Jump to content

Search the Community

Showing results for tags 'lore'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Whitelist Applications
    • Accepted
    • Denied


  • News and Server Information
    • News
    • Rules
    • Information & Guides
    • Vote!
  • Arcas
    • Roleplay
    • Lore
    • Guilds, Trades, & Bounties
    • Events
  • Community Central
  • Applications, Reports, Support & Feedback
  • Staff
  • Applications & Guides
  • Remove Nexus Reboot™'s Remove Nexus Forums
  • Halfling Club's Discussions
  • Halfling Club's Memes
  • BetterRPItems Texturing Club's BetterRPItems General


  • Contact Form
  • Moderation Application
  • Event Team Actor Application
  • Event Team Builder Application
  • Application Team Member Application
  • Lore Moderator Application
  • Lore Master Application
  • Wiki Team Application
  • Media Team Application
  • World Development Team Application
  • Appeal
  • Guidelines Violation Appeal
  • Forum Warning Appeal
  • Student Application
  • Self-Teaching Application
  • Teacher Application
  • Creature/Entity Application
  • MArt Application
  • Staff Blacklist Appeal
  • Conflict Blacklist Appeal
  • Magic Blacklist Appeal
  • Warclaim Submission Form
  • Heist Submission Form
  • Nation Status Application
  • Dependent Charter Application
  • Charter Application
  • Private Report
  • Magic Report
  • Staff Report

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start




Minecraft Username





Character Name

Character Race

Found 168 results

  1. Metztli The Daemon of Time “What was time? Before seconds or minutes came to be, how could they have defined When? Simply not. There was no when or past, present or future. Not even sure if it even went forward or in reverse. Did any time even pass before my existence?” A tall, slim feminine figure pondered as she watched the silver glow of her everlasting creation. As she touched the water of the endless stream with her gloved fingers, the water began to display a series of various events. The woman in white was entirely covered so no physical attribute was to be shown of her. A pure white dress with gloves that reaching her upper arms. She wore a hood to hide her physical face in her own realm. Similar to how her river flows, she shift her appearance at will, depending on whom she visited. The race representing the container she would form herself to fill. Here in her own realm, there is no form to take. Here, however, her true form cannot be hidden. Her actual form represented the physical and sentient passing of time. A feature that when mortals laid eyes upon, would drive their minds to insanity. Her attire, beautifully decorated by the white fur of animals, what a diva she was. From behind the darkness she watched the image sequence play out. She watched how the Descendants were at war, how some lived in peace, how some gained magic or accomplished heroic deeds, it gave her a sense of satisfaction as well as fear. . She watched as Descendants had families. Brothers and sisters playing, wives caring for their babies, men working hard on the fields. Slowly, a more negative feeling came to stir within her. She watched how the Descendants worshipped their gods and brought them their sacrifices. The feeling was jealousy. It rose within her akin to a tsunami when she watched the worshipping beings. The descendants worshipped the ones who created them, gave them life, but not worship the one who maintains their world to move forward. As time is not a stable phenomenon, she was envious towards the Descendants. Her work went unnoticed, how she prevented time from going in any direction. She watched the Descendants live their lives in their world… Sigil Origin Metztli is believed to be born when the first second was able to be registered. When time began to move so did Metztli. Metztli is the one who maintains the timeline of the mortal realm. It is her passion to take care of it however watching scenery that has happened in the past with the Descendant races can frighten, make her pity or angry as she cannot fully comprehend the actions or actions enforced by the Descendant’s curses. Regardless of those emotions towards the Descendants, she becomes jealous quickly of not being worshipped as others are for her work. This is in combination with their actions gave her motivation to create a better race that would follow her and repair the world alongside her. They would be the better race without a curse to influence them, they would worship her and satisfy her desire, they would help her maintain the timeline and hopefully help in maintaining the mortal realm itself. Her task As for time, time is definitely not a stable something as it can go in any direction it can choose. It is a wobbly concept and if not maintained, has the potential to stir the world into chaos. Time as we know it goes forward and has special measurements to indicate when what happened. Time is unstable and so it is possible for time on certain places to stop, move forward or backward. Here, time no longer follows the standard laws that we know. The Daemon of Time is what makes it go forward at a constant pace and who fixes it when a time anomaly shows up. However, the endless river that is the timeline she creates is sometimes hard to fully oversee. Especially when it is possible to be easily manipulated. As to why the gift of her magic will also bestow helping her with the maintenance of the timeline. Realm of Desa The home and realm of the Deamon of time. The realm of Desa. The realm is an eternal jungle. When her followers and children die, they have the option to live with her in their afterlife. They form the stars on the eternal night sky in the realm. they can come down from those stars to interact with Metztli, interact with each other or tend the river with her. The realm possess one important element. Through the realm, an endless silver-colored river flows. The river has no subtle waves, a peaceful stream that moves forth calmly with an almost flat surface. The stars giving the river its glow as the river is the representation of the mortal realm’s timeline. It came to be when Metztli and the concept of time were born and clocks were able to tick. The birth of time is represented at the beginning of the river as it also the source of all the water in the river. A waterfall that drops from a cloud of mist surrounding the beginning of the stream. Metztli takes care and sails on this river. With every second that passes in the concept of time, the river grows another inch. Metztli resides on an ominous, ship made out of birch and named Meva. Her ship is slowly pushed by the calm current. On the edge of where the river still grows and the bow of the ship sails is where the vessel itself carves a path which the river shall follow. Metztli is able to steer the instrument and uses it to carve the future. This way, Metztli weaves the timeline of the mortals through her own realm where she can tend to it. With a simple touch on the surface, she can let the water show any past events she wishes to see since all history is stored within the stream. The river’s current should move at the same speed at all time so it is equal to one second passing by. It can occur that somewhere on the river these currents can change as time begins to diverge. This means that in the mortal realm time anomalies pop up. On the river in Desa, these are also represented. The time anomaly can be identified by for example on how fast the current on the spot moves, stands still, reverses, splits off, or suddenly drop down all have an effect on how the anomaly works in the mortal realm. Creation of Kharajyr Those later known as her children. The Kharajyr who she saw fit for the position. She wished to create a better race who would value the beauty of nature and and see the importance of the world in balance but also possess emotions and devotion to her and others. So said, the Daemon entered the mortal realm to create her new master race. Her ability of taking the physical shape of a race helped her greatly. This way, she deceived many Descendants. For she would take on the form of a female variation of the individual focused on. At first, she searched the land for worthy candidates to give conscience to. She found a pack of primates within the jungle. She unlocked the mind of Hou-shen and made the creature sentient. She gave him a crown of jade and the ability to give sentience to all the other primates within the jungle of Asul. However it was Hou-shen who got worshipped and not Metztli for her deed. They began to detest her and in return, any memory of their creation by her was wiped from their memories. Leaving the race with an unending anger for their creator. As the Hou turned their backs to Metztli and left, Metztli continued to experiment. She began to walk among mortals as she gathered intel where to gain her subjects. From that, she kidnapped elven children from their cribs and conducted experiments with the cubs of the ocelot, resulting in hundreds of failed creatures. Then one, of the thousand failures, stood out to her as her perfect being. A humanoid and feline creature with spotless white fur. From this, she wanted more however could not recreate this creature. As a result, she created 4 subraces that could bring forth new generations. However, she was not yet ready to let the world of Descendants see her creation. She did truly treasure the race she had created. She also feared as they were so different from the descendants and were meant for a greater purpose, to which the rest of the mortals that roamed the realm were not ready for, yet. She kept her creations on an island far away where they grew, prospered and through Metztli’s signs, came to know for what they were destined to become. The sign of white fur was nothing but a mere coincidence but such rarity of fur color was praised by the Kha which more or less led to a misunderstanding that those born with white fur, were actually a messenger from Metztli. This was not the case however. The race that she had created satisfied her desires and became something she did not wish to leave this world. She became attached to them giving her the worship she always wanted and as return guided them for the possibility of having a better purpose, assisting her maintaining time and her own creation. However one day, the ego of her creations’ led to their paradise’s demise. She hurled them from their paradise and threw them in the harsh world. As both punishment for neglecting her and showing a frowned upon behaviour. Following Metztli is tasked with the important duty of maintaining the flow of time, for which she does not get the recognition she desires. This makes her more jealous of the fact that other ethereal beings get worshipped instead of her, even though she believes that her task is one of the most important ones. This jealousy is furthered as she has watched countless wars and catastrophic events caused by the Descendants, along with the suffering of their curses. This is what gives her the motivation to create a better race to her own design and a potential group following her ways. To earn her gift to be bestowed upon you, you are not required to be a Kharajyr yourself. The followers who have her magic bestowed upon them are also given the duties of helping her maintain time. However, Metztli becomes jealous quickly due to her desire of being worshipped. As a result, her followers have strict rules of giving sacrifices and only are allowed to worship and follow her religion. Those who break these rules would be stripped of their power as well as not given a place in her realm to accompany her. This goes for all worshipers of Metztli. Present day To this day, Metztli spends her time on the river and giving guidance to her followers as se bathes in the praise she has wished for so long. She is stuck with her eternal duties of tending to the timeline. She is sometimes obligated to enter the mortal realm to handle time anomalies as they are too far out of control to contain in her own realm.
  2. Origin: The creation of this instrument follows suit, The Amber Cold of 1740 was upon the land of Arcas. Tinkering in his little cave abode, Goilard Costa Olivera the Second, alongside his manservant, created what he would call “The Accordion”. Months prior to this, Goilard had been researching and brainstorming ideas on how to make a new instrument. Being a Bard and a musician, his love for the piano heavily influenced his creation. The idea was to create a sort of portable piano, but also not making it a piano at all. When Goilard drafted up the plans on a strip of leather, he brought it to the trade master of Sutica, Mr. Uialben. Once the plans were explained, Mr. Uialben gave a gracious donation of 100 minas for the creation of this new instrument. Appearance: This portable instrument has two almost circular wooden disks being held together by what looks like the folding part of a fire bellow. Embedded in one disk is a miniature piano. On the other disk is several small buttons laid in a few rows and a hand strap. The size is around that of an orc’s skull and can fit comfortably on the lap or in the hands of a regular-sized male highlander ((It resembles more of a concertina, which still falls under the category of an accordion. Sound: The small instrument gives off a rich, reedy, and organ-like sound unlike any of its time. Its sound can envoke emotions of happiness and glee, making the player seem more charming. Purpose (OOC): I have been on LOTC for a long time now and I have never heard or seen someone with an accordion and I have not found 1 post of anyone actually inventing it. I also thought this would add more character to my Bard if he made/played a new instrument. If someone claims to have had an accordion before this post I do not discredit them, this is just an official unofficial post.
