Jump to content

Search the Community

Showing results for tags 'land'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Guides
  • Almaris
    • Humanity
    • Elves
    • Dwarves
    • Orcs
    • Unaffiliated
    • Lore
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 17 results

  1. A Map of The Sovereign Realms of The Arcasian Peninsula Compiled and created primarily by Abram Stalistena, with the support of the Northern Geographic Society. – – – The creation of a comprehensive map of the sovereign realms of Arcas has truly been a collaborative effort. This project never would have approached completion if it were not for the contributions and aid given by the various stewards, local cartographers, travellers, traders, and government officials from all the sovereign lands of our realm. The purpose of this work is to reflect the real authorities over lands throughout Arcas, along with those territorial claims laid by nations and states claiming sovereignty as equals. Though there may be inaccuracies in the initial release of this map, future versions will reflect both changes in the de-facto control of various lands, and increased accuracy of existing claims. The process for submitting such claims will be outlined below. Other versions are available below, for use in any kind of geographic and ethnographic study and use. The process for requesting an amendment to this map is outlined below Credits and acknowledgements are contained below
  2. Talon’s Grotto: The Southern Paradise Settlement Description Talon’s Grotto is a beautifully constructed port-city within the region known as the Queen Isles, surrounded by a lush and thriving jungle environment, consisting of a myriad of cultures, making it quite the melting pot for RP and diversity. This city is reaching for the goal of becoming that of a thriving nation, under Sovereign Arthur Sterling, long may he reign. Now, many may be wondering what Talon’s Grotto provides and why one should live here. Allow us to enlighten you, as mentioned previously, the city has a variety of diverse cultures. These cultures founded this city, merging to create this atmosphere akin to the IRL city of New Orleans. This accumulation of cultures creates an inviting and easy-going city, where many are willing to give you the shirt off their back or go for a good game of blackjack. Guide to the Settlement: To get to Talon’s Grotto either just follow the signs out to the Queen Isles and head to x 2000 z 2000, or use the Queen Isles warp sign found at CT and head down the hill to the city. Culture and Population The myriad of cultures that make up the city, ranges from those practicing what is inspired by Native American and Inuit Tribes, to the ever-growing population of French, Roman, Latino Cajun and even Creole-inspired cultural groups. These cultures merge into one, and reflect in the town's greatest festival; Du Gros Mois, which roughly translates to Festival of the Fat Month. During this Month of Debauchery, the town fills with the tantalizing smells of cooking food and the bright colors of each culture as they show off what makes them, well, them It’s quite the sight to see and those who take part in planning the festivities get the greatest experience of all, the right to serve as a cultural representative for their respective group and show what makes them different from the rest. If the festival doesn't interest you though, there is a rare culture forming on LOTC that is based around Afro-Caribbean religion that originated in Haiti. Simply put, this means a culture formed around the practice of Voodoo. When it comes to race the city accepts all who wish to not do her harm, in this city you can find Humans, Elves, Dwarfs and Halflings going about their daily lives. Some may see a few Orcs lingering about the city doing dock work or the large body of Kharajyr which moved in to form a trade guild and cultural safe haven. As for a set religion, the town lacks one enforced by the government and over the years we have had the Caliphate, Red Faith, Zionism, and Cannonism all make an appearance in the city, each being equally accepted so long as they choose to cooperate, and not cause conflict between the groups. Housing and Taxes Talon’s Grotto offers a variety of housing opportunities, within the city ranging from manors to guild halls, and even spacious accommodations offered for free to Citizens. There are massive homes inside the city designed to accommodate large families, that do require a one-time payment but offer an amazing view of the Land, alongside Spires from their view high in the sky. Inside the city, one would find multiple guild halls and apartments. The guildhalls would be given