The Royal Aldermans are elected councillors to the Royal Duma of Haense. The Royal Aldermans are selected by election held by the Office of the Chancellery. Royal Aldermans must be fourteen years of age, with the last five years spent within the borders of the Royal State of Haense. They must be innocent of any standing crimes and never have committed treason to the Crown of Haense. A term limit of four years shall be in place for the Royal Aldermans and is infinitely renewable. SUBSECTION III | Royal Lord Boyars The Royal Lord Boyars are appointed councillors to the Royal Duma of Haense. The Royal Lord Boyars are selected by the Office of the Chancellery. Royal Lord Boyars must own land and be fourteen years of age, with the last five years maintaining ownership of said land. They must be innocent of any standing crimes and never have committed treason to the Crown of Haense. A term limit of four years shall be in place for the Royal Lord Boyars and is infinitely renewable. SUBSECTION IV | Minister Seneschal of the Crown The Minister-Seneschal of the Crown is ex officio an appointed councillor of the Royal Duma of Haense. The selection of the Minister-Seneschal of the Crown is regulated by the Office of the Auditor. SUBSECTION V | Councillor Paramount The Lord Chancellor and Palatine of the Realm, referred to as the Councillor Paramount, is a non-voting, baring a tie, appointed councillor of the Royal Duma of Haense. The selection of the Councillor Paramount is regulated by the Crown of Haense. SECTION II | Role of the Duma The Royal Duma shall be a royal institution of the Crown of Haense, and exhibit the responsibilities and powers vested therein. The body acts as an advisory council to the Monarch of Haense and as a creator of policy legislation in the Royal State. SUBSECTION I | Responsibilities of the Duma The Royal Duma is responsible for the protection of the interests of the Crown and People of Haense, and in turn serve faithfully to the Royal State. They must maintain the social and economic peace of the Royal State, to defend markets from foreign incursion, and mandate peaceful legislation to hold order within the Royal State. SUBSECTION II | Powers of the Duma The Royal Duma shall be granted the following powers, to enact in faith to the people and Crown of Hanseti-Ruska; To levy taxes and bills of revenue upon Royal State lands and estates, To establish and mandate both civil and martial infrastructural works, To regulate laws and domestic policies of the Royal State, To charter Royal Guilds and Royal Companies, To provide an official endorsement on the appointment of the Lord Chancellor and Palatine of the Realm, To provide an official endorsement on the appointment of the Auditor of the Realm, To enact proposals for naturalization and citizenship, To create Royal Militias during states of emergency, To mandate national holidays, And to create organized political institutions within the Royal Duma. SECTION III | Legitimacy of the Duma The Crown of Hanseti-Ruska shall grant all powers herein vested to the Royal Duma of Haense so long as they continue to serve the Royal State and God faithfully, and without deceit. The Monarch of Haense may choose to dissolve the Royal Duma, and return vested powers to the Crown of Haense. ARTICLE III | Procedure of the Duma The Lord Chancellor and Palatine of the Realm, referred to as the Councillor Paramount, shall be the presiding officer of the Duma, holding no vote barring a tie. In the event of a tie, the Councillor Paramount casts a vote in the interest of the Crown and Monarch of Haense. The Councillor Paramount shall appoint a secretary who shall be delegated in keeping a detailed note of the meeting. This record shall be posted after the Royal Duma convention by the next month on the walls of the Krepost Palace. The Royal Duma shall convene in the Royal Palace of Krepost, on either the discretion of the Councillor Paramount, the Crown of Haense, or by popular demand of three fourths of the Royal Duma. Once the Royal Duma convenes, the Councillor Paramount will gather the topics of discussion each Councillor wishes to present, formatting a docket in which he will order the motions at his discretion. The Councillor Paramount must allot each Councillor the floor and a reasonable amount of time to present a motion, a failure to do so is grounds for his removal from office. The Councillor Paramount must allow for an hour or more of debate on a motion before voting may begin. If no objection is presented he may begin the vote early, so long as the house has come to a consensus that the period of debate is over and no Councillor wishes to continue speaking on the floor. Upon the end of debate the Councillor Paramount will call for a vocal vote, in which the opposition will say the New Marian ‘Nie’ and the affirmation will say the New Marian ‘Ai.’ Failure to follow this voting procedure will cause a Councillor’s vote to be considered invalid. The Councillor Paramount and the Office of the Chancellory will then tabulate the votes, calling it for the affirmation or the opposition before moving onto the next issue in the Royal Duma. The Royal Duma shall not be duly convened until a quorum of two-thirds of the members are present. In the cases of revenue, appointments to the Office of the Lord Chancellery, and issues concerning war and peace, a vote of no less than three-fourths of the members is required. SECTION I | Misconduct Behavior considered decadent or deviant during the sessions of the Royal Duma is strictly prohibited, and those who commit such infractions shall be removed from the hall. Repeated charges of misconduct may result in impeachment by the Office of the Chancellor. SECTION II | Impeachment On the vote of three fourths of the Royal Duma, a Councillor can be impeached and brought to the court of the Lord Justicar of Haense. If found guilty, the position of Councillor in any capacity is revoked. ARTICLE IV | Amendment These articles can be amended on order by the Crown and Monarch of Haense, or by three fourths vote of the Royal Duma. Amendments are to be added at the end of the articles as in additional to also being added to the respected article it amends.
  4. Imperium-Septimus

    RED DRAGON REPORT: WRAITH ENCOUNTER

    THE IMPERIAL ORDER OF THE RED DRAGON: WRAITH ENCOUNTER Issued and confirmed by His Imperial Highness, Pius of the House of Horen, Grand Knight of the Crown of Godfrey, 23rd of Harren’s Folley. Penned by Ser Seth Renault, 1681 OFFICIAL IMPERIAL REPORT Reporting Knight: Ser Seth of Renault Incident: Daemonic Wraith Encounter Individuals Involved: Ser Seth, Ser Avery, Man-at-Arms Obediah, Man-at-Arms Magnus Details of Incident: At dawn, Ser Avery and myself, Ser Seth, held training at the sparring circle atop the Legion keep. With us were Legionnaires Obediah and Magnus. During one of our many practice spars, a peculiar bird-like familiar perched itself on the walls of the keep, looking down at us. We observed the unfamiliar creature closely for a moment before it sang us a beautiful tune, more beautiful than anything we had heard in quite some time. Then, as quickly as it had appeared, it flew down to the forest below, still singing its luring melody. We made haste to acquire Aurum blades of which Ser Avery had saved from his time in the Order of St. Lucien, and ventured out of the keep towards where the bird had went; surely it meant some unwanted, magical presence was near our city walls. Some time into our search, we reencountered the familiar, its shape now malformed while exuding an ominous purple glow. In the blink of an eye, it made its way into Magnus’ body, stripping him of his very will. Magnus’ body made a move to grab Obediah, who I pulled away in the nick of time. Afterwards, the spirit compelled Magnus to back away from us before the wraith emerged from his body. A dark fog began to surround us. It was a monstrous spirit with a pitch black silhouette containing long, unnatural arms, and piercing, demonic glowing red eyes with stared at me with a disturbing obsession. It picked Magnus up with one of its tendrils effortlessly, all the while smiling at us with its putrid mouth, almost as if taunting us. Wary of the fact that the spirit essentially held Magnus hostage, we cautiously approached, before Ser Avery whispered to me a plan: I was to secure Magnus while Ser Avery used his Aurum blade to hold the demon back. As we were about to act, the demon entered Magnus once again after dropping him, prompting me to leap onto Magnus to hold him down. As we dropped onto the ground, Magnus’ body fought back in a frenzy, an alien strength suddenly emerging in the body before it tossed me aside as if I were as light as a feather. Despite this, however, Magnus’ body made no movements to stand; instead, Magnus fought internally with the demon, not allowing it to take full control of his mind and soul. Magnus’ resilient willpower overpowered the foul being, propelling it out of his mind. Obediah quickly dragged Magnus away before helping him stand. We all drew our blades in unison, ready to face this spirit of the most fiendish proportions. Ser Avery was the first to charge, fueled by a righteous fervor. He swung his prized Aurum blade mightily, its holy steel striking true. The spirit recoiled in excruciating pain before it flung Ser Avery away with a spectral push. In response, Obediah bravely lunged at the demon, thrusting his sword at the creature. The sword did nothing, however, it not being made of Aurum, and soon the steel Obediah held turned to dust. The demon took advantage of this moment to attack Obediah, reaching at his throat with its dark, ghostly claws. As Obediah slowly lost consciousness, I brought my own Aurum blade down at the creature, slicing one of its arms clean off. Magnus took this opportunity to pull Obediah away to safety, though he was struck by the spirit’s remaining limb as he did so, wounding him. I continued at the spirit, exchanging blows with it in order to protect my Legionnaires. It slowly overpowered me, but suddenly Ser Avery emerged from behind it and stabbed it straight in its back. The wraith let out a monstrous screech before erupting into a great flash of blinding light, fading like a shadow in the daylight. Ser Avery and I took the wounded Legionnaires back to the keep where they rest as of the time this report was written. We commend them for their unrelenting courage. IN NOMINE DE, HIS IMPERIAL HIGHNESS, Ser Pius Horen the Hellstrider, Imperial Prince of the Imperium Septimus, Grand Knight of the Order of the Red Dragon, Baron of Arrav, Titular King of Rhodesia, Eighth Vandalore and Baron of Arrav.
  5. Decree of Abdication 2nd of Snow’s Maiden, 1682 By the edict of the Royal Marshal of the Dual Kingdoms of Hanseti-Ruska, Rhys var Ruthern, after a tenure of thirty-eight years, does he abdicate the positions of Duke of Vidaus, Count of Metterden, Baron of Rostig, Lord of Helmholtz, and Lord Patriarch of the House Ruthern, as to utilize his focus on the military needs of the Kingdom. Consequently, his titles are demised to their rightful heir, by right of birth, Demetrius var Ruthern; with the passing of titles comes the accompanying passing of responsibility and sworn loyalty to the royal house of Barbanov. May his worth be proved by a long and glorious reign. By Bones And Barrows His Lordship, Rhys var Ruthern ‘the Stalwart’, Royal Marshal of the Dual Kingdoms of Hanseti and Ruska. His Grace, Demetrius Tuvya var Ruthern, Duke of Vidaus, Count of Metterden, Baron of Rostig, and Lord of Helmholtz. Mister Swithun Aldor, Royal Scribe of the Dual Kingdoms of Hanseti and Ruska.
  6. THE MARSHAL’S REPORT From the Office of the Lord Marshal of the Kingdom of Hanseti-Ruska 15th of Suns smile, 1681 Engagement with Red Vaeyl: 14th of The Grand Harvest, 1681 As of this report the Brotherhood of Saint Karl has successfully taken and now hold the Castle of Nekristadt from the Red Vaeyl. Following a joint attack by both the Brotherhood and White Vaeyl forces they managed to overrun the garrison inside the castle and secure it with minimum casualties. A garrison of two dozen brothers lead by Lieutenant Don and a regiment of White Vaeyl was established in order to guard against further Vaeyl attacks. 10th of Suns smile, 1681 Marshal Rhys led a force of five hundred brothers to reinforce the garrison after reports of Red Vaeyl activity. As the defences were prepared in Nekristadt, a band of Imperial Knights arrived, after learning of the impending attack, they decided to stay and join the defence. After a short pray early in the morning, a lone Red Vaeyl approached the gate offering peace if the Human laid down their arms and turned the castle over to them. In exchange they would halt their attack on Markev. After a short exchange of threats from both sides, Rhys denied the offer and his men began to open fire at the Red Vaeyl, killing him. Skirmishing began along the walls as both sides exchanged volleys with each other. Red Vaeyl Knights attempted to climb up the northern wall. The archers made short work of them and as the sun rose to noon, a breach was made at the gate. Vaeyl Knights came charging into the courtyard. After a brief but bloody melee, they were driven off and routed. Marshal Rhys quickly rallied the Brothers and Imperial Knights and marched out to face the main army of the Red Vaeyl which was enroute to Markev. On the way, Grand Marshal Ser Roland arrived with a legion of Imperial troops to aid in the battle. The Red Vaeyl set fire to several farms in the valley outside Markev before lining up for battle and with their backs to the lake, the combined Imperial and Brotherhood forces quickly drove the Red Vaeyl into the lake, slaughtering most of them. The remaining Red Vaeyl finally showed and made an attempted to storm the city but were quickly out flanked by the White Vaeyl from the rear and routed. Grand Marshal Ser Roland and Marshal Rhys led their combined forces and chased the Red Vaeyl back toward the southern wastes. Grand Marshal Ser Roland ordered a constant garrison kept at Nekristadt in case of more Vaeyl attacks, Marshal Rhys personally took command of the garrison of three hundred brothers and stood poised for a future counter attack against the Red Vaeyl. Signed, His Grace, Rhys var Ruthern, Royal Marshal of the Dual Kingdoms of Hanseti and Ruska, Duke of Vidaus, Count of Metterden, Baron of Rostig, and Lord of Helmholtz.
  7. Imperium-Septimus

