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Found 139 results

  1. MoonsWolf_

    Faoladh [Creature]

    The Faoladh ~History~ After the war of Elcihi'thilln, the leader of the Silver City turned to a researcher named Aelthos, who changed Lomal (the leader) into a snow elf. What the young Aelthos did not know was that one of those people that volunteered to be turned had a young wife who was left in the cold to wait for her beloved who had left for war. After a time of him not coming back, she packed her things and took to the snowy woods, forgetting her cloak behind her. And just like that, a snow storm wiped her farther and farther away from any civilization, while her and her undiscovered child tracked through the wind. She had not know of the child resting within her, but and only though it stress, and so, when she found a cave underneath a fallen tree, the elf women soon died. Not much time later, a Fjarrugiauga found her amongst the snarled roots, her final breath long gone, but even still, the Frost Mother cried out to the God of Winter, Wyvrun, and somehow, the message got through. Wyvrun, also known as Old Father Winter, had a soft spot for females and abandonment, and so, he told the Frost Mother to go out and find the nearest dead animal. An so, as she was told, the Frost Mother went. The Frost Mother came back with the carcass of a newly felled female Ker Wolf who had died of old age not to far from the Elf, and dropped it near the body, the two laying side by side, wolf and elf. Old Father Winter then looked inside the Young Wife, and found the babe, who was dining slowly, but not yet dead, and so He took the child from the womb and placed it's spirit into the wolf. The legends are not all completely sure of what exactly happened to make the next day possible, but they say that the next evening, a white and red pup stepped out of the cave, completely healthy and already 1 month old, and another female Ker wolf came to the pup and cried it off. It is also said that when the Faoladh's are in human/elf form they are master potion makers, but it is unknown because of their secretive nature. And so, the first Faoladh was made. . The Faoladh race are considered a gift from the God Wyvrun, but many consider it a curse because from the point you are turned and from then on you are bound to your pack, and there is no way to reverse the transformation, unless through death. The Faoladhs have a bad side as well, they are known for their combat skills and ruthless mentality, but it get worse. On Eclipse Moon nights a Faoladhs Packs will be forced to go out on The Hunt, where their bodies become more of a werewolf shape, more humanoid, and they are forced to go to their nearest town and kill as many people as possible. This form is known as Bazerk. This is why most people hate the Faoladh Packs, although many fear them so much they offer them gift as way to ward them off, although it doesn’t help at all and most of the time gets them killed. The Clipse Moon Night is not the only time that a Faoladh become more of a werewolf form, i happens when they are overly angry or iritated. A Faoladh in human or elf form is not a terrible sight, but it is not beautiful either. A Faoladh in human or elf form has a dull around it, any beauty it once had or happiness does not show in the persons "aura", and therefor they are a rather normal sight, although one can I identify them by their inability to speak. In wolf form, a Foaladh gains all of the things it lost in human form back. It is graceful and strong, beautiful and hard to resist. There are some legends that a young Faoladh female enticed a young man to come to her without anything but her looks, she then killed him and brought the hart back to her Alpha as a gift. But do do not be fooled, and human or elf that steps into a Faoladhs Pack/Den site will find their end quickly, no matter the person or time. Faoladhs go Bazerk more often than not given that they get irritated quickly and are ruthless. Many a men have tried and failed to hunt these creatures down, the hunting parties growing thinner and thinner. A Faoladh can be almost any race, although Orcs and Dwarves have a much harder time, and often die from the transformation process, but it has been know for a dwarf or two to make it through. (read more on the transformation process bellow). The Faoladh have had a long lasting hatred for the Fjarriauga, or Frost Witches, given that they are rivals in territory in the North. Although the Frost Mother from the first Faoladh did help her, the dependents soon forgot this when a young Frost Witch killed a litter of puppies. A litter of pups is a sacred blessing to the Faoladh, considering the infertility of the Faoladh is much like the elf's curse. For a human turned Faoladh a litter is celebrated but not as much as a litter from an elf turned would be. The rules for the Faoladh's are simple, although they are different for each Pack, the unanimous one are listed bellow: -No hurting or treasonous acts against the Alpha -If the Alpha has pups, they are to be protected above all else -When hunting, consider your Clan mates and remember your station -Never try to mate with an already mated male or female The territories of the Packs are operated by the climate and geography, and much of the time, they do not feel they need to expand, but as with the Leathnu Te, it has been known to occur before. The Spring Pack does not guard their boarders as well as Fall and Winter, because of their close relationship with the other races. The Summer Pack does not guard their borders unless a fellow Clan or war is happening, while the Winter Pack guards their borders so closely that even a Gravis is checked and either killed or let go, as long as their are no pups out. The hierarchy of the Pack has one leader for each of them, and two Betas to protect and serve the Alpha. The Tiers of the system are listed bellow: Highest ranking: Alpha- runs Pack and makes sure all other Pack mates are in line. Do not challenge. Second Highest: Betas- there are two Betas, usually both women, they protect the