out to organized groups of decent population, who wish to expand and grow in the town; while the large apartments would be offered for free to any Citizen who wishes to live inside the city. Heading outside of the city limits, one would find the spacious free housing commonly being 8+ meters in length and width (8 x 8 space or larger). These homes are some of the first-ever built in the city, making them quite the historical landmark and often serve as a place for parties of one, to large families to live and prosper in, while living in for free. This is quite the benefit within Talons Grotto, compared to other settlements, as we do not tax our citizenry. Once you have your house, it’s yours as long as to remain active in the town, with no pesky taxes you have to pay in order to keep your property. Free housing located outside city limits A free apartment located in the city limits Shared space for the apartments inside the city limits Stilt housing inside Talon’s Grotto: 800 mina, one-time purchase Second-floor housing in Talons Grotto: 1-2k mina, one-time purchase Points of Interest / RP Opportunities A&A Investigations: Talon’s Grotto Clinic: Sleepy Tortuga Tavern: Talon’s Grotto Library and Museum: Market Plaza: Land Spire Jungle: Ministry of Magic: Harpies Hunting Grounds: Valahii’ame (Leaf Apes) Hunting Grounds: Fishing Guild: Naval Adventures: Ruin Exploration: Important Information Peak Time: 12:30pm EST to 1am EST (5:00pm GMT to 6am GMT) - You may find people around the city actively rping during off times as well, so even outside of peak times it’s always worth a visit. List of Players Able to Assist: Sovereign of Talon’s Grotto: Arthur Sterling [MC: Atrex - Discord: RealPeopleGames#2925] Sovereigness of Talon’s Grotto: Ania Sterling [MC: Reledy - Discord: Reledy#5183] Admiral of the Depths: Nathaniel Goldblight [MC: Ztrog - Discord: Ztrog#0623]
  3. I was looking back at old forum feuds and suddenly had a nostalgic feeling to try and find a lost Aegis map. Most of my efforts over the forums were to no avail, but apparently a quick search on the Google succeeded. Have fun exploring the past ? (Also might want to update this, https://files.lordofthecraft.net/maps/) [!] A Shaman performing a spirit walk through the lands of Aegis Krugmar
  4. The 5th of Horen’s Calling, 1746 Muffled shouts can be heard drifting in through the hallway and past a large wooden door left ajar. Colonel Sabari sits behind a large dark oak desk, an ever-growing mass of paperwork dominates a corner of the wooden surface as the days affairs marched on. His hand gloved in a very fine yet sturdy leather hovers near his face as he occasionally strokes his chin in thought. As the clamoring outside comes to rest he knew it was time to address his congregation waiting diligently outside. In a smooth motion, he rises from his seat and without a thought grabs the imperial coat slung on the back of his chair; draping it smartly from shoulder to shoulder. In a matter of moments he was already through his office door and down the hall that was lit in a warm orange glow of the afternoon sun. As he would appear before the courtyard a loud crack would echo across the air as a legion of Imperial Army soldiers would snap to attention, the heels of their boots smacking together in unison. Giving a moment of pause before he spoke he would remark to himself proudly of what he saw. Brave men, both young and old, willing to lay down their lives for something that meant so much more than the sum of its parts. A slight smile would creep across his lips just before vanishing as he addressed his comrades. “Men of the Imperial Army, it is with great pleasure that I am able to stand before you today and share with you such great news. It is truly a sight to behold you all, shoulder to shoulder, in the colours of the Empire. The sacrifices you must make on a daily basis are of immeasurable magnitude. And such is the fact that you are all of a volunteer force, ready and willing to lay down your lives in service to this great Empire. If you have not heard it, I thank you. Your fellow citizens thank you, this whole city thanks you, and most of all your Emperor thanks you.” “In absolute recognition of your selfless and dutiful sacrifices, we of your upper leadership body would like to make your service to this mighty army even more worthwhile- past whatever justification you already hold dear. Veteran soldiers, after your fourth year of faithful service to the army, you will become entitled to your own homestead. One that is provided by the state and exempt from taxation. In addition, you will be awarded a plot of some of the Empires most fertile soil within which you may grow