  3. ((Disclaimer)): The Realm of Anthos before Thorin’s Conquest. THE CHRONICLE OF VAERHAVEN Vaerhaven’s Western Tower over Lach MacGowan– one of two entrances into Vaerhaven. Vaerhaven was a ((IG)) city located in the Vale of Azgoth. Built by migrants form Silva Insulae, under the Jarl Ferron Andvare MacGowan, Vaerhaven prospered as a continental center for culture, trade, magic, alchemy, and architecture in Anthos. The tragedy of Vaerhaven is one of intrigue and power– a warning to the wicked. THE DOMAINS OF THORIN During the reign of Paragon Thorin Grandaxe, all prospered. For it was an age of auspices, sent down by Armakak and honored by blood-offering to Dungrimm. This was the Second Grand Kingdom of Urguan, in the thick of the Age of Paragons. It was the era of Thorik, Omithiel, and Yemekarr’s First– Thorin the Conqueor– who forged an age of glories and gold. The entire realm was the Dwarves’ frontier. And the chronicle presented here before you, dear reader, is precisely that– a story from Thorin’s first Anthosian frontier. Paragon-Emperor Thorin Grandaxe, Yemekarr’s Fist. The crown jewel of the Urguanic Empire was the city of Kal’Azgoth. It was a fine city; a city of great treasures and exceptionally fine ale. Great arches, thrice-and-twice the size of the tallest poplars, held up the great vaulted roofs. Cities and fortresses lay etched deep under the main halls of Kal’Azgoth, providing the overcity with food, water, alchemy, engineering, and all manners of sophistication. Culture boomed. Trade bustled– Renatians, Malinorians, and descendants of all stripes flowed through the city in search for fortune. Indeed, the Brathmordakin were smiling, for it was the age of Dwarves. And therefrom the Obsidian Throne did Thorin Grandaxe and his Lords rule the vast territories of the Khazadmar: Kaz’Ardol of the Doomforged, etched into Strongbrow’s Way in the Valley of Azgoth; Kal’Halla, far away in the Wild Isles; the Adunians and Mages’ Guild; and the Emerald Isles– all under the Urguanic Yoke. The Obsidian Throne dictated and folk obeyed. Yemekarr’s Balance was emerging from the chaos of aeons passed. For the ruler of the world would be Thorin– Paragon of Conquest. And the most prosperous of the cities under Dwarven sovereignity was Vaerhaven– the breadbasket of Urguan. VAERHAVEN– FIEF OF FERRON Aye, for Vaerhaven was prosperous indeed. Larger than any overland city (save, perhaps, Renatus) Vaerhaven was mighty and powerful. The city was encircled by formidable cliffs. Both its entrances were mired by lakes. Terraced walls cascaded down into the Valley of Azgoth, isolating the city’s farms from raiders and vagabonds. Three castles stood watch over the city’s bustling expanse. And eagles flew over its high peaks. All found a home in Vaerhaven. Jarl Ferron Andvare McGowan, with Compass and Scroll. Ferron was a reknowked architect who built several cities in his lifetime, most notable Silva Insulae and Vaerhaven. He was a contemporary and reported cousin of Paragon Omithiel Strongbrow the Builder. Jarl Ferron Andvare McGowan, a seldom remembered cave dwarf of high peerage– and previous Jarl of Silva Insula– founded the city upon arriving in Anthos as a continuation of the former. The tale of Silva Insulae, the tree-covered Asulonian isle of magic, alchemy, mystery and beauty, is another story entirely. The vagabonds, pariahs, misfits, and brigands who had previously occupied the Forested Isle became the denizens of Vaerhaven. And Ferron led them well. And Ferron led them justly. And it was because of Ferron that more souls called Vaerhaven home than anywhere else in Anthos. And the city would enjoy that life for many decades. It was Ferron who constructed the entirety of Vaerhaven. It was Ferron who secured the large bounties of the earth and kept the peace. It was Ferron who fought off raiders and maintained the law of the city without resorting to oppression. For Jarl Ferron was fair, and Jarl Ferron was just, and Jarl Ferron was good. And the many criminals who lived in Vaerhaven dared not steal under him. And Grand King Thorin respected him, and did not quarrel with him, for Ferron was a seasoned general as well as an architect. Dwarves like the Lord Ferron Andvere McGowan are a breed seldom seen– for Ferron’s greed was only carried out in justice. Aye! And the people paid no taxes– only their houses did they buy with tender, which was in part paid to Ferron under rite of Armakak. Vaerhaven’s Palace, which was built on a perennially frozen waterfall ((closest image to IG build)). Ferron was a great patron of the arts, alchemies, magics, and other trades of hand and mind. Vaerhaven was exceptionally beautiful. And its early citizens of utmost culture. But all good things must spoil in their own time. And, inevitably, his generosity was like honey for flies. And all sorts of persons did congregate in and under Vaerhaven. And all sorts of evils did they bring with them. But when Ferron lived, in their boots they did tremble– for Ferron’s axe was quick when it came to the wicked. But Ferron grew old– he approached one-hundred seasons without fear. And as he grew frail, and as his bad blood did outweigh his good humor, more wicked persons travelled to the sanctuary of Vaerhaven. And among those wicked newcomers was Vallei, the Fire Witch. Vallei the Coldless, for whom winter was spring and blood but water. No man knew where Vallei came from. But the whispers of history tell her tragedy through the pages. The Fire Witch was a high elf. She had fled Haelun’or. For Vallei was once a consort to Kalenz Uradir– the Khadrin’Hor, most hated of those most hated, thrice cursed Sohaer of the High Elves. Those who saw with their eyes whisper that he had tormented her endlessly because she refused his advances. Those who heard with their ears whisper that he broke her because she challenged his leadership. The beast that arrived at Vaerhaven was but a shadow of a woman once kind and warm– beautiful on the outside, yet a monstrosity of fragmented spirit. Many evils would come at the hands of Vallei. Men and Dwarves alike would waft away in the wind at her hands. For it was known that Vallei was a beautiful woman and desired by many. And even to Ferron were there whispered tales of her beauty, and he did listen and enjoy. And as men and women alike flocked to her kindness– as her flock of followers grew– Vallei came to assume a role in the shadows. A role which, in Ferron’s old age, began to usurp that of the Jarl. This group was called the Fallen, and Vallei called herself their mother. And rarely did things seemed to happen without their approval or knowledge. The Fallen, tormenting a passing merchant. The Fallen were worse than bandits. The Fallen were worse than vagabonds. For the Fallen did not draw blood for coin. The Fallen killed to sate their own twisted desire– the desire stoked by Vallei, the Fire Witch. Vallei began slowly, winning over hearts and minds. Then, the Fire Witch enchanted her followers into proving her loyalty– she challenged the tranquility of Vaerhaven and disturbed the rule of law. For she needed to assert her power. For she needed to satisfy her wicked impulses. And here starts the tragedy of the Vaerhaven Rebellion against the Grand Kingdom of Urguan: at the behest of a witch. As Ferron breathed, the Fallen were beholden to his strict governance. Ferron’s death was a tragedy for all: he was mourned for seven stone weeks. Ferron’s appointed the title of Jarl to Kardel Irongut. His placement came at the expense of Rosso, a Counselor to Ferron and the rightful inheritor of his titles (and, reportedly, a member of the Fallen himself). As Kardel was the former Ogradhad’s Alchemist to Paragon Omithiel Strongbrown the Builder, he was connected to the Urguanic government. Vallei stirred. Ferron was intentional and crafty in his succession choice. He knew that Thorin Grandaxe was conquest-minded: he had seen Paragon Thorin make short work of the Adunians and capture the Emerald Isles with bold maneuvers. And Ferron knew that Thorin despised the Yrrok. Ferron figured that a dwarf would be better able to maintain Vaerhaven’s independence and retain some autochtony under Urguanic oppression. And Thorin was pleased with his choice, for Kardel had served him as well. Ferron trusted that Kardel would not change much and maintain the spirit of Vaerhaven. But Vaerhaven’s tranquility would not be secured for long. Fate had written otherwise. A younger Jarl Kardel Irongut– before his Alchemical accident, which bleached his skin and hair. Kardel took upon himself the name Andvare MacGowan and styled himself kin to his predecessor– a political stunt. He gave speeches and utilized rhetoric. He attempted to convert the inhabitants to the Brathmordakin. But this was to no avail. He was perceived as a foreigner, and Kardel was an alchemist and guildmaster–he had never been a statesman. He lacked the tact to see with foresight the consequences of his election, and underestimated the Fallen and several other criminal groups that called Vaerhaven home. Rather, the new Jarl was all too happy to enjoy the boons of his power under the yoke of Urguan for leasure, an ignored the rot underneath. So it was that Kardel willingly gave tributes and handed license to Thorin and the Lords. And in exchange, he was in their good favor. And Thorin demanded that troops be quartered there. So the Legion of Urguan began patrolling the city– and the Glacial Guard of Vaerhaven was subordinated as a militia. Kardel permitted this– for the dwarf’s true allegiances had always lain with Urguan, despite his long and successful career as an alchemist on Silva Insulae. And underneath the pot continued to simmer. The liberties of the citizens of Vaerhaven were gradually lost for security. And the Fallen were enraged by this newfound order. THE ANARCHY: In the unknowably vast Sewers of Vaerhaven, which linked to the Deeproads of the Dwarves, the Fallen congregated. Vallei demanded her own order. She ordered her followers to spread their blasphemy and kidnap children for recruits. Terror and disorder spread. Throughout the city, legionnaires were murdered by torchlight. Their bodies left to freeze, only to be found thawing under sunlight. Stories of black magic and extortion ran rampant. Jarl Kardel and his council were ordered to remedy this at once. The Jarl was reluctant to prosecute his own residents, for the social order in Vaerhaven was more fragile that it appeared. After all, there was no proof that the Fallen were implicated in any of these incidents. Furthermore, the Fallen were a good source of income for Vaerhaven. Jarl Kardel made a few symbolic attempts at “quelling” the Fallen. His power over Vaerhaven would suffer as a result. For Vallei had increasingly begun demanding tribute. Hauberks of Chainmail. Provisions. Armaments– enough to support an army. And Kardel supplied these happily– he had little choice, for armed Fallen had visited him many a time in his palace. And so the corruption spread deeper. And, as do all roots, this corrupt plant would bear fruit. Vallei’s legend is epitomized by one incident. For as she was walking the labyrinthine streets of the frozen city, she was recognized for a bounty by a newly quartered, and rather unlucky, cohort of Legionnaires. Evoking unholy energies from the Void, the Fire Witch cooked the soldiers in their armor. It was only after the Fire Witch turned that entire troop to ash that Kardel ventured into the sewers to meet Vallei and put a stop to her madness. The Fire Witch turning a cohort Dwarven Legionnaires to Ash with the help of her Fallen. Those who heard with their ears wrote that Kardel was seduced by the Fire Witch, and became one of her Fallen. But those who saw with their eyes confirmed a sadder tragedy for the son of Heron. Jarl Kardel Heronsson– like his father, who was corrupted before him by the temptation of the mystical arts– was enchanted by the Fire Witch’s power. He coveted it. And Vallei played her role well. Vallei offered Jarl Kardel magic in exchange for political protection. She promised him arcane powers unimaginable and bizzare. And Kardel obliged, for he was stricken by greed for knowledge. The Jarl would become a mighty sorcerer in his own time, but never as powerful as Vallei, the Fire Witch. Concurrently, Duregar Thunderfist– a rebel Irongut who was a Maer of Blackreach and the Underholds–began his rebellion from underneath Thorin’s feet. In the Aquifer of Kal’Azgoth, a band of Ironguts who detested the idea of a Mountain Dwarf on the Obsidian Throne rebelled. Among them were powerful mages, and their control of the Undercity under the capital of Kal’Azgoth gave many holds under Urguanic yoke hope for salvation. The Thunderfist Rebellion organized swiftly. And many heeded their call for uprising against Thorin Grandaxe. It was at this time that the Adunians, completely subjugated after their defeat at the hand of Thorin, swore off Urguanic hegemony. Lachlan Mor Elendil, a coward and famed mace-catcher, joined the resistance against Urguan. The Adunians were, historically, a spineless people. Nevertheless, their rebellion swelled the instability already straining Urguan. The Thunderfist Rebellion threatened to delay Thorin’s plans for continental conquest. Duregar Thunderfist– A Former Legion Commander who began the Vaerhaven Rebellion because of his refusing to kneel to a Mountain Dwarf king. Vaerhaven caught wind of the emerging rebellion. With the urging of Vallei, Kardel abandoned his fealty to Thorin and closed the gates of Vaerhaven. The Legionnaires stationed in the city were attacked and executed. Those who did not turn perished in fire. Vaerhaven and the Fallen allied with the Thunderfist clan and the Adunians. Bandits and rogues gathered in Vaerhaven and prepared to stand against the Dwarven legions. But Thorin was cautious– he waited. Vaerhaven had ample food on multiple walled terraces. The city was too well stocked. Its defenses were impregnable. But Thorin Grandaxe was too crafty. He felt by intuition that this rebellion would not last. And so he waited again. A few skirmishes ensued between the Rebel Forces and the Legion of Urguan. Each time, the Rebels were crushed decisively and with no mercy. Attacks on the city failed due to its geographic advantage. And as time passed, the