Alpha from any attack that she does not see. They also are the go between the rest of the Pack and the Alpha Alpha Apprentice: Dara- the Dara is a young female Faoladh Trodai who will one day become Alpha, unless a challenge occurs. Middle: Trodai- the warriors of the Pack, they make up the rest of the Pack. Middle low: Baegnach- the warriors in training. Low: Pups- self explanatory. Protect at all costs Pups are the joy bringers of any Pack and if you are born a Faoladh, you are considered "High Born" and even higher born are the elf pure bloods. There is no difference between Faoladhs turned by death or born, although the pain process is different. Pack Mothers are the Women Faoladh's that have recently given birth to a litter of pups or are nursing in the den. The mating system for the Faoladhs is no different then the Ker Wolves. Once mated, you are mated for life, unless your mate dies or given that Faoladhs are also Humaoid, if your partner cheats, so pick well. Alphas of the Faoladh are known to be ruthless and kind, it depends on the leader, but all Alphas need to keep the peace and justice of the Pack, making them the executors of traitors or Leaders of Rituals. Leaders are chosen either by another Pack Mate challenging them to a fight to the death, a Dara being assigned the position when the Alpha deems them ready or by old age, in which one of the Beta's are chosen (this is rare given that Faoladhs have a very long lifespan, humans extending to 300, elves even longer then their previous enlargements). The changing of a human or elf to a Faoladh is a painful process consisting of a month of migrants and bones breaking and realigning. The stages of the process are listed bellow: The first three days) headaches begin to occur, causing hallucinations and screaming. The next five days) bones begin to crack, your spinal cord shifting to become more lenient. The next 7 days) fur begins to slowly sprout from the skin, fingernails lengthening and the skin on your body becoming paper thin. The next 12 days) The bones that had been broken begin to realign, causing another bout of excruciating pain while long canines grown in the mouth. The last 4 days) the final piece is the actual transformation into the wolf form, which is known to be the worst part, as it all happens at once. The following transformations are easier, but still painful, which is why some people prefer to stay in one form. The main drawback of being a Faoladh is that if you get any sickness, you are susceptible to becoming a wolf forever, any therefor never change back again. It is taken as a serious problem and the Pack take as much care as they can. The Packs have a system for traitors which is followed out at all costs: -If a Faoladh gives away their pack or Alpha, they will meet out rightful justice - If a Faoladh kills or harms any pack mate, they will meet out rightful justice - (The sentence they are given will be carried out by the Alpha, and so the things they do are not all considered death worthy.) Many Faoladhs go Bazerk, which is when a Faoladh decides to remain in wolf form but has such a hate for humans that they go into the Bazerk Wild form, which looks like a werewolf from American ledgers. Bazerks roam the countyside and kill off animals and any humans they can get their claws on. They sometimes join forces and wipe out towns, but it is rare given that they are so driven to kill that they often kill their own kind. It is incredibly easy to become Bazerk, and once fully Bazerk, you are forced to leave the Pack for the greater good, which causes problems with the human life around the territory. The only way to become a Faoladh is to either die, and to have a Faoladh find you within an hour of death, as to not let the decomposition process go too far, or to have the Alpha or Beta of a Pack mark you. There are four Alpha's, one for each pack: The Fall Pack Habitat: lives between The Summer Pack boarders and the Winter Pack boarders (Haense-Holm) Diet: Carnivore and/or Man eater Size: Are the smallest sized of the Faoladhs; four feet tall at the head. Color Verities: Ranging between Red-White and anything in-between. Skill set: -The most agile of the Faoladhs and in Human/Elf form are better at long range weapons then close knit battle. -The most cunning out of the four Packs -Have the most Elders to protect -The most old Pack, given their long life spans -Smallest Faoladh Pack but don't be fooled -Amazing accuracy. The First Leader of the Fall Pack: The First leader of the Fall Pack was a women named Saoirse who was a small human women who was killed by her best friend outside of Haense, and was turned into a Faoladh soon after, she was the second of the Four Clan Leaders to be born, and attracted many more followers from the surrounding area to her. As she was very intelligent, she spent most of her time in Human form, and wrote books about the world she saw around her. It is said that The Fall Clan still has a Library deep within their territory which keeps her secrets hidden. The Summer Pack Habitat: lives between the Fall Pack and the Spring Pack (Holm-Krugmar) Diet: Carnivore and/or Man eater Size: Second largest Faoladh Pack coming up to six feet tall at the head. Color Varieties: Ranging between a brown-to a golden white. Skill set: -The Summer Pack is known for it's potions and it's magic, they are rarely fighting with another clan as they are the peace makers and have given up much of their land to the Fall Pack because of this. It is still to be seen if they will ever help in battle. -The most laid-back of the Four Packs -Avoids conflict with humans/other races at all costs The First Leader of the Summer Packs: The First Leader of the Summer Pack was known as Aofie. Aofie was a young Druid girl when she was turned by the leader of the Winter Pack. Having lived in the heat her whole life, Aofie left the Winter Pack to journey out, seeking a warmer pack. at this time the other three clans were already made, Spring, Winter and Fall, and so her first bet was to get to the Spring Pack, but she did not make it before she fell in love in the Nomad