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  1. The Order Of The Crimson Raven “Celestial we ascend, may our plumes herald the shadows, enabling them to comprehend the brilliance of illumination.” Lair PRO MC Name: PhilosopherBear Lair PRO Character Name: Ahmanu Chaephyra Lair Name: Fælheim Keep Primary Lair Color: Black/Red Lair Members: PhilosopherBear, 6Dark, Aw_0ken, YourParalysis, Kayleigh_P, Xein000, Le_JambonBeurre, marelamentorum, InsaneKissane, KuroKrono Proposed Lair Locations (Highlight/draw at least three on the map): In order of preference Example 1: tile_snow_highlands_5 Example 2: tile_snow_lake_3 Example 3: tile_snow_lake_5 Lair Lore (supply link to an existing creature or other lore if being used as basis for this lair) (1000 words minimum): The Soaring Faith and The Kaemhan Culture: Group Explanation: The Order Of The Crimson Raven, Kaemhan inhabitants of Fælheim Keep and many of the reaches of the Known World, are a recent group and culture of soldiers and workers that have united under a singular missive - The search for Eternal Freedom, to spread one's wings far and wide, and to spread such freedom to all those who desperately seek it, yet, by themselves, have no means to attain it. Their morally grey ways of both operating and thinking have led them to not only see past one's origin and physical characteristics but also gets them far too often in altercations with nations and other groups who oppose the idea of True Freedom by clipping the wings of the people. Those who will for their freedom, and seek to unshackle themselves from the slavers and tyrants of the world are free to seek shelter under the Grand Wings of Feidelhm, until they, too, can take flight. The main strength of the Ravens is the lack of fear to become "monsters" to fight off oppressors and beasts from far and wide - Nothing will escape the wrath of Riognach if it were to stand in the way of a Raven and it's rightful freedom - A malevolent creature or an unfair ruler are no different upon the eyes of judgement, and both will receive equal punishment for their transgressions. This lack of fear to become "abnormal" in order to stay true to their spiritual calling is what makes the Ravens poorly received in most lands, as well as their unbending will to never be shackled and tamed, as is the Kaemhan way. Lair Build and Infrastructure (photos required, give dimensions): The Lair fits within the 75x75 that is standard to lairs. Photo Examples of the (almost) finished build: Keeps Front Gate: Entry Hallway: Center Of The Keep, aka the Lobby: Housing Area (Not fully finished): Training Area: Hallway Design: Alchemy Station: Study/Little Library: Forging Area/Workshop: Mess Hall: Iternal Hilltop (Place of Warship): Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.): Most members of the Order Of The Crimson Raven fall within the category of 'darkspawn', dark magery or even magery in general and even those who havent yet, plan to do so in the future. Due to that, their moraly gray view on the world (As explained above), the way they opperate as well as obtain power and the fear of Region PROs and Metagaming. Due to all that, there has been multiple occasions of excomunication from their employeement and general conflict amongst them and the people they wish to help or merely even attempt to RP with. How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?: The Order is based upon my own original Greek/Nordic culture and religion, which I am also looking to expand the player base of, the physical structure providing for a safe heaven, accessible to those who wish to follow the ways of the Kaemhan or join them in their quests mentioned in this post, as well as the one I provided before. The group itself plans to attempt to be a new beacon of RP, for those who would wish to dive into the world of monster hunting, by becoming one themselfs to more effectively hunt and exterminate dangerous creatures as well as decendants who have been deemed unfavourable by the Kaemhan religion (Slavers, tyrants etc. Anyone who might restrict anothers freedom.) In sort, this group will provide conflict on a political scale, to any event line related to the world as well as allowing for players to experience a different prespective of 'being' of the monster hunter and general 'mercenary' tropes. Credits: (Main Writer): PhilosopherBear And @Tael that helped a lot as well.
