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  1. ON THE URUK THE URUK The Uruk or Orcs are the descendants of Krug, strong and powerful like their forebear however cursed with a lust for blood. While the Uruk at heart always long for battle they are called to find such conflict through honorable means, for above all the Uruk is blessed with honor. Honor, however, does not always mean the picking of 'fair fights' but merely a code of conduct from which all descendants of the mighty Krug are called to live by. The Uruk's curse of bloodlust has at times outweighed their blessing of honor, it is the responsibility of the Uruk to hold themselves to the strict guidelines their people have followed for thousands of years lest they lose their honor and be outcast. The Uruks bond with one another is great and they are by far the most loyal of the races, betrayal is not taken lightly in Uruk society the punishment for this, OSTRACIZATION, a fate worse than death. URUK SUBCULTURES Since the creation of the War Nation of Krugmar many Uruks many natives believed that only one Uruk state could exist, this was where the “Uruk Strong Together” mentality was borne that saw foreign Uruk, despite many having originated in their own Uruk culture and not even mingling with other descendants to be labeled as “no longer Uruk.” While in recent years this has greatly changed with the acceptance of Onii as their own people for example, there still remains prejudice abroad for Uruks having or admiring culture not belonging to the primary group. While this can be a righteous prejudice as in the case of Uruks who completely disregard their own people in favor of another and betray the codes of their ancestors, often this is simply used to silence dissidents from the main band of Uruk; this of course neglects the many Uruk subgroups which have existed for millennia such as: Onii - Uruks of the Far East, often intermingled with Oyashiman cultures. Jotunnar - Uruks of the Far North, interactive through trading and battle with Northmen Cultures and Snow Elves. Desert Uruk - The most common Uruk found in Lurak, the traditional warriors of the desert. RELIGION For Uruk religion is one of the cornerstone pillars of society. Uruk revere the SPIRITS, and communion with them has been a staple of Uruk society since Krug gave such a blessing to his people. The Uruks commune with the spirits via the Shaman who follow in Krug's example. Because of this, Uruks take heart with Shamans and treat them with great respect, however Uruk do hold Uruk Shamans in higher regard than Shaman of other race as they are removed far from the originators of the faith. Lies and affronts against the spirits are not tolerated, and while it is acceptable to believe that the spirits are not the greatest powers it is unacceptable to alter them with taint or to create false narratives of them. The Lodge of Shaman are led by the Motsham; and whilst Uruk religion is not as organized as others Uruk are wise to listen to their spiritual leaders. CLAN STRUCTURE, FAMILIAL BOND, MARRIAGE The Clan is at the heart of Uruk society, for after loyalty to Urukkind the Uruk’s duty is to their Clan. The Clans are led by their Wargoth, the representative of their people who speaks for them at the KLAMOR before the Rex. Actions within this society of Clans are of great importance, actions done that shame the Uruk shame the Clan at large, and conversely actions which bring praise upon the Uruk bring praise upon the Clan. The Clans operate and function in their proceedings with their own customs, though many follow the same structure of government itself with a council of the wisest among them which made decisions for the Clan at large; the role of Wargoth passed down meritocratically and not dynastically. Wargoths are expected to keep their Clan in line, for a dishonorable or disloyal Clan usually means a dishonorable or disloyal Wargoth. For Uruk the bond of family is a tight one and is a bond between all members of the Clan for they share a common ancestry and ideals, it is why pacts made with other Uruk are not taken lightly and often take careful consideration, such as the marriage of two Uruks from different Clans. Additionally those of other races might become HONORARY URUK, through the process of Trials, these Trials bind them to an Uruk Clan and grant them status within Uruk Society. Marriage, especially in Uruk society, is not undertaken lightly- and once enacted rarely is dissolved. Uruk marriage is undergone with the purpose of intertwining the souls of the two Uruk for eternity and it is only disgraceful action that separates the souls in their bond. Marriage usually occurs within the Clan, but can occur outside the Clan as well; it is not uncommon for two Wargoths to allow members of their Clan to marry but the action is not taken lightly and the deliverance of Uruk to another Clan means one less loyal and devout member of the Clan. Marriage rituals are common and vary between Clans though all retain some aspects, there is without exception always trial involved; the proving of an Uruk’s worth to the Clan which is to give away their member to said Uruk’s Clan. Great Hunts, Glorious Battles, and Shamanistic Rites all contribute to a vast array of marriage rituals the Uruks hold dear. URUKAHL, ORCISH The language of the Uruk is URUKAHL, directly translating to "Uruk-Speak," a colorful tongue derived from many influences, and standard amongst the Uruk of Lurak. The language of an Uruk depends on the Clan, Nation, and life experience of the individual Uruk. Uruks who live on the periphery of other cultures might take up certain words or phrases of their people or even speak their language entirely; this was for many centuries frowned upon but recent cultural apparatus views this as a good thing, something which might foster relations and build friendships in other communities in order to gain better treaties, learn new technologies, and secrets. How Urukahl is used is up to the player, it is not a requirement. URUK ART AND MUSIC Art is one of the largest parts of Orcish society whether it be painting, tapestry, or monumental. The Uruk is known mostly for their wide variety of textile art called “Urukfihm” from which they trade actively for the machinery to produce such textiles. “Urukfihm” are known as some of the best rugs, blankets, and tapestries on the market, both in quality and in design. Depending on the Uruks origin these textiles take on different appearances they almost always incorporate nature in some way. This incorporation of nature is true also for Orcish painting which takes place upon most objects. Uruks paint walls, doors, logs, beams, and skulls, if it has a surface that may be painted it is more than likely susceptible to being used as a canvas for Orcish expression. Uruk believe symbols to hold power, especially those in line with more ritualistic and shamanistic beliefs; it is why before battle Uruks paint their armor with wards and symbols of the Spirits they wish to protect them, why Uruks are painted before the wedding ceremony to see their union flourish, why Uruk women are painted in protective wards before childbirth. Paints can vary in origin, but most often natural materials and components are used, in the case of battle wards blood is used. Musically, Uruks have one of the most vibrant cultures on Aevos. Ranging from the tribal calls of ancient Uruk that summon the KLAMOR together to the modern Swivwahg which is used to both bolster the Uruk and tear down opposition. Uruks are known for their musical ability and voices, a loud chorus of baritone Uruk and tenor Goblin which shout out in a beautiful combination and frighten other descendants with their harmonies. URUK APPAREL, STYLE The Uruk have a distinct style that is like no other. Uruks incorporate both Uruk-made and natural apparel; an Uruk might wear a shirt of cotton or silk while also bearing a pelt of wolf hide upon their shoulders. They might wear bracers of silver given to them for service but also wear a necklace of Throqual teeth. The Uruks are greatly connected with the land they live on and wish to not let anything go to waste so they devise elaborate trophies of hunt to wear and incorporate into their clothing. This might even extend into war. Uruk’s do not strut about in luxury as other races are prone to do but show off extravagance through symbols of honor or devotion. If an Uruk is wearing a distinct item, it is important to them personally. The hide of a lion bore on the head and shoulders of the Uruk could be a trophy from a significant hunt in their lives, a necklace of emeralds could be a gift passed down through the Clan at a significant point in the Uruk’s life. The Uruk is not opposed to wearing opulence but rather wishes to see significance in the opulence. It is important to note the habitat in which Uruk’s live also, for if they are an Uruk of the desert or the Jungle the heat might be too harsh to wear certain items such as jackets or shirts. The Uruk’s skin protects them from the sun so they needn’t layer. If the Uruk is of the mountains they might wear mostly the warm pelts of hunts conducted. If the Uruk is separated from their society they might take to the fashion of others, or if the Uruk finds distinct honor in certain foreigners or their culture they might wish to take aspects of it to wear as as a show of friendship and respect. THE KRUGHAI It is the main station of Orcish society, the ultimate goal for many Orcish men and women, that they are considered as an integral part of the Host. Since the origin of the Orcish nation, war has been a staple; for as their curse says, the Uruk will experience bloodlust for his brother, and slay him. And so it was that Uruk took to warband, to raiding party, and demolished opposition; that he went out and slain his brother purposelessly. But these skirmishes, battles, and wars have amounted to little in their hastiness. It is why Krug’s sons have come to conclusions over eons and eras, that their fury must be tamed and utilized. The Host embodies this understanding, for while Uruk will hunger for battle- to shed blood, the Host points such lust toward the correct avenue, towards the deserving. When KRUG did battle with IBLEES, KRUG the honorable and valiant, who turned away from the deceit promised to him by the DAEMON, KRUG fought an opponent deserving of rage. It is not far to grasp KRUG’S teachings. War should be brought to the deserving. War should be brought to the wicked. War should be brought to the craven. So it is then that Uruk lays down the blade against an unworthy target and turns towards the true enemies, the deceivers, the wretched, and the vile. The Host harnesses the Uruk’s might into a disciplined and unstoppable force. Training through day and night the Uruk of the host are taught how to do battle. Whether it be single combat, self-defense, or full-scale conflict, the Uruk of the Host are prepared. The Host is meritocratic, for one’s position in Luraki society does not determine whether they are worthy, but rather their worthiness determines their position in society. At the head of the Host are the Targoths, Generals of the Rexdom who are not just the best specimens of Uruk society physically but also brilliant strategists. Below them are Targests which report to the Targoth and keep order when their General, Autarch, or Rex are not present. The common soldiers of the Host are Krughai, warriors. While they hold no immediate position nor dominion over their companions, they are as their society merits- some of the most respected in Lurak.
  2. Air Fatha translates to "On Beasts". It's my intention to write five separate volumes that will simply add onto the various things you might find in the Fae to provide more robust opportunities for those who enter the Fae, and for those who want to interact with the things that come out of the Fae. I'm broadly categorizing the types of things in each book based on some characteristics of them. On Beasts is supposed to represent creatures that are less abstract; their characteristics are grounded in the characteristics of other creatures you might find in the mortal realm. To that end, Air Fatha somewhat represents the least fantastical of creatures I intend to write, that could be find coming to or fro in the Fae. It's not my intention for any of these to be PC characters or CAs; these are creatures for players to use in their events and story lines. The Fae is a wonderful and mystic place I consider underused in the day-to-day so I hope some people might interact with it more and have more creatures to tell stories with. If this is hopefully well recieved (happy to take feedback as well) my intention is to continue onto the next section to introduce, and so on so forth. Physiology Biting lanterns can often be found within the Fae Realms, and occasionally, in the night sky. Star watchers and those with spy glasses may be able to discern a biting lantern from the night sky, and use this to warn of a mushroom circle’s appearance. Biting lanterns emit a soft ‘hum’ and are different from ‘will-o-wisps’ in their level of definition. A biting lantern, unlike a will-o-wisp, keenly resembles jellyfish often found in the oceans and shores across Aevos. They have tentacles that span from a few inches, to several feet depending on age, with a bulbous, mushroomy knob of a head it leads with. Unlike (most) jellyfish, all biting lanterns have a photo fluorescent quality and drift along the air as naturally as if they were in the water. Their colorations do vary to the colors of the rainbow, and their coloration is often indicative of their mood and temperament. There hasn’t been an observed limitation on the size of a biting lantern, making them hypothetically gargantuan with age and time, presumably affecting their hive capacity as well. Behavior Biting lanterns are very simple creatures. On their own, they are often at the mercy of the wind, and drift with the breeze absently; in the Fae Realm, they can be found anywhere in the realm due to this. In larger numbers, the biting lanterns hum with some variation, seemingly communicating in a very simple, localized gestalt consciousness. Their colors will synchronize, and they will put in some little effort to protect one another, floating in a cloud around their aggressor (or prey) and attempting to surround and entrap their foe. Otherwise, biting lanterns are typically harmless. They do not actively seek to hunt or harm, and rely on smaller, curious prey to fall into their tendrils, and slowly be brought into their mass for digestion. They will only chase a threat until it’s sufficiently fled. Taming Biting lanterns cannot be tamed, but they can be trapped. A biting lantern that has been placed into a glass sheath, or hood, is called a ‘singing lantern’, for the sound their hum makes when placed in such an environment. With more lanterns, the song is both more varied; having a greater range of hums and luls, but also, more variation; discordant and ordered at once. Biting lanterns typically are indifferent to becoming singing lanterns, as long as they have a friend. Abilities Venomous Stinger: Much like jellyfish, the biting jelly has long tentacles that are covered in sharp, venomous barbs. The venom’s potency varies with the size of the jellyfish; your common biting lantern is going to inflict a sharp, stinging barb that may caused localized numbing. Smaller biting jellys, the size of your fist, may just feel like a pinch. Hypothetically, the absolute largest biting jellys could incapacitate you or even kill you if caught in their several feet long forest of tendrils. Effortless Airswim: Biting jellies are capable of navigating through the air with no effort, and no problem. Typically, they will simply go with the flow and follow the wind, but, through supernatural means, a jelly will work against even tempestuous winds to stay with its hive, or pursue foes. They cannot fly in reverse however, hence why they are able to be placed into jars, head first, and become stuck. Gestalt Consciousness: Biting jellies that are nearby cluster together, and synaptically share thoughts and feelings. These are very basic thoughts and feelings, such as ‘go’, or ‘protect’, or ‘leave’, but they can communicate these thoughts through barriers. Red-lines Physiology Your standard bucking toad is going to be a creature resembling a classic toad: warty, and knobbish skin, with the occasional rough sprout and growth across its body that may resemble branches. Sturdy and wide limbs bend and snap, allowing it an impressive ability to leap and bound. It has dark, orangey-brown eyes with wide pupils that give it an acute sense of sight. Additionally, nostrils along the top of its face allow it to submerge itself in muck or water. The creature has a long, prehensile tongue that is particularly sticky. The top of its head has elk-like antlers with deadly points, allowing it to gore foes that approach it too quickly. Its body, while leathery, is not particularly hard; it is vulnerable to slashes. Behavior The bucking toad is an omnivorous, and opportunistic creature. It will typically take the path of least resistance, though it is stubborn to a fault, and guards its particular resting spot heartily. It would eye travelers cautiously, and while adventurers may get close if they seem slow, and unaggressive, the toad will bound into action, fleeing from a group of foes, or attacking smaller and more isolated intruders. Observations of a bucking toad have shown it is amphibious (obviously) but prefers dirty, mucky, muddy water to clear, crystalline pools, so they are often seen dwelling in swamps. Their sticky tongue is used to grasp at larger bugs, and the unfortunate fairy or pixie that might be lost near their dwellings. Taming A bucking toad cannot be tamed, both due to its isolationist attitude and a lack of ability to tempt the beast given its stubborn disposition. Abilities Long-breath: As per most amphibians, the creature can exist on land largely fine, as long as it hasn’t been left out to dry for too long. Additionally, the toad can stay submerged for long durations: their antlers resemble wicked branches, the toad is functionally invisible to unaware adventurers with its camouflage. Occasional bubbles from the muck or water may betray the beast. Prehensile Tongue: The toad has a long (roughly 30ft, coiled) sticky tongue. The toad itself may attempt to grab shiny items with the tongue and swallow them whole; but it primarily uses this tongue to ensnare and drag prey away quickly from groups, or the air. If grabbed, the toad will attempt to crunch on its prey, or swallow it whole, size permitting. The tongue is particularly sticky to metal as mentioned, so while an armored person could be ensnared, the lack of hard crushing teeth and bones makes this situation more of an obnoxious nuisance than a true threat– at least unless the toad attempts to dive, and drown its prey. Exceptional Leap: The toad has strong leg muscles, cocked and ready to send it flying with great leaps and bounds. Where it lands, the toad would bring down its fleshy, soft mass. Tactics The bucking toad can largely be approached slowly, and an engagement avoided, as long as patience and careful measure is taken to pass it one by one, or, at most, in pairs. If smaller, and alone, it is advised you give a great measure of space to the toad, less it considers you small enough to devour whole. Meanwhile, if alone and larger, you may be able to scare the toad away via loud noises, and tall stature, if you cannot pass it simply enough. Additionally, the toad has an aversion to fire and will attempt to submerge itself at risk of drying out. Red-lines Physiology The Crocoboar is a formidable hybrid creature with the body of a boar and the armored scales of a crocodile. It has a muscular build covered in tough, overlapping scales that shimmer with a greenish hue. Its head is a blend of boar and crocodile features, with a snout and tusks like a boar, but with the powerful jaws and sharp teeth of a crocodile. Its legs are strong and sturdy, ending in clawed feet that can dig through earth and marsh with ease. The Crocoboar's tail is long and thick, similar to a crocodile's, providing balance and a powerful weapon. Despite its formidable appearance, its underbelly remains a vulnerable spot, less armored than the rest of its body. Behavior Crocoboars are highly territorial and aggressive. In the Fae Realm, they typically will lurk in the Twilight Bound, where they can meander without much worry in the ‘transitioning lands’. When they cross over into the mortal realm, they are often found in swamps and dense forests where they can make use of both land and water. They are omnivorous, feeding on plants, smaller animals, and even magical flora. Known for their unpredictable temper, they will fiercely defend their territory from any intruders. Their primary communication is through deep grunts and growls, which can be heard echoing through their habitat. While they generally prefer to avoid large groups, they will attack if provoked or if they feel their territory is threatened. Taming A Crocoboar cannot be tamed due to its aggressive nature and territorial instincts. Attempts to domesticate or train these creatures have been met with violent resistance, making them unsuitable for companionship or use as beasts of burden. Abilities Armored Hide: The Crocoboar's tough scales provide excellent protection against physical attacks, making it difficult to injure with conventional weapons. Burrowing Charge: It can burrow quickly through soft ground, surprising prey or attackers with a sudden charge from below. This ability makes it a formidable ambush predator. Swamp Camouflage: Its greenish scales allow it to blend seamlessly with swampy environments, making it nearly invisible when still. This natural camouflage helps it evade larger predators and ambush unsuspecting prey. Savage Bite: The Crocoboar's powerful jaws can crush bones, and its bite is often fatal. It also has the ability to regrow lost teeth, ensuring it remains a constant threat. Tactics To confront a Crocoboar, it is recommended to use ranged weapons and aim for its less protected areas, such as the eyes and underbelly. Setting traps with silver spikes or using fire-based attacks can be effective. Engaging a Crocoboar in close combat is extremely dangerous due to its strength and ferocity, so