Territory, which was not claimed by any pack yet. She stay their with her beloved until he died of old age, being a human. She was left with a litter of pups witch she delivered the next Summer, and was forced to settle down. Soon, more and more Faoladh's started flocking to the Nomad territory and she had to take control of the Faoladhs, and so she made the Summer Pack. The Spring Pack Habitat: From the edges of the Summer Pack to the Southern Sea (Krugman-The Southern tip/ or the Warhawkes) Diet: Carnivore and/or Man eater Size: The second smallest, ranging from four feet tall at the head to five feet tall. Color Varieties: Ranging from dark brown to black Skill set: -The Spring Pack is known for their quick battle field healing and their hand to hand combat skills, and also their intuitive powers. -The most cautious of the Four Packs, but also the most communicative by going into the human/elf/other world and blending in. It is a skill that every Pack must have, but is highly used by the Spring Pack. -Dwell in the city's in their territory, which is considered a disgrace to not at least have a place in the wild for them to meet. the First Leader of the Spring Pack: The first Spring Leader was an older Dark Elf who was in their later 200's. Having gone through battle, Fiona was skilled in swords and daggers, but excelled in hand to hand combat. Being an older elf, she told her friends and family that she was going to travels, for she felt that she was close to the end, and so she set off for the ocean. Having reached it, she fell to the ground and wept for the life she was soon to lose, and died on a cliffs edge. No-one knows if it was a broken heart or suicide, but she was then turned into a Faoladh, and roamed the ocean sides, picking up followers and spreading her teachings across Atlas. Although her Pack is know for its communication, Fiona never left wolf form, and therefor never saw her family again. The Winter Pack Habitat: Form the edges of the Pack to the Northern Coast (Haense-Rivia) Diet: Carnivore and/or Man eater Size: The largest of the Faoladh, they are the size of a small horse, standing at six to seven feet tall and the head. Color Varieties: The Winter Pack has wolves that range from white to black, with any tint to their fur. Skill set: The Winter Pack has very little known about them, being the most secretive of the Four Pack. The only skill set we do know of is that they are amazing in battle, but also the most brutal Pack. -Vicious to outsiders -Hate humans -Spend much of their time in Wolf form -Most difficult to conceive given the cold climate The First Leader of the Winter Pack: The founding Faoladh was the leader of the Winter Pack, en which you can read above ↑ -------------Red Lines----------- -You cannot play as a Faoladh unless turned by an Alpha or died with a Faoladh in your company or finding you. -You can only use your Packs specific magic (if it has one) if you are taught by one of the people first -If caught turning you must give the person whatever they want, unless they ask for your life or something to do with your Pack -You cannot assume you were just born into a Pack, you can either be born and your parent died a Nomad or find a Pack Mother and be born from her.
  2. TheDragonsRoost

    Magic of the Oblivion

    There is the Void, an endless and boundless pit of nothingness that takes as much as it gives. This is the origin place of all voidal magic on Atlas. However, there may be something far more darker and more dangerous than the Void. It is called Oblivion and it affects the body and the mind in far more deadlier ways than voidal magic. Casters of the oblivion school are able to counter the effects of the voidal magics by taking the effects of the voidal magics and putting it on themselves, granting the voidal magic user more strength, however once the oblivion mage dies (even once), that strength instantly disappears and cannot ever be recovered, leaving both the oblivion mage and the voidal mage without strength. This leaves the oblivion mage with very little time before the forces of nature begin to recoil onto the mage, creating Oblivion Recoil. There is no way to counter the effects of Oblivion Recoil at all, no matter how advanced you are in the school. These same casters can mess with the natural world, spreading plagues and fracturing a small area around them. The way that fracturing works is that the caster has to spend some of their own mana to create cracks all around them in a small area and sustain at the same time as an opposite effect happens called Counter-fracture where the natural world is fighting back with a lot of forceful tension to correct the fracture that the mage generates. Fracturing is meant to act as a barrier around the mage, shielding the user from magical attacks alone for a short duration of time or after some damage has been sustained, whichever comes first. Regardless of whichever happens, the Recoil effect is given to the oblivion mage. However, there are very great dangers to the oblivion mage alone as it means the person is no longer affected mentally by the void, but by the soul-destroying forces within Oblivion itself. By taking the energy from Oblivion to cast the spell that the mage casts, they are slowly affected over time by the energy of Oblivion itself. The energy (or mana) of Oblivion means that it siphons all types of strength that the user has, no matter how powerful or strong-willed they are. It varies from caster to caster on the effects on mental instability due to the Oblivion energy, but it ends the same way with an irreversible death. Many masters of Oblivion sought out a way to counter all the negative effects of the corrosive energy within them, but as Oblivion is a near-omnipotent unnatural force, it cannot be countered. Many have also sought to gain true immortality from this unnatural force, but no one has found a way to do so before they succumbed to the mental breakdown and full-body disruption of Oblivion magic. Perhaps with the study and practice of the art, one may gain a resistance or even a tolerance to the power?