sutures began to fringe on the inside. Despite the best efforts of General Dizzy Thunderfist, the only sally the Vaerhaven Rebels attempted– the Skirmish of the Great Arch– failed miserably and cost the rebels many lives. The rebellion began to unfurl as quickly as it began. The Legions of Thorin, mercilessly triumphant over the Vaerhaven rebels and tasting the first blood of their conquest. At their forefront: Commanders Olaf Ireheart and Igor Ireheart (red beards). The Fallen were the weakest link in the Rebellion, for Vallei was driving herself into increasing insanity. The Fire Witch was fond of alchemical brews and fumes, of which there were plenty in Vaerhaven, and lost control over her “children.” The Fallen began ravaging the town’s citizens on the inside. Skirmishes broke out between the Rebel militia and the vagabonds. And this weakened the Rebellion at its heart. But what truly broke the rebellion was the defection of the Adunians. THE ADUNIAN DEFECTION: Aye, for Paragon Thorin was crafty! Thorin knew his enemies all too well. Thorin Grandaxe was familiar the character of the Adunians. He had fought them before and defeated them without raising his sword. The Adunians were a spineless people, lacking courage and overly self-interested. They were famed for catching the maces of their enemies and running away in the thick of battle. Thorin did not want to risk his manpower on capturing Vaerhaven– for he had bigger plans. Instead of employing brute force, Thorin employed his strategic mind. He broke the alliance up from the inside– he needed his manpower for later, for larger realms. For the true apple of his eye lay to the north. After allowing the rebellion to continue for a few months, simultaneous with Paragon Thorin planning his Great Conquest, Urguan laid siege to the hold of the Adunians. Mangonels and Onagers rained fire and stone onto the city of the half-elves. And there were no Adunians there to defend it. And so, the Adunians quickly surrendered and left Vaerhaven. They could not bear the idea of their treasure-lined halls crumbling into the sea. Thorin’s plan had worked seamlessly. Adunia under siege by Thorin’s Legions. To pour further salt into the wound, Thorin offered pardons to any rebel dwarves who defected. Morale was low in Vaerhaven. As the Adunians comprised half of all Rebel forces– all now gone– Vaerhaven capitulated next. Jarl Kardel had secured his magic and sold out Vallei to the Dwarves. Kardel bent the knee before Thorin. Those who saw with their eyes write that Kardel kissed Thorin’s boot and took a severed hand to avoid having his beard shaved. The Thunderfists were left with no base and no manpower, and went extinct as a clan– either banished, welcomed back as Ironguts, or killed in futile battles against their kin. With trouble at home quelled, Paragon Thorin Grandaxe– the Fist of Yemekarr– would go on to achieve his legendary conquest of Anthos; Thorin is the only mortal King ever to have conquered an entire realm, and the only Paragon to hold patronage from Yemekarr. Duregar Thunderfist was banished to the depths of Blackreach for the rest of his life– allowed to visit the surface only once: his descendants would grow sick and die of diseases, forever condemned to live under the feet of Urguanic Dwarves. Kardel Irongut would found the Third (and last) Grand Kingdom of Urguan in Vailor, establish the Consulary Republic of Holm, and die a famed alchemist and sorcerer– but he would be claimed by Dungrimm dishonorably, by old age: not in battle. And Vallei, the Fire Witch, would lose her mind and her following. The Fire Witch went insane after entering a Voidal Node and being possessed by a Voidal horror. She was subsequently captured by mercenaries and held for ransom. Kalenz Uradir would pay her bounty, bring her back to Haelun’or to burn her and her remaining Fallen at the stake. Vallei burning at the Stake in Haelun’or, her followers having pursued her to the fire. And thus Vaerhaven’s glory was never again regained, and the city was buried under ice when Ondnarch returned. It was Ondnarch that would kill Paragon Thorin Grandaxe, for no mortal creature could have killed such a monumental Khazad. And still, to this day, the Rebellion of Vaerhaven remains a tale of wonder and intrigue– an epitome of the war, corruption, betrayals, and power-games which characterized the realm of Anthos and defined the mighty empires of that time. For ruinous annihilation comes quickly those doomed things which are wicked– and they end not spectacularly, but pathetically. Vaerhaven’s ruined Western Tower over Lach MacGowan after Ondnarch’s frozen scourge of the Vale of Azgoth. When the Dwarven capital moved to Kal’Ithrun, after the Battle of the Crossroads and during the Trench wars, Vaerhaven was cut off from major trade routes. Its population slowly emigrated. The Dreadknights remained until Ondnarch– the corrupted Daemon form of Wyrvun– laid claim to the city from the south as Setherien gained territory from the north. Tl;dr:
  4. ]=+ The Clan +=[ Emberhorn “How fair the mount at Hollowbold, And bright the embers’ forge of old, [...] Alas their halls the darkness swept, And there, forevermore, it slept.” -The Song of Tumunzahar The Aspects and Mannerisms += of the Emberhorns =+ The Emberhorns are fair of skin, with bright eyes the colour of emeralds which shine beneath bushy brows. Their hair is auburn, and rarely worn long enough to braid- though oft-times the older Dwarves among them will decorate their beards with braids and clasps. The Clan-members are slightly less broad and stocky than most Dwarves, but are still possessed of barrel-like torsos and powerful arms well-suited to the hardy professions. Their ears are slightly leaf-shaped- a peculiarity which some believe results from a far Elven ancestor. Mention this to a member of the Clan, however, and you may swift find yourself a few teeth lighter. While some are grim, prideful, and solemn, they are seldom evil-hearted, and cruelty does not come naturally to them except in the rarest of cases. They are possessed of a fortune to rival those of the richest clans and individuals upon the Isles, and as such the Emberhorns are somewhat more inclined to display Urguan’s Curse than others. Even still, the Clan will often be willing to help those in need, and charity is common and encouraged. There is only one line of the Clan at present, that of Hodfair, though it is believed that there may be others which have not yet returned to the Kingdom of Dwarves. Dwed of this blood bear all of the earmarks of Mountain Dwarves, but are not purely such- as stated above, it is quite likely that the Clan had an Elf in its ancestry, and even more-so that the Clan interbred extensively with Forest Dwarves. Their affinity towards their slightly leaner build and willingness to welcome their forest-dwelling kin into their clan is testament to this. They dress in tones of green, brown, and other natural colours, preferring to stay away from brighter shades and considering them needlessly garish. They often ornament themselves with gold to some degree, with many wearing engraved golden clasps and jewelry in their beards. This also translates to their armour, which is traditionally enameled green and gold like so: +=+=+=+=[=]=+=+=+=+ The Stones of += Tumun’zahar =+ Much of what is known today of the history of Clan Emberhorn finds its origins in the revered Tumun’zahar Stones, which were partially deciphered soon after the family's re-emergence in Axios. A series of seven stone-carved tablets, they appear to have been created around the year 800 by a skilled mason who used the moniker ‘the Keeper’. Of these stones, the first three detail the genesis of the Clan, and the last four various tales and stories of their exploits. Together compiled, they form the Song of Tumun’zahar, which is held in regard above all other relics of the family- though it was not always so, and a few of the stones (primarily the first few in the series) bear a great deal of wear and damage due to being at one point used as paving material. A central focus of the epic is the eponymous Citadel Tumunzahar, known also as ‘Hollowbold’ in the Common Language. Said to have been constructed some thousand years ago by Dwarves fleeing an unnamed cataclysm (possibly a dragon,) it nestled among mountain peaks and was possessed of a vast underground system of natural caverns. Precious little is known of this burg save its name and reputation for tremendous beauty, for the Stones which regard its construction are among the most damaged. To further cloud the matter, the stories that are translated have a tendency to conflict in the location, structure, and size of the settlement. This has led some to believe that the “city” is actually several cities, spread out over a long period of time, and that the Song of Tumunzahar is simply a retelling of much older stories. To quote the testament of the late Hodfair I Emberhorn, who spent many years translating the Song: “I shall tell it as it was told to me, many centuries ago, by my father- who heard it from his father, and his father from his father’s father, who had seen the glories of yore with his own eyes and beheld the founding of the great city Hollowbold, known as Tumunzahar in the Old Tongue. Carved into the side of a great and mighty mountain by myriad stonemasons, the citadel stood defiant in the face of all tribulations. By hammer, chisel, axe and shield was built upon that mount the greatest legacy of our Clan, the likes of which shall never again upon this world be seen. Such beauty there was that even the hardest of Dwarven hearts softened to see it. But ask me not to tell of it fully, for even my own father did not know its tales but for scraps and pieces which avail us naught. Perhaps it was as they say, in days of old, or perhaps not- those secrets are lost but for the earliest of the Seven Stones, and all our will must now be bent to translating them.” +=+=+=+=[=]=+=+=+=+ += The Ram =+ While we know very little of the city itself, it is told that the lone mountain of which Hollowbold was carved was surrounded by verdant highlands, upon which was found wildlife diverse and varied. Among these there lived an unusually large and abundant type of mountain-ram, exceptionally woolly and twice as dangerous as the frozen moraines upon which it survived. The rams were possessed of a pelt-wool softer than any other, well-suited for garment, rug, and all manner of weaving- but perhaps more importantly, their swift cloven hooves could traverse the treacherous alpine paths better than any Dwarven pony. Their violent disposition and resistance to any sort of domestication, therefore, presented itself as an obstacle to be overcome. A late passage in the Song of Tumunzahar tells that the dwarves of the colony attempted for many years to tame these so-called ‘Gabhar Rams’ to no avail, until the coming of a particularly lucky individual. The following excerpt from the Song details his victory over the largest animal in the herd, which led to the domestication of the species: "He leapt forth then, this tamer mad, whom in his hand a rope-length had, And with this made to gabhar bind. Lo! Ramhorn fierce, he kicked behind, for hempen bonds behooved him not, And dwed fell sprawling, temper hot. He tore his beard and cried aloud, To make return with spear he vowed. That clamour echoed through the peaks, There was a shattered, grinding shriek, And moraine swift came tumbling down. The dwed did sweat, and he did frown, And tumbled too, as not to fall, For snow, and ice, and boulders all, Came quick to bear upon his heel. He shut his eyes, his death to feel, But instead found himself aloft, As if by bough of tree. He coughed, And, baring frightened eyes, beheld, That by fair goat was he upheld. It bounded twice, s’if borne by wind, And as the falling glacier thinned, It set dwarf down upon the ground, Who reached fair up, removed its bond, And ever since, my sons, to fore, Gabhar and dwed, they fight no more." Whether it be true or fanciful, this passage records the beginning of a fruitful friendship which has lasted many generations, and in many ways defined the legacy of the Clan. The ram and its horns are often used in imagery, and the family employs them in everything from warfare, to caravans of goods, to shearing their wool for weaving. Members of the Clan who have proven themselves in war or other service to the family are said to have ‘earned their horns’, and receive the right to wear upon their helms the great spiraling antlers of the rams- a fearsome sight. Artificery, however, is not the only thing in which the rams have contributed to Clan’s culture, for they are also the inspiration of the Clan’s modern name- though it is never once mentioned outright and was never used to refer to the progenitors of the family. The passage is such, and recounts a battle against goblins late in the Song: And in that fateful charge of auld The dwedish clan, those brothers bold Dealt death unto the eldritch dark, Threw down their enemy, and hark! From that brash clamour embers flew, ‘Pon clashing horns, and bloody dew, which fell like rain upon the ground. And filled was glen with death’s grim sound. From which was gathered the name ‘Emberhorn’, and henceforth such was used to refer to the family in present times. The ram’s horns are also on the Clan’s banner, writ in gold upon a field of verdure. (to join contact D3F4LT#4284 or meet Nagorain Ekaraadorul)
  5. A unexpected fire turned a prospering district of newcomers and businessmen to ash and charred frames in a matter of days. No one knows what caused the fire, whether it be an uprising, the damnation between interracial love, or a misplaced match. The damage is clear to anyone that nothing survived the raging flames, but it is unknown to everyone the amount of lives that may have been lost. Some victims will never be like who they were before the great blaze had robbed them of their homes and many citizens look to the Lord Mayor to find a solution to their homelessness. But... Thanks to the brave citizens, the ISA, and the Church of the Canon to come together and save who those trapped by the enveloping flames. When asked the Lord Mayor said, “We did all that we could today... Tomorrow will be the true test of what we can do.”