maintaining distance is crucial. Loud noises and bright lights can sometimes startle it, providing an opportunity to escape or reposition. Typically, if able to be mounted, a soft point lies in the back of their head, near the base of their neck, behind their eyes. Red-lines Physiology The Glimmerwing is a creature with vibrant, shimmering butterfly wings that display an array of iridescent colors. Its body is covered in fine, delicate scales that can change color to blend with its surroundings, similar to a chameleon. The Glimmerwing has beady black eyes that are expressive and alert, and a long, coiled tail that aids in balance and agility. Its wings, though delicate in appearance, are strong enough to allow for swift and agile flight. The creature's small claws are sharp enough to grasp onto surfaces and defend itself if necessary. Behavior Glimmerwing are playful and curious by nature, often seen flitting about in the Dayward Lands and Twilight Domains. They are highly intelligent and possess a mischievous streak, enjoying tricks and games with other Fae creatures and unsuspecting travelers. Glimmerwing are solitary but will gather in small groups during festive occasions or to share information. They communicate with each other through a series of melodic chirps and whistles, and with other creatures through empathic projections of emotions. Glimmerwing are omnivorous, feeding on nectar, fruits, small insects, and occasionally, magical flora. They are particularly drawn to areas rich in magical energy, which they absorb and store within their bodies. Taming Taming a Glimmerwing is a challenging endeavor due to their independent and mischievous nature. However, they can form bonds with individuals who show them respect and provide offerings of sweet fruits or magical trinkets. Once a bond is formed, a Glimmerwing can become a loyal and entertaining companion, using its abilities to assist and amuse its friend. Abilities Color Change: The Glimmerwing can change the color of its scales to blend with its surroundings, making it nearly invisible when still. This ability provides excellent camouflage and protection from predators. Empathic Projection: Glimmerwing can project their emotions onto nearby creatures, creating feelings of joy, calm, or confusion. This ability can be used to soothe potential threats or play pranks. Magical Dust: The creature's wings produce a fine, sparkling dust that has mild magical properties. This dust can induce light, temporary effects such as drowsiness, mild hallucinations, or a sense of euphoria. Agile Flight: Despite their small size, Glimmerwing are capable of swift and agile flight, able to dart and weave through the air with ease. Their flight patterns are often mesmerizing, adding to their enchanting presence. Tactics To approach a Glimmerwing, one should move slowly and offer sweet fruits or shiny trinkets to gain its interest. Avoid sudden movements or loud noises, as these can startle the creature and cause it to flee. If threatened, a Glimmerwing will use its color change to blend with its surroundings or its magical dust to create a distraction and escape. It lacks the means to pose a serious threat. Red-lines Physiology The Gerbie is a handsome creature that stands about 2 feet tall and weighs around 20 pounds. It has the body of a small, upright lizard with the soft, warty skin and features of a mouse. Its large, expressive eyes radiate an air of goodwill, and its appearance is generally considered adorable and disarming. The Gerbie's skin is covered in a combination of fine scales and soft, fur-like patches, with occasional sprout-like growths resembling tiny branches or leaves. Its limbs are sturdy and end in small, dexterous claws that allow it to manipulate objects and navigate its environment with ease. Behavior Gerbies are devoted to fostering harmony and friendship among all creatures. They are highly empathetic and abhor violence. These fey creatures are known for their playful and sociable nature, enjoying gatherings, celebrations, and the company of others. They make strangely intelligent efforts to push parties into peaceful resolutions and bonds of camaraderie, such as seeking berries to deliver and occasionally bringing shiny stones to offer as peace tokens between groups. Gerbies tend to build their homes in the Lands of Seasonal Shift. Much like prairie dogs, they build settlements consisting of hollowed out mushrooms, or simple dirt mounds. Solitary Gerbies are also known to wander in a large area around their dwellings, typically, unbothered by even greater Fae and beasts. Gerbies make a jabbering sound, and often will jabber at creatures under their influence; while this is unintelligible, those under its aura of friendship may try to talk back with the Gerbie. Taming While Gerbies cannot be tamed in the traditional sense due to their independent nature and strong sense of duty, they are quick friends, and happy to accompany any well-to-do creature, at least briefly. They are not fighters, and will leave if a struggle were to break out that they could not try to bring resolution to, but at least temporarily they will act as a friendly pet. Abilities Charming: Gerbies are handsome, sweet little creatures. They are surprisingly intelligent, and while they cannot understand a descendant’s language, they are seemingly able to read body language, pick up on tone, and recognize faces, particularly memorably good or bad ones. These all combined, make gerbies particularly charming friends! Aura of Friendship: Whether this is a magical ability, or the product of an evolutionary adaptation (such as pheromones) is speculated. That said, creatures in the presence of a Gerbie feel more relaxed and calmer, and may even experience a simple or light form of ecstasy, opening up about their emotions more, and being more communicative and honest. Tactics Gerbies are trusting, implicitly. They also are harmless. The entirety of their being relies on their ability to influence others to keep itself safe; as well as it's cuteness and diminutive size to avoid being eaten. If a person truly chooses to kill a gerbie, no strategy is necessary; it will likely die from a swift kick. But you would be a true monster for doing so. Red-lines Physiology The Hidebehind is a dark-skinned, simian brute with thick, black fur and a predatory look in its beady eyes. Standing at about 6 feet tall and weighing around 250 pounds, with females slightly larger than males, these creatures are built for stealth and speed. They possess long arms ending in sweeping curved claws, perfect for grasping and slashing. Hidebehinds have razor-sharp mandibles instead of a lower jaw, making them unable to speak but perfectly adapted for their carnivorous diet. Their powerful limbs and agile movements enable them to ambush prey with terrifying efficiency. Behavior Hidebehinds are solitary creatures, fiercely territorial outside of their annual mating season. They live in lairs adorned with small, often valueless trinkets collected from their victims. These lairs are typically well-hidden within dense forests, making it challenging for anyone to locate or approach them unnoticed. Hidebehinds are known for their practice of ambushing prey from behind trees or bushes, using their incredible speed to strike swiftly and retreat before being seen. Despite their inability to speak, hidebehinds understand languages, indicating a high level of intelligence. Their attacks are not only driven by hunger but also seem to be aimed at causing maximum disruption and terror. Villages near old-growth forests are particularly vulnerable to Hidebehind attacks, with solitary merchants and traveling farmers often targeted, leading to severe economic disruptions. In the Nightfall domain, where the Hidebehinds lurk, they will often play dead or ill to lure Zhuanth into their dens, where they will attempt to kill and consume the smaller of the spiders. Taming Hidebehinds cannot be tamed due to their hyper-territorial nature and insatiable hunger. Their solitary lifestyle and aggressive behavior towards any intruders, including their own kind, make any attempts at domestication impossible. Abilities Stealth Ambush: Hidebehinds are unbelievably fast and can blend seamlessly into their forest surroundings. They strike from behind trees or bushes, making them nearly impossible to detect until it’s too late. Sightless Step: Hidebehinds got their name because they hide behind everything. Hidebehinds can appear in nearby places that aren’t being actively observed. That said, it cannot simply appear behind the living; it can only step into the shadows or cover of an object. They cannot do this often, choosing to do so at the most dramatic, or tactically sound moment. Razor Mandibles: Their mouths, equipped with razor-sharp mandibles, allow them to inflict grievous wounds on their prey, ensuring quick and lethal attacks. Tactics To avoid a hidebehind, travelers should move in groups and stay vigilant, especially in areas near dense forests. Avoid traveling alone, as solitary targets are more likely to be attacked. Using loud noises or fire can sometimes deter a hidebehind, though this is not guaranteed. If a hidebehind is encountered, it is best to retreat quickly and avoid confrontation. When facing a Hidebehind, overlapping fields of vision and multiple persons can be used to corner a Hidebehind, and ideally, lay it to rest. Additionally, well-placed traps may immobilize the Hidebehind long enough to deal a fatal blow; as far as observations go, they cannot shadow walk if paralyzed, or trapped. Red-lines Physiology The Nightmare Howler is a terrifying amalgamation of a wolf, a serpent, and a bat. It has the muscular, lupine body and powerful legs of a wolf, covered in coarse, midnight-black fur that seems to absorb light. Its elongated, serpentine neck and tail are covered in dark, scaly armor, providing both flexibility and protection. The creature's head is a nightmarish fusion of wolf and serpent, with sharp, predatory eyes that glow a menacing red and a maw filled with both lupine fangs and venomous serpent teeth. The Nightmare Howler's wings are leathery and bat-like, allowing it to glide silently through the night. Its claws are long and hooked, perfect for grasping and tearing flesh. The creature’s ears are large and pointed, giving it exceptional hearing, while its forked tongue flickers in and out, tasting the air for the scent of prey. Behavior Nightmare Howlers are cruel and predatory, exclusively residing in the Nightfall Domain, where they hunt under the cover of darkness. They are solitary hunters, driven by an insatiable hunger and a sadistic desire to torment their prey. These creatures are highly intelligent and cunning, using their serpentine agility and wolf-like strength to outmaneuver and overpower their victims. They prefer to inhabit dark, twisted forests and shadowy glades within the Fae, where they can blend into the shadows and launch surprise attacks. Nightmare Howlers are known to toy with their prey, using their eerie howls to instill fear and confusion before striking. They are territorial and will fiercely defend their hunting grounds from intruders, including other Nightmare Howlers. Taming Taming a Nightmare Howler is virtually impossible due to its vicious nature and inherent cruelty. These creatures do not form bonds with others and see any attempts at domestication as a challenge to their dominance, responding with aggression. Abilities Eerie Howl: The Nightmare Howler’s howl can instill terror and disorientation in any creature that hears it; the spineless would freeze, the brave may flee, and those actively casting may be disoriented from their incantations and focus. Venomous Bite: Its bite delivers a potent venom that has a gradual onset. Immediately, a hot, viscous flowing would be felt coursing towards the victim’s chest over a few moments. After onset, the victim would experience anxiety, shortness of breath, paranoia, and panic attacks. Smaller victims may even experience hallucinations. A general anti-venom/antitoxin will reduce/end symptoms. shortly after introduction. Shadow Glide: Using its bat-like wings, the Nightmare Howler can glide short distances, often from rocks or small hills into back-lines to pick its prey from a group. Serpentine Agility: The creature’s flexible, serpentine neck and tail allow it to strike from unexpected angles to protect itself or wriggle past shields and wrap around its prey, constricting and crushing them. Tactics To survive an encounter with a Nightmare Howler, one should avoid traveling alone and stay in well-lit areas. Carrying anti-venom and magical wards can provide some protection against its venomous bite and eerie howls. If faced with a Nightmare Howler, use bright light or fire to ward it off, as these creatures are sensitive to sudden illumination and will retreat from it. Past that, surrounding the creature works best. In a one-on-one, you are surely lost, but with numbers, you may be able to distract and flank the creature enough to put enough wounds on it, and finish it. Red-lines Physiology Unicorns are majestic, horse-like creatures known for their otherworldly beauty and grace. They stand about 5 feet tall at the shoulder and are approximately 8 feet long, weighing around 1,200 pounds. Their coats are a brilliant, shimmering white that seems to glow with an inner light, symbolizing purity and virtue. The most distinctive feature of a unicorn is its spiraled horn, which extends gracefully from its forehead. Common folk often believe a unicorn’s horn is good luck to have, hold, or even touch. This horn is not only a physical weapon but also a focus for the unicorn's magical abilities. Their eyes are large, expressive, and often a deep blue or violet, reflecting their intelligence and wisdom. Unicorns possess a powerful yet elegant build, with strong, muscular legs that allow them to move swiftly and effortlessly through their forest homes. Behavior Unicorns are the vigilant protectors of their forest realms, embodying the essence of nobility and purity. Oftentimes, they graze and protect their own plots in the Dayward Lands, though they become fiercely protective of the glades near their mushroom circles, should they cross realms. They are fiercely intelligent and maintain a stoic demeanor, preferring solitude or the company of those who share their values. Unicorns are known to shun most creatures, making exceptions only for good-aligned fey, virtuous humanoid women, and the native animals of the woodlands. They are reclusive and rarely seen, emerging only when their territory is threatened or to aid those in dire need. Unicorns are monogamous, forming lifelong bonds with their mates and raising their young in secluded glades or dells. These sanctuaries are hidden deep within vast forests, often spanning dozens to hundreds of square miles. They allow good and neutral beings to traverse their territory peacefully but are quick to expel or eliminate those who bring harm to the environment or its inhabitants. Unicorns are known to adopt young women of exceptional purity as surrogates, offering protection and companionship, and allowing them to ride on their backs. This bond, based on mutual respect and virtue, typically dissolves amicably if the woman finds another commitment, such as a partner or child, thus giving rise to the myth that unicorns only befriend virgins. Taming Unicorns cannot be tamed, however, they may form a bond with young women of exceptional virtue, becoming their guardians and protector. Earning a unicorn’s trust involves demonstrating pure intentions and a commitment to the protection of the forest and its inhabitants. Once bonded, a unicorn will fiercely defend its chosen companion, using its magical abilities to aid and protect them. Abilities Healing Touch: The unicorn’s horn is the focus of its powers, capable of healing wounds and purifying poisons when it touches a creature. This cannot be used to regrow limbs, or organs, but it will resuscitate the recently departed (up to a minute) to a stable state. Forest Guardian: Unicorns can sense the presence of evil within their designated forests and will swiftly act to drive out or eliminate any threats. Magical Horn: The unicorn’s horn can channel various spell-like abilities, including healing and protection spells, and while casting, would cause Darkspawn to cower, flee, or become unnerved, depending on the power of said Darkspawn. Additionally, its horn would be considered an aurum, magically empowered weapon should it come to blows. Swift and Graceful: Unicorns are incredibly fast and agile, able to move through dense forests with ease and avoid danger; they are effectively unburdened by dense foliage, branches, as though nature moves at their behest. Tactics Unicorns are quick to react to the presence of evil. Typically this evil can be reflected in someone's intentions. Do they enter the woods to pass? Or are they seeking to destroy the woods? Do they seek to prey on travelers? A unicorn will react to these sorts of people. While this is a good reaction, it can be used against them. If a creature has a way to conceal their presence effectively, or to attack from outside of the edge of the wood, the Unicorn can be caught off guard. Their horn is their focus as well; anything that can nullify magic will drastically reduce a Unicorn's fighting effectiveness. Typically, much like dealing with cavalry or horse-backed soldiers, pole arms find effectiveness as well in both deterring and stopping their charges. Consider fighting a Unicorn much like fighting a mounted-knight-wizard, given their intelligence. Red-lines Sources: Pictures generated with AI via ChatGPT. Creature lore is a mixture of original writing as well as references and inspiration from d20pfsrd.com (Pathfinder TTRPG Bestiary)
  3. On Almannir Cuisine Vol. I By Thondorus “Thighs” Stafyr anno 1978 IC FOREWORD There are two reasons for my strong legs. Firstly, rigorous training- which my modir made sure I committed to from a very young age and secondly the Almannir Cuisine in variety. It consists primarily of grain, different types of meat, seafood, pickled foods, as well as an assortment of foraged fruits and vegetables. Of course now we have a much higher accessibility to different types of food groups which makes for much more complex dishes and with them the perfect conditions to keep your strength high, without losing a certain bulk that is most becoming to the eye of any person. And as I always say: Only a person who enjoys their meal can be a strong person! Now, my dear Niece Katrin has asked me to note down the recipes that I can remember from the top of my head, so that she may write them down for future generations of Almannir people. And what sort of Uncle would I be, if I refused. Therefore this book shall entail just that: My favourite Almannir Dishes shared with my readers: A taste of my youth and of home. P.S: More shall surely follow Hirschgulasch mit Nockerl This traditional dish is a hearty and filling dish for all saints year round. It is made from tougher parts of venison, which are slowly simmered in a sauce made from red wine, game stock, foraged vegetables - such as potatoes, celery root, carrots, onions etc. The mixture is cooked for hours on end, until the venison’s flavour has impressed on the sauce and reached a soft texture, figuratively melting on your tongue and going right into building your strength! The Hirschgulasch can be eaten as a stew by itself, but I prefer it with Nockerl- or dumplings made from potatoes, flour, eggs, milk and herbs. The ingredients are mashed into a dough and then formed into balls. Afterwards they are cooked in salted water until they float to the top. The Nockerl has a soft consistency and practically soaks up the Hirschgulasch. Rösti mit Räucherlachs “Rösti with Smoked Salmon” is another great blend of flavours, perfect for any occasion and relatively easy to cook. The Rösti are usually made from shredded potatoes which are then fried in a generous amount of butter or other animal fat until golden brown. Together with the tender smoked salmon, Rösi mit Räucherlachs is a heavenly combination of textures. Saurbraten mit Rotkohl Personally, my favourite spring dish, this pot roast with red cabbage is truly a culinary miracle and perfect for both nobles and commoners alike. The cut of meat is marinated - either overnight or a couple of days, in a brine of vinegar, sugar, cloves, bayleaves, peppercorn and juniper berries. The meat turns as tender as Godan’s embrace. The roast ist then seared and will simmer in a medley of seasonal vegetables. Once it has finished cooking, it is sliced and topped with some of the sauce. The red cabbage can be cooked down with apples, onions and spices on the stove or, should the day be especially hot, can be pickled and served as salad. Together it creates a dish that never fails to satisfy. The tender meat has a herby rich flavour, with a subtle sweetness from the added ingredients, which are cut by the sweet-sour Rotkraut. Rote-Beete-Salat I am convinced that this recipe was developed or even adopted during House Stafyrs residency in Hanseti-Ruska. The amount of beet that we were offered was astounding- but I have grown to like it in the end, as it is colourful and nutritious. Boiled beetroots are peeled and diced into cubes. These sweet, earthy beets are tossed in vinegar, oil from Hyspia and a touch of mustard. Together they increase their natural sweetness and adds some welcome spice. The beets have a slightly firm texture and together with the dressing they create a simple, yet fresh and flavourful salad. Gurkensalat Another refreshing salad that can be enjoyed with a multitude of different game is Gurkensalat- or cucumber salad. A perfect complement to any meal throughout the saints year. It’s made from thinly sliced cucumbers, which are lightly salted and tossed in a dressing made from vinegar, sourcream and freshly cut dill. Almannir Quarkbällchn Almannir Quarkbällchen are a pastry in the form of little dough balls that are made from curd, flour, sugar, eggs and a hint of vanilla. The dough is formed into sticky balls and deep-fried to golden perfection and rolled in sugar and cinnamon. As you bite into these “Curdballs” the crispy exterior gives way to a light, airy and slightly moist interior. The curds tanginess balances out the sweetness, creating a delightful flavour profile. They are best enjoyed lukewarm. Suntrzug Treats I am aware that these treats are usually reserved for the Suntrzug- or Tuvmas times, but there is nothing better to strife for after a long day of hard labour than these treats. Now- I know that my niece has already published an essay on these so I wont repeat them here, but I am going to name some honourable mentions (after I urge you to read the recipes yourself.) “Feldkircher Printen”, “Plätzchen” (sugar cookies) and ofcourse Red Wine. Almannir Gold The most underrated drink in Aevos and beyond! Almannir Gold is a flavourful brew and the preferred variety of mead under the Stafyrs. The recipe is a family secret, but I recommend each of you to seek out the Almannir Trade House near you to purchase a bottle of your own- OR visit myself, as I always enjoy a drink with some company. Goats Milk A fairly new addition into our House, brought by my dearest Modir, Elia Eryka Colborn-Stafyr. Not only did it grant her quadruplets, of which I am the strongest, but additionally four more children. Coincidence, you might think, but there has not been a single death resulting from birth in any of the Stafyr lineage. Goats milk does not only taste great, but it has miraculous health benefits, if drunk in high enough quantities. Mori Mushroom Tea Alas there has to be a balance between all the alcohol and goats milk. My favourite recipe is the brew my wife Yankova Kortrevich created during the journey that led us through the Mori’quessir caves, made from the herbs and mushrooms that were growing underground. If it is relaxation what you seek, this tea is perfect- and pairs very well with my old friends Murtaghs cinnamon buns. His Lordship, Thondorus Thighes Stafyr, Artiste Extrodinare