  3. GaiaLoTC

    Tome of Strife

    Copies of the Tome are sent to the Libraries of the Naelurir, of the Mother Grove, and to the druii of the Maelstrom for all that wish to read them. They are marked with the Circle of the Emerald Way. The Tome of Strife Writings of Sister Hurricane “To will change upon the self is to change the world. Only through will can all balance be attained.” - The Axiom of Will, Teachings of Sister Hurricane I. The Absence of Understanding The Lord and Lady have blessed you with eyes to see and ears to hear, and a whole world to experience. Yet we remain blind and deaf to most of it. I remain blind, despite teachings that were meant to open my eyes and help me see the world for what it was. We consider it a great tragedy when one falls to darkness, when they stray away from the teachings of the order, and when they fall into hands that turn them to violence and disparity. Many of our students are failing, falling to darkness in their belief continuously. Those that remain follow blindly to their teachers, like sheep, unable to think past the surface of druidism. Most haven't thought yet to dive in. We are missing something within our teachings. Missing a piece that keeps the ambitious prodigies away from darkness, and a piece that allows others to break their chains and to be free from the slavery of secular thought. The teachings of our order, I find, ignore the dark of the world. They preach only the light, and are blind for it. I have sought the contrast myself, the dark to compliment the light, not to oppose it. I will not tell what I have learned here, only that the current teachings do not hold all of the answers you need. By learning what they have not taught me, I have seen what makes us weak. If you are to truly understand, then you too must seek this contrast, not adherence to this single ideal. To believe in an ideal is to be willing to betray it, to look where it may forbid you to go. It is a lesson of strength. If you do believe in an ideology, then find its opposite, so that you may reinforce it by correcting its flaws. Become what strengthens an ideology, not a slave to it by following it dogmatically. Without this contrast, we are but marionettes, tangled in the strings of weaknesses in our ideologies. II. The Value of Struggle and Self Reliance Pure benevolence weakens the self, and those to whom it is cast upon. Do not roam the world, dispensing pity and self sacrifice unto others. By giving others the chance to fight their own struggles, internally and externally, we give them the chance to cultivate their own will. Do not be a thief in the night, stealing strength from others where you would mask it with benevolence. If you truly wish to help another, recognize the value in letting them cultivate their strength and will through their struggles. When they triumph, their victory will be far greater than it would be if you would help them. Through your own struggles, cultivate this inner will, and you will find the path to balance. Create a strict reliance on yourself, rather than your connection to the balance, to the thing you protect. Too many druids of our age focus on honing their gifts to better serve the lord and lady above on this earth. I ask you, strip them of their gifts, and what do they become? Only empty shells, incapable of enacting their duty to the balance without the gifts of the aspects. And that is no true disciple of the balance. Without will, we are nothing. This brings us to a fundamental question: If a druid loses her powers, is she still a druid? The way you would answer would depend on your view. If you say no, you believe inherently that only those with the gifts can make a difference in this world, and you are wrong. The devout, druii without gifts, are simply those with greater will. With the proper will, everything can be changed, such is the nature of will itself. Druidism is something greater than simply gifts. Those that would choose death over a life without their gifts are those whose wills are weak, and were unworthy of them in the first place. III. The Nature of Life and Death The Mother above creates and cares for life throughout the world, and spreads it over the land. Helps it grow, nurtures it. Heals it. Guides it. The energy of life exists through all living things. Tt surrounds us, penetrates us. It binds the world together, and unifies it all. It is fluid, like the water that carries it. This is known. Death does not exist. This life created by the mother never leaves this world, it merely passes from vessel to vessel. The fallen elk feeds the grasses, and the prey feeds the predator. On and on the cycle moves, life being poured from vase to vase. It holds many different shapes and forms, but at its core, all forms are simply life. We are no exception to this. It is because of this that the role of the father is oft misunderstood, however. He is not death, nor is he the hunt. His name is strength, not for his ability to take life, or hold mastery over it. But for his power to move the energies of life from one vessel to the next. It is from his will that