    RED DRAGON REPORT: RETURN OF THE SKINWALKER

    THE IMPERIAL ORDER OF THE RED DRAGON: RETURN OF THE SKINWALKER Issued and confirmed by His Imperial Highness, Pius of the House of Horen, Grand Knight of the Crown of Godfrey, 11th of Sun's Smile, 1681. Penned by Ser Robert of Denhardt, 1681. OFFICIAL IMPERIAL REPORT Reporting Knight: Ser Robert Denhardt Incident: Skinwalker Attack Individuals Involved: Ser Carlovac Kovachev, Ser Robert Denhardt, Ser Seth, Ser Frederick, Ser Avery (and his ward, Toby), Magnus Schulze, Squire Charles Napier, Thorley Fitch, Details of Incident: Our group trekked South towards the destination where we had last engaged in combat with the Eldritch abomination. As we marched through the frozen forest, a man lept from the trees, with red irises, white hair, and the same symbol we had seen carved in the trees before carved into his chest. He told us to flee the frozen forest, and that something was coming. When our group asked him what was coming, he said that he was cursed by something from the Red Gate and that he had heard of the Order “removing one of their beasts from the playing field” in our last expedition. He asked us what we would like to know of him, but again echoed his concern from earlier and that we had to hurry, as if some catastrophe was about to occur. Suddenly, black worms began to erupt from the man, and he collapsed, with the worms that burst through his eyes, ears, and nose creating a black, liquid-like mirror image of the man. The worms also made a zweihander, which the black figure wielded as a weapon. We then engaged the creature, and suddenly learned it had a strong resistance to steel. It would begin to consume our steel weaponry when we struck it. Thus, I came up with an idea - setting a large, sturdy branch on fire and using that to combat the creature. While I prepared my weapon Ser Frederick managed to somehow lob off one of the beast’s arms. The beast also knocked Schulze unconscious. I flanked the beast from behind and then set it aflame, which we then realized was its weakness as the worms began to screech and those in the area struck by the flame died, however the beast’s assault did not relent and it set its focus to Ser Frederick. The flame on my branch having gone out, I wrapped a cloth around my blade and set it alight, going to cut the beast’s legs off, and succeeded in severing both of them. At the same time, Toby, Ser Avery’s squire, threw a makeshift Raevir weapon known as a molotov at the creature, which ended up awry and giving some of us some negligible injuries. Fitch then procured an Ascended sword, striking it from behind alongside Ser Seth, executing what was likely the killing blow as it had its attention set on Ser Frederick. The beast then dissipated into a cloud of black gas, which drifted away. All that was left was the creature’s sword - the Zweihander, bearing the craftsmanship of the Reichwald Greatswords. We passed the sword around, examining it, until it came to Ser Carlovac, who said it was useless and threw it to the snow. Upon doing such, every man in our detachment began to experience visions of fire and blood - an apocalypse. We then took our wounded and marched home, the visions we saw would haunt all of us in the nights to come. IN NOMINE DE, HIS IMPERIAL HIGHNESS, Ser Pius Horen the Hellstrider, Imperial Prince of the Imperium Septimus, Grand Knight of the Order of the Red Dragon, Baron of Arrav, Titular King of Rhodesia, Eighth Vandalore and Baron of Arrav.
  8. How to Serve the Church; Clerics, Soldiers, and Laborers “Rejoice Brothers and Sisters, for there are yet faithful!” To join the Church of the Canon and swear one’s life to it is to swear one’s life to not only the Church, but GOD himself. Service to GOD and Church is a great virtue, for a man who forsakes his secular desires and acts only for GOD’s sake truly embodies selflessness and humility. There are many ways to join the Church and assist in its mission to bring GOD’s peace, mercy, charity and love across the mortal realm. From the farmer to the Knight, no man is exempt from true service to GOD. Joining the Clergy Joining the Clergy is a vow that can only be released by the High Pontiff himself. There are two sects of the clergy, divided by their individual vows. I. The Priesthood, who are recruited as acolytes and may be promoted to the rank of Bishop. They are an eclectic group whose charge is the spreading of GOD’s word to their flock at their assigned parish. II. The Sisters of Blessed Catherine, an order of sisters whose directive is the management of the education, poorhouses and charities named subsidiary of the Church. Their primary headquarters is located in the Prince-Bishopric of St. Judeberg, at their Abbey. Joining the Protectors of the Church Since the beginning of the faith men have raised their swords for the sake of GOD, purifying the impure and protecting the exalted and divine. There are several separate ways one may use their skill as a soldier to serve the Mother Church. I. The Order of Saint Lucien, reformed after centuries of inactivity, currently serves as the armed militant wing of the Church of the Canon. Missions which the Order carries out include expeditions into the corrupted wastes of Iblees’ kin, the hunting of heretics/abominations, the safeguarding of the Clergy and its Missionaries, the escorting of Pilgrims to holy-sites, charitable work and to ultimately educate the masses in the word of GOD. II. The Knights of St. Everard, , dedicate their lives for the personal protection of the High Pontiff and the Holy See. Being rewarded with land and renown, they carry out tasks personally called by the High Pontiff. Joining the Knighthood is a matter entirely between the Pontiff and the individual. Serving the Church as a Layman A layman is a person who has not taken oaths as a clergy member. The Church shall always welcome those who seek to serve the Church either temporarily or in a voluntary capacity. The layman can take certain oaths in service to the Church without being bound to clerical or knightly commandment. According to their speciality, Laymen will be assigned different tasks by the Church. I. Laymen may serve the Church by becoming a citizen of the Prince-Bishopric of Saint Judeberg. Being granted all the privileges of residing in the Holy See, they assist the Church in regular labor work like gardening, husbandry, harvesting, grooming, etc. +__________+__________+__________+__________+__________+__________+ APPLICATION Despite the specific options laid out above, a person may also offer his services in a way separate than what is specifically detailed. IC Name: Race: Service: (Nun, Monk, Priest, Charity Worker, other) Why do you wish to assist the Church?: Anything else?: OOC Minecraft Name: Discord Name:
  9. Imperium-Septimus