your own food, support your family, and contribute to a community of your own making. These homes shall be built by Imperial master craftsmen and shall adequately reflect our appreciation for what you all do for this organization. Take this opportunity to spread your roots and give increased meaning behind what it is that you fight for.” “Speak with your company sergeants or your brigade captains for further information regarding this announcement. I look forward to the future that we create together. Long live the Emperor, Ave Oren!” In yet another smooth and calculated motion, the Colonel performs an about-face and disappears from before the formation of soldiers and back into the red keep. His work never quite ending, he would return to his office. This time, the large wooden door would drift closed in his wake, ending with the light clank as the door latch finds its home with the stone frame. ~~~~~~~~~~~~~~ Imperial State Housing Edict ENLIST HERE ((IMPERIAL STATE HOUSES IMAGES IN GAME)) To recognize the selfless service and sacrifice of our brave Imperial State Army soldiers, the following will become the rite of all eligible members. Upon the completion of one’s fourth year and until their final year of faithful service to the Imperial State Army, the member becomes entitled to the following: State-provided, tax-exempt, homestead within the walled confines of the newly dubbed Harlingen Estates. State-provided, fertile agricultural land plot within which any myriad of crops or livestock may be cultivated for the benefit of the member and the community of the Harlingen Estate. Access to the community stores of the Harlingen Estates. A modest tariff of 20% of all produced goods within the state-provided land plots shall be directly contributed to the Imperial State Army. Eligible members may invite their immediate family members to take up residence within the provided home and participate in the community of the Harlingen Estates. Additionally, non-eligible military members or Imperial citizens may be given access to the Harlingen Estates so long as they are sponsored by a current eligible member. Responsibility and accountability of sponsored individuals falls solely on the sponsor. The Imperial State Army encourages the establishment of familial military lineage. As such, as a soldier continues their service, increases in rank, and assumes higher responsibility; said members may enjoy increased and improved living conditions. This may come in many forms but most notably as larger and more opulent homesteads. Furthermore, veteran soldiers may continue to receive all of the aforementioned entitlements even after the conclusion of their military service through military lineage. Offspring may inherit said entitlements without having to achieve veteran status so long as they join the Imperial State Army as soon as they come of age; with these benefits extending to their respective household patriarchs. For each family member that joins from a veteran status household, they shall receive a service lineage pay bonus. ENLIST HERE
  5. There was a poet known only as “The Mad Poet.” He lived a hermit life where his only friend had died years before the disappearance. Last seen he was with Ryia Von Savoia-Dalivous' on his way to Helena when he disappeared. He had willed everything to her, as he knew not many other acquaintances. When he disappeared Ryia looked for a bit but found no trace. It was as if this masked poet of an unknown name had disappeared. His home had seen no use in the years, in fact, it seemed abandoned until he willed it to Ryia, where the first layer of dust finally rose. He has a memorial for all those who want to pay their respects, far from any other places in the wildlands. It is said that the gifts put there disappear, this could be a thief or the mad poet back from the dead. The coordinates of his memorial are -2312 / 41 / -388. What does the memorial service, one might ask? Well, The Mad Poet is said to have a long history, once a soldier, a jester, a spy, and many other things, countless deeds, most bad of course.