  4. Chp. 1: On Gods The Old Three Grønn the Life-Bringer, the Ivy that Creeps, the Undivided Aspect, Father Green, the Evertreader In the heart of the natural world dwells Grønn, the Life-Bringer, a towering figure revered as the embodiment of nature's power and vitality. Within the Old Faith, Grønn is venerated as the amalgamation of the druidic spirits, representing the essence of nature itself. His presence manifests as a towering figure, standing twelve feet tall, with skin of bark, teeth of rock, and eyes that shimmer like pools of water. Adorned with a crown of leaves and vines that twist and turn in wild abandon, Grønn embodies the untamed spirit of the wilderness. Though his form is formidable, he is elusive, appearing fleetingly amidst the verdant depths of the forest or the rushing waters of the river. Grønn's benevolence is widely acknowledged among his followers, who revere him as the guardian and protector of all living things. Hunters offer thanks for his sacrifices, acknowledging the natural order that allows them to sustain themselves through the bounty of the land. Others, who eschew the consumption of meat, commune with the animals and the land, seeking harmony and balance in their relationship with nature. As the Guardian of Nature, Grønn holds sway over all aspects of the natural world, from the towering trees to the smallest insect. He is the steward of the elements, shaping the earth, air, fire, and water as gifts to Morighaen, the Night Mother, in her eternal dance across the cosmos. Yet, Grønn's influence extends beyond the material realm, serving as the bridge between the earthly plane and the astral realms. He is the embodiment of life's vitality, the force that binds the celestial and the terrestrial in a harmonious union. To commune with Grønn is to commune with the very essence of nature itself, to recognize the interconnectedness of all living things and the sacredness of the natural world. Through his guidance, his followers seek to live in harmony with the rhythms of the earth, honoring the cycles of life, death, and rebirth that define the eternal dance of existence. Followers to Grønn exist already: Grønn has been the most timeless of the Three, as much as nature has been one of the most steadfast domains in our world. The Druids have gone nowhere, and while their manner of worship has evolved with time, the Great Green God is as persistent as the rivers that carry his word in the babbles of brooks, and the rolling of stones. Thrønn the Impartial, the Reflection of Humanity, the Infinitely Faced, the Everchanger, That which is in the Mirror, Thief of the Heart’s Fire, It Who Steps in Your Wake Within the depths of every human soul resides Thrønn, the Impartial, a figure shrouded in the collective consciousness of humanity. They embody the myriad desires, virtues, and flaws that define the human experience, appearing as a shapeless entity, a shadow cast by the inner workings of each individual. To their followers, Thrønn represents the impartial observer of human existence, a silent witness to the complexities of mortal life. They gather in open fields, acknowledging their own shadows as reflections of Thrønn's essence, and offer prayers that vary as widely as the individuals themselves. Some beseech them for guidance in times of need, while others express gratitude for the blessings they have received. The relationship between humanity and Thrønn is symbiotic yet enigmatic. While some view them as a benevolent force, bestowing the gift of "Heartfire" upon humankind—a source of inspiration and creativity—others see them as a mirror reflecting the darker aspects of human nature. Those who shun Thrønn often do so out of fear or resentment, unwilling to confront the truths they reveal about themselves. Yet, Thrønn's nature is not fixed or predetermined. Some believe that they mirror the qualities of those who invoke them, embodying both the virtues and vices of humanity in equal measure. To the greedy, they appear as a figure of avarice and selfishness, while to the kind-hearted, they manifest as a beacon of benevolence and compassion. Thrønn, the Reflection of Humanity, exists as a testament to the complexity of the human soul, embodying both light and shadow, virtue and vice. To understand them is to understand oneself, for they are the mirror that reflects the essence of humanity in all its diversity and contradiction. Long ago, when Adunians and Highlanders still roamed the old Aegisian North, Thrønn intervened in mortal lifes and gave them divine magic. They reached into the first men and drew the flames from their chest, and put them in their own hands. Morighaen, who interacts in the lives of men in much subtler ways, doomed Thrønn to wander amongst those whose lives they so intimately mingle with: integrating with society, subtly. Those who devote themselves to Thrønn come in all walks of life. A mass of those who would worship the Infinitely Faced would find paradoxical, and contradictory pairs amidst its group, because Thrønn welcomes all. Those who worship Thrønn often do so out of a shared love of humanity and life itself, typically. The Everchanger does not ask you to be anything, but who you are, to the best of your own ability. Morighaen the Night Mother, She Whose Wings Breath the Sky to Light, the Distant Woman, She Who Cloaks, the First to Awaken, the Scale Tipper, the Unseen Hand, the Great Isolator In the unfathomable depths of the Astral planes reigns Morighaen, the Night Mother, a figure veiled in the splendor of celestial realms. Enigmatic and vast beyond mortal comprehension, she embodies the essence of cosmic equilibrium, neither benevolent nor malevolent but a force beyond human understanding. Morighaen's presence transcends the mortal realm, yet she remains aloof from direct intervention in the affairs of mortals. Instead, she weaves the fabric of existence with a subtle touch, guiding the cosmic dance of stars and planets. Her influence permeates the tapestry of reality, shaping the cycles of the moon, the passage of time, and the patterns of weather, all from a distance too great for mortal eyes to perceive. To her followers, Morighaen represents the ineffable mysteries of the universe, a beacon of contemplation and reverence. They offer prayers not for her intervention but for understanding and enlightenment, seeking to align themselves with the cosmic harmony she embodies. In times of turmoil or uncertainty, they turn to her as a source of solace and guidance, finding strength in the cosmic order she represents. Despite her apparent detachment, Morighaen's relationship with her fellow deities is complex and intertwined. While she refrains from direct interference in mortal affairs, her presence serves as a silent counterbalance to the whims of her old pantheon. Should their actions threaten to disrupt the delicate balance of the cosmos, she may subtly influence events to restore harmony, though her hand remains unseen. As the Cosmic Enigma, Morighaen exists beyond the dichotomy of creation and destruction, chaos and order. She is a force of cosmic neutrality, guiding the universe with a silent wisdom that transcends mortal understanding. To her faithful, she offers not salvation or deliverance but the opportunity to glimpse the infinite mysteries of existence and find solace in the unfathomable vastness of the cosmos. The most fervent worshipers wish to see her vision for our reality come to life; a godless paradise. They believe that one day, Morighaen will wrap our world under her night-cloak, bringing about a beautiful, endless night. Stars would dot the sky bright enough to allow all life to flourish within nature, within cities, free of deific interference. Her night-cloak would prevent aenguls and daemons from pressing into the world, allowing the planet to exist as a paradisiacal terrarium for her own amusement and curiosity. Chp. 2: On People Core Beliefs The Revered Ancestors Followers of the Old Faith share some beliefs with their Adunic Orthodoxist brethren. Though, in rejection to Cannonist belief, and that of the Creator, followers of the Old Faith believe that their patron takes them when they pass: for those who worship Morighaen, when you pass, you return to the night’s sky, and join the stars, watching your ancestors beneath you. For those who worship Thrønn, the infinitely faced comes and gently ushers your Heartfire to silence, and draws it back into themself. For those who worship Grønn, you return to the dirt where you lay, your body feeding into the cycle of life and death, your spirit whispering in the wind. Similar to Adunic Orthodoxy, there is an emphasis placed on the spirits of old: both those venerable legends of the past, in all walks of Adunic lore, legend, and history, and those closer to home: more venerable in your own hallowed halls, and family lines. The Founders In the eyes of followers of the Old Faith, Harren and Sarai are revered for their love and intrinsic qualities. Despite the Creator's rejection and abandonment, adherents express gratitude towards their progenitors, embracing their flaws and the dual-cursed nature they bestowed upon their descendants. While acknowledging the complexities of their legacy, followers find solace and pride in their parentage. The advancements and achievements of the High Kingdom, fostered by Harren and Sarai's leadership, are remembered fondly within the Old Faith. Their union, symbolizing the bond between Elf and Man, is celebrated for granting the Adunians longevity and prosperity. However, followers lament the empire that emerged from their legacy, reminiscent of the Holy Oren Empire's divisive impact on the Adunian people, particularly evidenced by the fracturing at the Battle of Winterhold. The Trinity The second set of major ancestors chronologically, and the chief ones in the Adunic Orthodox Rite, are the Trinity of Elendil, Maria, and Braen. A major difference between the Adunic-Orthodoxy, and the Old Faith, is the lack of recognition of the Trinity. Followers of the Old Faith, who stayed nomadic, vagrant, and loose did not experience the same difficulties or kinship with Elendil, Maria, or Braen, nor witness their actions in its fullness, or feel the effects of their efforts truly, as they were not for them. This is not to say that those in the Old Faith would not venerate their efforts in any respect. But, in the way that the Doethion is about Wise Men and Ancestors, the Old Faith would recognize the Founders, and likely think of the Trinity as part of the Doethion. The Doethion The final group of ancestors are the Doethion, or Wise Men. These are the equivalent to Saints among the Adunians, and are made up of all those Adunians who passed on into the next world and, as is customary for all those who are not bound by some other fate for the good of the people, remained in the Soulstream to aid their progeny. To join the Doethion in death to guide one’s ancestors is viewed as a final duty and oath to the Adunic people that all should make, and to sacrifice the ability to join the ancestors is often taboo, though it is accepted as a noble sacrifice in certain cases, such as that of the Templars. This is why the study of deific magics and magics that corrupt the soul are exceedingly rare among the Adunians, and while small bands of Adunic holy mages (especially Templars of the Aengul Malchediael, also known as Saint Michael to many Humans and Adunians, and is counted among by that name) are common, and often kept around, the choice to join one of those groups is an extremely difficult one for an Adunian to make, and is never taken lightly. While all Adunians who pass on and enter the Soulstream are members of the Doethion, some are worshiped more widely than others. Each clan or house will tend to have certain ancestors who they hold in high esteem, and then there are ones that are held in esteem by all Adunains. Small Prayers are often written to them asking for intercession, along with the greater rites for weddings, funerals, and invoking the spirits of the dead. Rejecting the Creator The story of the Adunian origin is as old as time itself. From Horen came Harren, who loved Sarai, an elf. The two consummate their union and so their tribe did as well. The first Adunians came from this union, and, in disgust at the twice-cursed people, the Creator turned his back on the Adunians, and for much of Adunian history, so did the other descendant races. For Cannonist Adunians, their origin is somewhat a source of shame. In the early Iladunian empire, when Adunians settled into Kingdoms and Empires and began their crusades, the people were repentant for something beyond their control. While these early empires began to organize into religion, to beg for forgiveness, and seek unity and solemn reprieve with their kinsmen, the Old Faith offered an alternative. The Old Faith began amongst bowies and their family units. While the seeds and stage were set for the Idunic empire, not all Adunians were part of that empire. Amongst the trees, those fathers, and mothers, and their children, like a mass-hysteria, or shared delusion, began to share the prophetic visions of a figure. Morighaen did not speak, not with words, but through an empathic link and images. Her fascination for mere mortals was felt through this bond; where their Creator had turned on them, the Adunic people had an admirer. During run-ins with fellow bowies and trades with their kinsmen was there the slow realization of the breadth of this shared delusion. This lent credence to her… shared themes of stars and the night, of a great, ethereal, otherworldly face smiling down upon the chosen Adunian people. Their fathers passed looking down on them from the night’s sky… these delusions were not just delusions. While the Ildunic empire set their seeds, those who chose to wander rode their horses through steppes and frosted forestscapes, and in their dreams, would feel sermons and the beckoning of a curious god, and her siblings. Bump in the Dark Those who followed the Old Faith venerate the Old Three. Grønn is responsible, and takes ownership, for creatures within the domain of nature. He claims responsibility for deep rooted trees, swaying rushes, the birds that chirp in their branches. Those who hunt, forest, and gather thank Grønn for providing his creations to sustain us and are careful not to waste the gifts of the Green Father. Similarly, Thrønn claims the domain of mortals, and those of the descendant races. Not in spite of the Creator, but more so in tandem. Their shadow does permeate all creatures and things, but the Infinitely Faced is especially curious of, and responsive to, the descendant races. For all good and bad actions taken, Thrønn observes and commentates, judging and observing, from just out of the light. Morighaen herself does not lay claim to any creation. She herself is an indifferent observer. She finds life to be a curious marvel, and seemingly, is a fan of the work of the Creator even if the Creator does not like all of his own work (ie. Adunains). She would prefer to see a world where those creations of the Creator may act freely without the taint of outside influence. To that end, none of the Old Gods claim any Darkspawn as theirs. When Iblees tricked the world, and cursed the four brothers, they witnessed the Undead and fell-creations that Iblees had summoned. They admired the fervor of the four brothers; their perseverance in the face of insurmountable, deific power was impressive for mortals. To that end, when the Old Three chose to patronize them, if allowed in their practices, they too reinvigorated their own hatred for those that skulk and pray ruin onto ordinary lives. This is practical as well, for those who follow the Old Faith. Many of its worshipers were Northmen, Highlanders, and Bowies that lived either a nomadic, fringe lifestyle, often plagued by frost-witches and creatures of the night, or kept sentinel-vigils in great stone cities in the frost, watching for the tide of Undead in day’s past. There is simply no place for those beyond redemption in the Old Faith. A House Divided Bowies has always been the term attributed to those Adunians who were nomadic, did not settle, who preferred their horses and tents, or light-holdings, that they could easily come and go from. Their namesake, the bowie knife, a fixed-blade that functioned as both a weapon and everyday tool, is synonymous with the people who still carry and use it daily as a symbol of their rugged frontiersman ship and wanderlust. At one point, it could be said that all Adunians were bowies. With the dawn of the Ildunic Empire however, many would trade in their small family units, clans, and tribes, and give into the promises and comforts that city life, and settling, could provide. The decision to stay in their self-contained units was not an easy one, though, it was not one of great consequence either. The brotherhood amongst Adunians was not easily destroyed by one’s decision to come, or to go. This delineation in life-style marked the cultural differences of the two groups though, and similarly, marked the religious differences. When the Ildunic Empire fell, and the Ildunic empire was forced across the sea, persecution of bowies was equally felt. After all, they were simply wilder Adunians, arguably: a dirtier second-class citizen. While following at a distance, the bowies would follow their brethren, and with that, the shadow of the Old Faith quietly crept with Adunians. Struggling for cultural identity in the new worlds, some Adunians would convert to the Old Faith: the shattered people finding some comfort in their old ways, and the consistency of the God who truly loves them appealing. When Winterhold was established in Westfall by Duke Artorious Elendil, the Adunian people found themselves pulled into a center again. For the first time since the Ildunic empire had fallen, the people were convening and trading in Adunian stores and bowies would visit their brethren to trade goods and tales. It felt like the good old days, before the fall. Fathers, organized priests of the Old Faith, wandered and spoke their oral tales, unraveling mysteries lost overseas in communion with their Pantheon of Three. Even some highlanders, who stayed in Winterhold, were interested in the alternative religion and philosophies of the Old Faith. For the first time, the Old Faith was actually in the spotlight, and a mainstay, common-place belief amongst Adunians. As Cannonism rose to prevalence among mankind, accompanied by the emergence of prophets, saints, and orders extolling the virtues of human supremacy and the One True God, tensions simmered. Cannonism sought to unite humanity under its banner, yet amidst this upheaval, the Old Faith experienced a resurgence among the Adunian and Highlandic people. Highlanders endured derogatory treatment as "disgusting savages," while Adunians, viewed as "half-elves" with two curses, faced discrimination as second-class citizens. These irreconcilable differences, amongst other reasons, sparked rebellions, swiftly suppressed under a united human banner, but leaving behind two distinct factions: the repentant Adunians and Highlanders forgiven by Godfrey Horen I for their transgressions, and those opposed to Cannonism—who chose to embrace their nomadic heritage once more and become bowies. Bowies, emblematic of the fragmented Adunic people, embody the spirit of Adunia—solemn responsibility and enduring resilience. In the same vein that "no Adunian dies in their bed," by remaining light and free, bowies defy tyranny simply by embracing their freedom. While the beliefs and ways of life differ household by household, family by family, clan by clan amongst bowies, the Old Faith found prevalence amongst these scattered bands. For those who still venerated the old ways, disdain could be found for those who chose to live under their oppressors, still bitter at being forced away from their ancestral forests at the dawn of the Ildunic empire. The wisest of the Old Faith could respect the choice to live in a semblance of unity, even if it was at the cost of cultural identity. Both those who stay, and those who wander, ultimately, ensured the survival of the Adunic people. Even in time, those who stayed ultimately crumbled away with their walls and holds, just as castles and legacies tend to do. Jon Marsyr, a famous and notable bowie, was an Adunian who established their people once again, now as the Numedanian. While still a people seeped with Cannonism, those of the Old Faith find they can live in a quiet-existence alongside their brothers, if, only, for a sense of a people united once more. Syncretistic, Pragmatic, and Practiced Given that the