    THE IMPERIAL ORDER OF THE RED DRAGON, 1679

    THE IMPERIAL ORDER OF THE RED DRAGON Issued and confirmed by his Imperial Highness, Ser Pius Horen the Hellstrider, Grand Knight of the Imperium Septimus, 8th of Harren's Folley, 1679. MISSION The Imperial Order of the Red Dragon acts as the most prestigious and lawfully powerful Knightly Order within the Imperium Septimus. Consisting of every sanctioned Knight within the Realm, the Order of the Red Dragon also acts as the largest and widespread Knightly order upon the continent of Atlas. Named after Godfrey the Great, the Red Dragon of Horen, the Order of the Red Dragon’s mission is simple: To uphold the tenets of the Empire and to enforce the will of the Emperor. ENLISTMENT It is required, by decree of his Imperial Majesty, that all Knights within the Imperium Septimus are to enlist within the Order of the Dragon. Despite mandatory service, however, the Order of the Dragon does not act as a levy force where other traditional knightly orders would. Rather, the Order of the Dragon serves as an overarching organization to produce accurate and updated Knightly census as well as to answer the call for rally when issued by the Emperor. As such, the Order of the Dragon has no uniform and enables Knights within the organization to enlist within other Knightly Circles or take up political positions within Imperial territory. It is also noted that not all Knights are Nobles, yet all Nobles should seek Knighthood. THE KNIGHTLY CODE OF CHIVALRY ☩ A Knight of the Empire shall be loyal to the Emperor both in thought and in practice. ☩ A Knight of the Empire shall live by honour and for glory. ☩ A Knight of the Empire shall guard the honour of fellow Knights. ☩ A Knight of the Empire shall at all times keep the faith, ☩ A Knight of the Empire shall serve his liege lord valorously and with conviction. ☩ A Knight of the Empire shall persevere to the end in any quest begun. ☩ A Knight of the Empire shall never turn their back upon a foe. ☩ A Knight of the Empire shall refrain from the wanton giving of offense. ☩ A Knight of the Empire shall never leave an insult left unanswered. ☩ A Knight of the Empire shall never refuse the challenge of a duel from an equal or superior. ☩ A Knight of the Empire shall respect those placed in authority. ☩ A Knight of the Empire shall abstain from deceit and treason. ☩ A Knight of the Empire shall never draw his blade upon a fellow Knight in unlawful combat. ☩ A Knight of the Empire shall be vigilant and show courage in the face of evil. ☩ A Knight of the Empire shall at all times speak truly. THE PRIVILEGES OF KNIGHTHOOD ☩ A Knight of the Empire shall receive the privilege to don the title of Ser. ☩ A Knight of the Empire shall receive the privilege to display one’s own sigil. ☩ A Knight of the Empire shall receive the privilege to be armed amongst the Emperor’s Court. ☩ A Knight of the Empire shall receive the privilege to govern lands in the name of the Emperor. ☩ A Knight of the Empire shall receive the privilege to levy taxes upon their fiefdom. ☩ A Knight of the Empire shall receive the privilege of providing counsel to the the Emperor. ☩ A Knight of the Empire shall receive the privilege of the right to trial by combat. ☩ A Knight of the Empire shall receive the privilege of being buried within the Arrav Crypts. PATH TO KNIGHTHOOD Pagehood The path to Imperial Knighthood begins as the lowly page. Noble boys between the ages of seven and fourteen are inspected and chosen by Knights seeking squires. Pages attend to menial tasks, such as cleaning, messaging and otherwise serving their knight. In return, they receive an education from their knight in the form of basic combat training and courtly manners. Squirehood When a page reaches the age of Fourteen, he is elevated to the role of Squire following confirmation by the Grand Knight. Squires retain the important tasks of their past and adopt new, combat related ones, such as maintaining arms and armour, protecting the knight, and even fighting in formation. Older squires are given important duties to be carried out, and will eventually embark on their Errant quest, as prescribed by their local liege or Grand Knight, to showcase their knowledge of Knightly Custom and Virtue with the goal of eventually becoming a Knight of the Realm. Imperial Writ Should one enlist within a levy force or military order yet not hail from noble lineage, the acquirement of Knighthood remains plausible. It is the will of his Imperial Majesty that the finest of Humanity are to be Knighted and serving within the Imperium, for often times men of low birth showcase more prowess and devotion to mankind than that of gentry or lords. As such, should one be found worthy of Errantry, his Imperial Majesty shall issue an Imperial Writ, officiating the knighthood if a lowborn individual. DEGREES OF KNIGHTHOOD FIRST DEGREE - Knights Errant Knights Errant are the sons of Noblemen who seek to prove themselves honorable in Quests or Battle as a means to earn the coveted Spurs of Knighthood, which would promote them to the Second Degree of Knighthood. Knights Errant are often times inexperienced, and thus they seek to learn and progress through action rather than study. Additionally, Knights Errant do not actively serve a lord, even when directly related, as they are preoccupied with achieving personal glory rather than hereditary tasks. SECOND DEGREE - Knights of the Realm Knights of the Realm are Knights Errant who have earned their Spurs of Knighthood and granted personal fief and form the bulk of the Knights in the Imperium Septimus. Henceforth, Knights of the Realm are obligated to defend their fief, the lands and the honor of the Imperium Septimus. Alternatively, upon the Knight’s choice, a Knight of the Realm may seek out service elsewhere in the Imperium under that of a Landed Noble with a hereditary title and often times hold administrative tasks within that Lord’s holding. Should no land be available for a Knight of the Realm within the Greater Empire, it is the duty of a Knight of the Realm to expand the Borders of the Empire and plant their banners upon contested territories. THIRD DEGREE - Adventuring Knights Adventuring Knights are Knights of the Realm who, despite being offered lands and titles, renounce both in order to journey to foreign lands in hopes of becoming worthy enough to become a Dragon Knight. Adventuring Knights focus on becoming worthy of the Fourth Degree of Knighthood, and thus they seek to perform good deeds, slay evil beings, engage in single combat honorably, or by displaying valour on the field of battle. FOURTH DEGREE - Imperial Dragon Knights Imperial Dragon Knights are the most powerful and revered individuals in all of the Imperium, if not the entire human world. They represent the fearsome might and power of Humanity and answer only to the Emperor himself. It is hard for anyone to match these living embodiments of warriorhood in combat or intellect, their enemies cut down in their droves by the righteous fury of their might, wit and loyalty to their Emperor. Each Imperial Dragon Knight directly serves the Emperor and takes over the duties of protecting the Imperial Family as well as acting as the Emperor’s personal retinue in combat. CENSUS OF IMPERIAL KNIGHTS Knights Errant Ser Landry of Cantel Ser Ithilian of Enthelor Ser Ajax II of Ironwood Ser Frederick Alexander of Baden Ser Philip de Honneur Ser Charles of Napier Ser Septimius Bracchus Ser Aldrick Wulff Ser Peytor of Vance, the Huntsman Knights of the Realm Ser Marek of Kastrovat Ser Roland of Castelo Adventuring Knights Imperial Dragon Knights Ser Frederick Pius of Horen, the Hellstrider Ser Brand von Denhardt, the Indomitable Ser Jan Sigmar von Alstreim, the Blood Raven Ser Carlovac of Kovachev, the Inventor The Rule of Pius Authored by Ser Pius Horen, the Hellstrider, 19th of the Sun's Smile, 1679. I. On the Conduct of Imperial Knights Knights of the Imperium Septimus are expected to act as the Emperor’s personal enforcers when called upon. As such, Imperial Knights are DEPUTIZED unless blackmarked. Deputization ensures that all Knights of the Imperium Septima hold the right to act as Judge, Jury and even Executioner when upholding the Emperor’s Peace. Knights of the Imperium Septimus are expected to know how to address their peers, clergymen and local liege lords. Additionally, Imperial Knights are expected to act with honour, in tandem with the Chivalric Code, in any and all given circumstances. Knights of the Imperium Septimus are expected to be in good fitness and health and ensure that their mental state is not impaired whilst in the Public Domain. As such, Imperial Knights are expected to refrain from becoming publicly intoxicated upon liquors, Uruk herbs or hallucinogens. II. On the Dress of Imperial Knights Knights of the Imperium Septimus, by decree of his Imperial Majesty, are to remain armed and armored at all times whilst within the Public Domain. In tandem, Imperial Knights are afforded the right to don the colors and sigil of their House, Liege or Circle. To wear anything less is a sign of disgrace to the Emperor. Knights of the Imperium Septimus, whilst in armor, are expected to upkeep their spurs as to ensure that they remain in good quality. Imperial Knights shall refrain from wearing pointed sabatons, shoes and shoelaces as they indicate pagan tradition and beliefs. Additionally, whilst in battle, Imperial Knights are expected to equip helmets at all times as to ensure that one's pride does not result in premature death. Should a Knight be without an adequate suit of plate due to damage, it shall be provisioned unto him by the Grand Knight until it can be repaired. Knights of the Imperium Septimus, if physical labor is to be completed, shall not remove their armor in favor of wearing flexible materials; rather, Imperial Knights shall persevere and adapt to the constrictions of their armor. Should a Knight be so physically impaired as to conduct labor, they shall utilize partisans to complete it for them. III. On the Elderly, Ill and Infirm Knights Knights of the Imperium Septimus who are above the age of Seventy shall be considered Elderly. Elderly Knights shall be afforded the option of continued servitude or retirement. Elderly Knights shall retain their titles even into retirement, as well as the benefits that the Order provisions unto them. Elderly Knights also shall receive a statue of their person within the Carolustadt Palace. Knights of the Imperium Septimus who are afflicted by viral pathogen or affliction shall be considered Ill. Ill Knights shall immediately be given leave ordered to remain within relative quarantine. Pathogens that result in illness are contagious and may threaten the lives of a Knight’s peer, and more importantly, the life of the Emperor. An Ill Knight shall remain in relative quarantine until deemed able and healthy by an Imperial Physician. Knights of the Imperium Septimus who are physically unable to conduct their Knightly duties shall be considered Infirm. Infirm Knights, if permanently physically impaired as a result of combat, shall be permitted the option of retirement. In the case of the loss of limb, an infirm Knight is expected to acquire prosthetics and persevere through their disability. Infirm Knights, who are deemed infirm as a result of personal choice (laziness, stupidity, etcetera.), shall be blackmarked. IV. On the Completion of Knightly Quests Knights of the Imperium Septimus shall undertake a plethora of quests in order to increase their Degree of Knighthood. Quests are tasks and or missions prescribed by the Emperor, the Grand Knight, or other Feudal Lords. It should be the goal of every Knight to uptake quests for the sake of honour and glory. Knights of the Imperium Septimus shall receive accreditation for the completion of quests. Should an Imperial Knight wish to advance to a higher Degree of Knighthood, they may provide evidence of quest completion in order to elevate their status. It should be noted, however, that one does not require Quest accreditation if they are promoted via the Emperor himself. The First Degree of Knighthood requires ZERO Quest Credations. The Second Degree of Knighthood requires FOUR Quest Credations. The Third Degree of Knighthood requires SIX Quest Credations. The Fourth Degree requires TEN Quest Credations. V. On the Formation of Knightly Chapters and Circles The highest authority of Knights in the Imperium Septimus is his Imperial Majesty, and under him the Grand Knight of the Imperial Order of the Red Dragon. “Knightly Chapters” will be defined as an Organization of Knights operated by a single Master alongside a Uniform, Chivalric Code, and Holdings; Chapters tend to be formal. “Knightly Circles” will be defined as a loose group of Knights who, directly in association with the Order of the Red Dragon, conduct specialized tasks; Circles tend to be informal. “Formal” associations will be defined as associations of Knights with lawful jurisdiction in an area greater than their own holding. “Informal” associations will be defined as any other association, such as a gentlemen's club. Knightly Chapters beneath the Order of the Red Dragon shall be afforded the right to don separate Colours, Sigils and Rank Structure. Knightly Chapters may own multiple holdings, but individual knights in a Knightly Chapter shall be entitled to their own estates. Though each Chapter/Circle of Knights may have their own codes of conduct, all are subject to the rules and regulations of the Imperial Order of the Red Dragon. All associations of Knights - Chapters or Circles - Formal or Informal - shall be approved by the signature of the Emperor or the Grand Knight. VI. On the Blackmarking of Knights Knights of the Imperium Septimus are expected to act respectfully and within the Guidelines of the Order of the Red Dragon. However, time to time, some Imperial Knights will ignore such regulations put in place to keep them in the grace of GOD and his Empire. Therefor, misconduct is a bad omen to one’s peers and becomes a disastrous precedent to be left unchecked. Hence, the implementation of Blackmarking. Knights of the Imperium Septimus who have been blackmarked have been found committing a grievance beyond repair in the eyes of the Emperor and Grand Knight, the latter of whom suggests the punishment. Blackmarked Imperial Knights are stripped of their Imperial regalia and forced to undertake a Quest of Restitution in the grace of the Empire. Such actions may only be undertaken ONCE in a lifetime. Knights of the Imperium Septum who been blackmarked and completed their quest of restitution, only to be blackmarked once more, are is to be stripped of their Knighthood via the “Chopping of the Spurs”, condemned, and banished from Imperial service. Their name will be made public, and his presence in vassal states, while a stain on their good reputation, is only barely tolerable. If said grievances are terrible enough, the former Knight may be banished from the Imperium entirely, or even executed. ADMINISTRATIVE PAPERWORK Reaffirmation of Knighthood Name (and House if applicable): Age: Knighted By: Moniker: Liege Lord: Lands: Are you willing to reaffirm your vows of chivalry and fealty to the Emperor and Country?: Coat of Arms: Petition to Receive Knighthood Name (and House if applicable): Age: Liege Knight: Were you a Page?: Were you a Squire?: Reason for Knighting: Potential Liege Lord: Potential Lands: Petition to Form a Knightly Chapter/Circle Name of the Master: (If there is no one leader, leave this blank) Name of the Association: Formality of the Association: (Formal or Informal) Type of Association: (Chapter/Circle) Names of the Knights associated: (Minimum of Five Required) In Nomine Dei, HIS IMPERIAL MAJESTY, Aurelius I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera. HIS IMPERIAL HIGHNESS, Ser Pius Horen the Hellstrider, Imperial Prince of the Imperium Septimus, Grand Knight of the Order of the Red Dragon, Baron of Arrav, Titular King of Rhodesia, Eighth Vandalore and Baron of Arrav.
  10. The Gorundyr Men of the Northwood ((Hello LoTC! This is a project that I undertook in the hopes of creating an interesting pagan culture, inspired by Celtic and Norse mythology. This is not a new race, just a new human culture. Below is the framework to start building more in-depth lore in the hopes of creating some interesting RP. I had posted this culture before, but have since revamped it and fleshed it out a bit more. As always, more will be added as we develop it through RP in-game. If you are interested in joining as a new character or old, or just have any questions, please send me a private message. Feedback is also appreciated! My skype is doctorowyn, I encourage you to add me!)) EDIT: This document is outdated and due to a lack of time I am unable to update it directly at the moment. Please use the google doc below as it is much more up to date than this forum post. It includes links to resources such as the language, an actual translator, clan lore and more in depth writing on holidays and rituals. Enjoy! Gorundyr Men of the Northwood Google Doc History The Gorundyr originate from the Savaar, the self-given name for their ancient homeland located in the southern reaches of Asulon. For the Gorundyr, the belief in their gods and the reverence of their ancestors is a large part of their identity as a people. It is believed that should one gain the favour of the gods, they would be granted immortality and a place in their realm, which they call Halvengr. While many Gorundyr are great warriors, it is not only the warrior caste whom are offered a spot in the afterlife. All that one must do is live their life by the code of the gods and avoid drawing their ire. Upon death, you will be judged by the god of death, Ankou. Should you have lived a life of honour, your soul will be ferried into the realm of Halvengr to feast and dine with the gods for eternity. If you are found to be ill of heart, however, your soul is chained into Ankou's legion to join the other damned, your sole purpose being to fight in the end-times. The creation of the Gorundyr peoples is steeped in myth and legend that has been passed down from generation to generation. The stories themselves change with age, but the heart always remains the same. It was Lagara who breathed life into man from atop her seat on the Heart Tree. It was with her grace and generosity that the early ancestors of the Gorundyr were given the ability to prove themselves as worthy of creation. From Halvengr, they were swept away on the powerful wings of Argal who delivered them to the world below, a land called Asulon which was teeming with wildlife and growth. It was here, legend says, that the first of man's great leaders rose up to bring his people glory and unity. Havardr, as his divine name is known, nurtured the Gorundyr to flourish as they made their place in the realm that Gorund and his children had crafted for them. Considered by all Gorundyr to be the hero-deity and divine leader of their people, Havardr was the first mortal to achieve ascension and status equal to that of the other gods in the divine realm. It was upon his death that Gorund named Havardr his champion of light, tasking him with the preservation of his people and purging of the dark forces that had seeped into the land. Thus Havardr became part of a tribe of godlike mortals, each earning their spot aside him on the Isle, known as the Joriin do Rah. Havardr’s death had another side effect; the fracturing of his people. With no one to lead a united Gorundyr kingdom in the mortal realm, the early tribe broke up into several clans. This would be the beginning of a rising tension between the different clans and ultimately the dissolution of a unified people. It wasn’t until the great migration from Asulon and the arrival of the Gorundyr upon the shores of Anthos that true struggle would be known. At first the Gorundyr would thrive in the harsh, frozen mountains of the north. Habitable land was scarce, however, and the hardened Gorundyr began to look toward each other to solve their problems. Wars raged for years over food, land, and natural resources. That is, until one man put an end to the squabbling. Known as Barid the Reaver, he was a member of the petty Clan Orvar. Barid led his people to victory and united the clans of the Gorundyr for the first time in history since Havardr’s rule. He is credited as being the first High King, and to this day, he and his brood are the only ones who have held that title. Their prosperity would not last, for creatures of evil had begun to awaken around them. Demons with blackened skin rose from their frozen graves and began to terrorize the Gorundyr. A plague started to spread among the various clans with a ferocity never seen before. Between beast and disease, the Gorundyr began to slowly fade away. Then, as the earth shook and the land was torn asunder, they looked to the skies for answers. It seemed, however, that the gods had abandoned them. What survivors were left agreed to flee to the southern lands in an attempt to save themselves from destruction spreading through their homeland. What they hoped to be a relief from their torments was met with disappointment. The land was covered in desolation as far as the eye could see, and others were fleeing from it as well. Various peoples with odd appearances and strange clothing paid little attention to the newcomers in their fear. Weary of their situation, the Gorundyr marched southwards still, hoping to find the answers they desired. It was only until they came upon a large temple that the events of late seemed clearer to them. Large armies from many different peoples had gathered here to fight the creatures from the north, what the Gorundyr had now learned to be called the “Scourge”. It seemed that their isolation had kept them in an ignorance about the world around them. There was little time to ponder, however, as the armies of the Scourge descended upon the great host. The Gorundyr consolidated into one great Warband and joined the others whom fought for survival against this seemingly impossible foe. Just as it seemed as if the armies of the mortal men would triumph, the land around them shuddered in warning. A large tidal wave appeared in the distance, raging towards both Scourge and mortal man. Many of the surviving Gorundyr sent quiet prayers to the gods, unsure if this was to be their aid or damnation. They turned and followed the other survivors as they fled to towards a massive gateway. Upon entry, they found themselves in a strange new world just as the doors of the arch slammed shut behind them. The few survivors of the Gorundyr knelt from exhaustion and began to laugh together. The gods had given them a fierce battle to prove their worth, and they had passed. Standing tall, they gazed out onto the land before them, vowing to make the most of the new life that had been given to them. Jalfmarr: The Creation Mythos The Gorundyr believe in a vast array of deities said to number in the hundreds, their collective beliefs given the label of the Jalfmarr faith. There are, however, nine main deities that play a large part in the lives of men, with many lesser gods beneath them. When Gorund created existence, he showed his children his vision of the earth and life upon it. With no words to describe what they saw, they descended to the earth and began to work his image into reality... Oknar of the Mountains smashed his mighty hammer upon the earth, forming the mountains, hills, and valleys. Draug of the Seas, gave the very blood from his veins to feed the thirsty earth, creating the oceans and rivers that flooded the land. Andarta of the Forest destroyed her divine form and spread her flesh among the land so that the forests and plants could grow from her sacrifice. Lagara, the Goddess of Life, is regarded as the mother of humankind. It is from her smile that man was born, and her song that allows all things to grow and flourish. Though it was these four that formed the basis for life, it is the contribution and cooperation of all the gods that allow it to thrive. Gorund then descended down from the heavens and took on the form of a colossal dragon, his eyes two radiant orbs of light. He soared across the land with a burning pride deep in his soul. The gods were not perfect, however. Shortly after his creation, Maratsu, the most powerful of the three sky gods, was tainted by an all-consuming darkness. It quickly dug its claws into his mind and shattered it into pieces, driving him into the deepest pits of madness. With a piercing cry, he spread his wings of midnight and drowned out the sun and sky, corrupting and warping reality everywhere he flew. It is here that an endless battle raged as Gorund fought a war for existence itself. Maratsu’s presence was so corrupting that the other two sky gods, Ankou and Otrus, were consumed by the same evil presence, joining Maratsu in his madness. Ankou was sent to Lagara’s realm, Halvengr, which had been a gift from Gorund himself. A paradise where the water of life flew freely, Lagara and her creations resided within. Ankou spread desolation as he made his way for Lagara, black flames spewing forth from his being. One by one her children fell as they threw themselves at Ankou in an attempt to stop his advance, though their attempts were in vain. Ankou spread his flaming wings and called out in a mix of rage and despair, only to be met by another, distant cry. Argal, one of Lagara’s guardians whom took on the form of a massive eagle, bore down upon the corrupted sky-god with a quiet fury. Taken by surprise, Ankou had no chance to react as a brilliant beam of golden light bore into him, driving away the blackened flames, pouring through his being, burning his flesh to the bone. Ankou let out one last distorted, piercing cry as he exploded into a radiant light, bathing the land in warmth. Elsewhere, Maratsu and Otrus found themselves confronted by Gorund’s physical form. The three sparred under the shattered sky as tendrils of darkness licked at their forms. Just as Maratsu drove his tainted claws into Gorund’s heart, there was an explosion of fire and light. Otrus, seeing that they were no match for the lord of light, dispersed his form and allowed his essence to seep into the land. All that remained of Maratsu was his soul, a writhing mass of corruption. Gorund’s form had been considerably weakened by the battle, though it remained apparent that