  6. The Wyrvunic Contract The basis of our worship is on the Wyrvunic Contact. In saving Mali’Fenn from our insanity, our lives are indebted to Wyrvun. The Wyrvunic Contract is the binding agreement of the ancient Snow Elves and Wyrvun, Aengul of the Deep Cold. Upon passing through the World Altar, the first Snow Elves were created, but such a rebirth came at a price. That price was their sanity. For years, the Snow Elves wandered aimlessly, crippled by their insanity. A passing aengul, however, took pity upon them. Wyrvun, Aengul of the Deep Cold, sought a people to populate his mortal domain, Hesin’fin, for the land was harsh, and its occupants few. Thus, Wyrvun struck a bargain with the Snow Elves, known as the Wyrvunic Contract. In return for their worship, their settlement in Hesin’fin, and their stewardry of the lands, Wyrvun restored their sanity, and promised them an afterlife of eternal slumber. It is thus that the Snow Elves came to worship Wyrvun, and it is from this contract that beliefs of religious conformity are derived, for it is feared that if enough Snow Elves cease their worship of Wyrvun, and forsake their stewardry, the aengul will punish them all for breaking the contract - by depriving them of their sanity once more. Worship Worship of Wyrvun is expressed in everyday life, but done in official measure at the temple. This entails a prayer and offering left within the temple. There are different materials that can be sacrificed, each one coming with their own connotation and usage within worship. Their uses are as followed Frost Vine This is to be presented in times of war, famine, and hardship. Frost Vine flourishes in the cold, when other plants are dead or wilted, and so it presents perseverance within the Mali’Fenn Root from the Starlit Monacrie This is customarily presented after the birth of a child. The roots represent beginnings, and as such an offering of the roots is said to bring luck and prosperity to a Mali’Fenn child Ashes of Tippen’s root This is to be offered upon the death of a Mali’Fenn. Tippen’s root, when alive, has healing properties. While burning it rids the root of these properties in life, in death the ashes will lead the souls to aira'fin Water mixed with blood This is to be offered in times of change, such as beginning work within a guild. Using one’s own blood is ideal, although other blood also seems satisfactory to Wyrvun, simply slightly less efficient Overview Those that follow Idhren’tirn are dedicated to the life and ways of Wyrvun, to protect his lands and his people from outside influences, including the worship of other deities, the corruption and corrosion of land and realm and beings or forces showing malevolent tendencies. Those that follow Wyrvun are a neutral people, not engaging other people in fights, nor offering them safety within their walls. Those found practicing other religions publically shall be cast out immediately, banished from Wyrvun’s territory to never return again. The protection of Wyvrun’s territories is of the utmost importance, and must come before one’s own safety. Worshipping Wyrvun is a requirement for all Mali’fenn, and those that do not worship Wyrvun shall suffer from mental degradation, often losing what is left of their sanity. Those that follow Wyrvun are not good, nor evil, and hold no emotions toward those of non-Idhren’tirn worship. They do not fall to the kindness and lies of the so-called good religions, nor do they fall to the power-seeking and control of so-called bad religions. Nor do they terminate them, so that these religions may continue their fight with one another. The Idhren’tirn’s people must remain true isolationists, neither seeking out nor allowing others to find them for any reason, lest they wish to alter the isolationist path that they are set on. Garnering attention toward Wyrvun’s realms in any affair is generally frowned upon, lest these other religions come to spread their influence or to tear apart the realms in a physical sense. One must remain neutral to all affairs of outside nations and religions, and not find themselves swept up in the chaos between them. To allow non-Mali’fenn any ranking within the Idhren’tirn is outlawed, for those that do not share the Mali’fenn blood are not inclined to the dedication required to serve Wyrvun, nor do they share the promise of gifts in exchange for their service. If a non-Mali’fenn takes up residence in Wyrvun’s territories, steps should be taken to encourage them to take to the Idhren’tirn worship, including all practices of offerings and upholding beliefs, but they should never be allowed to hold office within the temple. Wyrvun’s Gifts When the first of the Mali’Fenn came to settle in the tundra, the harsh environment did not seem to welcome them, and as such the Mali’Fenn did not feel that this new environment was truly their home. For many years the Grand Prince Aelthos, the first of the ‘Fenn, made attempts to bring life to the hostile lands of winter. Year after year he would bring new plants and animals, only for them to wither and die, succumbing to the cold. Crown Prince Aelthir I could see how much his father’s failures upset him. Not knowing what he could do to help, he began to pray. On the third night of The Deep Cold as Aelthir lay down to sleep, Wyrvun visited him and filled his dreams with wondrous visions. Aelthir saw a land filled with life and vigor, his father on a throne carved into a magnificent tree. Wyrvun approached the throne, welcoming Aelthos and all Mali’Fenn to Talath’Fin. When Aelthir awoke, he couldn’t help but feel affected by the grandiose imagery of his dream. As he sat up, planning to inform his father of the dream, he felt something in his hand and looked down. It was a large seed, the color of snow with blue-ice streaks running down its side. He had never seen anything like it, and he rushed to tell his father, clutching the seed close to his chest. By the time Aelthir arrived by his father’s bedside, it was too late. Aelthos lay cold and lifeless, and Aelthir wept, although deep in his heart he knew what had to be done. The days to the funeral passed, seeming dreary and void as Aelthir prepared for both his father’s death, and his own coronation. The day of the funeral came, and all of the Princedom came together to grieve. As Aelthos was buried, Aelthir placed the strange seed on Aelthos’ chest, over his heart. Three days later, Aelthir was coronated. As the crown was placed on his head, a small sapling emerged from Aelthos’ grave, growing faster than just nature could account for. In the years following as Aelthir continued his new reign of the Princedom, the tree continued to grow, and with it came other trees and flowers, turning the once barren tundra into an icy paradise, and the Mali’Fenn finally felt at home in the strange new land. Every time Fenn has needed to move from place to place since Wyrvun originally blessed Aelthir I with the first seed, the tree has dropped another seed for the currently reigning tundrak to take and plant in the next location, and so wherever the Mali’Fenn may go, the new place is transformed into a haven for ‘Fenn. Leadership Tahu’naeri Tahu’naeri, also known as the Arch Vigilant is the overall leader - therefore there can only be one. The only way to become the Arch Vigilant is by being chosen by Wyrvun - as they say - or the Grand Prince himself. Rewelier’uhier Rewelier’uhier are the one’s in the temple who are just under the position of the Arch Vigilant - meaning, the highest rank you can hit, unless the Arch Vigilant retires or dies. This means you can’t earn any more Talismans. Lar’naerir After the graduation ceremony, a new Lar’naerir are expected to take on more responsibility from the church itself, and to Report to the Rewelier’uheir that leads them in their understanding of the specific aspect. This includes more maintenance and upkeep of the temple, more time dedicated to holding ceremonies and teaching the Mali’fenn of Wryvun, and participating in debates and discussions about the Aengul aspect they are dedicated to, and the other 6. This includes aspect bridges, a metaphorical idea that in between each Aspect, is a bridge that connects them. These bridges are how the 6 relate to each other philosophically and do not exist physically. Getting talismans are no longer seen as a way of “Upgrading” but more of an award to showcase how much time/effort you’ve put into your work. They are given out by the Arch Vigilant. Another thing that Lar’naerir are expected to do is help teach the Lentir’naerir. That is Another thing that all Lar’naerir and above are expected to do is accompany one of the Ivae’fenn during a pilgrimage to gain a flower for their coming promotions. Refusal is not an option if tasked with such duties Lentier’naerir When someone wishes to become an Acolyte of Wyrvun, they come to the Temple and seek guidance from the Idhren’tirn or the Arch Vigilant. One of the Rewelier’uhier or the Arch Vigilant, then commemorates them into the temple and their new life starts. The new Lentir’naerir are provided robes, books, scrolls, quills, and ink pots, to help in their studies. An assigned tutor, usually an experienced Lar’naerir, though rarely, a Rewelier’uhier, starts by giving them each basic assignments such as first visiting each shrine and praying to it, understanding the significance of sacrifices. How to hold a wedding. How to hold a funeral. Lessons on the history of Wyrvun in a classroom esque setting, and the different ideals and understandings of what it means to keep the Mali’fenn on the path of Wyrvun. These are imperative basics that all Idhren’tirn need to learn if they are to lead the Mali’fenn properly. During their training, a Lentir’naerir is given simple duties they must uphold to build discipline and responsibility. These include yard chores, community service, fundraisers, and event volunteers. Sometimes volunteering in the Tavern, or Helping the Clinic a little bit. Most Lentir’naerir are also tasked with helping the Lar’naerir clean, and upkeep the Temple. This includes replacing candles, washing the floors, windows, walls, and seats. Replacing the sheets of different dorms. They are also tasked with cleaning up any leftover mess from a sacrifice. The Writing down of information, thoughts, ideas, prayers, and understandings of what it means to follow the path of the Idhren’tirn are important for a new Lentir’naerir to learn. Most Lentir’naerir write things already written, to increase their knowledge of history, community, and understanding of each Aspect of Wyrvun. Through their lessons, understandings, and discussions of Wyrvun, they start to gain an understanding of both themselves, and Wyrvun. Eventually, once a Lentir’naerir has shown they have grown, they are awarded with one Beautifully intricate Snowflake shaped Talisman. Once they gain 3, they are then allowed to partake in their Trial to become a Lar’naerir, which they can request to take within a months time of them obtaining their last Talisman. -------- The Trial of Wind The Trial of Wind takes place during the transition from Lentier’naerir to Lar’naerir. It is a way to prove one’s faith to Wyrvun, and a way for him to eliminate the weak applicants. The trial takes place on the coldest day of winter, wherein each applicant will be sent out into the wilderness as the sun sets. They will be stripped of all their possessions, and they will be made to meditate for the duration of the night. Those who are not truly devout will succumb to frostbite over the course of the night. Those who pass the test and are found living at daybreak will be returned to Fenn and promoted to the rank of Lar’naerir. Any who return to the gates of Fenn before daybreak will be stripped of title and excommunicated from the Idhren’tirn. Clothing and Markings When the Mali’fenn hosts a funeral they will be wearing all white; as a symbol of mourning and respect to the deceased person. As for the ranks within the Idhren’tirn, they have the exact same uniform shared in between them, but as they rank up they will gain talismans to signify how far away they are from being promoted. Religious Law All matters of religious law are decided by the Archvigilant. They will use Wyrvun’s guidance to determine an appropriate punishment for the heathen in question if the heathen does not choose to convert. Once decided by the Archvigilant, the punishment will be given to the Grand Prince for final review. Blasphemy The act or offense of speaking sacrilegiously about Wyrvun or His Sacred Contract as committed by a non Mali’Fenn will result in a fine and an official apology, which must include a denouncement of their statements. Continued sacrilegious speaking may result in banishment, exile, or execution. Non-Mali’Fenn do not have to believe in Wyrvun, as they are not included in Wyrvun’s contract, but they can not deny Wyrun’s divinity. Defacement The action of spoiling the appearance of statues, wayshrines, art pieces, artifacts, or any other paraphernalia used to honor Wyrvun. This offense will result in no less of a fine of 500 mina. Continued offenses may result in banishment, as well as continued fines. Defacement as done by a Mali’Fenn may also be counted as a form of public denouncement. Denouncement To publicly declare Wyrvun to be wrong, therefore disrespecting him and disregarding the contract taken up by the Mali’Fenn people. This offense will result in required conversion. If the heathen repents and converts to the Idhren’tirn, all will be forgiven. On cases of repeated denouncement or inability to convert, the heathen will be executed. Lack of Faith The act of worshipping deities apart from Wyrvun as a Mali’Fenn, or not worshipping Wyrvun at all as a Mali’Fenn will result in required conversion. If unsuccessful, the heathen may be executed or banished. Public worship of false Gods Public worship of false Gods by non-Mali’Fenn is prohibited. However, non-Mali’Fenn are permitted to privately worship any deities they so choose within the confines of their home.