Old Faith largely survived through oral-tradition and some hidden away scrolls, the Faith has persevered through rearing its members, and bringing them up in practice of the Old Faith. It’s generally not a religion that seeks to spread its message evangelistically, nor is it a word to be pushed onto others. Those that seek the Old Faith will find it. The Old Faith shares much in the way of Adunic-Orthodoxy in that the ancestors, and the past, are emphasized. It is important to have role models and guidance from those who walked before you: we should acknowledge the past and use it as a lens to move forward for the better. In that way, both those greatest heroes and darkest villains in one’s line have equal say, in that we should understand what made our heroes great, and villains evil. To that end, the Old Faith, because many of its followers often live in single-family units, or small clans, revering those who came before us, there is not much preaching that goes on. While the messages of Morrighaen, Thrønn, and Grønn are universal, it does little to tell a stranger about how wonderful your great-grandfather was without distilling the wisdom of their stories. Similarly, those of the Old Faith are often more interested in finding commonality amongst belief instead of overriding the beliefs of those before them. The Old Faith had long revered Druii, for instance: Grønn has a clear identity as Father of the Forests, and is thought of to simply be the Aspects Undivided. Those who follow Grønn will more than likely serve better to protect the ideals of Grønn, and the kingdom of nature, than to disparage Druii and argue over the minutiae of differences directly between the Old Faith, and Druidism. Lastly, the Old Faith is largely a decentralized religion. Many of the practices and followings differ between people, families, and clans, with differences in songs, poems, stories, and endings. At one point, the Old Faith did have a stronger sense of hierarchy amidst the “Fathers of the Old Faith”, who were Heartfire wielding guardians of the traditions and beliefs of the Old Faith. Since the practice of Heartfire has waned into obscurity, there is no true-organizational body of the Old Faith. It is more important to practice good faith and belief in the Three, and your Ancestors, than organize and structure. Chp. 3: On Mysticism Gaesa In the way that the Old Faith reveres and understands Morrighaen as the most powerful in their pantheon, many within the Faith will undertake a gaes (sometimes spelt gaess, or gaesa). A gaes is an idiosyncratic taboo, or self-imposed ritual-- something that you absolutely must do, or never do. To undertake a gaes is not a light, or easy decision. Often, a gaes is sworn under cover of night, at a place closest to the stars, or where the canopy of night is all one can see. Originally, gaes were only utilized by those who revered and sought the Indifferent Mother’s favor. Many would consider this to be a wasted effort; one cannot tempt the Mother of Fates into action. But, even still, those who swore their gaes to Morrighaen found themselves, at least in self-reports, braver and more effective. They felt as though in dire circumstances, they found their ways easier. These self-reports spread the idea of a gaes from something only the most fervent of Morrighaen’s chosen would undertake, to a much more common superstition. Some examples of gaes that someone may undertake are as follows: “I will never refuse a meal from a woman.” “At a crossroad of life, I plant a flower.” “I will never introduce myself by my first name.” “Speak your fears before passing running water.” “I will never speak ill of the dead.” “Always leave a coin for your bartender.” To undertake a gaes, and break it, is to invite only the most calamitous and urgent of ruin upon yourself. In bowie folk-lore and Old Faith oral tales, some heroes will take two gaes to bring a greater boon of luck. That said, many tales end with a contradiction of the two gaes spelling the end for the hero, or, the hero failing to uphold their one beholden belief. As said before; a gaes is never to be undertaken lightly, and only should reflect that which is in your control. A gaes may be “I will never travel with someone carrying an arbalest” but never “No one can ever have an arbalest”. It is-self imposed, and sacred. Erythian Stars (Click me for link to the old lore) Introduction Erythian Stars are simply mystically empowered glass orbs centered by a rare gem that display either sight, sound, or emotion present on the opposite end of two connected Stars, for either mundane purposes such as checking in with a friend that lives far away or for more extreme purposes such as overwatching the border of a known area harboring great evil. Forging A Star Foring a star is relatively simple, but the cost of creating one is great. All that is needed is a glass orb around the size of a head, a valuable gem such as an emerald or diamond within its center, and a willing participant. The participant must sacrifice either their sight, hearing, or capacity to feel emotion on any powerful level and bind the sacrificed sense as well as a small fragment of their soul to the object, permanently binding the emotion or sense to the newly forged orb. While this requires a fair bit of study into the soul and its workings, the damage done is minimal and does not create any form of phylactery of the sort as the soul’s severed part turns into energy to power the orb. As a result only one Star can be made per person, and anyone that is used in the orb’s creation will be mildly affected by holy magics that cause damage to beings with damaged or irregular souls. Finally, the orb does not gain any durability, so it’d be as easy as shattering glass to destroy it, making these useful orbs quite costly. Stars Of Andun The Stars of Andun, or Stars of Emotion, do as the name implies and links the emotions of those on either end of the two-way system. If anyone were to grab onto one star, they’d feel either nothing - as in most cases - or either the emotions of the person holding onto the other star, entirely replacing their own for the duration. Similar to the other Stars, a link must be formed by having the creators of each star come together and willingly unify the two artifacts, the link being unbreakable and irreplaceable when formed. Stars of Cearm Finally, the Stars of Cearm, or Stars of Sound, transfer sound between two orbs in a radius around it instead of vision or emotion. Touching these stars have no special effect unless both are touched at once, in which case the user will not hear anything they’d normally hear, but rather whatever the person on the opposing Star heard, and vice versa. As with the other Stars, a link is required between two Stars. Stars Of Ansíen The Stars of Ansíen are ones designed with the intent of viewing an area, the area being either another Erythian Star or a Tower of Sántorr. Two linked Erythian Stars would act as if the two users of the mystical orbs were in the same room as one another, their vision being projected on either end. The two Stars must be linked with each creator’s willing consent and both stars present in the same area, effectively melding the two gems into one half of the same whole. The benefit of this is that the opposite gem can view the area where they’re located by simply looking at the other star, while the downside is that no sound or other senses pass through the star, making it only useful for visual use. The other scenario in which a Erythian Star would be classified as a Star of Ansíen would be linking a star to a Tower of Sántorr, or a “Viewing Tower” in common terms. This requires the Starforger to bring the Star to a functioning Tower of Sántorr’s peak where the Star can be linked to the tower. After doing so, the Star will display a similar all-around view of the area around the tower. Tower of Sántorr Finally, a Tower of Sántorr is a megastructure that appears in the world as an anomaly, the creation and requirements of what is and isn’t being unknown to both the first Starforgers as well as the common world as well. Instead, these towers seem to form out of anything, including the tallest tree in a forest, a guard tower in a city, or even the highest hill in the countryside. As a result finding one is near impossible without some form of supernatural aid, and creating one is an even more impossible task. However it’d seem in times of dire need that these towers in one way or another reveal themselves. Heartfire (Click me for link to the old lore) In the ancient realms of Adunia and the Highlanders, there existed a magic known as Heartfire—a divine gift bestowed upon mortals by Thrønn, the Impartial. This sacred flame, drawn from the depths of one's own essence, held the power to ward off evil, illuminate the darkness, and bestow protection upon oneself and allies. At its core, Heartfire was a manifestation of the inner vitality and resilience of the human spirit. Practitioners of this magic could wreath themselves in an ethereal flame, warding off the chill of the night and repelling malevolent forces. Additionally, they could extend this protection to objects and weapons, imbuing them with the same divine light. One of the most profound abilities granted by Heartfire was the capacity to heal and restore vitality. By stoking the flames within themselves or others, practitioners could close wounds, neutralize poisons, and cleanse the body of toxins. However, this power came at a cost—as the inner flame was spent, so too was one's own vitality. To replenish their strength, Heartfire users would seek solace in the warmth of fires, drawing upon their radiant energy to restore their vigor. They could also kindle the flames within others, returning them to a state of health and vitality. Yet, the misuse or overuse of Heartfire carried dire consequences. Excessive expenditure of the inner flame could lead to a darkening and brittleness of the body, akin to a tree consumed by fire from within. This ashen decay would start at the extremities, causing numbness and brittleness, and if left unchecked, could result in catastrophic consequences. In Old Aegis, Adunic and Highlandic wanderers and monks who revered the Old could utilize this power for true goodness. Heartfire could not harm God’s creations: only those of Iblees, of the Night, that shy away from lightness. Lost to time as the Adunic identity shifted, it was once restored in Anthos, and used to face the wraiths and liches around Mali’nor. It has since faded once again into time, receding into obscurity and esoterism. People who worship the Old Faith however have eyed templarism with some curiosity. The magic of Malchediael looks to those who remember, or have heard, of Heartfire as a successor of sorts. Some speculate Malchediael is the reflection of Thrønn to those righteous of heart, manifested, and the relationship is a positive feedback loop for righteousness, fervor, and glory-seeking.
  5. -◈-◈-◈- In the quaint castle town of Babblebrook, nestled amidst rolling hills and tranquil meadows, there exists a culture steeped in mystique and reverence for the ancient legends of their forebears. Here, among the cobblestone streets and ivy-clad walls, dwell the Musin people, a diminutive race of mousefolk whose tales and traditions are seemingly as old as time itself. Central to Musin culture is the legend of the Trioath, a sacred relic said to hold unimaginable potential. According to ancient lore, the Trioath was crafted by the divine beings known as the Three Guardians, who entrusted its safekeeping to the guardianship of the Musin people. The Trioath is said to be comprised of three golden triangles, each representing a different aspect of existence: Power, Wisdom, and Courage. Together, these three virtues form the cornerstone of Musin society, guiding their actions and shaping their destinies. In Babblebrook, the legend of the Trioath is woven into the very fabric of daily life. From childhood, Musin are taught the importance of embodying each of the Trioath’s virtues in their own lives, striving to find balance and harmony in all things. The first virtue, Power, represents strength and determination. Musin who exemplify this virtue are revered for their strength in the face of adversity, their unwavering resolve to protect their loved ones, and their willingness to stand up for what is right, no matter the cost. The second virtue, Wisdom, symbolizes knowledge and insight. Musin who embody this aspect of the Trioath are respected for their intellect, their ability to think critically and solve problems creatively, and their deep understanding of the world around them. The third virtue, Courage, signifies bravery and fortitude. Musin who possess this virtue are celebrated for their fearlessness in the face of danger, their willingness to embark on bold adventures and quests, and their unwavering commitment to justice and righteousness. Throughout the year, the Musin people of Babblebrook come together to celebrate the legacy of the Trioath through a series of grand festivals and ceremonies. During these gatherings, tales of legendary heroes and epic quests are retold, inspiring the next generation of Musin to heed the call of destiny and embark on their own journeys of self-discovery. Below Babblebrook lies the Trioath Shrine, a sacred sanctuary where it's believed that the gateway to the sacred realm where the golden triangles resides. It is here that Musin pilgrims from far and wide come to pay homage to the Three Guardians and seek their blessings for the trials ahead. But the legend of the Trioath is more than just a story passed down through the ages—it is a living testament to the indomitable spirit of the Musin people, who continue to uphold the virtues of Power, Wisdom, and Courage in their daily lives, ensuring that the legacy of their ancestors will endure for generations to come. -◈-◈-◈-
  6. -◈-◈-◈- In the quaint Castle town of Babblebrook, nestled next to the Halfling capital of Dúnfarthing, a festival unlike any other is held: The Facade Festival. This enchanting celebration is a testament to the bravery and ingenuity of the Musin heroes of yore, who once safeguarded their kind from perilous threats and ensured the prosperity of the Musin for generations to come. [!] Masked festival-goers dancing and being merry! As the crisp autumn air carries the scent of fallen leaves and the gentle rustle of woodland creatures, the Musin people gather in the town square, adorned in elaborate masks of their own creation. Each mask is a reflection of its maker's spirit, depicting animals, objects, or even abstract concepts like the sun or the moon. These masks serve not only as a symbol of individuality but also as a connection to the natural world and the mystical realm of the legends they are oh so fond of. The festival kicks off with a vibrant procession, led by the Royal family bearing relics of ancient Musin heroes. Drums throb rhythmically, and colorful banners flutter in the breeze as the procession winds its way through the village streets. Along the route, performers entertain the crowd with lively music and dance, invoking the spirits of nature and the Musin. At the heart of the festival grounds, food stalls offer an array of delectable treats, from savory pies made with foraged mushrooms to sweet honey cakes infused with the essence of wildflowers. Musin families gather around communal tables, sharing stories and laughter as they feast on the bounty of the land. As twilight falls, The Royal Family guide the festival-goers up to the roof of the castle to watch as the sky erupts in a dazzling display of fireworks, illuminating the night with bursts of color and light. The air is filled with laughter and awe as spectators gaze up in wonder at the spectacle unfolding above them. Throughout the festival, games and contests are set up for all to partake in, from friendly competitions of skill and agility to whimsical challenges inspired by Fae folklore and other legends. Children chase after fluttering fairy lights, while adults test their abilities in traditional Musin games of strength and cunning. But amidst the revelry and merriment, the true heart of the festival lies in the stories and legends passed down through generations. Tales of heroism and bravery inspire the young Musin to embark on their own adventures, forging bonds with nature and the Fae as they seek to protect their homeland and ensure a prosperous future for all. One of such legends tell of three spirits that embody the ideals of the musin and tell of how the world came to be. One is the spirit of Courage who is said to harbour inside great Musin Heroes who are Adventurous and Brave. One is the Spirit of Wisdom, who is said to harbour inside a Musin who is Kind and Intelligent. The last is the Spirit of Power Who is said to have once been trapped inside one who is Ruthless and Commanding. Some Musin believe that the dreaded Ratiki Stanqolk embodied the Spirit of Power in times past… And so, as the last embers of the bonfire fade into the night, the Musin gather once more to offer prayers for a bountiful harvest in the year to come, united in their reverence for the past and their hopes for the future. In this magical moment of harmony between Musin, nature, and Fae creatures, the spirit of the festival lives on, a beacon of light and hope in the darkness plaguing Aevos. -◈-◈-◈-
  7. -◈-◈-◈- In the charming castle town of Babblebrook, nestled snugly within the rolling hills and verdant meadows of Dúnfarthing, the Musin people hold dear their rich tapestry of traditions and holidays. Among these cherished celebrations, none is more eagerly anticipated than the Sweetberry Festival, a joyous homage to the delectable fruit that has woven itself into the very fabric of Musin culture. [!] A Group of Musin celebrating a harvest of Sweetberries during the festival Originating in the earliest annals of Musin history, the Sweetberry Festival traces its roots back to a time of liberation and newfound freedom. Legend has it that the Musin, weary of their oppression under the tyrannical rule of the ratiki overlords, embarked on a daring escape from a mysterious island, its name now lost to the winds of time. It was when they arrived on Almaris, amidst the lush foliage and towering trees, that they encountered the enigmatic Giant, a benevolent figure who bestowed upon them the gift of the sweet, succulent berry that would come to be known as the Sweetberry. Captivated by the tantalizing taste and boundless gene square is transformed into a bustling marketplace, alive with the vibrant colors and enticing aromas of freshly picked Sweetberries. From dawn until dusk, Musin of all ages come together to revel in the delights of this cherished fruit, engaging in a plethora of activities and competitions that pay homage to its sweetness and versatility. In one corner of the square, skilled jam makers labor over bubbling cauldrons, concocting an array of tantalizing preserves and spreads to be sampled and savored by eager festival-goers. Nearby, bakers ply their trade, crafting an assortment of mouth watering pastries and desserts infused with the irresistible flavor of Sweetberries. Artists and poets alike find inspiration in the luscious hues and delicate fragrance of the Sweetberry, their creations adorning the walls of makeshift galleries and echoing through the air in melodic verse. Children frolic amidst fields of wildflowers, their laughter mingling with the joyful strains of music that drift through the warm summer breeze. As the sun dips below the horizon and the stars twinkle overhead, the Sweetberry Festival reaches its climax with a grand feast fit for royalty. Tables groan under the weight of sumptuous dishes, each one lovingly prepared and infused with the essence of Sweetberries. And as the Musin people gather together to dine and raise their voices in song, they offer silent thanks to the Giant whose gift has brought them together once more, united in celebration and bound by the sweet bonds of friendship and community. For in the heart of Babblebrook, amidst the laughter and the music, the spirit of the Sweetberry Festival lives on, a testament to the enduring power of love, hope, simple joys of life. -◈-◈-◈-
  8. Here you can find the elements of Reinmaren culture
  9. What does Magic of any kind, or its many (usually morally dubious) power sources smell like? Of course, from what I understand substances like liquid Mana/Lifeforce allow for them to be made physical and tangible, does this mean that they have a taste and or smell? What about the taint of the void? Does ice conjured by a Voidal Mage smell any different by the one wielded and imbued by the magic of a Frost Witch? What about flames? Whether it be of Malflame or Dragonfire, or the Holy Light of Paladins and or Templars. Would a flower be any different to the sense after a Druid has tampered with it? Yes, I woke up like an hour ago. Yes, I am aware of the risk I place upon myself of the consequences of such a controversial post. But nontheless, another will one day ask the same question irp and we will all look like fools when we are without answer, the truth must be revealed! On a more serious note, while an emphasis is put on 'smelling', the rest of the senses are equally interesting. Answering that for example a Demi-Djiinn's magic brings about a certain taste akin to that of the mashed potatoes that your grandparent used to make when you were young...Certainly would change one's view on the magic itself. It's also really good for writing if we are being honest, having your character's own organs be roasted by dragonfire, would be a somewhat visceral experience and I do think discussing what the other senses would pick up other than merely the pain caused by it would always be really freaking interesting. And small show of hands, this entire post is inspired by 'In Stars and Time' which I came around all the way back on December and has probably become one of my favorite stories in recent years. Within It's story whenever a certain magic took effect, a heavy smell of Burnt Sugar was noticed by the protagonist, growing all and more denser, potent and terrible as the story progressed, which I personally found really interesting and unique! Certainly made it feel more personal and memorable of an experience for me personally.. (Good game, go play it, but only after you respond to the post!!)