the Invincible Light would never be extinguished. Maratsu’s form was unable to be destroyed, so it was then that the pure, metaphysical form of Gorund banished him to a prison under the Heart Tree, his corrupted soul contained by the immense power of the light. Gorund, wrought with despair over his failed creation, tasked Argal with the guardianship of Maratsu’s tomb. He was also granted complete dominion of the skies, filling in the void that was left by the previous sky-gods betrayal. Ankou, reduced to nothing but a skeleton, had his wings torn off and was banished to the earth. As punishment, he was given the task of gathering the souls of man and beast. Ankou had lost much, barely even clinging on to free will due to Gorund’s immense presence, instead given his new place as the Grave Lord, his only task to gather the dead and build a legion of warriors. Gorund knew that Maratsu’s evil was all-consuming and that one day he would break free again, heralding the end-times once again. Deities: The Major Pantheon Gorund, the Invincible Light Gorund is regarded as the creator of time and space by the Gorundyr priesthood. He rules the cosmos atop a celestial steed made of the stars themselves. It is Gorund who created the gods, and it is he who is regarded as their father. A colossal being whose true form is beyond mortal comprehension, it is said that the sun and moon are his eyes. One, an ever-burning flame in the sky, the other a beacon of hope in the darkness. Gorundyr Priests believe that the darkness of night is to prepare the mortal beings for the coming of Maratsu the Fallen One, for it is with his flight that the last battle will be fought. Lagara, the Goddess of Life Lagara, the mother of all life, sits atop the Heart Tree, an immense entity that connects Halvengr and the mortal world with the cosmos. While the tree has never been seen by mortal man, legend states it is here where she plays her magical harp. Lagara’s melody is said to keep the season in order and ensure that all things grow and die. It is her duty to ensure the balance of nature remains, and that the cycle continues, unending. Lagara’s form is one which closely resembles a human, as she created man in her image. Said to be of impossible beauty, many men would give their lives for a chance to look upon her divine form. Upon death, those whom have gained the favour of the gods are brought to Halvengr, Lagara’s realm and the home of her throne of leaves. Lokaliin, the Goddess of Love and Youth While the Gorundyr consider themselves the children of Lagara, for it was her that breathed life into their souls, Lokaliin is was created from a fragment of Lagara’s soul. Shortly after mortal man began to walk the earth, Lokaliin was born of Lagara to be her daughter, a child she could keep close and one who would never leave her side. With a beauty that pales only in comparison to her mother, Lokaliin is praised as the Goddess of Love, Youth, and Fertility, for she has an attraction to young lovers and mates. She is known to interfere with and guide mortals, though not in any malicious manner, instead flourishing love between them. Jokull the Burrower After Maratsu’s fall, Jokull was born of a massive root, his first breath granted by Lagara herself. Now known as the serpent of Halvengr, Jokull is considered to be the personal protector of the Heart Tree, his large scaly body indistinguishable from the very bark of it’s trunk. Some believe him to be permanently attached to it, though his massive size allows him to extend outward, burrowing through the ground and consuming any threats in his massive maw. Should the Fallen One ever break free, Jokull will be the first line of defense against his unholy form. Beira the Den-Mother Beira takes on the form of a massive, fierce, dire-wolf, born with the other gods by Gorund himself. She is called the Den-Mother because she is the matron of all wolves. Loyalty, family, and the protection of one's kin are the main beliefs represented by this divine being, and are shown by her devotion to her own pack. It was said that out of her first litter of children, only three survived. Rahdonir, Auroth, and Korrigan all fought for survival and with the nurturing of the Den-Mother, they held onto life. During Maratsu’s betrayal, Beira was the first to strike back, chasing after Otrus when his essence seeped into the land. She and her children are revered as hunters and paid homage by hunters and beast slayers who hope to gain her blessings and praise. Many great hunts have been held in honour of her and her children. Rahdonir of the Wild Hunt Known as the first and eldest child of Beira, Rahdonir is one of three siblings and the leader at the head of the Wild Hunt. The Wild Hunt is an ancient myth originating from the earliest beginnings of Gorundyr culture which describes an angry, snarling horde of wolves prowling the land in search of prey. “Prey” in this case would not mean quarry hunted by mortal men, but instead the corruptions of life caused by Maratsu’s taint. The Wild Hunt scours the land and hunts the darkness that has seeped into it, be it a minion of Otrus or his corrupt master, or some spirit who has abandoned the gods and avoided Ankou’s grasp. It is a terrible omen for one whom is among the living to witness the Wild Hunt, which is often described as a spectral pack of wolves howling and passing over the land, usually at night. If you are not pure of heart and devoid of corruption, your form may be torn apart and your spirit devoured by these ghostly hunters. Korrigan the Night-Stalker A fierce and unruly creature, Korrigan strays far from the path of her mother and her other siblings, instead choosing to hunt on the outskirts of the pack. Her form is that of a small, lithe wolf, fur as black as coal. Rather than take conventional approaches, Korrigan is more keen on using Otrus’ own weapons against him. Nothing is beyond her, which has been an issue between her and her family since the very beginning. Some of the Priesthood suggest that Korrigan might even be corrupt herself, though strong enough to resist the call of Maratsu, instead utilizing his powers for her own ends. Korrigan is a god shrouded in controversy, with those who align themselves with her being shunned and frowned upon. She is often attributed with stealth and deception, revered by thieves and other rats that scurry in the dark. Auroth, the Lord of Frost Auroth is the embodiment of pride, survival, and purity. Taking on the form of a pure, snow-white wolf, he sees Otrus as a minor intrusion on the world, nothing more than a nuisance, like one would view a fly. All that is known of Auroth is that he had a falling out with his siblings, prompting him to leave the pack and become an outcast. He feared that the others would be consumed with hate and bloodlust in their pursuit of the mad god, that one day they would become the very thing they fought against. To him, Gorund was the only one strong-willed enough to deal with the threat of Maratsu and Otrus, and that the duty is best left to him. So, Auroth became an Outcast. Fleeing from the fight, he was joined by others like him; stragglers, runts, others whom did not wish a life of hunting. Soon enough, he had his own pack, a new family whom all showed a great sense of loyalty and respect. He was intent on isolating his own from the world, staying out of the affairs of other gods and the mortals themselves. Andarta of the Forest Andarta sacrificed her divine form in order to create the forests for she saw no other way to achieve the beauty that Gorund had shown her in his vision. Now, she is merely a spirit that is infused with the growth itself, able to manifest into various forms. One, a white-haired maiden, and the other a white-stag which stands tall and proud. It is said that she is Queen of the Forest Spirits, mythical beings that inhabit the trees themselves. Stories of Andarta often portray her as an angry deity, untrusting of others around her. This is largely attributed to the betrayal of Maratsu, for if one of her brothers could commit such evil, surely no one could be trusted. Her forests are her domain and she is very wary of outsiders, be they mortal or divine. Offerings are made to Andarta in the hopes of gaining her acceptance and the veneration of the trees and forest spirits is a common practice among the Gorundyr peoples, as they are seen as ancient, powerful beings. Belenus, the Father of Spirits Belenus was once a mortal man, a hunter and forager among some of the earliest ancestors of the Gorundyr. He had a fascination with the forests that sprawled over his homeland and the tales of their queen, Andarta. Each day that he entered, he would leave a small hand-crafted trinket upon a shrine for her, promising to protect her domain and only take what was needed for his survival. In truth, Belenus had come to fall in love the goddess and spent a lot of time scouring the groves for a sight of her. Unbeknown to him, Andarta had taking a curiosity to his presence and would often watch him silently as well. For all of her anger and hostility to those she did not know, it was as if her hardened exterior softened each time she saw the man. One evening, Belenus was passing a small, secluded spring on his way home. It is here where Andarta appeared as a white-haired maiden and called to him, filling him with her presence. The two bound as one, the sun slowly fading below the horizon, and Belenus became one with the forest realm. From this point on, the two of them went on to create a myriad of spirits from their love, known to the Gorundyr as the Children of the Forest. The Children of the Forest Born of the union between Andarta and Belenus, the children of the forest, or as it is called in the old tongue, the Kiir’ir do Feykro, are spirits that inhabit the depths of their ancient forests. Many of them are seen as peaceful beings and benevolent creatures and are associated with certain locations within Andarta’s realm. While each can take on a physical form, both animal and humanoid, they can also turn incorporeal and take on forms similar to sprites or faeries, thus why they are referred to as spirits. Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them, curiously watching mortals whom choose to bathe in the forest. Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm. Cernu, who was given the task of defending the realm from mortal and beast alike by his father, Belenus. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf and stalk the brushes as they do. Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel. Olwen, the Spirit of Luck, whose name many Gorundyr utter both to curse, and to praise. He takes on the form of a rabbit. Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods. Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend. Draug, the World-Render Draug is said to be a colossal being, the largest of the gods. When Draug created the oceans with his blood, his massive form crashed down into the earth, imbedding itself into its very core. His scale is incomprehensible to many, though the myths state that if he were to awaken, his movement would tear the earth apart. Thus, Draug must remain in an eternal sleep on the seafloor, and it is through fear that all living beings should ensure he stays undisturbed, by they mortal or divine. Tales are told of Draug in every hut, warning both the young and old of his mighty power. The Gorundyr are excellent sailors, strongly developed by their need to fish and feed their people, as well as the desire of warriors and powerful warlords to raid and loot for personal gain. It is a common practice to throw one tenth of all treasure plundered into the sea, as an offering to Draug. Many sailors will sacrifice animals or throw offerings to Draug in the hopes that he will guide them safely on their journey through the seas. Vahlok, the Reaper of the Sea In ancient Gorundyr myth, Vahlok was said to be a notorious raider and warmonger, leading his fleet of longships and the warriors on them to glory and riches. During his reign, the seas belonged to him, none daring to challenge him on the waves. Vahlok was known to pay particular homage to Draug because of this, ensuring that half of all his looted treasures were dumped into the sea. His reign would come to an end, however, when his fleet was rammed by a massive storm, all of the crafts and the doomed souls upon them being sucked to the bottom of the ocean. Vahlok and his sailors did not simply die, however, instead they became one with the sea, mutating into vile creatures. In life, they breathed the fresh sea air, and in death they are condemned to its depths, prowling under the waves in search of their victims. The fearful may throw treasure into the sea not only to appease Draug, but also Vahlok, ensuring his greed is satisfied. Many sailors tell horror stories of Vahlok and his crew, such as humanoid figures leaping from the water and stealing sailors from the edge of their boats. It is even said that if one draws Vahlok’s ire, a thick fog will encroach upon you, followed by his fleet bursting from the surface. The boats are said to be rotted and covered in sea life, as the fearsome crew. Oknar of the Mountains Revered by blacksmiths and stonemasons, Oknar is a giant stone being who wanders the tallest mountains and their peaks. Many believe that earthquakes and landslides can be attributed to Oknar, for he still roams the lands in an attempt to perfect his work, a task that is truly unending. Gorundyr craftsmen are known to sing prayers to him as they work, as it is the beauty of the land that they wish to emulate with their craft. All things created by the hands of the Gorundyr are dedicated to Oknar, and small rituals and offerings are performed whenever something is constructed. While Oknar scoured the earth to perfect the land and achieve Gorund’s image, there was a point where he strayed from his goal and tried his hand at the creation of life. From Stone, Ice, and Flesh he made three beings, giant in size. As envy had grown in his chest from seeing Lagara’s creations, Oknar tried too tried to mold life to his own vision. He is attributed as the father of the giants, and there are many tales from the early Gorundyr of the three tribes that formed around them. Mahmul of the Ice Ice giants were the first of Oknar’s creations, Mahmul at the head, crafted from the purest ice that he could find. While he set out to create life alongside Lagara, instead he failed, creating an emotionless being that embodied the harsh unforgiving nature of the desolate mountains. They were reckless, chaotic beings that seemed to hold no regard for their father, attacking him without thought. Oknar quickly realized these beings held no loyalty to him, so Mahmul was quickly abandoned to his own devices, in turn creating his own tribe of lesser giants to inhabit the deepest frost covered valleys. Now, they are only myth, and the sighting of a frost giant considered an impossible feat. Golhil of the Stone Oknar quickly moved on to his next creation, this time working with a material he was more knowledgeable of. Out of stone he hewed and carved Golhil, the second of the giant-kin. While he was more successful in this pursuit, the beings were still heavily flawed and showed little interest in anything but roaming the lands, seemingly docile. Unsatisfied with these creations, Oknar moved on once again, leaving his children to fend for themselves. It wasn’t long before Golhil and Mahmul butted heads, throwing both of their tribes into a devastating war at the very early beginnings of their creation. Fariik of the Flesh Frustrated, Oknar went to Lagara for help. He had it in his mind that he was somehow lesser than her in his creation and shaping of the earth, and to humour him, Lagara accepted. Together they created Fariik, a being that was born of stone and flesh both. Fariik seemed to be the most successful yet, capable of speech, thought, free will and emotion. The savagery of his two brothers was still evident, however, the reckless abandon and ferocity of Fariik was not something that Oknar was used to. In his anger, Oknar decided it was in his best interest to purge his three children and go back to perfecting his craft of the earth itself. Lagara took him into her embrace and spoke with him, convincing him that he should not see them as failures, that he had created life, and that his hand in crafting Gorund’s image of the earth was a feat that no other being could have fulfilled. Oknar decided to heed her words, sparing the giants, but nonetheless left them behind as failures. He had decided he preferred working the earth, that the beings he had created were too complicated. Abandoned by their father, the giants focused on each other, their erratic personalities and wrath throwing them into conflict. What would follow was centuries of war and bloodshed that would see the destruction of a large portion of all the giant-kin, though Fariik and his tribe least of all. They would prevail and grow to become a powerful adversary for the early Gorundyr after Havardr’s death, waging a war on the clans and their peoples. Argal of the Sky Argal is known as the lord of the skies and is the single remaining sky god after the betrayal of his predecessors. Taking the form of a massive eagle, it is his task to patrol the skies and await return of his fallen brother, Maratsu. Argal became Master of the Sky after his brother's defeat and it is believed that the slightest movement of his wings can cause the fiercest storms. Many Clans also revere him as a guardian, for it was Argal that brought the earliest of the Gorundyr’s ancestors down from Halvengr and watched over them, protecting them in their infancy. Shrines dedicated to honouring Argal are usually found atop the highest mountain peaks, and require days of journey to reach. Most who make the journey do so to offer their gratitude for his protection, and to pray for clear skies or the calming of a storm. Ankou, the Gatherer of Souls Ankou suffered a great defeat at the hands of Gorund and his purification of soul. Free of corruption, Ankou was given one task, and one task only; to punish the evil and the damned and to form a legion of his own, in preparation for the end times. He is the lord of death, the gatherer of souls, and holds dominion over all of the dead that he grasps in his talons. One who finds themselves pure and honourable in the eyes of the gods is given safe passage by Ankou and his wraiths, allowed to continue their journey to Halvengr unhindered. Those who find themselves foul of soul, drawing the ire of the gods, are taken by Ankou and bound in his legion, unable to escape their eternal torment until Maratsu is freed and the end times come. It is only then that the damned may redeem themselves by fighting against the Fallen One. Ankou has no realm or domain that he calls himself master of, instead his legion of spectres is doomed to march over both the land of the gods and the mortals. In myth, it is said that some Gorundyr have laid eyes on the legion as it marches, each wraith and spectre bound to the other, their rusted and ill-kept armour clinging loosely to their form. The worst is said to be the screams and howls of the dead, piercing through the stillness of the night, instilling terror in all those who hear it. Maratsu, the Fallen One Maratsu, The Fallen One, the Herald of the End-times, was the master of the skies before his decline into darkness. Taking the form of a raven, Maratsu is considered the first and most powerful of the sky gods. Second only to Gorund in power, Maratsu’s physical form was unable to be destroyed in the ancient battle that took place in the skies. Imprisoned and bound by the roots of the Heart Tree, Maratsu struggles to break free from his bonds so that he can spread his doom once again. The Gorundyr believe that after the imprisonment of Maratsu beneath the Heart Tree, his evil began to spread into the earth itself. Ravens are considered a terrible omen, and images of them on runes and idols are extremely rare. Many believe that the gods were reckless, and that the evil that escapes from Maratsu’s tomb has already begun to corrupt man and beast. Otrus, the Mad God Otrus, once a proud sky god, now fallen into the depths of despair and madness. Broken by his master’s will, his form destroyed by his own hand, Otrus is the very corruption that seeps into the soil. He is attributed with creating all beasts of unnatural origin, uttering all curses upon mortal being. While the mad god may have lost his form when he escaped Gorund’s clutches, his power still remained. It is said that he can take on any form, appearing from the very shadows and mists themselves. Many tales of his shapeshifting is told to young Gorundyr to warn them of the dangers of Otrus’ taint. The Sonaak believe that Otrus’ main motivation is to sow fear and spread chaos in both the realm of the divine, and mortals. To grow his power and that of his master, so that he may eventually strike at the Heart Tree itself, freeing Maratsu from the prison that lays below. While Otrus does this, he finds his efforts undermined by some of the other gods, and thus it is a vicious cycle. Some of the divines fight for balance, seeing him as a necessary evil, while others do so to purge existence of his taint. Either way, it is the Gorundyr and other mortals who stand in the center. The Joriin do Rah Havardr, the Champion of Light Havardr, the first mortal man to walk on the gods creation, the first to unite the earliest Gorundyr ancestors as one. It is he who led all of man in the early days and formed the first tribe of men. Called the Joriin do Rah, or Tribe of the Gods, they excelled quickly in their new environment. Havardr claimed himself a servant of Gorund, and, wielding his golden spear, carved a kingdom for the Joriin to inhabit. Upon his death, Havardr was granted ascension by Gorund himself and told to choose loyal, capable followers to join him in Halvengr. They would be given the honour of protecting the Heart Tree and it’s master, Lagara. Taranis, God of the Forge Taranis, before his ascension to godhood, was a legendary smith in his own right. His life was changed forever when he excavated a large fragment of Gorund’s original form, destroyed in the battle with Maratsu. The fragment radiated with power, one which coursed through Taranis in a torrent of energy. It had chosen its new master, and with each hammer swing it’s power was unleashed. Myth’s tell of the crowds that would gather to watch Taranis smith, a tempest of light and flame flying around his form as he chanted, channeling the power into his very creations. It was Taranis who forged Havardr’s mighty spear, Dagor’kaen, earning him an honourable place among the Joriin. Rodun, God of Knowledge Rodun was no warrior, but his immense wealth of knowledge and wisdom made him a clear choice as an advisor and servant to the Joriin. In life, he constructed a massive library in which he stored not only written works, but the memories of both the living and the dead. Within his library was an archway, covered in a silvery veil. It is said one could pierce the veil and look into any memory of stored knowledge he had, at their own risk, of course. It took a powerful being not to be consumed by the raw emotion that was present in the memories of others. Such remains only a myth, however, as it is said that Rodun’s library was destroyed in some cataclysmic event, though he himself joined the other Joriin up in their new home in Halvengr. Muir, Goddess of Dreams and Memories Muir is shadowed in a great deal of mystery, as it is said she spent less time in the waking world than she did the one of dreams. Whether she crafted this world on her own or not, there is no argument that she holds dominion of over it. Myth gives it a name, Lein Hahnu, meaning ‘Realm of the Dreamer’ in the old tongue. Muir was able to utilize her powers to forcefully insert herself into the minds of other mortals like her, drawing their memories for various purposes. Some, she stored and kept, others she traded to Rodun for various things. Muir was by no means a malicious woman, never harming the minds of those she trespassed upon. It is said she simply preferred living the lives of thousands, rather than just her own. Havardr easily recognized her power and ability and brought her with him, only enhancing her powers even further when she was given immortality. Svalinn, God of Festivities and Merriment Svalinn was the embodiment of good nature and joy, always a wide smile painted on his lips. It is said he travelled the lands in his carriage, painted with colourful murals and covered in many different baubles and charms. He was what is known as a Gleeman, whom were travelling entertainers skilled in the art of storytelling, instruments, and acrobatics. Svalinn was a name known in every corner of the realm, a bed and a hot meal awaiting him wherever such would exist. Havardr enjoyed the man's enthusiasm and his skill in storytelling, making him another companion that was an obvious choice to ascend upon his death. Svalinn has become a figure in Gorundyr myth, and it is said he will leave gifts and toys to children should they be deserving. Barid the Reaver, God of Conquest and War Barid, born of Clan Orvar, born a mortal man among a destitute clan, came into the world screaming in a bloody, violent rage. He was born as he lived, tearing out of his mother, drenched in her life blood. As he aged, he quickly drew the interest of Havardr who found himself intrigued by the sheer brutal strength the man held on the battlefield. Not only was Havardr impressed by his might and ability to kill, but also his adaptation and ability as a tactician. It is said that when Barid’s blood was spilt by his three traitorous sons, it boiled and burned those it touched. He screamed in a bloody rage as he died, still standing in place; the warlord would not die as a dog, cowering on his knees. As he breathed his last, his body exploded into a brilliant burst of light, blinding all those who gazed upon it. All that remained was a golden spear, thrust firmly into the floor of his Clan Hall. Havardr had taken the man for his own, claiming his soul before Ankou and his reapers even caught his scent. It was that day that Barid was elevated to divinity, joining the other Joriin in their immortal state. The first to be exalted since the ancient times, Barid was granted control