  6. The provincial arms of Rubern. Name of Settlement: Province of Rubern Peak Times: Any time between 12PM to 10PM (EST) Population Density: The town of Rubern proper consists of a mostly human populace, with much of that human majority comprising of Highlanders, with a small community of Heartlanders and Farfolk. Brief Description: The Province of Rubern was established via a pact forged between Prince Vladrick Barbanov-Alimar and the Black Reiter Company; the latter swearing fealty to Prince Vladrick in exchange for safe harbor. Where they once served as a mercenary company of global repute, they have since become the elite household guard for the Prince of Rubern. Upon the Ruber River, they established themselves upon the ruins of Leuven, decimated in the aftermath of the War of the Two Emperors. Once a lawless and scarce land, the Prince’s retainers have transformed the territory into a land of prosperity, centered around the newly-erected and flourishing settlement of Rubern proper. The Province of Rubern has described to be a land of opportunity, inhabited by free men who share a common value - to strike out on their arm, and make their own fortune through toil and hardwork. The Province encourages all craftsmen, soldiers-for-hire, and wanderers alike to settle upon the Ruber River and set up shop. Furthermore, any and all citizens are welcome to put themselves forward as aldermen, where they may serve as representatives for their respective guilds or communities. This allows the common man a voice in governing body of the Province; the Duma. Together, under the guidance of the Prince and the Duma, the Province optimistically looks forward to the future. Key Figures and People of Assistance: The Prince and Princess-Consort His Highness, Vladrick Barbanov-Alimar, Prince of Rubern The Prince of Rubern rules the Province of Rubern, delegating tasks to various subordinates to ensure the stability, prosperity, safety, and smooth inner workings of the Town of Rubern and its outlying territories. Her Highness, Ester, Princess of Rubern Lord Chancellor Lord Simon Basrid, Lord Chancellor of Rubern The Lord Chancellor of Rubern is often referred to as the Hand of the Prince; charged with conducting diplomacy and many of the Prince’s most sensitive tasks. Lord Commander Brutus Morr, Lord Commander of Rubern The Lord Commander of Rubern maintains and commands the Black Army of Rubern. The Lord Commander or any of his subordinate captains may be contacted for any able-bodied man or woman looking to serve in His Highness’s Armed Forces. Maer Bailiff Cassian Turo, Maer-Bailiff of Rubern The Maer-Bailiff oversees much of the business transaction and inner workings of the town of Rubern proper - keeping a detailed ledger of property sales, tax, and overseeing the roster of designated stewards. The Maer-Bailiff may be contacted for any inquiries within the settlement’s walls. Stewards Edwin Brooks, Alderman and Steward Yaroslav, Stablemaster and Steward Thondor the Younger, Steward The Stewards may be contacted for any person looking to purchase property within the city, including houses, permits for stalls, and farming plots. Directions: The town of Rubern may be found at the crossroads between the metropolitan hubs of Reza, Ves, and Helena, along the River Ruber. The front gate of Rubern may be found at [X: -144, Y: -1540]
  7. Name of settlement: Laanhold, Westmarch Peak time: Around 3pm EST (from a mix of Europeans and North Americans) Populace density: 85% Human, 15% Halfling Brief description: Laanhold is the cozy agricultural town of the Duchy of Westmarch. With hedgerows bordering the farms leading up to the gentle palisade entrance to the town, the entire area would be welcoming to most. Halfling burrows sit on the left hand side of the road in, and a branch off to the right sweeps up the staircase to the keep: Laanhold Tower. Immediately upon entering the town would be a marketplace, with a medical clinic on the far left, under the clocktower. Bearing left, an arcade leads to a public park, and the small houses in that direction. Straight ahead is the archway leading to the church, manors and side entrance to the keep, and to the right is the road to the apartments, and the tavern too. List of players able to assist: @mra8ur93ss , Duke Stannis, aka func_Soap @Pun , Duchess Kathryn, aka Pun__ @Gleeshers , Mayor Puddifoot, aka ColdDaughter @Cleggmire_ , Ser Fournier, aka Reynald_ @LadyCarolina , Lady Fournier Directions: https://imgur.com/a/zApKoFR Take the Northerly junction of the Aegrothond-northerly – King’s Road-easterly junction, then the first left nearly opposite a vineyard on the right. -
  8. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  9. (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
  10. The lag from snow in the server at some points gets really annoying and hard to deal with. I want to know how others would react compared to my reaction in this situation. Sometimes the snow lag gets to a point where it even gets you killed and that can cause some rage, some rage that does not want to be unleashed. AKA the gamer rage. (If you want anything added to the poll please leave it in the comments or reply's or whatever and I will see to adding it as soon as possible!) See that pretty girl in the mirror there?