  10. Klan Vinteki Enters the Horde Sightings of Uruks, Goblins, and Heartlanders began to emerge from the pits of the fallen Klanhold of Kazin’Kul within the past week, shortly after Kazin’Kul abandoned their former mountain pass in favor of returning into Krugmar. Thought to be captured hostages that the Klan abandoned during their exodus, Rex Grommash sent a band of runtz and honoraries to retrieve them and bring them back to the capital for questioning. Dutifully following Rex's orders, they set off to the nearby Klanhold and entered the undergrowth below. Days passed, and nothing was heard of the scouting party. A warband of Uruks and Ologs entered the Klanhold, worried that the Coalition had set up a forward outpost deep inside Iron Horde’s land. What awaited inside was the ruins of the Kazin’Kul, and the product of their abandonment. It has seemed that the entire cave had been converted into a wide array of ritualistic pits and altars, all freshly covered with viscera and meatbags. The runtz had been strung together with rusty wire that threaded inside and between them, forming crude marionettes that tugged at their supports. The new inhabitants had carved the walls and floors of the cave so that the altars would flow into a deep pit and drain in the middle of the cave. It seems that whatever the Kazin’Kul fought to contain from leaving their expansive caves and prisons had escaped and taken over what remained. The honoraries sat lying on top of stone tables with goblins laying on top of them, nibbling and yanking. The warband tried to fight these maddened creatures. Quickly, they were overwhelmed and forced back to the gates of the cave, which slammed shut as they left. The clamor and ruckus quickly calmed as the warband was stunned by how fast the situation in the cave seemed to devolve. Returning back to Krugmar, Rex and Targoth heard about the incident and rode at once to the nearby mountain pass. After a ram was laid outside the crooked gates, and the Horde prepared to breach into their former fortress, a loud, bellowing “NUB!” was heard. A large orc, clad in armor of the former clan of Kazin’Kul, stood at the gates, looking tirely through the holes. The gates began to slowly open and the gargantuan beast stepped out. He called himself Kezmur, and his people the Vinteki. He refused what had happened to the remainder of the former Orc Klan, or where he hailed from. He only wanted to make a deal with the Horde. His and his peoples total fealty and cooperation, at the price of a single condition. Not a single soul would ever enter the Vinteki caves without permission again, Orc or otherwise. As the orc spoke, armor-clad heads began to peek over his shoulder through the darkness, their blades and plate illuminated by torchlight. Soon, a sea of bloody, yellow and orange eyes stared at the Rex, held back by the lone orc who approached out into the sunlight. A deal was made between the two. Klan Vinteki would assist in their war, serve under the Rex, and join the Horde. The former Klanhold of Kazin’Kul would now belong to the Vinteki people and Kezmur. Signage was posted outside the front of the cave, warning of the dangers below. DETAILS OF VINTEKI The Vinteki people emerged from a combination of captured prisoners and native orcs, both who lived deep under the Klanhold of Kazin’Kul. The natives freed the abandoned, starving prisoners, but impressed them into their brutal, rigid culture and formed their own spirit and people. Constant sacrifice and spirit worship of Enrohk is demanded of klan members. Their society is mostly lawless, with the strong and cunning surviving. Each subnetwork of the cave system often is controlled by a particularly unique and influential pitboss, who all submit to the authority of an appointed leader. Night raids on surrounding nations keep the inhabitants fed and supplied to a degree. Cannibalism has been practiced when raiding parties fail to produce. Ritual sacrifice serves as an cathartic outlet to the unforgiving nature of the pits, providing community and singularity in religion. Vinteki Orcs and their honoraries wear large suits of plate and masks to cover up accumulated damage from their training. They are known to be so insecure to the point that they will not remove the plate and coverings even in massive heatwaves in the desert, preferring heatstroke to exposure. Non-Orc Vinteki are not forced to speak blah, but are expected to know the language. Distinct features include bloodshot eyes, chipped plate, large scars and shamanstic markings of white ash. Because of the unforgiving nature of being raised in the Vinteki pits, the Vinteki people have a distinct lack of individuality and a penchant for violence. This leads to them being uniquely weak to the effects of the Blood curse, often entering into a Berserker state even if kept exclusively around other Uruks. Their constant exposure to violence clan infighting, and incredibly close combat in the dark makes those that survive clever tacticians and masterful warriors. The goblins and humans within the Vinteki tribe are seen as a more progressive force, driving towards outwards expansion and technological advancement, while the dominant Uruk ruling class seems content with their current situation. There are little to no present shamans within the Vinteki tribe, which the leadership wishes to change as they want to advance their rituals beyond pure executions. Enrohk is worshiped over all. The Vinteki consider themselves vessels of Enrohk and the rituals usually are dedicated to him. Sacrifices to Krug are occasionally performed as well. The various pitbosses and subklans each perform their own rites of sacrifice.
  11. I am almost certain this post won't gain traction, but I still want to complain for the sake of complaining. Because of this I won't be making sure this rant is formatted correctly or is grammatically correct, simply because I could care less. It is unnecessarily difficult to find lore regarding major religions, cultures, and etc that you know is real or true (especially old lore and such). This difficulty is only heightened for new players. The only significant update that I have noticed on the wiki since when I joined the server (2021) Is the pictures for the races were changed to look cartoonish. The Adunian page from what I have been told hundreds of times by old Adunian players when I have tried to get more involved in Adunian rp is "Ignore the Wiki. It's outdated." Instead, you have to look through the forums for this information. Yet to find this information you need keywords. And even if you use keywords sometimes there just isn't anything, like in regard to Creatorism looking up "Creatorism" gives you zero results. There also isn't any actual way to see if what someone posted is real and legit, or if it is just someone speaking nonsense for the sake of it. As a new player it was confusing and frustrating, and resulted in me just giving up trying to understand any in depth piece of lotc lore. I personally see two solutions to fixing this (reviving wiki team or making lore submissions like magic submissions. But it won't get fix cause seeminly no one on the staff team has remembered about the wiki and wanted to fix that issue.
  12. "Shadows of the Hunt: The Legend of Murag, the Whitewash's Bane" In the ancient land of Krugmar, where the orcs of various clans roamed and thrived, there lived a young green orc named Murag. Born into Clan Lur, a proud and skilled group of hunters, Murag's destiny seemed intertwined with the ways of the hunt. His fierce determination set him apart from others. From a young age, he dreamed of becoming the greatest orc in history, a true legend among his people. Though many laughed at Murag's ambition, his friends stood by him, offering support and encouragement. Murag cared little for the cultural norms and wisdom of his clan, but he never disrespected them. He was driven by a desire to achieve greatness and be remembered for his feats. One fateful day, tragedy struck. Murag's father ventured out on a hunt for a dangerous whitewash—an orc who had turned his back on the traditions and values of their people, committing unspeakable crimes. During the hunt, Murag's father lost his life, leaving his son consumed by rage and grief. Murag's path shifted from joining Clan Lur and taking the traditional test to pursue revenge against the whitewash. Leaving his family and Krugmar behind, Murag embarked on a relentless quest to find the rogue orc responsible for his father's death. He spent years wandering through treacherous lands, honing his skills and growing stronger. Eventually, fate led him to the whitewash he sought—a fearsome creature with scars and trophies of defeated orcs. The winds howled, and the storm raged, mirroring the fury that swelled within him. With a primal roar, he charged into battle, his muscles moving with the fluidity of a river in flood. The battle between Murag and the whitewash was fierce and intense. The whitewash was strong, using his claws to fight with the ferocity of a beast he had once killed. Murag, fueled by his determination and anger, matched his opponent's strength and fought with the skill his father had instilled in him. In the end, Murag emerged victorious, but not without sustaining a grievous wound. The whitewash's claws left a permanent scar on the left side of Murag's face, a lasting reminder of his quest for vengeance. The taste of revenge, however, did not bring Murag the solace he sought. Instead, he found himself haunted by the memories of his father and the pain he had caused to others on his journey. He realized that revenge had not healed his heart, but only fueled more pain. With newfound wisdom and experience, Murag returned to Krugmar, a changed orc. Standing at an imposing 7 feet tall, with new scars adorning his body, and a depth in his eyes that spoke of hard-earned maturity, he took the test and was accepted into Clan Lur. The young orc who once craved fame and recognition was now an honorable and respected member of his clan. He no longer sought titles or accolades; instead, he vowed to protect and fight for his brothers. Over the years, Murag's bravery and wisdom helped his clan grow and prosper. He earned the loyalty and respect of his peers, and many considered him a role model. As the seasons passed, Murag aged gracefully, his life devoted to the code of an honorable hunter. In his heart, Murag knew that death was inevitable, but he refused to let age slow him down. He embraced every hunt as if it were his last, living each day to the fullest. In his final days, Murag ventured on one last hunt, alone but content. Surrounded by the wild beauty of Krugmar. Murag faced a formidable opponent, a creature of immense power. With the ferocity of a warrior in his prime, he battled bravely, not giving in to the passage of time. In the end, Murag fell, surrounded by the echoes of victory and honor, he breathed his last breath, knowing that he had lived a life worth remembering. His legacy lived on, not just in stories of his hunt for the whitewash but in the hearts of his people, who cherished the memory of a once ambitious young orc transformed into a true hero and protector of his kin.
  13. THE MOUNTAIN ALLIANCE Since the founding of Kal’Urguan the mountain dwed have been the foundation of the dwarves, from their many feats to their esteemed Paragons, the sons of Urguan have relied on the skill and determination of the mountain dwed. Back in the days of old, in the city of Kal'Karaad, Bastion Ireheart, Fili Grandaxe and Verthaik Frostbeard signed a bloodpact, bringing the mountain clans into an alliance, forging an unbreakable bond between Urguans kin. Decades later, the pact was renewed between Kerwyr Frostbeard, Fimlin Grandaxe and Gror Ireheart, once again bringing the clans close, and in return, making the Grand Kingdom much stronger than it was before. The pact was once again restored in Almaris between Bakir Ireheart, Kronk Stormheart, Argnos Frostbeard, and Thumbrindal Grandaxe So history shall repeat itself once again in Aevos, the mountain clans of Ireheart and Frostbeard shall sign a bloodpact in accordance with the following terms. 1. Signatories agree to support each other militarily if aggressed upon 2. Clans of the alliance formally agree to never employ hostility to each other, in the case of an act that cannot be ignored, the signatories shall meet to discuss a means of action. 3. Signatories shall not pledge allegiance to any sort of conflict without discussion. 4. Clans of the Mountain Alliance agree to support each other politically. 5. The Signatories of the alliance agree to meet every stone month. Signed, Clan Father of the Irehearts Clan Father of the Frostbeards
  14. Symbol of the spirit Ka'tau, personification of universal law. The Book of Ka’tau Divinely inspired stories and tales of the Rah’mun peoples, translated from the writings and speeches of the prophets, lector priests, and Pharaohs. Translated and Delivered by: Atemu-Ta Amun Prophet, Voice of Ka’tau, Sword of the Ra’tuhmet, Pharaoh of Rah’tuma Book 1: Creation story. The following tale has been passed down in the oral traditions of the Rah’mun peoples, who follow the faith of Ka’tau. Ka’tau is a spiritualist faith which affirms an animistic worldview. Adherents of Ka’tau believe in a single universal law of justice and harmony which binds all of existence together and takes many forms. The various spirits of the faith represent the different faces of Ka’tau, creating an endless list of entities which represent every facet of existence. The main three entities given credence by most practitioners of the faith are the Ra’tuhmet, an eagle-headed lord of eternal sunlight; Hesthor, a cow lady of pure waters, soul preservation, and bovine purging; and Kalthet, a lion-headed lady of grand strategy and Rah’mun battles. This story explains the Rah’mun origin story. The Rah’muns believe that before anything existed the universe was merely a void. Ka’tau herself, the personification of the universal law, brought forth the Ra’tuhmet as the first light which filled the void. The Ra’tuhmet then forged the stars, the world, and everything within it. At the edges of this void emerged Kalthet and Hesthor, who both claimed different aspects of the newly created world. The Creation story contains the emergence of Keop, the mortal enemy of Ka’tau, and Iblees and his general Kazul and their activities against the early descendants. This book is considered the most sacred of all the Rah’mun texts and is essential reading for any followers of the faith. All should read and understand with the fullness of their heart this sacred story. The text [links here]: Book of Ka'tau: Creation. OOC:
  15. The coat of arms of House Vaelaris House Vaelaris is a noble house from the continent of Aeltarys. It is not a large house, nor the oldest. But It is a proud one. They specialize in fishing and are known for selling their high quality crabs. One of the many famous dishes is the Vaelaris grilled crab and pickled herring. unlike most of the nobles houses that has different ancestral swords. House Vaelaris passes on a fishing rod made out of hardwood and a string made out of thin steal. making it almost unbreakable when catching normal fish. The founder of house Vaelaris is Raelor Vaelaris, a simple fisherman that happened to impress the king with his shellfish. So much so that he became one of the main sources of seafood into the king's household. This went on for years and sure enough Raelor made enough money to buy himself a small castle that he named Vaehold, a small castle right above the coastline of Crabcliff bay. all that Raelor needed now was a noble title. and he got one by winning a bet with the king himself. thus giving Raelor the title of Warden of Crabcliff Bay. not the biggest title, but good enough to make him a lord. and so Raelor made a banner for his newly founded house, a white crab on a purple background. Later in life Raelor married and had a son and heir, Daelor. Knowing that the house was a new one and needed to grow stronger, Raelor made sure that his son had the real education of a noble. Daelor learned how to read and write and how to hold a sword. not to mention all the family secrets about fishing. from the age 14 to 16 he became a squire to a minor knight that served under the king. During a Tournament the 17 year old Daelor got to prove himself to his father and the realm by coming 2nd place in the tournament. Once Daelor grew up, he was married and his wife gave birth to twins. They named the boy Daeron and the girl Daera, just a minute apart from each other. 3 years later Daelor´s wife gave birth to another baby girl which they named Aenelyra. In 128 of the second age. A great fire broke out in Vaehold. Killing Raelor, his wife Raena, Daelor as well as his wife, and the mother of his children, Visaena. Two years later, the twins and their younger sister Aenelyra must find a new way to keep their house and beliefs alive. so they put their lives in the hands of Prince Maegor as they sail to Failor and beyond…
  16. Good day fellow role-players, I wanted to address the fundamental flaws of Blade dancing, from the point of view of someone who has attempted many iterations of this lore piece, and its place as a bad lore piece. For those interested this is the passage I will be responding too; This comes from the following article; Now, with that out of the way. I do agree with a lot of this. Blade dancing is an extremely challenging lore piece to balance mechanically as you might struggle to balance weight, weapon mobility, and adequate weakness' for the caster so that they are not so far ahead in using weaponry at range that there is no reason to bother fighting martially. However a line out of this explanation made me realize something extremely important; "While again, a super cool and thematic idea". This line does well to outline the appeal, and reason people want blade dancing at all; it is a cool thematic way to combat opponents. And so I present my reasoning as to why I don't think the idea is fundamentally bad, my solution to the presented problems, and why this piece does not belong in this explanation topic. The goal of blade dancing as a lore piece doesn't necessarily need to put all of the issues that have been laid out into consideration. For example, if Blade Dancing was mechanically identical to LoTC's archery combat, simply reskinned with channeling flying swords instead of knocking arrows and drawing a bow, then they will be no stronger then an archer. We can justify this extremely easy within lore too. I will go through each concern, treating Blade Dancing as a reskinned bow and arrow combat: "What stops the user from not only manipulating blades, but having one of their own?" Alright, instead of knocking the arrow, and a drawing or aiming emote (Emote 1 and 2) we state that player must channel magic into the weapon for 2 emotes before the final, attack emote. The player cannot use another weapon simultaneously because they're too busy holding their hands out focusing on making the flying weapon attack to actually use another blade of their own. "Can they move just fine?" Yes, you can do this with a bow so I don't see why you could not in this instance. You can move up to 4 blocks, and then use a major action to progress channeling the flying-sword-attack, Just like how under the Honor Default combat rules you can move as well as take a major action such as notching an arrow, or drawing the bow. "Are they still strong?" On the cast emote, the strength of the attack is equal to the damage an arrow would have dealt to the target player. You can justify this as a strain caused by using magic at a distance affecting the strength of the flying-weapons swing. This solution would also fix the weight issue; it doesn't matter what weight the weapon is if every weapon deals the same amount of damage towards their opponent. By treating all melee weapons as a mechanically equal weapon, we allow archetypes (Like a rogue using flying knives vs dark knight using a flying greatsword) without their being any power difference between the two choices. "What cost is there to their lore?" If, mechanically speaking, the lore piece is identical to a bow and arrow, there doesn't need to be a cost. Because remember; the hypothetical piece we're making here is simply a reskinned bow and arrow. In exchange for the range these attacks offer us, we have to take longer to make our attack. "How long can they keep it up?" With a bow and arrow you must re-notch and re-draw your arrow each shot, so for Blade Dancing we will say that after the flying sword have swung majestically across the bare chest of the well-oiled barbarian you're fighting; the sword returns to the caster floating in front of them to be re-channeled for a next attack. Again, this is basically a magic-bow-and-arrow. You will be able to use it just as frequently. "What stops them from just stabbing people in the back with undodgeable strikes constantly?" I understand why so many people see this as an issue but it has such an easy solution. The weapon returns to its caster if it ever leaves the casters line of sight. Or even falls out of the air entirely, either works. One might argue that other players will just stand in front of the casters target to break line of sight- and sure. They should become the new target. If this was a bow and arrow they'd get shot instead. And, just a like a bow and arrow, you can utilize things like cover to break a casters line of sight and avoid getting hit. I truly believe that blade dancing's place as a fundamentally flawed concept is only true if you overthink the concepts possible mechanics. And I know this all too well as someone who fell into the same trap. The concept, if made as a reskinned version of the bow and arrows combat mechanics, could exist as a feat that has no further spells. That only exists to give players that unique aesthetic they are looking for. Unfortunately though, now that it is labelled a fundamentally flawed lore piece no one is going to want to try. As in the lore teams own words; "we strongly, strongly suggest not writing these pieces else you wish for a swift denial."