  7. They’re small, they’re green, they’re nifty. They’re Ox. From the deepest caverns and deadliest badlands, the wee sized greenskin folk are marching through time. Even since Axios the goblins of Ox are existing as a family and culture. They may be not biggest orcs, may be not best fighters either, but they’re smartpants for sure. Goblin honour is something far different from Uruk-like, some uruk say they don’t have any though. Their people are also called Golin’Dar. Clan Hierarchy Big Bozz This one is a title is the same of Urukish Wargoth, but according to Golin’Dar’s culture. That is a superior gobbo, leading his Oxies (young Ox goblins) to the brighter future. The new Big Bozz is to be chosen by previous one, or with the debates on the court. Current leader is Snawt’Ox, the first Ox. Big Bozz himself. Dankzter That is the rank of a goblin who dares to dive into the life of a Criminal. Those are usually the ones that gather the wealth to their clan. Bandits, Thiefes, Assassins and Drug Dealers of course. They’re the main military force of the Clan. Dankzters have to go through many trainings to practice their skills well. Every Ox has to prove himself before going on a real Deal. They must prove they’re tough and artful enough to handle their duty, such as roof-jumping, lockpicking, assassination and teamwork. Ox Dankzters mocking on an Oren Soldier. Puzzlah This is the rank of those who are caring about fate of their Clan and carrying the knowledge of Engineering and Trading. Many great deals were done by the Puzzlah of Golin’Dar, many Shekelz (goblin currency) were gathered by those who invent and move the progress. Usually Puzzlah are practicing in building warmachines and forts, some of Puzzlah managed to sell their blueprints to other nations. They also managed to restore the lost technology of Steam-Engines, though some may say it was stolen from the Dwarves. Oh yes, Dwarves and Ox Goblins are blood enemies for many centuries already. An Ox riding a rhino traveling to Icy Mountains of Fenn. Clan Codex An Ox jurist. As in every well formed group Ox Clan has it’s own Authority and it’s own Laws. Such As: Big Bozz is a Big Guy, listen to him, kid. Don’t be dumb. It’s a fine. If there’s disagreement between two gobbos, or a gobbo or any kin, the lawsuit must be done. That’d be a fine. Don’t steal anyone’s chicken, that’s a fine. Pay Fines, or you’ll be fined too. Ox Culture Snawt’s Blodline – The true Oxies are carrying blood from Snawt’Ox, the First Ox. Those are midget sized goblins, being from 3 to 4 feet tall, having long twitching ears and a long pointy nose hanging down from their nose, such pointy it can be confused with a knife. Goggles – Children of Snawt have a chance of having vision problems, their eyesight tend to be blurred by unknown mutation. Probably the same mutation that turned Ox goblins that small. Don’t fight, ask a Brudda - True Oxie wouldn’t throw himself at the enemy. He’d probably give his fellow Uruk a well goblin crafted weapon and ask them to slay the foe. Praising Trokorl – Being faitful Engineers and Builders Ox gobbos are worshiping the spirit of Engineering, the Trokorl. Every well built goblin structure is a Trokol’s shrine itself. Ox Naming – Every Ox has his own unique name that represents their nature, skills or even their further fate. (OOC) Be a Gobbo, fill in the Application! MC Name: RP Name: Timezone: Discord:
  8. [!] The scroll was sent out to the libraries of Irrinor and Talus, as well as some specific druii. A collection of writings from Sister Orison on the Emerald Way On the Nature of the Tayna Tayna. The soul of life. It is the living energy that contains all. I speak of the balance, of the living, breathing, growing, changing soul, one alive just as you are. You are part of the tayna- connected and one with every living thing on this world. With every moment, ripples and changes cascade outwards as time goes on. Just as any living being, it can be harmed just as you can. But it also can heal, and grow just as you. One can hear these ripples, these... cadences if one tunes themselves into the world around them. The tayna sings these changes constantly, and with a trained ear, one can sense and notice this song. To do this, a disciple must be sensitive to all of the living beings around them, to each and every one, no matter how insignificant they may seem on the surface. Once you do this, you will hear the song of the tayna, and you will know its will. By being in tune with the balance, you will be guided. It will influence your feelings, your instincts, and it will bring you where you are needed most. Follow your instincts, and your feelings, and the balance will show you its will. It will become your own. And now a question we face, a question answered in different ways by the creeds. Are the Aspects like water, formless spirits of nature? Or beings such as you and I, living, breathing, talking? The answer is not so simple, I think. I believe them to be both. They exist within the balance, and I know that the balance is but one living and growing energy within the world. It holds but one soul, in which is held every life as we know it. It makes its presence solid through its various forms. A blade of grass, a boar, a tree, and even the mani themselves. And within this soul, I believe the Aspects dwell as well. Their spirit formless as ours all are, but omnipresent as the tayna. But still, beings that live and breath just as you and I. Must the two be mutually exclusive when dealing with forces as universal and powerful as the tayna and the Aspects? To Strengthen the Three Your body is your tool for your will, and the tayna’s. Your instrument with which to tune the world. It is both your sword and shield that you must use to defend yourself and the balance that we hold so dearly. It is the arrow that reaches its target, and the home that protects you from the biting winter rains. What use is a broken tool? Would you fight with a blunt blade, or a shattered shield? Would you seek shelter inside of a rundown shack? I would think not. As one would sharpen their blade, so too must we sharpen ourselves. And just as one would survey a fortress’ walls, we can leave no part of ourselves unable to withstand the coming battles. This process does not come without pain. To build yourself up in such a way is to undertake great suffering. A necessary suffering to build a fortress from crude beings such as we. This hardiness sits at the core of the Emerald Way. Endurance through all things. In order to become as emerald, the mind, body, and spirit must be trained and hardened to withstand all that a disciple of the Aspects may come across. To become a guardian of the Emerald Way, one must undergo this rigorous conditioning, that they may uphold the balance in the face of the countless threats this world offers the balance. Mind - To be sharp and alert. Aware of the world around you, and of the world within you. To remain calm when confronted with great tragedy and terrible loss. To stand unflinching against unimaginable horrors. Do not let adversity shake you, even when faced with overwhelming odds. Find the calm which keeps your serenity through the darkest of times. A calm, steady mind brings strength, and through strength you will endure. This is what it means to follow the Emerald Way. Body - Let not the frost bite, nor the flame burn. Let not the blade sting, nor the arrow pierce. Make your skin as an ironwood shield, your breath deep and cavernous! Know thy body, and wield it as you would a quill. From now forward, you pen a letter to those above with your life. Spirit - Live in tune with the tayna- the living energy that runs through the veins of the world, and within the veins of every creature that walks it. The energy that both contains us, and that we contain within. For those that live at one with the tayna will be able to bring the Eternal Forest to the earth. Open your eyes, and look within the balance to show you the path ahead. Trust in the will of the tayna, and allow it to guide your actions within the world. To Be in Tune with the Tayna Bring yourself to the present moment. The song does not exist within the past, nor the future. Do not allow your mind to bring you to these places. Do not dwell on the events of the past, nor on what has yet to come. Be mindful of them, but do not allow them to tear you from the present. Do not allow your worries, or your shame to distract you. Focus. It will determine where you are. If you live within the past, then within the past you shall live. If you seek to reach into the future, the moment you are in will slip by without notice. Be now. Keep your serenity. A calm mind brings strength, and through strength you will endure. When you are in tune with the tayna, you will become one with it. It will make its will known to you, deep in your heart. When you are in tune with the tayna, your feelings will guide you towards its will. You will be able to sense its cadences, its ripples. You will be able to read them as one reads a book. Trust in your feelings and in your instincts when you are at peace. It may be the will of the balance making itself known to you. To Fight for Harmony Cities of stone are great wounds upon the earth. Great wounds within the tayna- within the Balance. Picture this place, the bustling roads full of people. Picture the great towers of cut stone that threaten to pierce the sky. Now picture a ruin. A fallen fortress within your mind’s eye. It is overgrown, reclaimed by the life around it. Between the stones in the walls, life stretches between, breaking even the tallest of walls into piles of rubble. Water floods once busy causeways, washing away even the memories of the past into the rivers and into the oceans. This is the power of the tayna when it is allowed to heal. Life reclaims all in due time. These stone palaces can know no permanence when left at peace. When the bustling roads become barren, and the constant fight against the balance ends, the tayna reclaims. As adherents of the tayna, our fight must be to bring this peace to fruition- to end the constant fight against nature, that these wounds may heal on their own. By this, I do not mean to fight against those within cities. I do not intend to end the city as we know it. No, our path lies in teaching harmony to those within cities and stone. Look to Irrinor. Look to Talus, though it is not a city of its own- many people live within its borders. These places are examples of how we may live in harmony and peace with nature. See how the streets themselves are bountiful with life, and the places in which they live provide bounty of their own. In return, they provide protection for the land upon which they rest. The tayna need not fear wounds within their bounds. They work in tandem for mutual benefit. Bring this harmony to the world, and fight against those that would seek to upset it. Fight against those that would have discord and chaos.