the balance exists. It is from his own will that life moves from vessel to vessel, never stagnating, never finding stillness. It is due to this change that life is truly precious, and each form just as valuable as the last. So where do we lay among all of these vessels? Where does our power come from? We cannot define ourselves by our ability to take life, to control it even or possess it. To do so is to have nothing, truly. Death does not exist, and if you define yourself by your ability to usher it, your strength is as fleeting as grains of sand in the wind. But if we define ourselves by our ability to will great change in the world, to move and change the vessels of life as Cernunnos does? That is true strength, lliran. This is what the focus of druii should be. Cultivating the will to usher change. IV. Facing Conflict I speak much against a neutral stance, and this much holds true. One should always act when they have the opportunity to, and when there is greater suffering in the world. But I have not always been clear on what it is to act on, or how one should carry themselves. In my life, I have been through many struggles of my own, and this is the view I have learned thus far, and it is the view I shall give unto the Emerald Way, that others may find a better way to approach their problems. Live your life, and act with great respect and wisdom, for you must be a beacon of change for the world, a fount of knowledge and veneration. Without strong principles to guide us through our own morality, what then can we enact our will from? A principled life, one with a strong basis for which we act is the only life worth living. But what is principle without the perspective to see the world around you as it is? Through rigorous meditation we gain clearer perspective, and can find the solution to any problem. When on your journey through life, take one step at a time, look up from your feet and observe the living world around you. Speak to all you may meet and soak in all the details you can, learn what comes to you. Life is to be savored, taken slowly. Rashness is the path toward greater suffering. Will. Principle. Perspective. These are the three great values that the Emerald Way promotes. Through these values, act with a tempered and clear mind, and seek always to see more than what you are shown. From these values, we find the strength to change anything in this world. Even destiny. V. The Place of Gifts and Tools I have said before, the druids rely on the gifts far too much. It overtakes their being, and in some cases, druids cannot function in day to day life without the use of their gifts. It becomes a crutch, one that would leave a druid crippled without it. Such deep rooted dependency is something to be avoided, something to be shut down and moved away from. And even in our divine mission, many rely entirely on this aspect-given gift to do our work. Without them, I don’t doubt that many would fail in their mission, that they would cease to protect the balance without their precious gifts. And I sense an even more sinister plot. That many druids are here only for the power that they may receive from the gifts. Devotion is a scarce thing to see these days, true devotion to the lord and lady above. Many druids fall, and when they lose their gifts, they simply move onto something else that may give them the power they seek to enact their wills. Give many of the druids of the order only silence, and you will truly see who follows the aspects. But you may see this as me having a negative view of the gifts, which cannot be further from the truth. I have only a negative view of druids that rely on such gifts, that depend on them, sometimes to the extent of needing them to live. Such reliance is weakness, and weakens the order as a whole. However, the gifts themselves are not to blame. We have many tools at our disposal to aid us in our mission of preserving the balance of life. Our mind, our physical strength, our charisma, our words, and yes, our gifts. The gifts are but one singular tool with many uses, just like the other tools. You do not need the gifts in order to protect the balance, just like you do not need the gifts in order to be a druid. To believe that one must have the gifts in order to carry out our divine mission is vanity, don’t you see it? I would rather a devout person without gifts that protects the balance to the best of their ability rather than a druid who uses their gifts for personal gain, or one that seeks personal power. The Order should enforce teachings of these inherent tools that we already possess, and their uses in protecting the balance, rather than preparing them to rely on their gifts. Teaching students that only their new power can preserve the balance is a dangerous and self destructive way of thinking, and is the reason behind many of the greatest failings of our order. There is a silent lust for power within our teachings, I think, and we are utterly blind to it. Always, the next step in learning is to master a new gift. At least, this is what I have seen in the world. There is a great flaw in this method.