  17. Aylwin Blaxton (Naumarian: Alvin Blakton) was a Haeseni courtier and diplomat serving the majority of the life under the service of the Amador family, as well as numerous ambassador positions. He is most notable for his ‘Memoirs of Aylwin Blaxton’, an autobiographical account of his life. His memoirs record a typically shunned part of history, revealing the complicated political scene of the Marian court and the struggles and exploits of the Haeseni émigrés during the Coalition Wars and brief occupation period. Later in his life, Aylwin settled in Pruvia and retained high positions in the principality and died shortly before the Pruvian Inheritance to King Stefan of Haense. (OOC: Full credit to @MarquisAlex who wrote all of this, posting this for easier access. Links to his originals below: https://www.lordofthecraft.net/forums/topic/157760-the-memoirs-of-aylwin-blaxton-book-1/?tab=comments#comment-1492858 https://www.lordofthecraft.net/forums/topic/157915-the-memoirs-of-aylwin-blaxton-book-2/ https://www.lordofthecraft.net/forums/topic/158112-the-memoirs-of-aylwin-blaxton-book-3/ https://www.lordofthecraft.net/forums/topic/158744-the-memoirs-of-aylwin-blaxton-book-4/ https://www.lordofthecraft.net/forums/topic/158822-the-memoirs-of-aylwin-blaxton-book-5/ https://www.lordofthecraft.net/forums/topic/159307-the-memoirs-of-aylwin-blaxton-book-6/ https://www.lordofthecraft.net/forums/topic/161235-the-memoirs-of-aylwin-blaxton-book-7/ https://www.lordofthecraft.net/forums/topic/157760-the-memoirs-of-aylwin-blaxton-book-8/ ) --- THE MEMOIRS OF AYLWIN BLAXTON WRITTEN BY THE HAND OF AYLWIN BLAXTON PUBLISHED BY HIEROMAR LUDOVAR THE ELDER, SSE --- BOOK I BOOK II BOOK III BOOK IV BOOK V BOOK VI BOOK VII BOOK VIII
  18. Because of the recent FIRE SORD discussions in LOTC story chat, I figured someone should post an amendment to just add it to fire evocation. I have based this on previously allowed ST Signed items that have permitted the spell to be cast with T1 Conjure Flames, with a 2 emote cast time, and then the flame persisting for 6. Please be gentle with me. Thank you. Enwreathe [C] - Allows for a fire evocationist to cover their weapon in a shroud of fire. Mechanics: A fire evocationist may enwreathe the metallic portion of their own weapon in flames. The flames from enwreathe can be any colour, except for blue, white, and black. The fire from enwreathe causes 2nd degree burns on contact with skin. Enwreathe required two emotes to cast [ Connect -> Enwreathe ] and then persists for 6 emotes once cast. Can be learned at T2. Redlines: Enwreathe cannot be used with blue fire or combustion, due to them causing warping and instability of the weapon. Enwreathe cannot be used on non-metal weapons, due to burning/damage to the weapon itself. Enwreathes flames do not bypass or cause burns through armour. Regular clothing does not count as armour. The spell is complete the moment the two casting emotes are done, no longer requiring focus or a connection for the remaining emotes. If enchanted, the spell follows all redlines above.
  19. The Adunians of Almaris +=+=+=+=+ An anthropological view of Adunians in the Modern Era Foreword by Tarwin Elendil The Seal of the Clahn of Elendil of Brolwic Foreword In the year 1642 of the First Age, the descendant races once again took to the seas as the Axios isles of Tahn, Asul, and Ceru were devastated and made uninhabitable by a cataclysmic storm of thanhic frost. Historians and scholars have named this world ending event the ‘Mordskov Upheaval’, due to speculation that the cause of this deep freeze originated from mysterious ongoings within the aforementioned city nestled in the Greyspine Mountains. Regardless, like realms prior and realms to come, Axios ceased to be viable for life to continue. Those fortunate enough to secure passage with a nation's navy or a sponsor's private vessel ultimately sailed east to settle the continent of Atlas. Others went westward. The colony of Halstaig, under Braehn Elendil an’Hiraeth ‘The Mongrel Knifefighter’, was established to resettle the war ravaged Westerlands as a home to the Adunian people and the remaining Westermen families after the Mordring’s retreat from Axios. When faced with another great migration, Lord Elendil believed that to follow the other races would lead to a continuation of the same devastating trends that lead them to Axios in the first place. Instead, he led his people across treacherous seas to the heavily-guarded coastlines of the continent of Aeldin. Knowing that the Aeldenic Empire refused all foreigners under pain of death, Braehn and his fleet sailed beyond Imperial waters and around the continent before finding sanctuary in the lands of Magna Banardia. It was here that the Free City of Brolwic was founded, a few miles inland on the northern side of the continent. Since its foundation in 1643, the Free City of Brolwic has experienced great successes and deep turmoil. Ancient Adunian institutions such as the Ildician Order of Knights and Pilgrims, and the Thane’s Council were remade, as well as new ones such as the deliberative body known as the Yen Drochsehrin, translating roughly to ‘the Worthy Men’. Art, culture, trade, and tradition prospered in this new Adunian home. Yet the Adunian people, by their nature and curse, cannot escape hardship for long. A fast-growing but also deeply long-lived populace with finite property, inheritance, and opportunity had left many Adunian children without many prospects beyond service. It was not long after the founding of Brolwic that relations resumed with the Holy Orenian Empire and the first ship of migrants sailed Atlas way. Many young Adunian men and women from all walks of life made the journey to the Empire in search of opportunity. The Adunians, by persevering in the face of ancient prejudices, became an influential minority in the Empire with a reputation as industrious and educated people, albeit somewhat duplicitous. A few notable figures in Adunian history rose to the highest levels of Imperial society as both civilians and newly created peers. Even political tensions within the Empire meant well for the Adunians, at least those who chose the winning sides: The liberal and populist-minded Josephite Party was dominated by Adunian leaders and bosses for decades, their grip on Orenian institutions holding firm right until the very end. The fall of the Holy Orenian Empire in 1868 IC and the collapse of human society ended this prolonged period of opportunity for this class of Adunians. Some would return to Brolwic, while others would travel across Almaris and integrate into newfound nations. Eventually, all contact between Brolwic and Adunian enclaves ceased as the state of humanity became even more tumultuous. In 1882 IC, by princely appointment, Mercator Elendil, sovereign of Brolwic, the Brolwic Free Company under Captain Garth Stahl-Elendil was sent to Almaris with the duty of locating and protecting those Adunians who remained in exile. Furthermore, Elendil had demanded that extensive research be done on the state of Almaris, and proper information of Adunian culture, customs and faith be made available to Almarisians, should the concept of Adunianess be lost to the descendant realms. I. What are Adunians? The Adunian people are the twice-cursed children of Harren and Sarai, and are a long-lived but sparsely-populated race of humans originating from the northern reaches of Aegis, with a unique culture woven deeply into the tapestry of history. Adunians, being distantly related to elves through their Mali’dunn predecessors, do fall to several of the same detriments as their related ancestors. Though falling under the curse of Horen and his children, stricken with a shortened lifespan, Adunians - though dilute - do take upon some of Malin’s curse. Not nearly as fertile as other humans, Adunians would struggle to produce offspring as much as their related kin. Though not afflicted to the extent of Malin with years between births and sterility a guarantee, Adunians still suffer from partial infertility as males and females. Though they are mixed blood, new Adunians would not be created by the breeding of elves and humans, given the Adunians have been existent nearly as long as the other descendant races and subraces. Any human-elven offspring, no matter how long the length of a family tree, would be free of Malin and Horen’s full curse. To state plainly, Adunians are humans, not half-elves and elven characteristics are a sign of more recent elven admixtures. An Adunian, unlike all other humans, may live around 200 years. However, there is a common range of the Adunian lifespan. As in, an Adunian will generally live between 150 to 180 years before dying. This is often attributed to lifestyle. A saying often attributed to King Lachlan Mor ‘the Macecatcher’ goes as follows: “No Adunian dies in their sleep.” Their longevity is primarily due to the Wildewynn ancestry of the Mali’dunn mixed with Harrenite blood - producing an increase in lifespan, and a slowing of their aging upon maturity. There are six eras of Adunian history: the Harrenite era, the Fai O’Thuaid era, the Al’Ildician era, the Ildon era, the Kingdom-in-diaspora era, and the Modern era. In the modern era, there are three main types of Adunians that can be found in Aeldin or Almaris: Brolwickers, Nivinese, and Cartrefans. II. Brolwickers: Garth Stahl-Elendil of Brolwic, Captain of the Brolwic Free Company The city-dwelling craftsmen, statesmen, and warriors of Brolwic are the most common Adunian to be found. Largely descended from the families of Old Halstaig, with some even tracing their lineage back to the Kingdom of Adunia or even the city of Ildon under Artorus the Great, these Adunians are born much taller than their Cartrefan counterparts. Darker hair and pale complexions are the most common by far, with the occasional dirty blondes and dark auburns. Their eye color ranges from grey, green, and blue eyes, with green and blue being dominant among the Brolwickers. The more urban of the Adunian groups, the Brolwickers are known for their masterfully crafted goods and sharp tongues to sell them. While Brolwickers are free men by law and by right, social mobility is low back home. Only the most distinguished or the children of Clahn chieftains become Ildician knights or are able to be seated in the Yen Drochsehrin. The best opportunity for the average Brolwicker is found with the Adunian Ranger Corps, the Brolwic Free Company, or one of the seven Brolwicker merchant guilds. The Adunian Ranger Corps is the standing military of Brolwic. Designed for speed and precision, the Adunian rangers operate in small units designed to execute mission objectives. It is often the most action and adventure a home oriented Brolwicker could find, due to the aforementioned exclusivity of the Ildician knights. The Brolwic Free Company exists as a specialized investigative company, often utilized in the tracking and confrontation of special assignments too complicated or bizarre for the rangers or knights. The Free Company exists as a private enterprise as well, often utilized by chieftains, merchants, and sometimes the lord himself. Currently, the main contract of the Company is held by the merchant guilds charging them with the guarding of vessels carrying goods to Almaris. A popular export that finds itself in the liquor cabinets of peers and burghers alike in Aeldin and Almaris is Valdemere scotch, a centuries-old single malt whiskey with a closely guarded recipe. Other exports are but not limited to: Caelliac tobacco products, Douglas arms and armor, Armas wool products and Cercial watches and timepieces. ‘Brolwic, 1867 IC’, by Drannan Viathas Brolwickers are most likely to be practitioners of New Adunian Canonism, otherwise known as Adunian Orthodoxy. Old Adunian is spoken in religious and ceremonial settings, while Common is used most other times amongst the Brolwickers. The Brolwicker accent is described as somewhat flattened, or backed, with long enunciation of vowel sounds that changes the ends of words. Consonant sounds are often pronounced harshly and rather distinctly. (Manchester English) Notable Brolwickers of the modern era are the following: Jonah Stahl-Elendil - Archchancellor of Oren, Josephite philosopher Anastasia O’Rourke - Countess of Halstaig, Magistrate of Providence and famed warrior Kheagan Armas - Vice Chancellor of Oren Frederick Armas - Esteemed statesman, Imperial Founding Father Calan Stahl-Elendil - Author, Poet Quentin Brae - Lord of Du Loc, Venture capitalist Eliza Brae - Diplomat, Stateswoman, Arcanist Edward Napier - anthropologist, Imperial Founding Father Padraig O’Rourke - Count of Halstaig, Politician, Mafioso Oisin O’Rourke - Count of Halstaig, proprietor of the Imperial State Navy Brolwickers can be found anywhere in Almaris and of course, in the Free City of Brolwic. The largest accumulation of Brolwickers in Almaris is Castle Stahl-Elendil in the Blackwald Valley beneath the Arentanian Alps. III. Nivinese Bowies: Unknown Nivinese Man The grey-eyed wagon riders of Nivinor, these Adunians are famous for their deeply poetic music, natural capabilities in field and forest, and their ridiculously large hunting knives. The Nivinese, also known as the Bowie’s, are an itinerant subgroup of Adunians that have held onto their unique cultural practices since their earliest days of Al’Ildic in the lands of Aegis. A quiet and solitary people, the Nivinese are most likely to travel alone or a small group of other families during the warmer months, and always in their painted horse drawn wagons. During the winter, these caravans will grow and make camp by ancestral shrines or specially chosen grounds near Brolwic or friendly villages. When in familiar company, the Nivinese speak almost exclusively in their own unique dialect of Adunian, with a notable musical quality to their accent. (Sutsilvan-Romansch) Nivinese children are expected to learn survival skills such Bow & knife mastery, long distance tracking, herbs, flora, & fauna. Like their Brolwicker counterparts, a Nivinese child matures at the age of seventeen. A week-long celebration begins leading up to this celebration of maturity, culminating in the gifting of the youths' very own Bowie knife. A large weapon, these knives are twelve-sixteen inches long, varying in blade style. Patterns, messages, and symbols are often carved into the handles by elders before the knife is gifted. “A Nivinese family” by Tirna Armas While their solitary and restless nature might be misunderstood as an aloof reservedness and distrust of the outside world, the Nivinese are not without heart or an appreciation for beauty and humanity. Their garments, much like their wagons, are often colorful and mixed and matched with their more rugged and drab traveling clothes. When it comes to Adunian art, it is the Nivinese with most appreciated creations. The Adunian lyric poetry tradition and musical styling known as “Chur'' is believed to have originated with the Nivinese. Popular Adunian songs known to have come from the Nivinese include: Ildon Road, Lady Of Ye Wild Moor, & Pulling On The Sun. “The Nivinese in Song” by Tirna Armas The Nivinese are seldom found in cities but off the highways and side roads of Almaris. They are identifiable by their painted wagons, their distinctive dress of colorful cloaks and garments over practical wear, their grey colored eyes(as most Nivinese are born with grey eyes), and once again…their comically large Bowie knives. A popular story of a Nivinese honor duel fought with said knives, amongst other things, is the Fight at Last Pine. (https://www.lordofthecraft.net/topic/124111-the-fight-at-last-pine-adunian-legend/) A Bowie’s Wagon, by Drannan Viathas IV. Cartrefans: John Marsyr, Shepherd of the Cartrefans It was the great shepherd John Marsyr who welcomed a number of Imperial Adunian refugees into his care following the collapse of Oren. In his holdfast of Cartref Mor, from where the term Cartrefan is derived, did these refugees find true safety for the first time in a long while. Today Cartref Mor lies abandoned, and the Cartrefans divided on the lines of good and evil: between a Necromancer cult and an order of Templar warriors. This ongoing conflict is of great importance to the Brolwic Free Company. Yet who are the Cartrefans? The Adunians of Cartref Mor are most peculiar and fewer of the three groups as they share a closer kindred to Elvenkind than to humanity. Because of this, they are identifiable by their more elf-like appearance: grey/white hair, shorter and sinewy builds, and grey or amber colored eyes. Depending on intensity of Elven lineage and some Cartrefans having little to no contact with the Brolwickers, these features vary from person to person. The Cartrefans are an excitable group known for their close bonds of kinship, which predisposes them to intense feelings of nationalism. Cartrefans have been implicated in several instances of social unrest and political uprisings in the recent decades, such as the most recent Norland rebellion. It is likely this is due to many Cartrefrans believing they were the only Adunians left in Almaris, without a home for their own. Most had never even heard of Brolwic, though John Marsyr is believed to have traveled to the city on a few occassions. The worship of ancestors and patrons is much stronger with the Cartrefans as well, for many lack any connection to the Canonist faith. Cartrefans are known for their oneness with nature, as well as a deep respect and connection to Adunian ancestors and the old ways of patron worship. Their dialect of Adunian is Elven influenced, with several loan words and alterations. Some believe that, due to their Elven