  9. =================== The Radaghastian Herbalists By Lilianna C. Vilchyc =================== The Radaghastian Herbalist is a form of Medicus, that uses herbs and other natural substances, to promote the healing as well as prevent and treating illnesses. The Radaghastian Herbalist use the seeds, berries, roots, bark, leaves, flowers and plants - called herbs or botanicals - for the sole purpose of medical treatments, and they are rather seen as dietary supplements - rather than pharmaceuticals. Most of these herbalistic procedures are safe, and most likely will not cause any adverse side effects. However, many of the herbs that the Radaghastian Herbalists interact with, are also for the sole cause of improving the, already healthy, Radaghastian - with vitamins and minerals from different herbs. Though, the Radaghastian Herbalist take a holistic - the Radaghastian Herbalist does not only take to the account of the disease, but also the sole mentality and social factors, of the person that they are treating - approach to medicine. Though, the Radaghastian Herbalist doesn’t only take to the very account of herbal mixtures - salves - but they also have the very basic knowledge of medical procedures - as the Radaghastians live in very harsh conditions, they take upon whatever fate may bring them - they still have the very vast knowledge of proper medical procedures. The Radaghastian Herbalist is trained right from the beginning; to stitch up battle wounds, fixing broken bones and etc. ======================== A Radaghastian Herbalist, Illustrated by Lilianna C. Vilchyc ======================== =================== A sickle would be used for harvesting the herbs, as the Radaghastian Herbalist would carry a sickle, mostly all the time. ==================== Within the ranks of a Radaghastian Herbalist, there is the very first stage of becoming a Radaghastian Herbalist; Herbalist Trainee, Herbalist Apprentice, Herbalist, Herbalist Seer and the one that oversees the Radaghastian Herbalists, the Herbalist Overseer. The Herbalist Trainee seeks the basic knowledge of herbs and herbal mixtures, as the Herbalist Trainee can go through the most basic procedures of surgeries and etc. Being taught under the official lessons, lead by the Herbalists and Seers - the Trainee can easily go through the most basic knowledge, by joining in on the very lessons that they held. The Herbalist Apprentice seeks either a Herbalist or a Herbalist Seer - at rare times, if the Herbalist Apprentice has shown amazing skills in the herbal and surgical procedures, they can even merely be accepted by a Herbalist Overseer - This is a very rare case, as the Overseer has a norm of only apprenticing a Seer, that will become the Overseer. When you have gone through years of being a Herbalist Apprentice, you will receive the title of an official Radaghastian Herbalist - this doesn’t mean that you won’t gain new knowledge, this simply means that you have gone through the very basic steps, and are able to evolve your skills on your own, from there on. Though, it is also possible for a Herbalist to seek to Seers and the Overseer, as it is most likely that the Seers and the Overseer have more knowledge, compared to the Herbalists. This is a very common thing, as the Seers and the Overseer are fairly older in norm, than the Herbalists. Now, the Herbalist Seers, are specifically picked out by the Overseer - as it proves to a Herbalist, that they have the very potential, to pick up whatever the Overseer may leave behind, once they pass away. A Herbalist Seer studies and researches for new knowledge, and just as a Herbalist, they search and study on their very own, but utmostly have the possibility of reach out to the Overseer. ========================= A Radaghastian Seer Illustrated by Lilianna C. Vilchyc ========================= ========================= Most Radaghastian Seers are fairly older than other Herbalists, as they have been there for a longer period. ========================= The Radaghastian Herbalist Overseer, is the very lead of the Radaghastian Herbalists, the Overseer hosts the meet ups of the Seers - to follow their research and studies, to be kept up to date - so the Overseer, doesn’t grow out of the modern ways of the Radaghastian Herbalists. The Overseer is not one to defy nor say against, as the word of the Overseer, is the final word, no arguing for sure. ======================== A Radaghastian Overseer, Illustrated by Lilianna C. Vilchyc ======================== ======================= As you can see, a Radaghastian Overseer doesn’t slack around. They still study and research on their very own, as well as keep the other Seers and Herbalists busy with their own studies. =======================
  10. Gavin_

    The Folk Nazarov

    The Folk Nazarov Chronicled on the 14th of The Amber Cold, 1745 _________________________________________________________________________ ‘Beneath the ground, can moy rest’ _________________________________________________________________________ The Chronicling of the Folk Nazarov begins with Filo, the firstborn son of two labourers, Karolina and Frederik, born in the year 1695. Kaidrik Nazarov, the second son, was born in the year 1726. The family lived on a petite ‘Ruskan Isle’ - The township they inhabited was so named Muscovy and it was there that they toiled. Frederik tended mostly to the construction of the township, starting towards the end of 1715, his mother tending to matters of house and of herbiage. A daughter was born to Frederik and Karolina a year later, they named her Anna. _______________________________________________________________ Karolina toiling away within the Nazarov home _______________________________________________________________ Life, for young Kaidrik, was difficult. His day-to-day consisted mainly of tiresome, manual labor, assisting his father, brother and the other Raevir men. His education consisted in the stories that his mother would tell him at night time and his wisdom came from the grumblings of old men as they toiled during the day. He learned how to fight from his brother and the other ruffians who comprised the township - his was a life of simple proportion. Just two years after the Muscovian people had adorned their thresholds, war ensued - The War of Two Emperor’s. Under the leadership and vision of Dragoslav Romanovich and his brothers, a mercenary group was assembled - The Kompanyia Muscovia - the year, 1717. Filo with little hesitation joined the group and was trained in combat. He soon found himself fighting alongside the armies of the Marnantine Emperor. It was betwixt the ranks of those men and his own, that he would perish. In their entirety, the Nazarov’s were taken by a grief so unspeakable, harboring the ferocity akin to that of a wild animal being caught in a trap - the sudden release, almost deadly. And it was that very same grief which followed the family Nazarov to Availain, alongside their people. _______________________________________________________________ Muscovian settlers mixed in with the Curonian population of Avalain, rather poorly as they are prone to drunken brawls _______________________________________________________________ This was a place of wealth and luxury, of good tidings and clean confines. Life here improved for the Nazarov’s. The widower found a new persuasion, that of tending to the needs of wealthy women. Be it preparing clothing or food, pampering or cleaning, at least she was occupied. Young Kaidrik was not spared - his youth laboriously continued. Under seemingly auspices circumstances, he found himself under the tutelage of a warrior merchant. A master of the fist once learned that compared to the sword, he was naught and so it was, through blood, sweat and tears, that this youth began to flourish, a sword at his hip and a coin purse in hand. Affluency did not follow him as he returned home in the evenings, but his horizons began to expand as each day, he became more of a man - adopting more responsibilities of both house and occupation, and with this growth, came a thirst for more. It was here, in Avalain, that Kaidrik first met love - what a devilish and tricky companion love was. He found it at the age of 16 - another Muscovian who he had not noticed as a boy in the township. Her name was Anastasia. A hard people, the Muscovian’s are. Prideful, hard working, and accustomed to woe. They weren’t the most intelligent, nor were they the most charming, but they were loyal and valued community and tradition over most. It was these exact attributes which led to their departure from Avalain, for it was one of Muscovy who must lead. _______________________________________________________________ The Ruskan and Raev peoples of Muscovy set out from Avalain to find a new home, following the lead of Dragoslav Romanovich and his brothers _______________________________________________________________ Trailing at the rear of a band of Raevir, was now a young man. He belonged to no Royal House nor had he any sense of grandeur about him. His beginnings were humble, his life simple - a labourer of meagre proportions, a jack of all trades, master of none. Yet his future awaits him. Around his arm, he cradled his love, Anastasia as they walked alongside troops of men and women, of differing shapes and ages, and they were in exodus, leaving behind in their muddy tracks, the Kingdom of Curonia, the year 1744. Over a year later, the settlers came to a halt. They had found a land which they believed they could call their own, over which they could preside, and they named it Rominsk. Between a forest and the Orcish plains lay a fertile and verdant valley, this budding idyll, its flora alluring, its fauna abundant, is where the Folk Nazarov now call home - a new dawn rising. _______________________________________________________________ At last staking claim to a swath a land, a new beginning for the Muscovians - Rominsk _______________________________________________________________ OOC: Hey folks! Looking for some family members for a new House! Father (68), Mother (64), Sister (18), Wife (19). If you’re interested, just hit me up with a DM 🙂
  11. Swifty Sam turns up at his homeland, limping, bleeding along the path. He would scream at the front gate, “Let me in!”. Tharik of the Haense Brotherhood would be on the gate duty, suddenly being alerted, he opened the front gate. Swifty would be asked, “Hello, welcome to Haense, what is your name?” He responds with his cover name of “Clarence.” A woman named Edyth within the city would be shaking in her boots, hearing the voice of a killer who was very familiar with her. Clarence then tries to plead to Tharik, after being asked, “Do you wish to remove your mask?” Trying to hide his identity, Clarence responded, “In a time of war, people knowing your face is a dangerous thing!”. However, no matter what Clarence was saying, the intelligence of Tharik saw right through it. He pushed until Clarence cracked, showing the face of an old Brotherhood member, “Jakob Carter”, also known as one of the Ruswick leaders, “Swifty Sam”. Following this conversation, Jakob Carter collapses onto the floor, blood dripping from his nose and mouth, clearly injured from his bandit travels. He would become unconscious from his blood loss, being picked up by the mighty Tharik, assisted by his Brotherhood guard, Jakob was carried to the clinic to be treated. He would be given tippen’s root as well as other herbal remedies to stop the bleeding and wake him back up. Suddenly, as he awakens, he lashes out not knowing where he was, hitting Edyth and being pinned down to the bed. He was fed a herb which put him to sleep, to stop the resistance. Waking up hours later, after being confronted by Jonathan Frostfire, Tiberius and Otto Sigmar of Haense, he was carried to the cells, eyes widening at he was attached by one hand to the bars of the cell. He was told the crimes he had committed, returning no excuses to why he did so other than he was forced into leaving Haense due to a lover. After pleading guilty, Tiberius chopped off his ear, Jakob falling to the floor screaming, not being able to hear from his right ear, all he heard was a high pitched noise as his old Brotherhood friend Tharik faces him now. “I was once in a position you were in, but not the beast you became. Justice will be served.” He stated, as Jakob looks to him with the eyes of the Brother Tharik once knew, “Tharik, Brother, help…” After Tharik had left Jakob in the cell, Jonathan Frostfire enters the cell, not wanting to hear any words from Jakob, he allowed him to say his last sentence. “Amadeo Clay...I love you.” He stated as his head got ripped off right from his now dead corpse. His head was presented to the Frostfire as a trophy, Swifty Sam the killer of Tyrants, collector of heads and lover to Amadeo Clay was brutally murdered in the cells of Haense. Some would say a relief to Arcas, some would say it was a tragedy, however there is one thing for certain, he left his mark forever. ----------- ((No signature was written, signifying the death and absence of Jakob Isaak Carter)) https://cdn.discordapp.com/attachments/642186138244612113/653371508483424286/c.mp4
  12. The Lunar Domain of Asimu’lei ☽ A Settlement Guide ☾ WATCH OUR TRAILER “A traveller gets lost in the forest of whispers; an unexpected helping hand is there to help and welcome them” ☽ Overview ☾ The Lunar Domain of Asimu’lei is the home of the Mali’ker, though it is open to the other descendants. Asimu’lei is a peaceful town focused on commerce, harmony and progress. This blooming town can be found near the druidic grove, in the south-eastern region of Arcas (762 / 55 / -130), being a mere five minutes walk from Cloud Temple. To reach, just follow the signs for the southern road from Cloud Temple, follow for Sutica until you’ll see a sign on the left that will guide you to the blessed moon glade, Asimu’lei. ☽ Points of interest ☾ The “Adont’Haelun” clinic The “Twilight Trade Square” The “Dante’celia” Tavern The “Ilum’indor” Library The housing district “Diraar’ker” : the guardians The “Vallel’ame” forest The “Vihai’ame” forest ☽ Asimilian Government ☾ The Asimilian government is composed of many organs. First of all, the Lunar Sage, a guidance for the settlement. Then we have the “Council of many arts” with the ministers regulating their own ministries and fields of competence. And last but not least, the Lye debaters, the lifeline of the town, the citizens. Through debating sessions, they are be able to vote and express their desires and decisions, for a better future. Everyone is subject to the Ker’tir or the “Night Law” , a constitution-like document that regulates the everyday life and justice within the asimilian borders. ☽ Activity ☾ Need some guidance? Ask our stewards! Tigergiri#0744 / Mr.LordVoop#3803 / LordYuki#3274 / Josey#5073 Peak time: 3 Pm EST / 9 PM Gmt+1 US – EU timezones A huge thanks to everyone that helped and continues to help with this project.