  4. GaiaLoTC

    Tome of Two Balances

    Copies of the Tome are sent to the Libraries of the Naelurir, of the Mother Grove, and to the druii of the Maelstrom for all that wish to read them. They are marked with the Circle of the Emerald Way. The Tome of Two Balances Writings of Sister Hurricane “To will change upon the self is to change the world. Only through will can all balance be attained.” - Teachings of Sister Hurricane, the Axiom of Will I. Morality as Inner Balance On yesterday's eve, I witnessed a sight most common, though for some unknown reason, it struck me strange. An elk was torn into by a beast, and ripped into, to eat. A common occurrence, yes, this is known. Tis’ the way of nature, the beasts eat the common gazelle, and so on. The predator eats the prey, and the prey feeds on what it can. There is no evil in it, the predator must eat as much as the prey, and the prey must eat what it can. There is only survival in it. The predator feels naught for devouring its prey, nor does the prey when it grazes upon the grasses, despite life being taken from the world. Such is the unseen way of all natural life. Life passes on and on and through each moving piece of it. There is no evil or good in the natural balance, only what is and what survives. Such also is the way of druidism, our gifts are given without thought of good and evil, but with only this delicate balance of the cycle of life in mind. Druids are expected to be as neutral as nature in this sense, are we not? It is the duty of druids to correct the balance, wheresoever it may be corrupted, without heed for borders. It is our duty to correct it, we must. We have been charged by the aspects above to do our sacred duties, and the order has decided we must do it this way, completely neutrally. But this charge ignores a most fundamental principle of our life as descendants, of how we have grown and developed to live with morality, to have the sense of good and evil, and all in between. It is what makes us what we are, it is what gives us our humanity, and this makes us truly and beautifully unique. We are not a part of this balance the aspects have created for us, but we surely live with it. Though, to attempt to live without morality, to attempt to live neutrally and strive to think as the aspects do, without heed of what is good and evil, this is unnatural of our own being. It makes us only as simple as the beasts and prey that are in the balance we seek so desperately to protect. We cannot, and we should not deny what we are, how we think, but we must find a balance of our own, and look over the balance of nature with a sense of right and wrong. To live along with both the balance and the descendants, separately, yet together. In this, we are allowed to exercise our sense of right and wrong and do our duty to protect the balance with great strength. It is not the nature of men to keep out of everything. One would say it distracts us from our duty, to say, be a part of a nation. This is not the case, I don't think. I might even say it better allows us to perform our duties. While we cannot live as neutral, we are able to do our best to spread what is good, and what is just. It is of the utmost importance that druids maintain strong ties to the world they live in and protect, they cannot fly above it all. Neutrality is a disease that leaves men weak, and staggeringly alone, as many beasts are. Fellow priests of the balance, I say to you. Do not catch the disease of neutrality. Hone your sense of right and wrong, fight always for the path of good for you and your people. Do not become unnatural men, stripped of all sense of what is good or evil in the world. In morality, we find our strength together. Apathy is a fate worse than death, for even a rotting corpse feeds new life. II. Will Within Balance We are inherently separate from the thing we protect so dearly, as druii. The balance consists of life around us, the seen and hidden movements of nature ever moving in a circle around us. The birds and trees die out, but there is ever a forest standing, no? Songbirds fill the air, do they not? We are ever surrounded by life, yet death lurks and strikes here and there. No matter how oft or how heavy death’s strikes may be, life ever moves on. Many druii take our duty to protect the balance as a sign that the world is weak. It is the opposite indeed, for the balance of the world knows a will far greater than our own. Life will find a way, no matter how damaged it may be. We druii exist only as a means of preserving the balance’s state, and correcting it where we find imbalance. Yet as I say, we are inherently separate from the balance of the world. Instead, we hold a force of our own within, potentially even equal to this primordial balance of the world. The balance of the self. The Emerald way is, at its core, the way of two balances. One cannot neglect this balance of the self when protecting the balance of the world, for it is far more fragile, and far weaker. This balance, in a way, is even more important than that which the druii are sworn to protect. With this separation from the balance of the world, the circle of life is entirely indifferent to us, to our very being. We have little sway over it, though many druids seem to rely on it for their source of strength. They use their gifts frivolously, and have grown dangerously dependent on them. They fail to realize that to rely on their gifts to protect the balance is dangerous, and leaves men weak. No man or woman can hope to fully control this primordial force, and they are left with atrophied bodies, defenseless without their gifts. They fail to realize that true strength comes from within, and that in order to change the balance, and protect it, we must cultivate our own will to match the strength of the world’s will. While faith is important, true strength is drawn from our own volition; The power to use your will, which is equally important as obtaining power itself. Never live for the sake of another, or an ideology. Live for yourself, and no other. With that, we empower ourselves to carry out the will of the aspects, to protect the balance. III. The Nature of Will A man can change everything if he is willing to sacrifice for it. The greatest sacrifices require the strongest wills, And we must give much for the salvation of this world. In the beginning, we have nothing. Our privilege is the dirt. In such darkness, our will guides us to light Perspective pierces the veil of dark. Our birthright is our failings, and the pain we suffer. When darkness comes, we can rely on no other to face it for us. Only in our willpower can balance be attained. IV. Beings of the Present Self The balance does not, nor can it be made to be still for long. All