of Havardr’s army, named General. Gorundyr Warriors will often pray and offer to Barid, hoping that they may be accepted into his legion upon death, hoping that they may one day dine with the legendary warlord himself. Traditional Practices The Priesthood The Priesthood is an essential part of Gorundyr society. They act as conduits to commune with the gods and are often sought out for prophetic readings. One must sacrifice much to achieve such a link with the gods, and thus are valued highly by the clans. Murder, theft, or any other act of dishonour towards the priests is met with the harshest punishments. The two most common religious titles among the Gorundyr are the Sonaak and Beylund. The Sonaak act as the priests that reside within the Ritual House, holding divinations and communion with the gods. They are a secretive sect who only share knowledge with those they deem worthy, and most often only accept those they view was blessed by the gods into their ranks. Lead by the Haar’Sonaak, or High Priest, they put most of their faith in Gorund himself, as he is the ultimate power in the universe. Beylund are more free, so to speak. They act as medicine men, travellers, and servants of nature. It is common for Beylund to lend aid to the sick and poor, as most of them are skilled in the arts of medicine and herbalism. Beylund can be commonly observed as being constantly on pilgrimages, traveling from shrine to shrine and holding public rituals for those of lesser knowledge. They guide the ignorant in the right path and educate them on the gods and what one must do to gain their favour. Additionally, there is a third type of religious entity within the Gorundyr, that being the Koraavaek. Meaning Seer in the old tongue, the Koraavaek are often chosen at very young ages by the Haar’Sonaak, taken from their parents for a higher service. It is during their younger years that they are educated on all matters concerning the gods, their very beings shaped and molded to best serve. Upon their Coming of Age, which no Gorundyr has taken away from them, they have their eyes removed. A ritual is done, and the eyes are offered forth to Gorund in exchange for the powerful visions the Koraavaek come to gain in return. The Ritual House All Clans have a Ritual House which act as a sacred place to commune with the gods. Home of the Gorundyr priesthood, each houses the local Clan Priesthood and any disciples. The inside of the ritual house is often undecorated and houses the histories of the Gorundyr and the respective clan in the form of tapestries and paintings. It also home to any heirlooms or items of important note to the Clan’s history, kept safe and guarded over. Outside the building would often be much more detailed; intricate carvings, bright decorations, and seating arrangements. All sacrifices were held outside the Ritual House, never inside. To show respect to the gods, one must not speak while within the sacred walls of the Ritual House, entering without shoes, and only if clean. If need be, one may whisper if urgently needed, otherwise the inside of the building is to be used for quiet reflection and observation. Animism and Offerings The Gorundyr revere the gods, and their ancestors. Dozens of ancient shrines litter the land, all designed to give homage to different gods. Food, ornaments, precious metals, these are all common gifts left at these shrines. Runestones are also erected around the land that tell ancient stories of the gods, often attracting many travellers eager for knowledge. Ancient groves are also considered places where the barrier between the spiritual world and the mortal one are most weak. Members of the Priesthood will often travel to these places to see a clearer picture of the gods and their plans. There is no set guideline on what one offers to the gods, nor the rituals involved. The Priesthood has their own methods, and that of the individual may differ. Reverence of one's Ancestors Nearly as important as worshipping the gods themselves, one must treat and pay homage to their Ancestors as well. Blood is the single most important thing to a Gorundyr, so family is held in high regard. In death and life, they are to be treated with utmost respect and given any help that they so desire. It is common practice to visit the tomb of a dead loved each year, offering forward a gift or keepsake of some sort. Insulting the dead is a grave crime, especially at their own burial site, and is often met with violence by most Gorundyr. One must always uphold the honour of their clan and their ancestors, as they would do the same for the gods. Sacrifice Sacrifice, both human and animal, is common practice among the Gorundyr. Such acts are reserved for certain times of the year, such as before a harvest or during one of the many festivals to take part in. Warbands that capture survivors from their raids often sacrifice the ones they do not see fit to take as slaves. Human sacrifice among the Gorundyr themselves is less common and is seen as a great honour, their sacrifice is believed to bring great favour from the gods. When one lives a long, full life and does not fall in battle, they may have the Priesthood enact a ritualistic sacrifice on them. It is seen as a great honour to live long enough to reach this point, and most Gorundyr would do this before they become old and feeble. Burial and Afterlife Death is far from final, or so the Gorundyr believe. Burial practices consist of burying food, weapons, and ornaments with the dead. While the mortal form will stay behind, the souls and their possessions will be gathered by Ankou and brought to the heavens where they may dine and slumber in peace. Only those whom are seen as worthy in the eyes of the gods would be ascended to Halvengr and granted immortality. Those deemed unworthy are forgotten, condemned to Ankou’s legions as tormented souls. The Gorundyr bury their dead in large burial mounds, dozens of bodies often occupying a single one. The more powerful clans or lords would have larger areas dedicated in their memory, with more belongings kept safe for the afterlife. Cremation is not practiced by the Gorundyr, and is in fact feared by all. It is believed that the burning of one's body will also destroy the soul, preventing their ascension to the heavens. It is common, then, to burn those who have dishonoured the gods, such as heretics or traitors. The Blessed Isles of Halvengr Halvengr is the given name for the realm of the gods, where all divine beings live and all mortals worthy ascend in death. It is home to all of the gods and their halls, as well as the fabled Joriin, though some of the divine still choose to live among the mortal races on the earth below. In truth, they are all free to do so with ease, some even preferring a life away from the others of their kind, such as Andarta. Upon death, one can expect to meet all of their loved ones and ancestors that were welcomed into the afterlife, and it is here they are granted eternal life and existence alongside the gods. It is a massive realm that is theorized to reside high up in the heavens, the massive Heart Tree at the center binding the earth to the cosmo’s above. The Heart Tree The Heart Tree was the first of Gorund’s creations alongside Lagara. It was her task to nurture the tree as it bound the cosmo’s to the land, anchoring the two together. It is believed that should this tree ever wither and die, or be destroyed, the world will fall into a state of decay and all of the gods and life itself will wither and turn to dust. At it’s top, Lagara sits with her magical harp, playing the song of seasons, never leaving her throne of leaves. It is also here that she observes all life, bestowing her love and blessings upon it. Deep below the Heart Tree lays a prison, it’s thick roots grasping at the shell. It is here where Maratsu lies in slumber, the magic of the tree containing his corruption within. Maratsu is nearly entirely powerless from his cell, though he is able to speak and send fragments of memories to those willing to listen to his faint whispers. Ceremonies and Festivals Coming of Age The Coming of Age is one of the most important events in the life of a Gorundyr, and all who belong to a Clan must go through it. It is part ritual, part adventure, intended to induct a budding Gorundyr into adulthood, and thus officially into the clan itself. Outsiders to the clan, old and young, may find themselves given the same tasks to become an honorary member. The first trial can be quite dangerous and it is expected that the parents teach the necessary skills to prepare them for such, throughout their childhood. It is not uncommon for two or more to travel together or meet up on the pilgrimage itself, nor is it frowned upon. The first step in the Coming of Age comes when the child hits the age of fifteen. They are sent out into the world on a pilgrimage where they must travel either to a shrine of the gods, or a location they feel resonates with the god itself. Tribute must be given, and sometimes even sacrifice. They are to spend one night camping out at each shrine, giving their full attention to the god in question. Upon completion of this, they are to return home with souvenirs of their travels and present them to the Chieftain, who will then decide if they are worthy of the next step. Should he find it so, he will present them with a silver or gold armlink, usually intricately carved. Finally, a ritual is held for the pilgrim with offerings and sacrifices abound. It is after this ritual that they are considered adults, joining the ranks of their brothers and sisters. The Divination The Divination is an event held whenever the Sonaak or even the Chieftain deems it appropriate. Divination's are common after great events affect a clan, such as war, famine, or even the birth of a child of importance. The ritual begins by the sacrifice of a portion of animals, be it a cow, sheep, or pig, over the surface of the Ritual House altar. The sacrificial blood runs down grooves and channels into a pot, where it is then splashed onto those who are partaking in the ritual, both priesthood and clansmen. With this, a priest, or many, will commune with the gods via various methods such as runes, tea leaves, and even listening to the wind. The outcome of the Divination depends largely on what the Priesthood has to say, ranging from a feast or some other celebration, to the somber retreat of each individual to their own homes to make their own personal offerings and prayings. Yul Tine Yul Tine is the most important festival to the Gorundyr, it’s date landing in the middle of winter, when it is coldest. It lasts a total of three days, with the feast and celebrations happening on the last. The first two days are largely devoted to praying to the gods, preparing for the feast, and ensuring all goes well. On the final day, Yul Tine begins by a gathering at the Ritual House by all those in the Clan, a large portion of livestock being brought along. The blood from these animals is called ‘Hlaut’, or sacrificial blood, and it is gathered in vessels to be splashed and sprayed on the idols crowd using staves and other wooden tools. Then, after each animal has been sacrificed, the Chieftain will take the final vessel of blood and bless it personally, pouring it over the top of his head. This marks the beginning of celebrations and festivities, with the sacrificed animals being taken away to be prepared for the feast. Not a single scrap of the animals would go to waste. Ale, mead, and all types of food would be supplied and consumed with reckless abandon, as Yul Tine is considered the greatest time for merriment and celebration. During the feast, anyone who wished to do so would give a toast to a dead loved one or ancestor before eating, called a menni. Following that, gifts would be exchanged among family and friends, ranging from handcrafted trinkets to clothing and toys. As night fell on the village, a large tree, it’s branches stripped away, would be lifted onto a pyre and lit ablaze. The log, named ceremoniously as the Yoltaas Reyth, would be gathered the day before, chosen only from the strongest and mightiest of trees. The Yoltaas Reyth was lit to ensure that on this one night, darkness would not come to the village, and thus it would be accompanied by dozens of other pyres and braziers spread throughout the land. It was this light that gave hope to the participants and fended off evil spirits. Lifemate Bonding Lifemate Bonding is something lovers will consider when they are certain that they have found one to spend the rest of their lives with. Beforehand, couples may leave offerings and pray at the Shrines of Lokaliin, Andarta and Belenus, and even Lagara, asking for advice and blessings. It is also customary to gain the permission of the father and mother of both prospective mates, and it is seen as a great disrespect to neglect to do so. Marriage is largely a personal thing, with no one involved in the process but the two lovers themselves. Should they wish to continue, they will travel to the greatest of groves, each bearing a gift for the other. After the exchange of gifts and words, the couple will consummate under the open sky, with only the gods as witness. Children born from this are often seen as signs of good luck. To include the rest of the clan, the bonded couple may now announce to the clan their newfound marriage, with large feasts and celebrations held by all. It is common for the Chieftain of the Clan to help prepare such for the couple, whether they are a strong member of the clan, or the lowliest. The Maratsu Heresy The Maratsu Heresy is a controversial offshoot of the main Gorundyr religion and focuses on worshipping the raven god Maratsu. Followers of this belief are few and far between, they see the gods as the true corruption and view life as a mutation that should not exist. While much of their belief has been purged, there is a tapestry that has survived that depicts the end of the world. Maratsu breaks free of his prison and spreads his midnight wings once again, drowning out all the light of the world. It goes on to show the consumption of the sun and the death of the gods, mainly Gorund and the Goddess of Life, Lagara. Small spear-wielding figures are depicted on the back of Maratsu throughout the tapestry, dressed in a garb covered with blackened feathers. It is thought that these are the disciples of Maratsu, and that they will ride upon their masters back into the end of existence. Military Moulded by war and conflict within, the Gorundyr are an extremely warbound and violent people. Historically, the Gorundyr come from a harsh and unforgiving land and as their people grew, so did the need for more resources and food. Since the beginning of time, war has been a constant in the life of their people, shaping the most able-bodied of them into tools of battle. Gorundyr Warbands Warbands are the main military structure for the Gorundyr. While these bands are usually formed by individual clans, there have been many instances where warriors will flock to one individual seeking riches and glory, if they have the renown and respect to lead. Operating on a system of equality, the warriors within must respect and honour those whom they fight with on the field of battle. As such, those who fight within a warband form a bond of brotherhood, willing to fight and die with the brother or sister beside them. Those who prove dishonorable or untrustworthy are banished from fighting with the others, as no man will fight shoulder-to-shoulder with someone he does not trust. Anyone who has come of age and undergone the sacred rites in the eyes of the gods is able to join a warband, in the hopes of proving themselves. It is then up to them to win not only the favour of their brethren, but that of the gods as well. Masters of the Seas, the Gorundyr have created lightweight vessels that can travel at great speeds. These longboats are their main tool in war and are essential for the mobility of their armies. The Longboats allow for travel beyond their lands, and are largely undetectable. This gives the Gorundyr the advantage of stealth in their raids. Weaponry Orvar warriors are adept at using many different arms in battle, each often each excelling in a large variety of weaponry. There are five different classes of weapons within their warbands, known as the Askr, Brandr, Dreithr, Almr, and Skjoldr. It should also be mentioned that most warriors would give their weapons names, seen as a form of respect for the killing tools they utilized. Askr: the Spear Spears are very common in the Warbands as they are a cheap and effective weapon, especially used in the shield wall. Spears have the added benefit of requiring a lot less metal than other weapons, as well as still being effective if the material is of lower quality. They consisted of bladed spear heads, averaging about fifty centimeters in length, mounted on wooden shafts of ash wood, two to three metres in length. There were three common types of spears, the first being the hewing spear, which had a much larger head and was used to cut as well as thrust. Secondly, there was the hooked spear, which had wings just below the spear-head. Lastly, there was the barbed throwing spear, which were often left undecorated as they are commonly lost in battle. Brandr: the Blade The most common blade used by the Gorundyr was a one-handed weapon intended to be used along side a shield. It’s blades were double-edged, its length averaging about ninety centimeters, with a tight grip, long deep fuller and no pronounced cross-guard. Longswords, claymores, and other large weapons are also commonly used, like the montante and the zweihander. The swords would vary in intricacy, with those of higher wealth and honour owning more ornately decorated blades. A much rarer and ceremonial blade would be the Sivaas Feyn, used by warriors in the Haukvengr as a ritual blade for killing beasts and unnatural creatures. Forged from Aurum, these blades are only given to the most devoted and honored of the Warband, and those who are zealous in nature. Dreithr: the Axe Three types of axes are prevalent in Gorundyr culture, starting with the Dane Axe, which has a larger head and a longer shaft, as long as a man and made to be used with both hands. Some handles were usually plated in brass to add strength, and the tip of the axe head could be curved to a point so as to be used for thrusting. Some warriors carry smaller throwing axes with them, which can be used on the enemy with head-splitting force from range Next was the crescent shaped broad axe, or bearded axe, its blade curving down parallel the shaft, creating a gap between. This was often used as a hook, which was useful in disarming others, as well as used to pull shields away so as to expose the enemy. Axe heads are primarily made from wrought iron, with the edges strengthened by steel. They can also be decorated by silver inlays and other carvings, often of some significance to the wielder. Almr: the Bow The bow and arrow was used both for hunting and in battle. They were made from yew, ash or elm. A full fledged war-bow would have over a hundred pounds of draw force. Bows could also be covered with colourful bands and feathers and other ceremonial decorations. Arrowheads were typically made from iron and produced in various shapes and dimensions, though some may be made from wood, bone, or antler. Most arrowheads were fixed onto the arrow shaft by a shouldered tang that was fitted into the end of a shaft of wood. Eagle feathers would be bound and glued to the end, and some arrows may even be barbed. Skjoldr: the Shield The most commonly used shield would be the round shield, wielded by warriors both individually and in the shield-wall. They were constructed of lightweight woods that are less prone to splitting, such as fir, alder and poplar. The fibres of the timber bind around blades preventing the blade from cutting any deeper unless a large amount pressure is applied. Additionally, the shields were often strengthened with hide or leather over the front and bound by a steel rim that spanned the entirety. Seventy five to a hundred and twenty centimeters was the typical diameter range of the shield. Shield Maidens While the Gorundyr are a largely male dominated society, at least on the battlefield, there are exceptions. Many women spend their lives training for combat and are even openly welcome within the warbands. Called Shield-Maidens, these women are considered as equal as the others they fight with. Shield-Maidens are highly sought after as brides, though most do not marry and instead dedicate their lives to fighting in honour of the gods. Champions of the Gods In old Gorundyr legends there is mention of great warriors who not only attracted the eyes of the gods, but their blessings. These men and women were said to have been granted gifts for the gods, and are usually considered demi-gods themselves. Only one champion can exist per god at any given time and requires full dedication to said deity. Political System The Gorundyr are a prideful folk and place most of their respect on strength. Operating on a clan-based system, each clan owes no allegiance to any other, leading to inner conflict over lands and resources. There have been rare times, however, when someone of exceptional wisdom and strength attempts to unify the clans. Only one such man is documented in Gorundyr history. Named Barid the Reaver for his combat prowess and accomplishments, he singlehandedly united the clans through fire and bloodshed. Barid was one of few members of Clan Orvar, it was his victories that brought his house out of obscurity and into legend. Barid created a new title called the Yagar or “High King” as it is commonly known. Many are hopeful that one day someone such as Barid will return and unite the clans once again, leading them to the glory they so desire. Succession is a rather straightforward issue, with those who are eligible either choosing one to lead them after the previous Chieftain’s death, or challenging other would be contenders to duels to prove their strength. One’s prowess in battle is not all that is needed, however, as one who wishes to take the throne would need the wisdom and intelligence to rule over a whole peoples. If someone were to take the throne and lacked the loyalty or praise of the people he wishes to rule over, he may find himself with only an empty clan hall or a short life-span. Culinary Arts A list below is a set of few foods and meals that are passed down from generations through each clan, clans, or major people from history. Not every meal is cooked or served each time a feast happens, though atleast one is served and all are widely known between the clans. Liamhás, Uaineoil, Iarán - Honey glazed ham, soaked in vinegar for at least three days, cured for two, and wrapped in cured (and seasoned) lamb set within a hearty and thick bread bowl. Arán Oghma Milis - Deliciously honey glazed sweet bread cooked with wheat flour, crushed lavender, peppermint, and ground cinnamon and baked for two days in a dim-fired stone oven. Ispíní Cured - Cured sausage made of ground pork, filled with seasonings, eggs, and chopped bread crumbs and soaked in a light white vinegar for two days served with a side of toasted wheat rolls. Stew Tine Oscailte - Seasoned mutton, diced scallions, cubed potatoes, steamed (and sliced) carrots, sliced ham, barley, and soaked in a beef broth stew over an open fire. Chops Fiafheola - Salted, and seasoned venison chops cured in a stone hold to dry out for an entire day before being soaked in a traditional Gorundyr oil and water-based dressing for about 3 hours and served with seasoned mashed potatoes and dry wheat rolls. Architecture Gorundyr holdings are usually constructed almost entirely of wood. Following a multi-layer roofed design, some structures reach up to three or four floors tall. Ritual Houses are the most common buildings to follow this design, serving as places to honor the gods and display the weapons of defeated enemies. Inside, these buildings would often house tapestries or carvings depicting the histories of whichever clan built them. Much of the decoration and carving would be on the outside of the building, as most rituals and ceremonies were held outside, not within. Longhouses are the most common building to be found and would vary in size depending on the owner's wealth or status. Constructed almost entirely of wood, most longhouses are only one floor and are the most common residential building built by the Gorundyr. Another style of house, the turf house, was a building with a stone foundation on top of which a wooden frame was built. Turf would then be placed along the frame which gave the building the illusion of being part of the earth. Only the doors would be visible to those who were not inside. Lastly, the Gorundyr are skilled stonemasons and, while they are extremely rare, they have constructed grand stone fortresses for the most powerful of kings. Cities tend to surround these large castles for defense, as most are unwalled or surrounded with wooden palisade. Geography The Gorundyr come from a region they called the Savaar, an isolated region in the northern reaches of Anthos. Mountain folk by blood, they thrive in the harsh conditions of the frozen north. Most settlements are gathered along the coastlines and surrounded by boreal forests or mountainous ridges. Masters of sailing, the Gorundyr have begun to construct large, sturdy boats known as longships. These boats are small, sturdy, fast vessel’s and should allow the Gorundyr to traverse the seas and bring their warbands to ever distant, rich lands. Until now, these peoples have kept largely to themselves. Driven from their homeland by the Scourge, the Gorundyr look to carve out a new life for themselves. Appearance While many of the Gorundyr were diverse in their appearances, the near extinction of their people removed many traits from the gene pool. Still, most Gorundyr can be credited as being very tall compared to some other races. Averaging a height of six feet three inches, Gorundyr warriors are some of the fiercest sights on the battlefield. The most common eye-colours would be brown and green, with blue eyes being the rarest. It is easy to identify a Gorundyr by not only their size, but their pale skin and brown hair. Braided hair and beards are a must, though many choose to keep their hair free and unkempt.
  11. ZhulikAltWithBadRepRatio