  13. Mali’fenn Bloodline Reforms, 1741 For centuries, the ancient and sacred bloodlines of Fenn have been instrumental in the running of the Grand Princedom. However, in recent times, these holy families have fallen ill to infighting, rivalry, and a lack of patriotism for the Fennic state. In order to combat the recent misfortunes of the bloodlines, Grand Prince Aelthos III has deemed it fit to reform the structure of the Fennic bureaucracy and rewrite the rules governing the bloodlines. ARTICLE I - THE SACRED BLOODLINES ARTICLE II - THE DUTIES OF THE SACRED BLOODLINES ARTICLE III - THE RIGHTS AND PRIVILEGES OF THE SACRED BLOODLINES ARTICLE IV - THE LAWS GOVERNING BLOODLINE DISPUTES ARTICLE V - THE LAWS GOVERNING BLOODLINE HEADS ARTICLE I The Sacred Bloodlines The bloodlines of the Grand Princedom of Fenn are families which have shown their dedication to the Fennic state and the Tundrak family for many years. Though this devotion usually manifests in the form of one particular service of outstanding merit, many bloodlines play an important role at different levels of the Fennic government and society. The current bloodlines are as named: I - Tundrak II - Atmorice III - Drakon IV - Tathvir V - Sylric VI - Oakenarrow ARTICLE II The Duties of the Sacred Bloodlines Although, as stated above, individuals within a bloodline are free to choose a career as they wish, each family shall have one specific duty that they are charged to perform. This duty will typically be one that they have performed for centuries and thus have perfected their craft in. It is the responsibility of the bloodline head to ensure that their family is upholding the specific task assigned to them. I - To the Tundraks, they are charged with leading the Grand Princedom of Fenn. It is only by the Grand Prince’s guiding hand that the Fennic state shall prosper. II - To the Atmorices, they are charged with the spiritual guidance of the adherents of Wyrvun as well as leading the clergy. It is only through faith and devotion to Wyrvun that the Fennic state shall be holy and blessed. III - To the Drakons, they are charged with being leaders among the Ivae’fenn so that it may be well-led and disciplined. It is only through courage and an iron will that the Fennic state will be strong. IV - To the Tathvirs, they are charged with learning the medicinal arts and serving as healers both in the Ivae’fenn and in the clinic. It is only through knowledge and reason that the Fennic state will advance. V - To the Sylrics, they are charged with running the mines and smithies of Fenn, for they are to be the main workforce. It is only through hard work and determination that the Fennic state will be able to grow and expand. VI - To the Oakenarrows, they are charged with protecting Fenn and its people from beasts both natural and otherwise. It is only through safety and security that the Fennic state will be able to look inwards. ARTICLE III The Rights and Privileges of the Sacred Bloodlines For their exemplary service towards the Grand Princedom, the bloodlines are to be rewarded with special privileges that are unique to them. These privileges, however, are at the expense and mercy of the Grand Prince, so should a bloodline fail to perform their duties properly they may have them revoked at any time. Because of the bloodlines’ importance in the governance and maintenance of the Grand Princedom, these privileges primarily center around their historical, and present, ability to serve as leaders within Fenn. I - For the Tundraks, one of their line shall always sit atop the throne and be named Grand Prince. In kind, a Tundrak shall always be preferred for the position of Grand Treasurer. II - For the Atmorices, one of their line shall always serve as Arch-Vigilant of Fenn. Should there be one present, an Atmorice will always lead times of prayer, blessing, and sacrifice. III - For the Drakons, one of their line shall always be preferred to lead the Ivae’fenn as its Grand Marshal. The position of Sentinel shall be reserved for the Drakons, but the Grand Marshal can grant said position a non-Drakon if they deem their service worthy of such. IV - For the Tathvirs, one of their line shall always be put in charge of the city’s clinic should they be capable of such matters. Should they need any supplies or materials, the cost will be paid for by the Fennic Treasury. V - For the Sylrics, one of their line shall always be preferred for the position of Grand Exchequer of Fenn. All means of production shall be run and operated by the Sylrics and their employees. VI - For the Oakenarrows, one of their line shall always serve as beastmaster of Fenn. They will be allowed to construct a den or dungeon to keep any creatures they capture, so long as said creature does not pose such a threat that demands its immediate execution. ARTICLE IV The Laws Governing Bloodline Disputes It is no secret that the Mali’fenn are a militant and outspoken people. Although they produce fine soldiers, thoughtful councilors, and zealous priests, Mali’fenn are apt to fight and bicker amongst each other. Most of the time this bickering is no worse than a few petty arguments and insults, but on rare occasions certain ‘fenn of a heated temperament may resort to violence. Thankfully, no deaths as a result of bloodline violence have occurred in recent memory, but there have been a number of injuries that have resulted from these rivalries. In order to prevent blood from being spilled in the future, Grand Prince Aelthos III has created a list of regulations for bloodline disputes. I - If two bloodlines have a dispute, the conflict will first be mediated by the Grand Prince. Violence and further fighting will try to be avoided at all costs. II - Should the Grand Prince deem the situation serious enough to warrant it, the two bloodlines will be allowed a duel to determine the outcome of the dispute. The two primary instigators of the conflict will engage in a duel to first blood. Whichever bloodline wins the duel will be allowed to impose their terms, after confirming them with the Grand Prince, upon the other bloodline. III - Should there be no two primary instigators of the conflict, the bloodline heads will be allowed to name a champion for the duel. IV - Once the duel is complete, the two bloodlines will partake in a feast of reconciliation overseen by the Grand Prince. Gifts will be exchanged, talk will be made, and the feast shall not end until the Grand Prince deems that amends have been made. ARTICLE V Laws Governing Bloodline Heads The leaders of the Fennic bloodlines, better known as bloodline heads, are tasked with guiding and directing their families so that they may serve the Grand Princedom with distinction. Therefore, the expectations of the bloodline heads are even higher than that of their normal family members. In action, conduct, and word, the bloodline heads represent the Fennic state and are thus expected to act as such. To better-establish the legal and cultural position of the bloodline heads, Grand Prince Aelthos III has written a list of laws to govern the bloodline heads. I - When the head of a bloodline dies or is stripped of their position, their family is allowed to choose a member within their bloodline to become the new head. This nomination is then either confirmed or denied by the Grand Prince. II - Bloodline heads must make an active effort to involve themselves and their family in the affairs of the Grand Princedom. Should a bloodline head not be making genuine attempts to contribute to the Fennic state then they are liable to be removed from their position of bloodline head by the Grand Prince. III - Bloodline heads must reside within the Fennic capital. They are allowed to own properties outside of the city, but their primary residence should be within Fenn itself. Should a bloodline head choose to move outside of the Grand Princedom, they immediately forfeit their position as bloodline head. IV - Should a bloodline head go absent for a period of seven Elven Days without first notifying the Grand Prince, they are liable to be removed from their position of bloodline head.
  14. There was a poet known only as “The Mad Poet.” He lived a hermit life where his only friend had died years before the disappearance. Last seen he was with Ryia Von Savoia-Dalivous' on his way to Helena when he disappeared. He had willed everything to her, as he knew not many other acquaintances. When he disappeared Ryia looked for a bit but found no trace. It was as if this masked poet of an unknown name had disappeared. His home had seen no use in the years, in fact, it seemed abandoned until he willed it to Ryia, where the first layer of dust finally rose. He has a memorial for all those who want to pay their respects, far from any other places in the wildlands. It is said that the gifts put there disappear, this could be a thief or the mad poet back from the dead. The coordinates of his memorial are -2312 / 41 / -388. What does the memorial service, one might ask? Well, The Mad Poet is said to have a long history, once a soldier, a jester, a spy, and many other things, countless deeds, most bad of course.
  15. Portrait of Princess Karina Sofiya Alimar A portrait of the little Princess Karina at her young ages Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 24th The Grand Harvest, 1740. - Come visit my workshop at New Reza, Blackstreet IV -
  16. Material Name and Description (Raw form) There is no raw form of the Rooted Ingot, it is an ingot (iron ingot as item) that is not found in nature but has strong roots in nature. The ingot is unstable and therefore has unknown effects on the user, even though non-druids can use it, people with a lesser connection to nature tend to experience bigger side-effects. These effects only appear if the ingot is unused, therefore it becomes (more) stable when it is used for making tools or other crafts of the smith. It is not obtainable by any entity that has a bad connection with nature. This connection is not to be confused with how that person is connected with the order, be it friend or foe, but with nature itself. The side-effects when used by such creatures are lethal, be it instant or over time. Applications (Raw Form) The ingot is unstable, therefore it requires a bigger amount to become more stable. One ingot is highly unstable, but when forged into a tool the stability increases due to the cooperation of the ingots and perhaps the wood used for tools. The ingot itself is used for the creation of tools and armour, but the capabilities of these items differ. The ingots should never be used for anything but the creation of armours, tools and weapons for it is a valuable and sacred ingot. All those who do not obey this will be seen as unworthy by nature, and will therefore not be able to use the ingots ever again in their craft. (e.g. if you make bars, doors, levers etc. from the ingot it is seen as non-rp and a disgrace and therefore it can not be used again for future purposes) Red Lines (Raw Form) The ingot can not be used for other crafting than armours, tools, weapons and other direct utilisations (runes, magic and talisman work too). Harvesting Method The ingot is crafted using a special recipe, the recipe is unknown to all but their inventor Xergarok (more below) but anyone can craft it. There are just some requirements. The Druid’s Silver is an item made by an unexperienced wannabe-druid. That being said, the ingot has to be made in the Grove, for the creation requires the druidic aura’s present there. Secondly, one must know about the various plants existing and the Aspects. All basic druid knowledge should be known. This is the custom lore on which the creation is based: Trying to make a connection with nature through meditation (following the neo-druistic lore written by Salmon Druid Petyr), I try to make an unstable connection with the nature reagents I gather (plants etc, roots, flowers), using the druidic aura present in the Grove because I have no ability to conjur anything myself yet. I then bind the plants to a normal piece of metal in the forge present in the Grove. After the process, I forge it into various nature-bound items. MC Presentation: Rooted Ingot This ingot has been infused with materialised nature under the form of plants and herbs. During the process of implementing these herbs into the body of a normal iron ingot, the druidic aura present only in the heart of druidic activity is constantly present. The ingot is highly unstable due to the nature of nature itself, constantly moving and unpredictable. The ingot is slightly more heavy than a normal iron ingot due to the increased mass as a result of adding the herbs which might differ in weight. Those who fail to make a higher connection with nature will bear the consequences of trying to craft this ingot. Those who do not follow the ways of nature will follow the consequences. The ingot is known for being inventive, regenerative and ever changing, giving items crafted with it the same abilities. Harvesting Red Lines / Purpose (OOC) I am a wannabe-druid. The path to become a full fetched druid is long and hard and requires a lot of work. I thought it a niece piece of lore where a rookie tries to experiment with nature and craftmanship. The idea of adding this ingot is to add something which gives a different result when being used in crafting, adds the Aspects more to the world of the items rather than being purely ‘role-play’ and matters of belief and words. I also liked the idea of making it bound to the Grove, which might increase activity there due to the so-called aura’s present (I didn't invent those so thatsfun.)