things move until they pass on, and even then their energies move ever forward into other forms, other vessels that will move on and on. And from movement, movement is born, ever arching outward. You, druii, are no exception to this commotion. We constantly expend our energies in creating islands of quiet within our lives, trying to still the waves that march ever onward, yet it cannot last. Time encroaches, it consumes all things. Fling yourself to the waves of life, druii, engage in the here and now, and you will find that the key to living is your own will. The will to see life for its flaws, and the will to better it, to create your own waves. One cannot focus on the waves that have long since passed, the echoes of feelings you once felt. The past does hold merit in giving us its teachings, but from there, move on. It holds nothing for you. Let the past die, and use what you have learned to shape your present. With the lessons of the past, we can focus on dealing with what is here and now, with the waves that crash over us. Use what you have learned to enact your will, and shape the waves around you. And perhaps prevent a tidal wave from overwhelming you in the future by dispersing it before it happens. By changing your destiny. There is no lasting stillness. It is impossible. Accept this. Know it in your bones. Watch the world happening around you, and through your will, forge your own echoes, your own cadence in this world. Live in the moment, and your will can shape the future. V. The Balance of the Self My words earlier in these pages were far too simple, I’m afraid, for they leave out a great deal in seeking to express the point, but they failed to truly explain my deeper meaning. Earlier, I stated that the balance within consists of the will to act on the sense of good and evil. Though I do not refute that, I’m afraid that the truer meaning of the inner balance is lost on such words. Good and evil are a point of view, different to each person. I have found better words to explain such a dichotomy. Instead of viewing the inner balance as the senses of good and evil, replace such words with selfishness and selflessness. To act for the self, and to act for others. This opens the situations to all by providing a common meaning. You cannot have one without the other in life. Pure selfishness only harms others, and amassing your own power can lead you to enact your desires. Instead, one must use the powers gained from selfishness to act selflessly in life. To sacrifice for the good of others, and of the balance. But beware, lliran. Pure selflessness is just as destructive as pure selfishness. Benevolence for the sake of benevolence leaves you in a worse position than when you started, it weakens you and sacrifices your own strength to help. In addition, it robs others of their struggles, their own opportunities to learn and gain their own strength. Never sacrifice your own strength to rob another of their struggles. As I said before. Recognize the value in letting people fight their own battles, and they will be all the stronger for it. Selfishness for the sake of selflessness- this is how we can protect the balance. By enacting our own will through this, we have the strength to alter the balance and preserve it. This inner balance is not inherent to druids, or even the balance that they protect. It is inherent to the descendants, this ability to act in selfishness and selflessness. It is where inner strength is drawn, the will to enact change upon the world. Such a principle applies to all aspects of life, and so it is important that druids hone their will to act on this sense. A druid who has mastered their ability to act on this sense will go far. A soldier who has mastered it will find his enemies falling before him. A farmer who has mastered it will know only bountiful harvests. It applies to all paths through life. If we cannot find the strength to act on this and hold balance in our sense of selfishness and selflessness, how then can we hope to protect the primordial balance of the world? We cannot.
  5. -=-The Dawn of the Red-Cloak Inquisition-=- The Red-Cloak forces giving justice to the realm by burning a vile elf-lover, who brought an elf into her chambers and interbred with it. -=- The Red-Cloak forces found their-selves rallied for a cause greater than this world, the men of Renatus, the men of Haense, the men of Belvitz, and the men of Atlas, all united under one banner to relinquish the elven scum from the lands of Humans, and bring back the justice of GOD. They found themselves marching towards Haense, the known capital of harboring elves, and what they found was more sickening than an elf itself. They found a woman by the name of Alayne av Grimrich, or Alayne Tosali, who slept with an elf prior to her marriage to whatever Grimrich she is married to, being declared by her brother, Arstan of the House Tosali. The men began to tie her up, and bring her to the Flame of GOD for justice of the realm. They placed her on the cross, and said prayers to calm the souls watching, the scene was glorious and holy. The vile elf-lover screeched as the men did their duty, only departing after she was gone. They all screeched the call of "Bog Vedet Nas!" or in other words, "God Guides Us!" The men found themselves marching back home, ready to secure the fate of another heretic who wishes for their trial. Alayne av Grimrich looking to the crowd as she awaited her trial by Flame. -=- The men lighting the cross and giving justice to GOD for allowing this filth on his land for so long. -=-
  6. Okay guys so this is like very epick sad, please five retweets and plus 1's XC
  7. Username Porkour Discord Porkour#0123 Timezone GMT -7 What group/playerbase are you most involved with? Orcs/Dwarves Staff History I was a forum moderator in 2012 for three months, sorting threads to be cast away. I served under Gemmylou at the time. I found a calling towards the Media Team where I served under the guidance of Acerbuddy (Haelphon) from the time I left FM to around early 2014. Ban History Yes, a month into my first time playing on LotC in 2011, I misunderstood the no-rp killing and killed a player orc after being provoked. I was warned by Robin Drake, whose warning point scars my profile to this day. Blacklist History: I have not been blacklisted from the server. What do you want to join the Event Team? From the day ex-admin shiftnative suggested the idea of me becoming and roleplaying a pigman. I knew that I wanted to create a form of dynamic yet within lore, different roleplay. Something that will make regular races question the existence of my being and learn to disfavor or favor the outsider. Through my years on the server, I have learned that everyone has a different