    Humans - ET Plot-lines?

    EVENT REQUEST FORMAT Players/Group Requesting: The Empire of Man and the Order of the Red Dragon What kind of Event are you looking for?: The Empire is looking for an overarching quest-line of sorts, to give Knights some quests to do. The Empire would also prefer it to be related to Human lore in some capacity (I can help with the provision of such). Events can be anything, really, from one-on-one interactions and dungeons to massive group PVE battles. The main goal is just that there's an overarching plot or interactions, if possible, so that we get more bang for our buck. A possible event line that may be interesting to the ET at-least is the Vaeyl Order since apparently they were former servants of Horen, which would naturally make the Imperium Septimus their enemy not because we're poaching their land, but because we would think them to be impostors and not real humans. Approximately, what time/date you want the Event to take place?: Can be disccused. If it's multiple events, then a single time may be fruitless to describe. Organizer's Discord: Zhulik#7438
  12. IMPERIAL CITY OF CAROLUSTADT ✠ Capital of the Empire of Man The panorama of Carolustadt at dawn, 1680 “At long last, our City lies complete - a Capital worthy of an Empire, built in the name of all of those whose efforts had brought forth the ascension of Man to our rightful place, and the legacy of Exalted Godfrey we continue as his heirs. May it serve us well.” -Arch-Seneschal Aran Talraen de Rennes, 2nd of Godfrey’s Triumph, 1680 INTRODUCTION The Imperial City of Carolustadt, constructed under the reign of His Imperial Majesty, Aurelius I Horen, serves as the capital city of the Empire of Man and its major administrative, civilian and economic center. Located in its Crownlands, the Lands of the Imperial Crown of Exalted Godfrey, Carolustadt occupies the former territories of Marna in the river valley below the Huckery Highlands, beneath the Barony of Arrav and former site of the Royal City of Senntisten. The Capital stands as a monument to Mankind and its reign over the heartlands of Atlas, drawing in merchants and visitors alike from the entirety of the realm and beyond. DIRECTIONS To begin their journey to Carolustadt, one would begin at Velth’s Gate of Cloud Temple, and the road leading to the southern domains of Atlas; proceeding past the Fairgrounds, turning neither left nor right, and onwards to the Library of Dragur, paying close attention to road signs along the way. Soon, the aspiring traveler would find themselves at the Whispering Crossroads in Belvitz, making their way through the Duchy of Adria to press on further across the majestic bridge, leaving Judeberg behind to turn right before the marked bridge, to soon be greeted by the imposing walls of Carolustadt. LOCATIONS OF NOTE Godfrey Square Artist’s depiction of Godfrey Square For the wealthy and impoverished, through riches and rags, the square acts as the central trading and social hub of the Empire. Like a vein, the vitality of the Imperial Heartlands pumps directly into this plaza - filling its citizens pockets with minae beyond the common man's wildest dreams. It is here that stands the Cathedral of the Holy Martyrs, the finest and largest of its kind in the Empire. Upper Housing Districts Antonius Avenue, one of Carolustadt’s main boulevards High above the clamor and commotion of Godfrey Square lie the Upper Housing Districts, six avenues named after various influential figures of Renatian and Imperial history, where most of Carolustadt’s citizenry reside. Be it spacious markets of Antonius Avenue under the watchful eye of Lady Renna Talraen’s monument, secluded residences of Adelheid Hall, or lavish manors of Romstun Road and Augustus Street, one is certain to find affordable and safe housing in these districts. Caesaromagnus Palace The Imperial Throne A majestic monolith unlike any other towers above the halls of Carolustadt - The Caesaromagnus Palace, home to His Imperial Majesty and the Imperial Throne, surrounded by depictions of glorious Renatian history and the flags of the Emperor’s most loyal bannermen. It is here that all endeavors leading to Man’s glory begin; truly, a sense of awe is bound to overcome any fortuitous visitor given the chance to bow before the might of Mankind. Romstun Road Bath House One of the Bath House’s chambers Weary traveler and citizen alike often seek out one of Carolustadt’s most famous venues - the Romstun Road Bath House, nestled beneath the western wall. The smell of incense fills the chambers here, aiding the appeal of Carolustadt’s natural hot springs utilized for relaxation. OFFICIALS OF NOTE As the home of His Imperial Majesty, Aurelius I Horen, the bureaucracy involved in the day-to-day management of the city is expansive. Whilst the collective leadership of the Privy Council is second to only the Emperor himself, the Imperial Arch-Seneschal, Aran Talraen de Rennes [LithiumSedai], acts as head steward in city affairs. Under the watchful eyes of the Imperial Grand Marshal, Ser Roland Castelo [Cranky_Varangian], and Imperial General, Ser Brand von Denhardt [GeneralStang838], the Legion keeps the Capital’s peace, closely cooperating with the Grand Knight, Ser Pius Horen [Zhulik], and Lord Constable, Ser Carlovac Kovachev [Pz_Kpfw]. HOUSING INFORMATION To obtain housing within Carolustadt, one needs but to locate one of the city’s numerous stewards - no waiting lists nor any hidden fees await prospective property seekers. No property exceeds the value of a thousand minae, and any taxation codes to be introduced shall merely be a formality. The current list of sanctioned stewards is as follows: Arch-Seneschal - Aran Talraen de Rennes [LithiumSedai] Steward - Ser Brand von Denhardt [GeneralStang838] Steward - Lacket [Lockezi] Steward - Alexander Frederick [Caranthir_] Steward - Michael Dingleberry [Corpean] Steward - Laethesia [Areln] Steward - Leila Rubens [hellebore] Event Planner - Sally the Child [papikite]
  13. Imperium-Septimus

    RED DRAGON REPORT: ELDRITCH BEAST

    THE IMPERIAL ORDER OF THE RED DRAGON: ELDRITCH BEAST Issued and confirmed by His Imperial Highness, Pius of the House of Horen, Grand Knight of the Crown of Godfrey, 15th of Tobias’s Bounty, 1680. Penned by Ser Carlovac of the House of Kovachev, 15th of Tobias’s Bounty, 1680. OFFICIAL IMPERIAL REPORT Reporting Knight: Ser Carlovac Kovachev Incident: Eldritch Beast and Encounter Individuals Involved: Ser Carlovac of Kovachev, Ser Robert of Denhardt, Ser Arthos of Silversteed, Ser Seth, Squire Antonius, Squire Frederick, and Adolf Denhardt. Details of Incident: While venturing deep into the Southern Wastes while undertaking a quest of errantry, our band of men came to a stop near a strange tree. The tree was engraved with a strange symbol. Through our efforts, it could not be deciphered. Venturing onwards, something felt off. Further in frozen forest we came across a lone man, clad in robes. Initially we mistook him for a traveler who may have gotten himself lost. That was far from the case. We approached and quickly saw he was no ordinary man. His eyes were bloodshot, running tears of red. He spoke to us of our woes, mentioning September and the dread in the Yatl in particular. The man referred to something or some place called the ‘Red Gate’ and how it would be a solution to it all. It all sounded rather prophetic to me. Could it be a portal? A metaphor? Certainly something the Imperial scholars will need to delve deeper into. After the man has delivered his spew, he collapsed upon the snow. He lay upwards, staring straight into the sky - seemingly caught in a trance. Whatever words he’d spoken I cannot recall. We asked question after question, though he was reluctant to release us any information. He spoke very vague and with intent. As he lay there, we heard movement from the trees, and what we say was like nothing else the race of Man has ever gazed upon. Before our eyes was an horrible eldritch beast - an abomination of flesh and metal. ‘Twas a quadruped, barely a vague resemblance to a mutilated bull - although with grafts of flesh attached to it… Atop his head was a helmet akin to those used in gladiatorial fighting - with eyes of burning blue embers. It was truly horrific - no creation by GOD’s hands. And thus, we had it slain. One of our trigger-happy Errant Knights - Ser Seth, quickly set about shooting it with his crossbow - to which had little effect. The creature did not retaliate. Instead, it extended its paw out to the Errant Knight, seemingly beckoning for him to approach - showing no ill intent. Which, for whatever reason, he did. In hindsight, someone should have restrained him. As he confronted the beast on a personal level, blue light would begin to well up from the creature’s helmet, eventually bursting out into flames directed directly at Seth. However, due to Ser Robert’s deft movements, he pushed Seth out of harm’s way, while himself taking the brunt of the fiery assault. The creature proved surprisingly resilient. It withstood much stabs and slashes from our combined onslaught. I personally cut quite deeply into the creature’s hide with my longsword. It came to the point where it was unaffected, and essentially dragged me and my embedded sword around with it. Notably, Squire Frederick had also pierced the creature with another bolt - this time through the head - which it also shrugged off. After some time however, we would manage to slay the beast, finally succumbing to our unrelenting attacks. Truly it was a collaborative effort, exerting all of our strength to tackle it, collapsing pathetically into the snow. When the dust settled, the man appeared once more, seemingly congratulated us. He flicked a card towards us - also bearing the strange simple he He disappeared shortly afterwards. I expect that this is not the last we hear from him or this ‘Red Gate’. Whatever this is, I expect it to be merely be the beginning. As for injuries: Ser Robert sustained the brunt of damage. Throwing himself in front of the eldritch beast, he sustained burns from arcane(?) energy shot forth from the creature’s head. He is currently being treated in Markev. Ser Seth and Squire Frederick sustained minor injuries. Other than that - the rest of seemed to get out scot free. IN NOMINE DE, HIS IMPERIAL HIGHNESS, Ser Carlovac Kovachev the Inventor, Lord Constable of the Imperium Septimus, Knight of the Order of the Red Dragon
  14. Imperium-Septimus