  11. *a wiry man in a white lab coat, wearing large goggles on his white-haired head goes about, placing parchment on local bulletin boards* -=+=- "Scientist and researcher looking for room and housing. Must have adequate room for experiments and materials. Willing to pay rent, or contribute resources to landlord. Will live in national or independent territory. Send a bird to Dr Wolfgang Dippel" ((Tadmonster)) -=+=- *he shuffles off, wringing his hands and nervously thumbing the various glass vials in his pockets*
  12. https://www.youtube.com/watch?v=yj_wyw6Xrq4&ab_channel=AdrianvonZiegler The Kingdom of Caer Conaithe & of Y Tuath Cadeyrn "They are tall in stature, with rippling muscles under clear white skin, they look like wood demons" Physically the Bradáchs are terrifying in appearance, with deep sounding voices. They frequently exaggerate with the aim of extolling themselves. They are boasters and threateners and given to bombastic self-dramatisation, and yet they are quick of mind and with good natural ability for learning" Lore of the Bradách The Bradách peoples are a mix of Northern raiders and a unique culture. Choosing to live either on islands or hillforts, preferring proximity to the sea and living most of their life as farmers and fishermen, some worshipping the Bradách Pantheon. Despite their usually typical occupations, they put a large emphasis on Warfare, Raiding and Combat, which is how Bradáchs gain popularity and fame within their societies. Their unique culture is also carried into their government, which is ruled by a Rí, also called King. Also, there is a Derwydd Rí, also called Druid King, who is in-charge of all things to do with the Gods. These are two of the most powerful peoples in the government, but there is also the Bradán, who is the heir to the Rí, but not necessarily his son or family. What is most unique about the Bradách is their emphasis on the community and it's say. The Rí is chosen by the people's choice, most commonly the most battle-tested and intelligent chosen, which is the same for the Derwydd Rí, although that title is chosen by the other Derwydd. Finally, the Derwydd are the Druids, who are responsible for up-holding the will of the Gods by hosting the rituals, sacrifices and all else considered holy. For someone to become a Druid, the Derwydd Rí may decide if someone may become one, which is usually based on their intelligence and commitment to the Gods. The Bradách Pantheon Since the Bradách people are Pagan, they follow multiple Gods and Goddesses; Mormaer - Goddess of all the deities. Goddess of Sacrifice and Fortune Belatucadros - God of War, Hunting and the Weather Belisama - Goddess of the Sea, Agriculture and Peace Sirona - Goddess of Fertility, Health, Love and the Sun Myrddin - God of Knowledge, Wisdom, Planning and Magic. Also the God of the Undead. The Bradách also have Gods for their own Clans. Currently, Cadeyrn is the only Clan; Tuath Cadeyrn's God - Bendigeidfran - The Giant God of Kings, Resolve and Decisiveness. Application OOC Username: Discord Username: Knowledge on the IRL Celts IC Name: Age: Skills: Experience in Combat (RP and PVP): (If you want to contact us, or just organise some sort of RP or meeting, message either me with the username: TheNanMan2000, or the Tánaishte with the username: HareBear_. We welcome all sorts of RP, including raids on our land or generally anything that may be fun and good character developement)
  13. ESTERMONT REAL ESTATE WE BRING THE HOUSING YOU DESERVE RENT PROCEDURE We of Estermont Real Estate charge rent upon our tenants, this is beneficial to our tenants as selling owned property is not needed to move. It serves well those who have little money to spare, it shall also be noted money is not returned should one move before saints weeks end. CITY RENT Senntisten Marna - 15 Per Saints Week HOUSING IN SENNTISTEN - MARNA Birds Eye View Godfrey Avenue 2 [Sold] Godfrey Avenue 5 Godfrey Avenue 6 Pictorus Square 1 [Sold] Pictorus Square 2 [Sold] Rovin Way 6 [Sold] ESTATE LAW & REGULATIONS Man or woman is not to harm the exterior of the rented structure. Rent must be paid prior to moving in, then paid at the start of each saints week after. Rent must be paid in timely fashion otherwise one may be evicted. To cause trouble for local authority is met with immediate eviction. To rent real estate you agree to the terms above. Contact Eadmund Estermont to Rent [Message Julius55]
  14. *A note is posted on all the boards of all the main cities in Valior. "I am looking to buy a piece of land for a farm!" Description: A medium sized piece of land preferably along a river with some hills in the background. Enough land for a small farm, a nice not-too-small house, and possibly a small barn or paddock of some sort. I don't mind having to clear some woods for the desired effect so if there are some woods in the area that would be fine. Price: If you have a suitable piece of land I will first take a look at it then we can decide on a price. Conditions: For us to buy this land there are a few things we would like to see. Firstly: I would like it if the land was clean and has no buildings or other man-made structures like that on it, If there is I might still consider buying it, but I will want to pay less for it. Secondly: I would like it to be farmable. Also, if it is green and lush, I will most likely pay more for it. Lastly: I would prefer if it was far away from cities. The further it is from cities or settlements, the more I will pay for it. Please Contact Llewellyn Oakleaf if you have some land you would be willing to sell! -}&{- Llewellyn Oakleaf -*-
  15. My character is looking for small land to set up a cottage and farm, she can pay with a negotiated price and amounts of the crops she farms, along with other services she does like lumber. if you have a land for sale that isn't to big nor pricey then please either pm me or comment on this post!
×
×
  • Create New...