  2. https://imgur.com/a/wgFTyyE (This contains all the Photos for the build, more can be taken and the build can be found on the Haense build server as well as the planned location! :D) Lair PRO MC Name: Ofrider Lair Name: Kharzi Iron-Hold Proposed Lair Locations (Highlight 3 on the map): (Please refer to the Imgur link, the first three areas are posted within the link along with the exact areas from my perspective in game) Lair Lore (could link to an existing creature or other lore) (1000 words minimum): There was an Orc called Jorg, viewed as an unusual one, considering today's standards. An orc that used to live in Krugmar, along with his brothers and sisters. One that represented what an Orc should be - honorable, brave, and strong. However, he was unlike his people; he was tender-hearted and gentle. He was eager to acquire knowledge and experience outside of his homeland, in the vast nations of the elves, dwarves, and humans, amongst other strange and fantastical things amid his countless journeys and deeds. Although, in doing so, he discovered that not all things are quite what they seem to be. He was unlike his kind, for they raided like bandits; they pillaged cities and villages of the helpless, just for the coin, for food and things that shone, rather than something challenging to face. They enslaved the weak and vulnerable, lying would make them stronger, but instead, it only weakened them more and more. The orcs spoke of honor, but acted against their own words, backstabbing, lying, cheating… Whatever this was, it was far from the way Jorg had been taught. In his eyes, it was not what orcs should truly be. His efforts to change the crude ways of his kind proved to be futile; Jorg attempted to set an example for the Orcs, but upon the dwarves' declaration of war, his kin eagerly took the opportunity. Despite the dishonor behind the Orcs’ actions, Jorg was the one reprimanded, for trying to stand for Rex. He tried to stop his kin from taking the Goldhand, and ultimately saved her life… but not that of his kingdom. They came like a hammer upon a poorly wrought anvil - Krugmar cracked. Jorg witnessed his brothers wither away right in his arms. He sought out the friends they made, but everyone simply shook their heads… In the end, he was all alone. Too wounded to continue defending his kin, he had to watch his mother, and his six siblings die, tortured in front of him before a dwarf, a Grandaxe, saved him for what should have been his death. Much to his dismay, the Orcs were bloodthirsty. They sought revenge. But how could they? Their women were murdered, their cubs were butchered, and the elders slaughtered...what revenge? They had to build, bury their dead. But instead of mourning, his skin sought more bloodshed, more violence, and more decay. He alone was left to bury the dead, and he did, over many days, grave by grave. He eventually lost count of them, but he remembered their faces, each one, and how they died, and to this day, it still haunts him. He sought death, and when he couldn’t find it, he left. Krug was no longer his home, but a place of violent thieves and murderers. No longer was it a place for what it means to be an Orc; the spirits did not smile there, and in the case that they did, they were not spirits with righteous intentions. He left in search of a purpose, of anything, what was he without Krug? He had no more family, his clan was so besmirched with dirt that to say it with pride brought only pain and sorrow… this needed to change, and so he decided to make the change himself. Iron’Heartz was then created - a new clan, a new family for him. To teach the ways he knew, the ways he thought were best. A new path for what it meant to be an orc, something he felt was true, something he felt Krug had long abandoned. He started recruiting, no longer there to take, but to teach and guide; to be strong one must learn it, so he sought members. One by one he tested them, putting them through trials until he was proud of them enough to call them kin, family. They were orcs despite their race, what honorary should be, and the clan welcomed them as family. Some may call this shame, where are the blood orcs? Like himself, they would come, slowly but surely, and even if he were to die, the rest would carry on Jorg’s legacy of what being a true orc means, so that when Krug does fall, those seeking the path of the Orc would find it. Even if it took forever, he would make sure his clan would last just as long. And to have a clan meant that one needed a place to stay, to grow the people, to store food, to smith armor, to have a home! So he sought one, in the mountains beyond where he worked as a mercenary, in Haense, amongst strange trees on high mountain tops, where most would never reach, he finally found traces of an old stronghold, an old dwarven fortress, hidden deep in the mountains. It was perfect, it was the orc way, to take over what was once lost and make it one’s own. Orcs were like weeds, sprouting up in expected spots, even old and forgotten ones. He led his clan towards the mountains, where they fought against rogue dwarves, those that deserted from Urugan, as well as animals, well-fed by the bountiful green mountain, tribes of creatures from the deep that rose to raid food from the animals they hunted. And even groups of minotaurs, snorting at the welcomed challenge that was the clan moving into scout for a place to call home. Then they found it after an earthquake, revealing the entrance to the old dwarven keep. This particular hold was archaic, more olden than any living dwarf. It dated back generations, back when the deep roads of the dwarves were still strong and well used. It was held by an old clan, now forgotten by time itself in rotten books that held nothing but dust and decay. The hold was supposed to be for scouting, gradually developing into the fort, the deep roads expanding at this point to involve more of the land into what some might eventually call a settlement… Then something came. They dug too deep, the caverns too long, the roads too wide, they awakened something, something terrible, and it came up to attack the unprepared and surprised dwarves. Whatever it was, it was winning, and they didn't have any forces from within... it was supposed to be their domain. In the end, they collapsed the mountain and ran out, refusing to let what dark horror awaited below to come to the surface. It has been many years, and a recent earthquake revealed what was hidden, the dwarven hold, one empty, overgrown from deep cavern plants, one ripe for harvest for orcs...and something waited for them in there...something deep, forgotten, powerful. They would reclaim it, building massive shrines in the name of their spirits, calling it home, a place that would one day become a legend in Orc history, as the grand home, of Klan Iron’Heartz. And when it would get taken over, everything would change. From the library filled with orc history, to teachings on blacksmithing, about spirits, a great collection of books of all races, to learn, replacing old dank books, too soaked in humidity to be read, other recovered