    RED DRAGON REPORT: CYCLOPS ATTACK

    THE IMPERIAL ORDER OF THE RED DRAGON: CYCLOPS ATTACK Issued and confirmed by His Imperial Highness, Pius of the House of Horen, Grand Knight of the Crown of Godfrey, 15th of Tobias’s Bounty, 1680. Penned by Ser Robert Denhardt, 1680. OFFICIAL IMPERIAL REPORT Reporting Knights: Ser Robert Denhardt Incident: Cyclops Attack Individuals Involved: Ser Brand Denhardt, Ser Carlovac Kovachev, Ser Seth, Ser Robert Denhardt, Ser Aldrick Wulff Details of Incident: The group departed from Markev heading south with the intent of finding and slaying monsters in the Yatl wastes. However, when we reached the Haensetian countryside a large cyclops happened upon us. It desired to eat us, and attacked, sending forth its brood first, which we finished with ease. The cyclops then removed a bushel from the ground and used it as a weapon to attack us head on. We had been having trouble subduing it, the cyclops even concussing Ser Carlovac before Ser Seth came up with the idea of tying a rope around the cyclops whilst we attacked it, keeping it distracted. His idea worked and the cyclops was tied down, unable to attack us. I then ran it through the head with my halberd, killing it. We faced no substantial casualties, and no civilians were involved. IN NOMINE DE, HIS IMPERIAL HIGHNESS, Ser Pius Horen the Hellstrider, Imperial Prince of the Imperium Septimus, Grand Knight of the Order of the Red Dragon, Baron of Arrav, Titular King of Rhodesia, Eighth Vandalore and Baron of Arrav.
  15. Qui Exaltatus, Sanctificamini, et Benedictus Those Exalted, Sanctified, and Blessed Last promulgated by His Holiness, Everard IV, 7th of the Grand Harvest, 1629 Codified and Updated by His Holiness, Jude I As of the 15th of the Amber Cold, 1667 Among mankind, there are those who have acted with utmost piety and compassion, and the Church has recognized them for their valor. Whilst paragons of virtues have graced the realm since ancient times, it was only under the High Pontiff Marcus I where a canonization process was established, to deliberate those beautified and saintly. However, with the great heathen sack of the Liberian Pontificate, the canon list of the sainthoods had been lost. It was under only High Pontiff Everard where a tradition of universally recognized sainthoods were restored. Above the saints are, the four Exalted are those foretold in the Holy Scrolls, known formerly as the Divine, whom would restore humanity in this life and beyond. Only the exalted have ever held full dialogue with the Creator, and all have performed countless miracles and acts of greatness, standing aside the Creator in the Seventh Sky. All these canonized figures are not to be worshiped, but revered, whether for their fulfillment of the Creator’s prophecies, or for their exceptional degree of holiness. They may be asked to pray for us as they act in intercession, close to the Creator himself. The Prophets The Prophets, or Exalted, are determined by the Canon and are noted for receiving their respective Scrolls from the Aenguls Artifai and Tesion, along with innumerable acts of faith, good works, and miracles. Horen I “the Father” - Golden Laurel Patron of Humanity, Covenants, and Humility. Owyn I “the Purifier” - Flaming Sword Patron of Purity, War, and Fire. Godfrey I “the Redeemer” - Silver Scepter Patron of Dominion, Glory and Justice. Siegmund I “the Preserver” - Globus Cruciger Patron of Clairvoyance, Wisdom, and Sight. Those Sanctified One is sainted if he or she lives a wholly pious and virtuous life and has proven he or she is in the highest skies by traditionally performing at minimum two miracles posthumously. They are often attributed symbols. St. Godwin of Paradisus - Skull Patron Saint of the Deceased, the Afterlife, Ghosts, the Supernatural and Heartlanders. St. Julia of Paradisus - Golden Rings Patron Saint of Mothers, Matrimony, and Exorcism. St. Joren of Paradisus - Iron Shackles Patron Saint of the Mountains, Winter, the Imprisoned, and Highlanders. St. Lothar of Balian - Lorraine Cross Patron Saint of the Lorraine Cross, Princes, Courage, and Heraldry. St. Daniel of Al'Khazar - Wooden Staff Patron Saint of Peace, Cities, Pilgrims, and Travel. High Priest St. Everard I of Al'Khazar - Red Cross Patron Saint of Tradition and Persecution. St. Amyas of Yore - Wild Herb Patron Saint of Medicine, Healing, Botany, and Wild Herbs. St. Godwein of Huntshill - Oaken Shield Patron Saint of Honesty, Woodworkers, Fungi, and Skin Afflictions. St. Tobias of Sarkoz – Silver Comet, Gold Coins Patron Saint of Merchants, Comets, Wealth, and Charity. High Pontiff St. Lucien I of Ulmsbottom – Kaedreni Cross Patron Saint of Crusaders, Change, and the Family. St. Adrian of Leuvaarden - Open Book Patron Saint of Statesmen, Lawyers, and Politics. St. Thomas of Gaekrin -White Rose Patron Saint of Leadership, Discipline, Frontiersmen, and Kaedrin. St. Peter of Gaekrin - Flaming Rose Patron Saint of Order and Victory. St. Humbert of Bar - Sun’s Smile Patron Saint of Capitulation. St. Edmond of Lachsin – Knight on Horseback Patron Saint of Sailing, the Navy, Horses, and the Auvergnian People. St. Theodosius of Istiam - Gray Pigeon Patron Saint of Messengers, Birds, Translators, and the Raevir People. St. Wilfriche of Hanseti - Black Mace Patron Saint of Brotherhood, Chancellors, Opposition of Setherin, and Franciscan Martyrs. High Pontiff, St. Daniel I - An Aged Scroll Patron Saint of Scholarship, Fate, and Literature. St. Otto ‘the Bald’ of Vanderfell - Bald Eagle Patron Saint of the Schism War, Fate, Ward Fathers, and Northern Peoples. St. Charles of Haense - Golden Crow Patron Saint of Strength, Fortitude, and Prisoners’ of War. St. Michael of Cordobe - White Bull Patron Saint of Passion, Exiles, Service and the Eighteen Years’ War. St. Emma of Woldzmir - White Sword Patron Saint of the Schism War, Loyalty, Valour, and Adrians. Saint Henry Otto of Alban - Brown Shoes Patron Saint of Commoners, Justice, and Fatherhood. Saint Kristoff of Hanseti - Silver Skull Patron Saint of Martyrs, Victims of Strife, and Bishops. Saint Johannes de Rutyer - Green Staff Patron Saint of the innocent and Missionaries to Foreign Lands. Saint Malcolm of Fjordhem - Purple Cross Patron Saint of the Daelanders, Storms, and the Conversion of Heathens. Saint Jude of Cyranium - Monastery Patron Saint of Scholastics, Authors, and Monasteries. Those Beautified One is beautified if he or she lives a wholly pious and virtuous life and is either martyred for his or her faith, or posthumously performed a miracle upon a High Pontiff's prayer. Blessed Patrick Denims Blessed High Pontiff Adeodatus Blessed Hunwald Blessed Francis Karovic Blessed Lorethos Basileus Blessed Damon Kovacevic Blessed Vladislav Blessed Zacarias Mosquera Blessed Father Stephen Blessed Frederick Royce Blessed Dmitri of the Dreadfort Blessed Jon of the Whirlwind Blessed Peter Blessed Lendus Blessed Jan Jeremi Blessed William the Beggar Blessed High Pontiff Daniel I Blessed Thomas Denims Blessed Richard de Bar Blessed Humbert de Bar Blessed Radovid of Blaviken. Blessed Marius Baruch Blessed Vytenis of Visiga Blessed Leon of Amaury Blessed Baldwin de Bar Blessed Wilhelm of Hermann Blessed Stephan Himmel Blessed High Pontiff Daniel II Blessed Rafael de Cordobe Blessed High Pontiff Everard II Blessed Adrian of Kaedrin Blessed Johannes de Rutyer Blessed Foltest of Aeldin Blessed High Pontiff Sixtus III Blessed High Pontiff Lucien III Blessed Publius Bracchus Blessed Andrik Vydra Blessed Jack Rovin Blessed Polycarp of Aeldin Blessed Noah Wheezer Blessed High Pontiff Pius II Blessed Adelran Coulthard Blessed Sigismund of Couentre Blessed Jon Renault de Savoie Blessed George de Bar Blessed Ari of Abresi Blessed High Pontiff Owyn II Blessed Enoch Blessed High Pontiff Sixtus IV Blessed High Pontiff Clement II Blessed Nafis Yar Blessed Catherine Francesce Horen Blessed Vladimir the Golden-handed
  16. Hey I'm putting all my LotC videos as unlisted and wanted to make this post so that the links could be found without asking me. These videos start in 2013 when I joined and the last one I uploaded was last year in 2017. Green = Better quality / recommended videos. Red = Boring videos that I put in just for the record. Harbinger Fight (Anthos, 2013) Battle of the Nation's Crossing (Thorin's War, Anthos 2013) Battle of Shadowcastle (Pre-Trench War, Anthos 2013) Fall of the Cloud Temple (Anthos, 2013) Deeproads Breach (Ondnarch, Anthos, 2013) Battle of Thoringrad (Trench War, Anthos, 2014) Battle of Indagolaf End (Trench War, Anthos, 2014) Dwarves Help the Conclave (Anthos, 2014) Battle for Kal'Azgoth (Ondnarch, Anthos 2014) The Last Ice Morph (Ondnarch, Anthos 2014) Battle of the Dreadfort (Anthos, 2014) Welcome to the Fringe (Anthos - Fringe, 2014) Skirmish in Kaldonia (The Fringe, 2014) The Battle of Kal'Agnar (Athera, 2014) Battle of Hiebenhall (Athera, 2015) Battle of the Withering Woods Battle of the Melting Frost (1st Frostbeard Rebellion, Vailor, 2015) Dwarf vs Orc Wargames (Vailor, 2015) Battle of Khro'Nagaak (Vailor, 2015) Battle of Kal'Ordholm (Vailor, 2016) Battle of the Gorge (Dwarves & Courland vs Oren War, Axios, 2017) Battle of Goldfield (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish of Johannesburg (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish by Curon (Courland-Haense War, Axios, 2017) Mordring Attacks Bastion (Axios, 2017) Skirmish Outside the Krag (Dwarves vs Norland War, Axios, 2017) Battle in the Cultist's Lair (Axios, 2017)
  17. Imperium-Septimus

    THE IMPERIAL COLONIZATION ACT, 1679

    THE IMPERIAL COLONIZATION ACT, 1679 Issued and Confirmed by his Imperial Majesty, the Emperor of Man, Aurelius of the House of Horen, 19th of Sun's Smile, 1679. TO ALL LOYAL SUBJECTS OF THE IMPERIAL CROWN, In conjunction with the Imperial Territory Act, the Imperium Septimus has seen fit to offer a swathe of territory with the purpose of colonization for those within the Empire. His Imperial Majesty sees the necessity and desire for the those within the Imperium to expand and increase their prestige through the acquisition of new territories. However, in the interest of National security and the ecological preservation of mainland Atlas, the Imperium Septimus remains stalwart that, unless explicitly permitted otherwise by his Imperial Majesty, that no Lord nor Knight within the Imperium may expand and settle within the greater Crownlands. Instead, his Imperial Majesty offers an alternative route of acquiring lands. The Southern Ice Wastes are largely uninhabited and unguarded. The Great Ice Wall must be researched in greater detail, and thus, any Knight or Lord who wishes to expand their influence into the south shall receive his Imperial Majesty’s blessing, and recognition, provided they follow these set rules and regulations: REGULATIONS FOR COLONIZATION I. All colonists shall understand that no town nor city is permitted to be established in the Southern Wastes (unless granted approval by the Emperor). II. All colonists shall understand that all Fortresses must kept small and constructed in the relative style of a traditional Rentian Tower House: III. All colonists shall understand that one’s territory shall extend no further than a Fifty-Meter Radius from their central Tower House. IV. All colonists shall defend their homestead from foreigners and neurotics without the aid of the Imperial Government. V. All Colonists shall report of abnormalities within the wastes immediately to the Imperial Crown. In Nomine Dei, HIS IMPERIAL MAJESTY, Aurelius I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera.
  18. sophiaa

    The Ox's Harvest

    The Ox’s Harvest The Ruric Clan Sigil During the autumn harvest days, men and women work from dawn to dusk to prepare for the next winter season. After their work is finished, they dedicate a day to enjoy themselves, and give thanks to Hjarn av Vynland, “The Ox”, for a bountiful reaping and in hopes for another strong yield the next year to come. A Prayer to Hjarn av Vynland "We, sons and daughters of the Father on High, do beseech the Lord of Harvest. We thank him for this bountiful harvest as the cold breath of winter blows ever stronger. Thus we offer ourselves and sacrifice to show our thanks.” This day of celebration shall fill all citizens with happiness and warmth, as we praise the All Father and his paragons. A handsome display of Nordengradic delicacies will be available to all, as well specialty drinks from The First Hearth Tavern. Vendors will be auctioning their most prized possessions and many will be given the chance to win great prizes during events. The festival will follow the schedule below: Offerings and Ritual Gifts and personal items will be offered to the Lord of our Harvest, Hjarn av Vynland, whilst we gather around a great statue of him. Following this will be a short moment to remember kin lost in war, and the harsh winters before the Ox graced us with his strength and protection. Then to conclude, a ritual dance to the beat of our ceremonial drums. The Feast Nordengradic delicacies and specialty dishes will be served to all who wish to attend, using the fresh foods from our most recent hunts and gatherings. Drinks will all be free, and the one who can prove himself the champion of the mug will receive free drinks for the next year! Ceremonial Hunt Those who wish to partake in the hunt will join us on the walk to the Nordengrad hunting lodge, where into the woods we will release a previously captured animal. The one to down the beast and return it to Nordengrad for sacrifice will receive a prize from Thoromir Ruric, and given the title Lord of the Hunt. If you wish to rent a stall or receive a vendor's license in Nordengrad for the duration of the festival, please contact one of the following; Thoromir Ruric (Narthok) Gaius Mournstone (Keening) Sigrid Mournstone (hellebore) Ellenora (PlusOneMorale) Alderman Sigrid Mournstone of the Harvest Council, Stewardess of Nordengrad and Matriarch of House Mournstone
  19. Imperium-Septimus