connections, they possess a greater talent for the mystic and alchemical arts. “The Grey Magi” by Drannan Viathas Some notable Cartrefans of the modern era include: John Marsyr - Founder and leader of Cartref Mor Aurelion Marsyr - Necromancer Ser Uther the Templar - Templar Knight of Malchaedial V. Adunian Orthodoxy: New Adunian Canonism, or “Adunian Orthodoxy” as it is called colloquially, is the branch of Canonism as practiced by Brolwicker & Nivinese Adunians. Faithful Adunians believe that GOD, in his frustration and disappointment at the sins of humanity, removed his direct presence from the world he created for his children. It is only through willful perseverance, a calm and clear mind, and active pursuance of good works can mankind, especially Adunians, enter the Seven Skies. Somewhat ironically, followers of Adunian Orthodoxy have found common ground with followers of Owynism, likely due to the philosophical similarities. Patron worship and Saint worship are common practice in Adunian Orthodoxy, with patrons of Adunia’s ancient past such as Ryumel the Explorer or Braehn Eli’sehn being invoked often. Newer patrons hailing from a less ancient time are also revered, such as Artorus the Great or Gavin the Knight. It should be noted that Patrons are not Saints, for their great deeds and virtues are remembered for more matters of heart & mind and not a deeper spiritual health(though this is hotly debated), but are still deeply valued and respected. Currently there is a movement of faithful Adunians petitioning the High Pontiff to raise Braehn Elendil an’Hiraeth to sainthood due to his crossing of the broken bridge to lead the Adunians & Westermen in recolonizing the Westerlands of Tahn for the Holy Orenian Empire during the 1500’s. Should this movement prove successful, Braehn an’Hiraeth shall be canonized as the first Adunian Saint in Canonism. VI. Names & Families: Nothing matters more to an Adunian than their name. Clahn’s great and lesser are unique from one another, each with its own traditions, histories, and artifacts that indicate a colorful legacy. Below is a list of known Adunian Clahns, though there are likely to be more. Great Clahns: Elendil, Haryn, Varodyr Delmar, Douglas, Caellach Viathas, Valdemere, Culloch Annion, Wynsehn, Wallas Marsh, Nivin, Cercial Marsyr, Armas, Carthaig Lene, Loyola, Antiachys Lesser Clahns: Seregon, Mors, Ilyn Ilych, Varmir, Darmov Havath, Roke, Falcryn Eithelreach, Kaegh, Ilesca Brae, Napier, Radah Nurra, an’Leod, Stahl, Schote, Rourke VII.What Makes an Adunian?: The Adunian people are an ancient and storied race that has survived through centuries of diaspora & cultural catastrophe brought on by foreign genocidal fervor and, as some believe, their own hubris. Generations experienced great hardship, yet nothing could destroy the Children of Harren. The strength of Adunia comes from a place of hard learned humility and a faithful perseverance to do good works in the mortal world. An Adunian from any walk of life and background is made to understand their odd place in the world as a people often caught in the middle. From Aegis to Axios, from Aeldin to Almaris, the Adunian people have survived and endured, enjoying great triumphs along with great failures. They shall continue to do so until the final end.
  20. Cooking the Gemeye Way By Basra Gemeye (written by VerminHunter) Preface This cook book has been recently unearthed from the ruins of the Gemeye clan, which lay hidden underground for hundreds if not thousands of years. The Grand Library has restored this book to the best of its ability, and has put it for within its shelves for anyone to learn from. May the cultural legacy of the dwarves be preserved. Miner’s Supper Soup Prepare a rock pot, the type of rock is up to your taste. Add water and bring it to a boil. While your water is boiling prepare Miner’s Helmets. Once the water is at a rolling boil add the mushrooms to the pot. After 10 minutes, or once the mushrooms are tender, remove the mushrooms and let them rest. They will be used for garnish later. While the water is still boiling, add some bone broth to it and stir. Bone broth made of Deep Toad or Hyfowl are prefered, but any bone will do. To make your soup more creamy, dissolve some of your preferred moss paste into the boiling soup. Once it is at your preferred consistency, you may plate and serve. [source] Deep Toad Tongue Steak The fibrous tongue of a Deep Toad is incredibly tough, but it is also delicious. Start by chopping a medallion of the tongue of your desired size. Be sure to drain it of the blood. Blanch your cut, put it into cold water and bring it to a boil. As soon as it reaches a boil, skim the scum and drain the water. The water can be used for your Miner’s Helmet farm. Once the meat has been blanched, sear it upon a salt block. If you are low on lard or oil, this method is great since salt blocks do not need to be oiled. Be careful to slowly heat the salt block since a rapid change in temperature may cause it to explode. Sear the toad tongue till a golden brown. Seasoning can be added at any point during the cooking process. [source] Blind Cave Fish Pickings Blind cave fish possess a great number of bones, so this method is the best way to cook it while not having to worry about choking on bones. Take the fish fillets and simmer, not boil, for 5 to 10 minutes on depending size. Water or broth can be used to simmer it. Once that’s done, remove the fish fillets and let them rest so that the meat can firm up. Once the fish is cooled, pick the meat off the bones along with the grain. Once the meat is picked you may fry it, or mince it to make fish cakes. [source]
  21. Volume I The servants often try to placate my rotten mood, “Oh Great Father, you are so ancient and mighty” they say. I know in truth they mean old and rotten. I see no hope for the Gemeyes, everyone is useless… Only Indra shows talent, she has skill in making golems. I cherish her dearly, but what can I do for her? Nothing. Our caves are crumbling, we have no way out, and the elders are murmuring things about her. They do not realise the situation we are in. They have not spent a day of their worthless lives in the tunnels working for the clan. The stone grows impenetrable around us, our picks turn rusted. The tunnel which we used to enter these caverns has long collapsed. I still curse Shcorl over that. I feel the weight of the walls. The Brathmordakin shun us, I don’t know what to do. Hopefully, once Indra finishes her golems we will be able to escape from here. I’m suffocating. Volume II There was a light in the tunnels. A single floating flame out there. Am I going mad? Did some dwarf tunneler leave a candle? I dared not approach it, but I wanted to, I could feel its warmth from afar. I don’t know what it was. My retinue had searched for me frantically, as I stared at the flame in the dark. They say I was gone for days, but I don’t think I even blinked nor did I feel any hunger or tiredness. What happened? I keep seeing that little light in my mind, its image warms me. Though it does not last long, my darkness snuffs it out. I have to pray to Grimdugan. A Prayer O’ Lord of Avarice, King of the Shade, Your children sleep in your beard of shadows, We keep by us your obsidian blade. We have nothing to fear, The darkness is clear With you here and near. Unmarked Volume Someone went missing in the caverns. Cabo Gemeye, a young lad, vanished. All that was found were a few track marks and a splotch of blood. People have reported chittering in the caverns. What have I done? Is this punishment for my greed? I am sorry. Indra’s golem is complete, and it is strong enough to dig through the bedrock. We will soon leave this accursed place that my foolhardiness brought us to. Volume XI Monsters have started roaming openly and attacking us in the caverns. Gigantic Lurkers besiege us. We have resorted to using our little stocks of wood to make crossbows to defeat them. The end is near I know it, and others do too. Indra came to me weeping, that in a few months they will have a way out, she begged me to come with. But my fate is sealed. I was the greedy fool who had forsaken our other brothers to lead the clan into solitude. I had failed to uphold the creeds of Grimdugan. But I saw his light in the dark, I know he has not abandoned me. I have to remain in this place and atone for my sins. My only hope is that others will manage to escape this onslaught. This will be the last entry of my journal. I doubt it will ever see the light of the surface, but if some spelunker eventually uncovers it, here are my words. Use greed for good, do not let it blind you, Love your brothers, Admit your faults, Have faith. Signed Methysko Gemeye The Ancient Amethyst
  22. HOUSE STAFYR INTRODUCTION & FOREWORD By Arthur K. Stafyr 23rd Lord & Guardian of House Stafyr The legacy of the House of Stafyr is a rich and prestigious one. One of the oldest families in humanity, we Stafyrs have weathered the rise and fall of many an empire and kingdom alike. From windswept Shadowcastle to glacial Nenzing, my family has seen it all. Our eternal virtues of Law, Honor, and Loyalty are what have held us together. Our history is part and parcel to who we are. Yet, in recent years, the several lines of Beorn have been scattered like chaff in the wind. The heritage which we champion has begun to slowly fade from living memory. In an uncertain world, we cannot forget what makes us that which we are. Let the culture, customs, and traditions of the Almannir tribes and of the Stafyr family not go unrecorded. I pen this ethnography and history, the latter of which I have edited and modernized from the works of Leopold, Count of Nenzing and Nikolas Flynn Stafyr so that our name might not be forgotten. Indeed, I further write this compendium with the help of my Uncle Thondorus, and my beloved Elia, so that it may be spoken by living tongues once again. A BRIEF HISTORY OF THE ALMANNIR Almannir Horsemen in the Highlands of Aegis, c. 572 On Almannir History An excerpt about the Almannir people and their history by the current keeper of the Book of Tales, Thondorus II. of House Stafyr Foreword This brief summary shall give the reader some insight in the ancient and thus far very unclear history of the Almannir people. The contents are based on a combination of collected records, fragments of history and a more proper translation of the stories in the Book of Tales. A degree of conjecture is present, but the reader must forgive as this history is many centuries old. Without further ado, I bid the reader an enticing or equally boring read. Overview Etymology and meaning History: Foundation, Aegis, transition into modern records (the Verge) The five Houses Altbaum, Altbom, Oldtree Steinkachel, Stoakachl, Stonetile Weidenfrau, Wiidafrou, Meadowswife Steinfeuer, Stoafyer or Stafyr, Stonefire Rettersmann, Rettersma, Saviour The Galdr The Book of Tales and its stories Closing statement Part 1: Etymology and Meaning Part 2: History: Foundation, Aegis and The Transition into Modern Records (the Verge) Part 3: The Five Houses As described in the preceding part, five Houses led Almania at its peak with the first one being of kingly status. Unfortunately the records are quite limited as to what are their traditions and customs but a few basic pointers may be given. Part 4: The Galdr Part 5: The Book of Tales Closing Statement This brief excerpt should give some insight into the history of the Almannir, their origin and who they were. It is by no means exhaustive and there are many more secrets to be found within the fractured sources spread through the libraries and memories of the people all around. What matters the most, is that the people descending from these heroes of olden days remember their roots and never forget their origin. History is part of who you are. THE HISTORY OF HOUSE STAFYR The Siege of Schattenburg, c. 1435 The Birth of House Stafyr (UNKNOWN - 1353) The Rise of Saint Godwein (1353 - 1426) Clash of Brothers (1426 - 1435) The Golden Age of Stafyr (1435 - 1464) The First Falcon’s Fall (1435 - 1521) Stafyrian Renaissance (1529 - 1718) The Bear’s Regency and the Erichian Era (1718 - 1744) The Second Falcon’s Fall (1744 - 1794) THE THREE LINES OF BEORN An Artist’s Depiction of the Siblings Galtor and Sybilla as Youths The three familial lines of House Stafyr all descend from the children of Beorn Stafyr, the founder of the House. They are aptly named Hanethor, Galtor, and Sybilla. While there have been known to be Stafyrs who have broken the stereotypes associated with their lines in the past, the Three Lines of Beorn are often associated with the particular characteristics and occupations for which they are renowned. Hanethorian Line Galtorian Line Sybillan Line ALMANNIR & STAFYR CULTURE Leana & Katherine Stafyr Riding Horses, c. 1732 By Katerine Ruthern nee Stafyr (@Sirenscall) THE TRADITIONS OF HOUSE STAFYR Over the centuries, House Stafyr has developed for itself a set of unique ceremonies and traditions. Many of these are Almannir in nature, though several are unique to the Stafyrs as an ancient family in their own right. Though the customs and traditions of Stafyr are vast, I shall endeavor to document the most important to which almost all are accustomed. Even among our disparate members and branches, these coming of age rituals are all widely acknowledged. Coming of Age 1.) The Hatching (Age 13) 2.) The First Pilgrimage (Age 16) 3.) The Falcon’s Flight (Age 16+) Almannir Funeral Rites Equestrian Festivals Mummer’s Shows Almannir Lullabies CULTURAL HERITAGE Over the centuries, House Stafyr has developed for itself a set of unique ceremonies and traditions. Many of these are Almannir in nature, although nearly a half millennia of nobility has led to the adoption of some which are unique to the Stafyr family. Traditional Foodstuffs Clothing Jewelry & Regalia The Men of Stafyr The Women of Stafyr THE VIRTUES OF HOUSE STAFYR St. Godwein Imparting the Virtue of Law Unto Ser Edmund, c. 1418 The House of Stafyr is renown for the motto which it has championed throughout the ages, this being the phrase “Licent, Honorem, Pietas.” Roughly translating into “Law, Honor, and Loyalty” in the language of Flexio, a true Stafyr from any branch of the House will always strive to live by these virtues to the best of their ability. To live by these virtues is of paramount importance to any Stafyr. Failure to abide by these virtues will rarely fare well for a Falcon, often proving to be their downfall. This is a recurring theme throughout Stafyr history, as its members strive to emulate the lofty example set by Saint Godwein of Huntshill throughout his life. Though there have been definitive villains throughout the House’s history, those who have remained true to these virtues have thrived and prospered. ‡ LICENT ‡ ‡ HONOREM ‡ ‡ PIETAS ‡ THE LORDS OF STAFYR Ser Edmund and Ser Farley: A Clash of Brothers, c. 1428 Beorn Stafyr Born - Unknown Death - Unknown Titles: 1st Lord of Stafyr and Guardian of House Stafyr. Hanethor I. Stafyr Born - Unknown Death - 1349 Titles: 2nd Lord of Stafyr and Guardian of House Stafyr. Master Thondorus Stafyr Born ~ 1300-1305 Death - 1355 Titles: 3rd Lord of Stafyr, Founder, Master and Bailiff of Rivacheg Master Graveth I. Stafyr Born ~ 1320-1323 Death ~1380-1390 Titles: 4th Lord of Stafyr, Master and Bailiff of Rivacheg Saint Godwein the Honest of Huntshill Born ~ 1360-1365 Death - 1426 Titles: 5th Lord of Stafyr, Marquis of Schattenburg, Baron of Feldkirch, Baron of Huntshill, Lord High Treasurer and Grand Justice of the Holy Oren Empire. After his death sanctified as the Patron Saint of Honesty, Woodworkers, Fungi and Skin-afflictions. Lord Edmund I. Stafyr Born - 1392 Death - 1435 Titles: 6th Lord of Stafyr, Lord of Geminine, Marquis of Schattenburg, Baron of Feldkirch, Lord Privy Seal of the Holy Oren Empire, Noble Ser of the chapter of the Lion, Knight Commander of Renatus. Lord Farley II. “The Young Lord” Stafyr Born - 1431 Death - 1464 Titles: 7th Lord of Stafyr, Count of Shadowcastle, Baron of New Huntshill and Fieldchurch, Lord Privy Seal of the Holy Kingdom of Oren, Warden of the South. Lord Symon “The Bread Count” Stafyr Born - 1445 Death - 1509 Titles: 8th Lord of Stafyr, Count of Werdenberg and Shadowcastle, Baron of New Huntshill, Fieldchurch, Commander of Eastgate and Master Keeper of the Imperium Tertius. Lord Athelstan II. Stafyr Born - 1460 Death - 1535 Titles: 9th Lord of Stafyr, Count of Werdenberg and Baron of Katzburg. Lord Thomas Stafyr Born - 1474 Death - 1515 Titles: 10th Lord of Stafyr, Count of Werdenberg, Baron of Katzburg and Waldstadt Lord Jakob II. Stafyr Born - 1477 Death - 1521 Titles: 11th Lord of Stafyr, Baron of Waldstadt. Lord Altaron II. Stafyr Born - 1529 Death - 1599 Titles: 12th Lord of Stafyr, Baron of Arnaut and Master of Coin for the Archduchy of Lorraine. Lord Eadwulf Stafyr-Thurant Born - 1579 Death -1622 Titles: 13th Lord of Stafyr, Duke of Raetia and Baron of Thurant Lord Kristoff Ludvic Stafyr-Grauspin Born - 1592 Death - 1632 Titles: 14th Lord of Stafyr, Viscount of Grauspin, Ambassador and Emissary of Haense Lord Sergei Heindrik Stafyr-Grauspin Born - 1621 Death -1707 Titles: 15th Lord of Stafyr, Viscount of Grauspin, Baron of Thurant and Lord-Marshal of Haense. Lord Leopold Kristoff Stafyr-Grauspin Born - 1688 Death - 1718 Titles: 16th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant, Lord-Palatine and Chancellor of Haense Lord Erich Stafyr-Grauspin Born - 1712 Death - 1744 Titles: 17th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant, Royal Envoy of Haense, Commandant of the Brotherhood of St. Karl Lord Alaric Leopold Stafyr-Grauspin Born - 1735 Death - 1775 Titles: 18th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant, Commander of the Royal Expedition to Athera (1756) Lord Hektor Stafyr-Grauspin Born - 1755 Death - 1794 Titles: 19th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant Master Damron Stafyr-Beron Born - 1735 Death - 1807 Titles: 20th Lord of Stafyr and Guardian of House Stafyr. Master Morvon Stafyr-Beron Born - 1787 Death - 1856 Titles: 21st Lord of Stafyr and Guardian of House Stafyr. Master Nikolas II. Stafyr-Beron Born - 1827 Death - 1884 Titles: 22nd Lord of Stafyr and Guardian of House Stafyr. Lord Arthur Konrad Stafyr-Beron Born - 1868 Death - 1929 Titles: 23rd Lord of Stafyr, Baron of Thurant, Palatial Secretary, Royal Inquisitor, Chief Jovenaar of Haense Lady Elia Eryka Stafyr Born - 1871 Death - Titles: 24th Lord of Stafyr, Baroness of Thurant, Curator of the Haeseni Crown Jewels Lord Edmund II. Hannes Stafyr-Beron Born - 1895 Death - Titles: 25th Lord of Stafyr, Baron of Thurant Lady Katrin Eryka Stafyr-Beron Born - 1928 Death - Titles: 26th Lord of Stafyr, Baroness of Thurant THE STAFYR HEIRLOOMS The Vault of Old Nenzing, c. 1745 ‡ ANCIENT HEIRLOOMS ‡ ‡ MODERN HEIRLOOMS ‡ APPENDIX OF HISTORICAL WORKS [[THANKS AND ACKNOWLEDGEMENTS:]]