  17. Hunters of Blood and Flame Followers of the Sanguine Fire Since the birth of the Creed, it has remained an unknown and quiet addition to the culture of Mali’ame and Druids alike. Its teachings reserved only for those who were thought to be wild in their heart and strong of body. That changes now with the creation of this group, our ways becoming open to any who seek to learn the ways of the Sanguine Fire. As the ways of the Creed say, those who follow it are the apex predators and guardians in the Wild. They hunt the corrupt and tainted of the natural world and cut them out, they purify the debris left behind through blood and fire, and they do it all with the very spirit of a Mani in their souls. The Hunters and Warriors Devout Followers of the creed who show their devotion to the Wild Gods through hunts and battle alike. Typically found in the professions of bounty hunting and tests of battle prowess in the ongoing effort of collecting trophies and adding onto their lists of grand testaments. They are not hard to pick out in a crowd due to the common theme surrounding Sanguine dress and armor. Usually found in padded and studded leather or half-plate, covered in trophies and adornments. Another giveaway is the crimson daubs of paint (or perhaps blood) marked upon their varied armor pieces. Heralds of Blood-Fire The Heralds are the attuned druii of the Creed, wielders of kuila-infused black ferrum weaponry and natural communion with the most wild places in the world. Their duties are mostly the same as the Devoted, spending much of their time as hunters and warriors, only with a more spiritual connotation added to their work along with the added duties of watching the Balance constantly before leading the Devoted to purge any taint threatening its sanctity. The Heralds also act as guides for the rest of the devoted Sanguine. There are only ever allowed seven Heralds within the Creed, for too many may cause an imbalance in the strength of the Sanguine just as too many predators tilt the natural life in the wild. When a place opens up in the Heralds, a current Herald takes on a student from the devoted Sanguine to be taught. Current Heralds The Leopard The Raven The Fledglings The uninitiated of the Creed are those not yet tested by the Wild Gods, and thus have yet earned the right to their Sanguine armor and weaponry. They are encouraged to accompany the initiated and the Heralds on their hunts in hopes of being tested. Once tested, the Heralds will decide whether or not the Fledgling has earned their place among the rest of the Sanguine. OOC This group is essentially mandalorian druids. Bounty Hunting, Taint purging, a lot of event seeking and RP! If you want to join the Creed of the Sanguine Fire, come to Irrinor and seek out Miklaeil or Layla Arvellon IRP! IGNs are ThumperJack_ and Numirya!
  18. Portrait of Bo’rok Bo’rok the gentle ogre Oil in canvas, 90cm x 60cm Painted by Darius Morgrain Whisperhood, New Reza, 6th Malin’s Welcome, 1738. - Come visit my workshop at New Reza, Blackstreet IV -
  19. Portrait of Vladrick Barbanov Alimar His Serene Highness, Rickard Heinrik, Black prince of Rubern, Sovereign Protector of the Riverlands, Before the siege of Krugmar circa, 1737 Oil in canvas, 120cm x 80cm Painted by Darius Morgrain Whisperhood, New Reza, 6th Snow’s Maiden, 1738. - Come visit my workshop at New Reza, Blackstreet IV -
  20. The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Hostile Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Clan Silvervein: Friendly Clan Hammerforged: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dimlin Irongut (Beamon4) Clan Elders: Bolgnir Irongut(Tide1) Dwain II Irongut (Hiebe) Balek Irongut(Hobolympic) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Alfy Irongut(littleyoshy) Sharr Irongut (lordbobby123) Grandour Irongut(SaltyStormJakob) Ulhor Irongut(BlackDwarvenFire) Yor Irongut(punni_boi) Robin Irongut(Pilantos311) Beardlings: Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Grungron Irongut(James27049) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Gauldrim Irongut ((Redbench)) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Uldar Irongut ((Tirenas)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  21. Reformed Armitage Reformed Armitage consists of several individual companies that decided to join forces. These two companies were formerly named: The Armitage Institute Dé Lorién The Iron Legion Redwing Alterra brewery TAI and the smithy were already close partners, plus they were both under the same head. Melkor decided to firstly combine the two into Dé Lorién INC. They formed close ties with Redwing and Alterra. After several conferences with the trio, they decided to join forces. Redwing could not oppose to the giant corporation. After a while, Alterra joined aswell. The magnificent skill of Melkor Frey made him the head of the new: Reformed Armitage. The company is the maker of many of Arcas’s medical supplies, as well as a returning smithy. Both Redwing and TAI specialized in medicine, making the combination a perfect match of medics and creators. R.A. Has a central hall where every product is displayed for a decent price. Company headquarters is located in Morsgrad. It is the main clinic of the growing town, supplying it with the needed medical items and weapons. The weapons being in the very capable hands of the main smith. Due to the past of the Iron Legion, they also specialize in construction and siege warfare. Specialties: Medics Medical supplies Weaponry Woodworking Siege weaponry
  22. !State wide caution! Due to the events that happened in sutica, the careful eyes of the state let the plants grow out of control. The Armitage Institute (TAI, and yes we are still a thing) conducted several tests. Sutica proved positively on the tests including the Moonmoss and its habitat. It is not dangerous yet. But it is growing out of proportions in the common river, the port and the underground basin’s. The Armitage Institute calls upon every willing man and woman to take down these bodies. They don't have to go extinct from Sutica, just lessened in population. Moonmoss emits a glow in the shallow waters of Sutica. When one decides to make the swim into the dark, they might get benefits out of it. The moss can be used as anti-inflammatory medicine aswell. If they are removed carefully and with patience, they can deliver this specimen to the regular hospital/medic post and get a reward for it. If not acted upon the spread they will keep growing until they take over the whole floor of the sutica water's. Take this alert to caution. The Armitage Institute.
  23. When This knife comprised of any kind of pie, pumpkin, strawberry, cake, egg, poop, urin, wood, silver, gold, live ferrets, live bears, live owls, live cats, live bats, a bat, a bear, a cat, or even a blueberry pie, touches a living thing, then that thing will be consumed by the pie and turn the pie into a pie shortsword, then a pie sword, then a pie longsword, then a pie greatsword, then a pie. all with the same properies, except for the pie, which is just a normal cow pie. (pile of cow poop)
  24. (A Depiction of Humble Servants of The Creator gathering amoungst themselves peacefully) Circa, 1725, 9th of Sun’s Smile A man sits in his study, Eyes follow trails far too muddy, Lost is his mind, Forgotten when it is time, Let us look to our predecessors we’ve forgot, For we may continue on to one hundred new Empire’s, Or not, “Do not allow your Monarchs, Bureaucratic Patriarchs, and inept Dukes decide your fate, for they shalt leadeth thee into oblivion, and allow Iblee’s chaos to once again ravage our people’s GOOD hearts.” ”Look unto my eyes for I am a man created by Lord GOD, Lo’ I am the servant to whom is all powerful, I tell thee, and I tell thee.” The man hoists up his White Scepter; made of Lord GOD’s own bounty, “There’s work to be done.”
  25. The Under-Realm River of Kismet Location: The Under-Realm River of Kismet is a peculiar underground river deep within the mines of Kal’Varoth, the capital city of the Under-Realm of Urguan. It lies at the end of a long series of cave systems. One could reach the river without much trouble if equipped with proper cave traversal equipment and a proper amount of provisions. Geography: The trek to the river begins at the entrance to the mines in Kal’Varoth. At first, the mines are heavily worked, with various mining tools being scattered about the cave. Deeper in the cave, dwarven work become scarcer and scarcer until reaching the breach leading towards the Under-Realm River of Kismet. Once on the path to the river, untouched cave passageways and chambers bring whoever wanders them deeper and deeper underground. Gemstones and ores are abundant, and shine brilliant colors off the light of an explorer’s torch. Further down, a silvery moss begins covering a single long passageway. The moss holds no special properties in and of itself, but nutrients within the moss give hallucinogenic effects to whoever touches the flowers blooming from the moss, pszichedelikus virag. The jade colored flowers, pszichedelikus virag, give off a slight glow and induce intense hallucinogenic effects onto anyone who makes direct skin contact anywhere on the flower. All five senses are dramatically altered for a time dependent on how long one makes direct skin contact with the flowers. Effects on Afflicted Dependent on Time 1-4 seconds: Intense hallucinogenic effects, the afflicted’s senses are all dramatically altered. Paranoia, feeling of invulnerability, and deep retrospection are typical during the experience. The experience is manageable by oneself, albeit very hard. Being assisted by someone else will likely aid the health of the afflicted. Effects will last around twelve hours, and the afflicted will feel normal after about sixteen hours. 5-10 seconds: Heightened hallucinogenic effects, the afflicted’s senses are severely impaired. They will likely be unable to function on their own for at least a day. If not monitored, it is likely the afflicted will accidentally harm and/or kill themselves. The effects will dissipate after a day, but it will take three days for the afflicted to feel normal once again. “Afterglow” effects occur after the initial days time is up, affecting one sense at a time. An afterglow could be as harmless as smelling food that is not there to feeling like you are burning alive despite being physically normal. 10+ seconds: The afflicted will experience severe hallucinogenic effects that almost entirely alter their sense of reality. Manic behavior is certain as the afflicted will be completely out of touch with what is and isn’t reality. After about three hours, the afflicted will suffer a brain aneurysm and die. Geography cont.: Picking the flowers from the moss will kill the flower immediately, as they cannot be separated from the moss; however, they can be transported assuming the moss it is growing off of is still alive. If the flower is dead, only minor hallucinogenic effects, similar to making contact with the flower for one to four seconds, will occur regardless of how long contact is made. The buds that have yet to bloom are entirely harmless to touch. The river itself is at the apparent end to the passageway, and it flows from the right wall downwards to the left. Darkness covers both the right and left as well as across. Any attempts to traverse the river will be met with an increase in the current speed to the point where one cannot possibly swim in it. The water is around twenty feet deep. If contact is made with the water, no matter what or where, the one who made contact will be unable to break free, and they will be swept down the river by a sudden burst in the current’s speed. Civilization: There are no civilizations evident at all in this area. History: Not much is currently understood of the cave system leading up to the river. The companion post in the spoiler sheds some light on its discovery and the initial expedition, but nothing is evident from its exploration thus far. *wink* Purpose: The purpose of this world lore is to introduce the beginning of a (hopefully) long series of areas I hope to create for the dwarves of Arcas. This area is not purposed to be a one-off event area, but an interesting place to explore and build in. Creating a common story around this area and future areas will provide a meaningful, entertaining story for players, even non-dwarves if they want to show up. The area is meant to have a consistent purpose, rather than a mob pool and RP item hand out. Players will able to interact in this area by building in the larger chambers, and exploring the passageway down to the river. Interaction with the flowers has the potential for an enjoyable RP experience, and further interaction with the cave itself. This does and will not interfere with any canon present on LotC as this is a completely original idea to the best of my knowledge, and does not involve other pieces aside from the standard dwarven lore.
  • Create New...