    THE IMPERIAL TERRITORY ACT, 1679

    THE IMPERIAL TERRITORY ACT, 1679 Issued and Confirmed by his Imperial Majesty, the Emperor of Man, Aurelius of the House of Horen, 16th of Tobias’s Bounty, 1679. TO ALL LOYAL SUBJECTS OF THE IMPERIAL CROWN, It has come to the attention of the Imperium Septimus that numerous parties have attempted to make illicit claims upon Imperial territory. Ranging from actions taken by the Hou-Zi, Curonic Revivalists and other Lords within the Empire, this issue is becoming tiresome and the Empire’s stance on such should go without saying. Territories that are unoccupied, yet annexed beneath the Imperial Crown, rightfully belong to his Imperial Majesty Won through conquest, these territories were purposefully left abandoned so that potential future lords may occupy them as well as to prevent enemy factions from reestablishing footholds in these conquered regions. Thousands of brave Renatians fought and died honorably for the ideals of establishing a new Empire for Humanity, and those who spit upon their memory with such great disrespect will not be left unhindered. These territories are NOT for aspirant greedy lords nor foreigners. Sky-Daemon interference may give squatters a false sense of security. However, those who disrespect the Emperor’s will shall be met with the wrath of the Empire. Squatters will be slain, fields shall be salted and towns shall be razed. THE MAP ON SETTLING IMPERIAL TERRITORY Any and all who seek to establish new holdings within unoccupied Imperial Territory must, before witnesses, swear allegiance to his Imperial Majesty. Any and all who seek to establish new holdings within unoccupied Imperial Territory must, before witnesses, gain verbal approval from the his Imperial Majesty. Any and all who seek to establish new holdings within unoccupied Imperial Territory must gain documented approval in the form of confirmed “Imperial Letters”. ON ILLICIT CLAIMS Any and all unsanctioned seizure of Imperial territory conducted by a Foreigner shall be treated as an act of war. Any and all unsanctioned seizure of Imperial territory conducted by a Lord within the Imperium Septimus shall be treated as an act of treason. In Nomine Dei, HIS IMPERIAL MAJESTY, Aurelius I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera.
  20. WRIT OF LEGITIMIZATION, 1679 ✠ Issued and Confirmed by his Imperial Majesty, the Emperor of Man, Aurelius of the House of Horen, 16th of Snow’s Maiden, 1679. TO ALL LOYAL SUBJECTS OF THE IMPERIAL CROWN, When engaged in in the flurry combat or when deeds of great merit are committed, one’s blood becomes moot for, in these scenarios, actions tend outweigh one’s heritage. Though this concept may be construed and muddled when involving traitorous or criminal lines, it most definitely rings true when it comes to the topic of Bastardry. Bastards, defined as illegitimate offsprings, hold no succession rights nor the prestige of their parental lines within the Imperium Septima. Alternatively, they are prescribed to a Bastard house and, rightfully, are often seen as walking sins and/or mistakes. However, as previously stated, when a Bastard commits good deeds, their actions most definitely outweigh their conception. An example of such can be seen within the Imperial House of Horen. Commodus al Jedih, traditionally known Commodus Jrent, was a bastard born of scandal, conceived by Frederick Victor Horen and Aaliyah Yar. However, despite his illegitimate birth, Commodus Jrent has proven to his Imperial Majesty, time and time again, that he is truly worthy of sharing the blood of Horen. Commodus Jrent has proven worthy of legitimization through success, for he has established a name and business for himself independent from that of the Imperial House: Commodus Enterprises. Commodus Jrent has proven worthy of legitimization through competence, for he has presented an immeasurable amount of aid to the Imperial Crown via his service as Imperial Chamberlain. Commodus Jrent has proven worthy of legitimization through trial, for he has successfully raised hatched an Horenic hippogriff, a tell-tale sign of future greatness. As a result of Commodus’ merit, his Imperial Majesty has deemed it fit and just to elevate the status of Commodus Jrent. Such is not unheard of, for it is tradition within the House of Horen to reward merit above all else. Such is the will of Horen, and of Godfrey. Therefor, with the power provisioned unto his Imperial Majesty, Emperor of Man, and the Patriarch of the Holy House of Horen, Commdous Jrent shall be thusly be elevated to the House of Horen, dubbed Commodus Horen, legitimized and backed with the full authority of the Empire and that which accompanies the Horenic namesake. In Nomine Dei, HIS IMPERIAL MAJESTY, Aurelius I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera. 
  21. THE IMPERIAL CALENDAR REFORM ACT, 1679 Issued and Confirmed by his Imperial Majesty, the Emperor of Man, Aurelius of the House of Horen, 11th of Godfrey’s Triumph, 1679. TO ALL LOYAL SUBJECTS OF THE IMPERIAL CROWN, For millennia, the Descendants of the four brothers have utilized a calendar which, considered by his Imperial Majesty, holds immense bias in favor of those who are of Elven blood. Simply put, the Empire will not tolerate the influence of other races upon Human culture. Therefor, his Imperial Majesty has deemed it necessary to restructure the Calendar utilized by Humanity to become Human-centric. Additionally, all future Imperial documentation shall utilize this newly adopted Calendar. All units of time which utilize the term “ELVEN” shall now be replaced with the term “SAINT’S”. An “ELVEN HOUR” shall henceforth be referred to as a “SAINT’S HOUR”. An “ELVEN DAY” shall henceforth be referred to as a “SAINT’S DAY”. An “ELVEN WEEK” shall henceforth be referred to as a “SAINT’S WEEK”. An “ELVEN MONTH” shall henceforth be referred to as a “SAINT’S MONTH”. An “ELVEN YEAR” shall henceforth be referred to as a “SAINT’S YEAR”. The “SEEDS” shall now be referred to as “LEGACIES”, taking inspiration from the religious stories described within the doctrine of Canonism. “SNOW’S MAIDEN” shall thusly be referred to as “HOREN’S CALLING”. “MALIN’S WELCOME” shall henceforth be referred to as “OWYN’S LIGHT”. “THE FIRST SEED” shall be henceforth referred to as “GODFREY’S TRIUMPH”. “THE GRAND HARVEST” shall henceforth be referred to as “TOBIAS’S BOUNTY”. “SUN’S SMILE” shall henceforth remain as “SUN’S SMILE”. “THE AMBER COLD” shall henceforth be referred to as “HARREN’S FOLLEY”. “THE DEEP COLD” shall henceforth be referred to as “SIGISMUND’S END”. In Nomine Dei, HIS IMPERIAL MAJESTY, Aurelius I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera.
  22. ESTABLISHMENT OF THE IMPERIAL ARCH-SENESCHALTY ✠ Issued and confirmed by His Excellency, Aran of the House of Talraen, Arch-Seneschal of the Imperial Crown of Exalted Godfrey, 10th of The Deep Cold, 1678 TO ALL LOYAL SUBJECTS OF THE IMPERIAL CROWN, Let it be known that by His Imperial Majesty’s will to once more elevate the status of Man and bring upon an era of glory and prosperity to our Realm, so shall our illustrious Office follow in this path to greatness. Once more the Realm of Man stands united and prepared to lay claim to our rightful legacy as Godfrey’s heirs; thus, in the Emperor’s name as His rightful overseers of the Lands of the Royal Crown of Renatus and Marna, we do hereby proclaim their immediate reorganization into the LANDS OF THE IMPERIAL CROWN OF EXALTED GODFREY. Therefore, we extend the privileges of our edict to our Office and raise its prestige, thus dubbing it the OFFICE OF THE ARCH-SENESCHAL OF THE IMPERIAL CROWN OF EXALTED GODFREY - the IMPERIAL ARCH-SENESCHALTY. The Imperial Arch-Seneschal, in accordance with His Imperial Majesty’s wishes and the numerous acts put forth during our Office’s administration, shall be the keeper of the Lands of the Imperial Crown of Exalted Godfrey and the Imperial City of Carolustadt, tasked with their development and administration, as well as auditing their immediate vassals, documenting their military and civilian capabilities. In this task, the Imperial Arch-Seneschalty shall be aided by its subsidiary department, the CAROLUSTADT CITY ADMINISTRATION AND MUNICIPAL GOVERNMENT, as well as the Lord Constable and Grand Marshal and their respective Offices in unison. IN NOMINE DEI HIS EXCELLENCY, Aran of the House of Talraen, Arch-Seneschal of the Imperial Crown of Exalted Godfrey and the Imperium Septima, Baron and Lord Protector of Rennes
  23. ULTIMATUM OF CLEARANCE Issued and Confirmed by His Royal Majesty, the King of Renatus-Marna, Aurelius of the House of Horen, 13th of the Sun’s Smile, 1678 TO OUR BELOVED SUBJECTS AND TO THOSE WHO COMMIT ACTS OF WAR, It has come to the attention of the Crown that a band of Hou-Zi squatters have committed illegal annexation upon the territory of Curon located within the borders of Renatus-Marna. Not only this, but the Hou-Zi have also settled themselves in the center of Human territory. This is not a matter of Renatus purely anymore, but of humanity as a whole. To make matters worse, these squatters have allied themselves with those of Dwed and Uruk origin. To let it be clear to all those upon Atlas, the Kingdom of Renatus-Marna extends this ultimatum: THE HOU-ZI HAVE COMMITTED AN ACT OF WAR VIA THE ILLEGAL ANNEXATION OF RENATIAN TERRITORY. ALL WHO AID HOU-ZI ENTITIES VIA MARTIAL OR ECONOMIC MEANS SHALL ALSO BE CONSIDERED AS HAVING COMMITTED ACTS OF WAR. THE HOU-ZI HAVE PRECISELY FORTY-EIGHT HOURS TO VACATE THE TERRITORY OF CURON AND LEAVE RENATUS’ BORDERS. SHOULD THE HOU-ZI REMAIN, INVASION SHALL BE IMMINENT. ALLIES OF THE HOU-ZI HAVE PRECISELY FORTY-EIGHT HOURS TO VOID THEIR CONTRACTS, AGREEMENTS AND TREATIES. SHOULD ANY FACTION FAIL TO DO SO, THEY SHALL BE DEEMED AS ENEMIES OF RENATUS-MARNA AND SUBJECT TO WARFARE. In Nomine Dei, HIS ROYAL MAJESTY, Aurelius I of the House of Horen, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Sennisten, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, etcetera.
  24. Crow_Chronicles

    Crow Chronicles, Vol. 2

    The Crow Chronicles “The most trusted name in news.” Mystery in Markev In this edition: A Killer’s Manifesto, Menace in Belvitz, Soldier’s Folly, A Holy Crusade, Keeping up with the Marbrands Boy, do we have a couple of good stories for you today, loyal readers. But before we begin, this week’s issue is sponsored by the Southern Haeseni Railroad Company! For all your transportation needs, the Southern Haeseni has you covered! DISCLAIMER: The Crow Chronicles is not the official newspaper of the Kingdom, and should not be treated as such. Any and all opinions are those of the paper alone. A Killer’s Manifesto by Joey Patooie WARNING: Not for the faint of heart. The Crow Chronicles has received a manifesto from a man claiming to be Arend Wick’s murderer. We’ve included it here in its full text for our readers, though we do warn that it is disturbing. Discord is a wonderful thing, it breeds acceptance, the true authority is then placed once more in the hands of the strong. When the incompetent among us our now our leaders, pillars of our community that demand respect, the truly strong are allowed to exercise their wildest fantasies in a way that no other current administration has allowed. I hold a strong allegiance to Haense, but more specifically this Haense. The old, those who vouch for a more stable political and social structure must be rooted out and destroyed. Thankfully, my place within your most trusted guard force allows me to do this. They do not want unity, they do not want egalitarianism. They are autocrats, trying desperately to hold onto their perceived power and authority at all costs. This means people like Arend Wick must be extinguished: they are thorns in the side of the feeble, who hide behind the might of the many. They are clever tricksters. And this is precisely why I am allowed to operate. The guard care little for crime, more complex murders and investigations are beyond their span of intellectual capacity. They hold a strict moral compass (so long as it benefits them), and this makes them malleable, shapeable. They are easy to manipulate and maneuver, for a house divided against itself cannot stand. I will take this moment of fame to inform the public that many of the allegations of illicit activities by the guard force are true. Infighting was a large problem for them, and the weakest link cannot survive without the hardworking peons below subjugated to their whims. I will let you decide what other scandals that come from them to believe, it matters little to me. Their momentary, temporary comfort is what drives them. They are like animals. They act solely on the instinct of self-preservation, no matter what long term damages it brings to the people of Haense. And I would consider this a good thing. I will end my tirade with what I’ve stated in the beginning: I am loyal to this new brand of Haense. All criminals, I urge you to utilize discord to your advantage. For it is evident that the guard is incapable of doing anything to stop you. The only group with enough bargaining power has had their commander murdered by my hand. This is your time to strike. He was not the only man on my list, nor will he be the only person my atrocious acts reach to. If you wish to stop me, fellow Guardsmen (which I doubt, perhaps at the level of the footman justice needs to be dealt, but I assure you that your commanders side with me), you will go to the mausoleum (if you can find it). My next act will take place there one Saint’s Day after this gets released to the Crow Chronicle. I wish you luck. Yours, R.R. Menace in Belvitz by Rudy Rosenberg The city of Belvitz has been overcome with shock over the discovery of a monster spider infestation in the earth below. City authorities are unsure of how long the beast has dwelled in the city sewers, according to a man named Adler who claims to work with the Duke of the city. When our reporter arrived on the scene, Adler claimed that some men had already gone down into the sewers after hearing the screams of what they believed to be a child. Sources reported that, upon defeating the large beast, multiple smaller spiders emerged from its corpse. Whether these smaller spiders will grow to be like their mother and the severity of this threat remains to be seen, and no official statement has been released from the Duke’s court but we hope to see one soon. Soldier’s Folly by Konrad the Elder The war against the Vaeyl rages on, and the southern order reminded the Kingdom of that when it attacked Markev earlier this week. A host of Vaeyl orderman were spotted marching up the southern roads and the Brotherhood of Saint Karl quickly mustered a defense force to meet them. When it seemed that the Brotherhood outnumbered their attackers the Haensetian men surged forth from the gate, prepared to meet their attackers. Unbeknownst to the men of Markev, the Vaeyl had prepared an ambush and it had worked perfectly. A raging battle began outside the gates of the city and the forces of Vaeyl were pushed back, but not before taking an elf female hostage. Witnesses of the battle state that the incompetence of one Gobus Doral resulted in the hostage being killed. The hostage’s name is unknown. Our thoughts and prayers go to the family of the deceased, and we hope to receive a statement from the Brotherhood soon. A Holy Crusade by Wilhelm Muller Reports came out late this week that the Holy Pontiff Siegmund I has declared a Crusade against the Elven Dominion. According to a statement put out by a spokesman for the Church, the Crusade was declared after the discovery that the Elven Dominion hired the mercenary Reiter group to raid the Church owned city of Judeberg. The spokesman also claimed that “many leaders have answered the call to Crusade”, though we have not received any names at this time. The Crow Chronicles will be closely following the Crusade and its developments through the work of our regular wartime correspondent, Heinrich Schulte. Keeping up with the Marbrands by Lorenz Stein Some buried tension was unearthed recently in the Marbrand family. Our own reporters and other eyewitnesses reported Marius Marbrand, a young Lieutenant in service to the Kingdom, was spotted threatening his kinswoman, Nymira Marbrand. From what we could tell the dispute arose over the legitimacy of either’s claim to the Marbrand name, with both calling the other’s ancestor illegitimate. "Family, gotta love ‘em, huh?" - Unnamed eyewitness Luckily, neither Marbrand was hurt and everyone was able to peacefully move on with their day.
  25. NotEvilAtAll

    Dunshire's Peace-Warriors (Guild)

    [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
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