  23. Felyx F. Colborn, a Voice for Reform! Simple contemporary oil painting of Felyx F Colborn Introduction Felyx, born in the Second age 64, did not come into the world in a noble household. He worked for everything he has gotten so far, and will continue to serve his Kongzem to the best of his ability. The combined efforts of House Colborn now mean that Felyx is granted a unique position to let his voice be heard. As a child, he worked to start the St. Carolus University which still exists today, has participated in medic lectures, climbed to the rank of Armsman and Officer Cadet by now in the BSK Haeseni Army, and is an avid Adventurer and Poet to the Royal Family. Felyx made many friends during his time, be it commonfolk and nobility alike, and has expanded his horizons by carefully listening to minorities such as Orcs and Elves in Hanseti-Ruska. This has given Felyx the confidence he needs to run for Alderman on this day. Aspirations and Pledges I, Felyx Francys Colborn, do so pledge to honour our community of evolving peoples in-tune with their conservative roots by working with the Duma to issue reforms that benefit the Kongzem in the long-term. I will be your elected dreamer of a brighter future for Haense and, with the know-how and tools I have amassed so far, vow to work hard to listen carefully to anyone who would give me feedback or advice, and implement reforms that I deem necessary for the prosperity of Haense to Krusae Zwy Kongzem! More specifically, I, Felyx will pledge to work on Seven primary points: Promote Crown-endorsed reforms to stimulate political interest of the People of Hanseti-Ruska. Introduce non-politically aligned Commonfolk Societies for greater multi-social representation in our Motherland. Stand for greater Diplomatic cooperation, including a Worker’s Exchange Programme between allied nations to foster more open-minded generations who are willing to accept the diversity of Hanseti-Ruska and Almaris as a whole. Promote theological debates led by the Church across various beliefs, using a novel, proposed technique, coined: “Deep Listening”. Work to integrate the aforementioned “Deep Listening” into the Duma, which will hopefully bridge divides between opposite opinions to reach compromises. Introduce a Koeng or Koenas Royal Jubilee, in coordination with the BSK, every 5 years to celebrate the efforts of the Crown. Introduce a “World Pilgrimage” with the consent of the Church, in order to become aware of different and opposing cultures and beliefs, to reinforce Godan’s virtues and learn to live harmoniously with others despite opposing views. These are just a chunk of ideas I have deemed worthy to put to paper. Being a soldier of the BSK, I find it important that we can avoid War as much as possible. However, peacetime is never a reason to stop training and drilling diligently. I will take my discipline and dedication from the Army when pursuing my goals within the Duma. With great Passion Felyx Francys Colborn stands by his values, and hopes to work alongside Duma members with his Aspirations, by the pleasure of the Electorates of Hanseti-Ruska!
  24. Introduction: The most well-known fact about dwarves is their love of alcohol. From ale to rum, brandy to whiskey, the dwarves are undoubtedly masters of their drink. The primitive and defunct Mossborn Clan is no exception to this rule. Though they are well known for their armour, the history of their alcohol industry is no less interesting. This text aims to chronicle their long-lost methods, and the changes in production of their alcohol through time. ❃ First Drink: Being Forest Dwarves, their alcoholic beverages are not typically made of malt, wheat or hops, instead they fermented the produce of their forest such as wild berries and roots. The first Chief of the Mossborn, Brak The Leafy, is credited for the invention of their traditional Hollow Cider. According to Legend, Brak The Leafy wanted to stash a hoard of fruit away for himself. He found a hollow tree in the forest, and deposited all his fruit into it and then sealed it. He later forgot about the stash, only remembering it a few months later. When he rushed to recover the fruit, he discovered that there was a strong smelling liquid inside the tree. This liquid was the very first Hollow Cider. The original Hollow Cider was described as “drinking rotten tree bark” but regardless of this, it was popular because of its powerful inebriating effect. ❃ Improvement: In the year SA 17, the 6th Chief of the Mossborn Clan, Baran The Sappy (a known reveler) wanted to improve the taste of the alcohol in order to drink more cider. He implemented rules prioritising the cultivation of special trees specifically for fermentation and ordered his brewers to experiment with different formulas, flavours and ingredients. This concentrated brewing effort resulted in a much more delicious and fruity Hollow Cider. ❃ Decline: Unfortunately, in the year SA 18, Baran The Sappy plucked a cursed mushroom. When he brewed it into cider and drank it, he began foaming at the mouth and shortly he fell down dead. It was deemed he had an extreme allergic to the mushroom. A few months later, a plague swept through the trees used for Hollow Cider, since those trees were closely grown to each other. This event was known as the Cider Drought, because the plague nearly destroyed their entire Hollow Cider industry. A strict cider rationing was implemented shortly within the clan. ❃ Discovery: This period of drought lasted for 2 years. It was ended when scouts of the Mossborn clan discovered a wagon wreckage containing various alcoholic drinks and ingredients. In the wreckage there were crates of yeast and wheat, alongside barrels of ale. Farmers replanted and grew wheat in the forest with limited success. In the end, they eventually bred their own unique strains of grains to be more suitable to the forest floor. The brewers who worked previously with Baran The Sappy were very experienced and took to brewing these ingredients into new forms of beverages, such as Sweet Moss Ale and Berry Liqueur. However, because of the limited production of wheat, there was only a small increase of alcohol in the clan. When salvaging the wagon wreckage, symbols of axes were discovered engraved onto the barrels and wood. These were preserved in the clan, in order to give thanks for the revitalization of their brewing industry. It is believed that the wreckage belonged to the Grandaxe Clan. ❃ Conclusion: In SA 28, when Chief Eilek The Bramble eloped with his dryad lover, the Mossborn clan descended into civil war, due to prior religious differences. This internal civil was terribly brutal, and resulted in the effective extermination of the tribe, and the destruction of almost all of its relics, including the barrels of the Grandaxe Clan. There currently exists no remaining trace of the alcohol brewed by the Mossborn clan. Though things might change if the clan ever gets revived.
  25. GORLOTH The Gorloth Staff and The Gorloth [A Dour Watch Lancer being strangled at the hand of A Gorloth] “Bestow unto us as Setherien once had, return the Gorloth to the fray.” ~The Brightiron Prince says to Azdromoth in his Court of Fire. The Gorloth; A forlorn abomination which is remnants of a bygone time where abyssal sorceries and dark magic reigned with absolute malevolence which strangled the hope from the hearts of many. The Dark Lieutenants of Setherien wielded the wretched tool which had come to be known as The Gorloth Staff. The only device of its kind to hold dominion over the corrupted golems of yore. It was said that the sorceries in which these atrocities were bound to were achieved by a group of Aegisian blood mages enlisted by the benevolence of Setherien even before that of their Asulonian counterpart. It is said black tendrils which drilled and writhed between the joints of the Gorloth could be seen as a graceless bastardization of the draconic creatures their life derived from. It does not matter if the genus is harvested from a Dragaar or a hundred snakes, the end result remains constant. [Promiiitheon, The First Gorloth.] “The **** is a Gorloth?” ~Draakopf to Kalgrimmor ‘pon the eve of his ascension. A Gorloth is essentially a Golem corrupted through the means of blood magick borne from a series of intrepid rituals which had been based upon the premise of corrupting inert or active Golem cores. The Dark lieutenants of Setherien were once said to have scrawled great symbols and pentagrams onto the crust of our very earth. Rituals would have taken place on a grandiose scale of which would require the participation of the many simultaneously; to warp and mend the draconian genus into that of the Gorloth Staff would be the purpose. Only do those daring and/or foolish enough to mayhaps manifest some eldritch terror, use the ritual to conjore a construct of their own, though it is not unheard of. Such times went by and had long been forgotten until the Black Titan, Azdromoth set his smouldering gaze upon that of two Dwed. A pair of visages wrought of malice and greed glared back unto the sublime First-Born who he himself had been a conjuror of malevolent sorceries. A deal was devised and the Arch-Wyrm knew the mortal spawn would once again wreak havoc upon the realm. A world he had wished so badly to be rid of Order so that Chaos may ensue and bring about an Age of Fire. And so, they would enact the next several decades as harbingers of the wyrm’s wroth and in return the ancient knowledge, once wielded by Aegisian blood mages, was retrieved from His lexicon and bestowed upon the two. The Gorloth Staff acts as the source of power and sentience to the Gorloth itself in tandem with the Lexicon. One with naught the other, simply does not work. In order to create a staff one must first properly go about corrupting a golem’s core which would then be transmogrified into a newfound Lexicon . The process of which is no easy feat and will serve as a test to Man’s willingness to serve The Dark. [Archetypal blood mages during the dawn of the First Age bringing to life Promiiitheon.] The Gorloth Staff In a bid to trounce the mystical Dwarven Golemancers of times bygone, it was Setherien who ultimately succeeded in recreating a dauntless comparison of the Stone Men. Through a series of malefic alchemical amalgamations of the dark arts did the Sun Swallower birth anew perverse, but yet profound incarnation of corruption. It was His Dark Lieutenants who would hoist these mighty sceptres wrought of draconian corruption and charge forth unto battle behind the ranks of their Gorloth. There may only be one particular staff per Gorloth and should the the staff be compromised in any sort of way, The Gorloth will cease to function as it had. Rendering itself lifeless and rid of sentience should The Gorloth Staff be destroyed and or disposed of by the means of breaking and or burning, etc. The Staff itself is capable due to the malefic magic imbued within to corrupt any existing Golem into a Gorloth. Such a process might define the will and ability to persevere of the one who wields The Staff, as they will have to formulate and conceptualise a strategy to subdue and corrupt the Golem over the span of time it takes for it to become a Gorloth. The initial core that resides within a Golem, once tainted by The Staff, will become abyssal and black as the thanhium turns to that of a Lexicon. The core, once azure and radiant, would soon be rendered unto a tool of Setherien’s device; The Lexicon would serve the wielder of The Gorloth Staff and the Gorloth itself. The Lexicon The sublime Gorloth staff and its ability to corrupt and change serves as a sort of reiteration to Setherien’s past tendencies whereas the Sun Swallower himself in times of old would transmute thanhic crystals into that of blood crystals. Such is reminiscent in the mystery that is The Lexicon. To each is their own and may one lead to an alternate rumination; Each staff is privy to what lain within their respective Gorloth’s ‘mind’. Behaviour The Gorloth is stricken with dread and sorrow as it undergoes a drastic change in its programming, essentially. Oftentimes faces will appear to surface within the stygian tendrils that writhe and contort within the construct which seemingly would call out to those free on the other side. Such an effect can be an umbrage to the Gorloth and its thoughts, but dread is in its nature and it is born to be a harbinger of such. Servitude is the nature of this construct, but yet within the depths of its own ruminations, permitted by the black magick its wrought of; thoughts of betrayal and deceit linger and fester. To wield a Gorloth Staff is to forever be watchful of your back and the One you so daringly command. The Gorloth is often going to ask questions and seem inquisitive, though even if believed by their master, this is a mere flaw in their almost perfect design. Though they will never truly retain the understanding of what it is they ask, they will always persist to attempt to understand. Perhaps a reminiscence of the genus used in their creation or perhaps a flaw, but one may never know truly. Appearance The Gorloth may stand up to (8ft) at max unless a Greater Gorloth is constructed, which itself is left up to the imagination of the Creator. Inherently it is by the hand of the progenitor who would sculpt these Gorloths into whichever image they so desired. These archetypal masons were that of a malignant order and it would be their very own horrific thoughts in which their creations held reflection. Often times it is existing Golems who are corrupted then turned to Gorloths so by nature of the dark magikk lain deep within the staff, interpreted only by one divine or omniscient, then it is only the stygian tendrils that manifest that would change any apparent aesthetic otherwise. The application of igniting embers and creating heat distortions around ones person is permitted. Abilities Ignite Flame [Combative] The Gorloth possesses the capability to ignite or extinguish flame with its palm/fist or it may en wreathe its head in a crown of flame. Anything further is not permitted. If one wishes the ability to en wreathe their blade and or armament in flame they must specify such in a MArt. A Gorloth may often times use this ability to assist their master in starting fires whilst on wayward adventures in lands remote. This ability requires 1 emote to cast and lasts for 10 emotes. Greater Gorloth [MArt Only] The possibilities and ranges are simply left up to the imagination of the one submitting the artefact Gorloth. Though, it is encouraged by the lore holder for the sake of roleplay that if such an artefact be submitted, that substantial roleplay has gone into the creation of such a construct. The Creation Ritual The creation ritual itself serves as a pinnacle to blood magic invention for the success achieved can only be looked upon in awe as one may wonder what sort of divine intervention would look to create such a monstrosity. Naught it was, for Man lay waste to any claim that He is not able to persevere through sheer will and with the genus of dragonkin and or anything descending from the Slumbering God, all the way down to a snake; Let there be life from the blood from Setherien, Child of Knowledge itself. Upon creating a circle with the use of the following runes to reflect its unique commanding power; Life and Binding, alongside that of the symbol for Power itself. Without some sort of genus derived from a creature with relation to Setherien the ritual will falter. This means that even an abundance of snakes carefully collected and treated to be extracted of their genus could serve as a supplement for the ritual. In fact it is not uncommon for those who wield Gorloth Staffs to carry with them in fact serpents! Often not venomous, but still such a detail is a rather fascinating indication of the willpower these Gorloth Warlocks possess. Albeit this would inherently serve as the foundations of creation for the invention pioneered by Setherien and his ancient cabal of Aegisian blood mages. REDLINES Appearance/Durability/Weakness Redlines: CREDITS hotbox_monk/hotboxYSL: Writer @z3m0s: For telling me about the lore and it’s history and for being the reason I wrote this lore today. Thanks for being the homie. @Formenost: In depth consultation and moral support @Sorcerio: In depth consultation and moral support https://www.lordofthecraft.net/forums/topic/202370-%E2%9C%93-magic-lore-blood-magic/
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