that could be recovered The forge was remade, what was once cold was re-born. The strength of dwarven forges combined with orcish might as technologies mixed in weird ways. Seeds and gardens were planted for there to be life...something that orcs rarely did, so new life could grow and feed the ever-growing clan. A great throne room was re-done, a great fighting pit, of the ancient art of those blessed by Arwa was made, called a Sumo pit, a place for those to train was made. Rooms made for all arts and crafts. A hold truely fit for generations of Klan leads to come. (That is the link to the Clan lore page! Please enjoy, this contains more lore about the clan in general) Lair Build and Infrastructure (photos required): (Please refer to the Imgur link) Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’). It is a perspective on Orc culture that would not be allowed in Krugmar. Additionally, due to roleplay events, Jorg is no longer part of Krugmar, but continues to view himself as an honorable Orc and desires to instill Orcish values in his own derivative way, and perhaps even have his own family. This lair would allow for a welcoming and controlled environment, where casual and friendly roleplay may exist without political or violent (unless necessary) interference. It aims to cultivate Orcish culture amongst players of other nations and races, integrate honoraries into an Orc clan and experience Orc roleplay, which tends to be limited to Krugmar. Our lair provides a unique setting for both those part of the clan, as well as those who simply wish to visit. What does this lair add to the greater world around them?: Clan Iron'heartz is one of the largest Orc clans outside of Krugmar, demonstrating a neutral environment for many, if not all, races and nations. Our laid build has considered its members and has allowed access to the deep roads for its dwarven participants, which in turn may open roleplay opportunities and is also a strategically built area with events in mind. The deep roads are highly connected to spiritual lore and thus expand possibilities of religious roleplay, and intends to share the beautiful orcish lore that is otherwise confined to Krugmar. The location in question is in tile 143 I think
  3. Lair PRO MC Name: _Security Lair Name: The Hexicanum Proposed Lair Locations (Highlight 3 on the map): https://cdn.discordapp.com/attachments/804216308102594600/828746078396219402/rukk.jpg (Within the swiss cheese mountain pictured here) (This swiss cheese mountain is south of the other swiss cheese mountain, we’d want to be on the northern side pond hill, just to be sure we aren’t encroaching on the greek place.) Lair Lore (could link to an existing creature or other lore) (1000 words minimum): https://docs.google.com/document/d/1P_6xpk_dHv9Hlw9CbuxioNHflVbADquNUQVF0QroXXQ/edit?usp=sharing Lair Build and Infrastructure (photos required): (We have a tower build that will go above this, it’s still WIP but you can PM me for screens, it's just a tall old mage tower.) Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’). Having a mage guild which will eventually begin producing voidal taint to the land around it, most nations aren’t going to approve of a lot of aesthetic changes. Being able to fully utilize things like obelisks, tears, or creating caverns deep within the ground is something rarely utilized in game nowadays. Holding secret meetings is vital, meaning guards and closed gates are usually going to be your biggest enemy when inside a city or nation. The guild is centered around creating a balance between the void and the material realm, as well as between the archaic laws of Chaos and Order, such will bring quite a bit of conflict with it. Conflict is often shunned within nations, bit in the bud by OOC where you can easily be thrown out of a nation just for trying to create a more colorful and interesting world. Our build has an amazing underground portion, which most nations in their current state are not allowing for such expanses, understandably due to lag. We are also going to be doing some antag events since the guild is meant to hold a neutral stance to such. Having a base which isn’t within a city allows for a greater amount of freedom to hold coven mage roleplay a ways off from guards and onlookers. The build is going to be near a road to grab some players travelling near Eastfleet, allowing for some interaction on the roads when people see the looming tower, either within a mountain or atop it. We will also be able to hold larger rituals without restriction of nation PROs, allowing for more expansive changes to the environment near the base. We may also tack in a monster hunting group in the future, then permitting us to use the lair as a training grounds to prepare for beast hunts, with our own mercenary guild to provide roleplay with the mage cult. Currently we have about 13 members, though no place to house them as nearly every nation save for Sutica isn't all too open to having a gaggle of mages operate with their own RP without making it something like a military organization or a mercenary guild. What does this lair add to the greater world around them?: This lair is a more traditional build that allows for interaction with mage RP in a controlled environment. The effects of voidal taint and the like will slowly begin to spread outwards, likely to hold some conflict from other groups. It fits in well with the older medieval aesthetic, centered in a relatively empty portion of the road. Magic RP has largely been pushed into nations, reserved and generally hidden away from town squares. With our own lair we are given greater freedom to bring in newer and interested players who generally have to scrounge cities like Sutica for magic. Instead we intend to show off the ways you can implement magic in more mundane manners, allowing for more aesthetic changes that can alter the world around us. One of my plans is to get an obelisk within the base that fuels a massive mana gem, one that evocates a giant crystal that will hover idly above the lair, represented in MC with a large construction of tinted glass. We will also have atronachs perusing the perimeter, mages holding lessons and rituals in sight of players who may wish to view such, etc. As we have a chance to draw in more and more players, we will also hold some events with the cities nearby, going to Urguan, Oren, and Haense to hold diplomatic sessions and to show off our numbers. One of the main things missing currently is a third part voidal mage group which allows for varying cliques and groups to amass and roleplay. A lot of groups will cut themselves off by only allowing for certain aesthetics or players, keeping it locked in with only likeminded individuals. Here we want to offer a hand to those who are just getting into the magic to begin to learn how it is done properly, while also allowing for them to expand in their own direction as they add their own flavor to it. Bringing this with coven roleplay and a sort of ‘occultist’ vibe adds to the lacking mystery that voidal magic can hold.
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