take on what to make of the pigman. Some have chosen to befriend it, and welcome it into their community, others have chosen to cast it away usually in the form of consumption or by force. The Event team interests me much to entertain the server, and to provide a sense of meaning and purpose to why we are all here in LotC. I feel that the server could benefit from someone who has lurked among the shadows and patiently watched as time passed by without much interference. Why should we accept you onto the Team? I admire the Event Team because of their strong abilities to keep people engaged in rp. Every time I see an event go on, the community comes out of their holes and unites for a brief moment. I could be a good asset to the team and provide plenty of ideas for the group. I have a unique mind, one that has matured over my years here and have a friendly personality. I was short tempered before, but I have moved on from that time and realize that in order for everyone to be happy, I have to work as a part of the team and not against it. What kind of events do you aspire to create?: The events I aspire to create will mostly consist of high fantasy quests and challenges. The thrill of seeking treasure, casting a curse out from the realm, rescuing an notable icon in the hopes of wealth or recognition, or simply not becoming a lost soul. Quests that involve perilous journeys to a deep dark wood in search of a cure for a town struck with illness while battling plethoras of unworldly creatures, obtaining secret information from a group of bandits terrorizing the streets. One that I would dream of creating, is an ongoing event where characters can prove themselves worthy of being one of the best, if not the best. I want to create events that can be cherished by the community, those that don’t necessarily involve violence and engage everyone in it. What makes a good event? A good event requires time to plan scenarios. Scenarios that arent one-way, and have many paths that could go in case the original plan fails. A good event requires depth, descriptive sentences that paint a vivid scene in the readers mind, so they can picture the event in their own way. It will also require the community to make it a success. A good event may evoke a response from the affected community, it might strike fear in some, or bring rage or purpose to the roleplayers. A good event also requires a good team to help each other make it a good event. Create three in-depth event scenarios. I’m not looking for some prelude or whimsical idea here -- we want an indicator as to your talent and potential to be on the ET. You don’t need to write a word-for-word script, but we want a solid structure and plan as to how you’d organize and carry out an event: The Curse of Droc'Nalthor: Quest - Dynamic Fantasy Event A village has a deep dark secret buried deep underground. The villagers are NPCs that tell of an underground city that was once thriving with life, and is now a sanctuary for the dead. A curse they locked away for many generations has finally leaked itself out, due to seismic activity throughout the island. Those villagers (actors) would then occupy the local populi and bring them news of the impending danger. It is up to the community to decide how to go upon the situation. The villagers would go on about informing the people that this curse derived from the city their ancestors built and buried. Villagers will tell of their village, but not say where, except show them a map that points out the approximate location of their village. They can venture out solo, with a buddy, or a large group. When they arrive, they will see a desolate land that was once the village and encounter an onslaught of creatures that seem to pour out of a crevasse in the ground. After warding the creatures off, a storm will brew above casting bolts of fire down as the players seek shelter wherever they can find. Most houses will offer little to no protection against the elements, the other will lead down into the chasm where they'll find coffins and a river of blood encircling a massive city. This city is also riddled with creatures the players may fight or attempt to avoid. In the center of it all, is the source of the curse, where someone may have to sacrifice themselves to destroy it, or risk the lives of those he/she brought along. The event is concluded when a decision has been made. The chasms and ruined earth will seal itself back up, and the land restored as if nothing has happened, and the village that once buried the dead city, disappears with it. The players will move on and probably get a drink at the local tavern. The Dream Bed: Dungeon - Persistent Fantasy Realm Ever have those dreams where you end up waking up after 'dying'? What if you dont wake up at all? What if you actually die? A poverty stricken mother cries for her missing daughter after kissing her good night and waking up to her not being there. She claims she has never taken trouble for her liking and shown no motive for running away. Villagers(players) would learn that her missing daughter may be trapped in a different dimension where her bed is the portal between our world and her world. The purpose of this event is to rescue the mother's child knowing the risk of going to sleep in the mysterious bed. If a player dies in the dream world, they die in the real world. A mashup between Inception, A Link to the Past and The Matrix. Players will setup their own bed in the house, and event team will teleport the players into the dream realm. The dream realm can be set in the End, the Nether, or the Aether, each with their own fall hazards or realm creatures that may lead players to their untimely end. The event concludes when the mystery behind the disappearance has been solved. A Hall for Heroes: Arena - Dynamic/Persistent Low-Fantasy Realm A time of gathering has been announced from the heavens or via birds, of a city created for those who seek to prove themselves worthy. This may include gauntlets, a test of the mind, or a battle royale. Players will journey to this city where they can congregate amonst each other and participate in activities served by the event team. In this event, death may be a risk players have to take, and they are to come to the city emptyhanded for fear of loss items. This is at their own risk and may choose to bring items that do not give them the upper advantage. Events that happen here are merely for entertainment and bragging rights and include but not limited to; treasure hunts, master sculpting, horse races, spleef tournaments, Player vs Player (1v1, Team, Survival) etc. Victors will be crowded glorious in their event and remembered in the hall for heroes, a golden corridor where their achievements shine with the ascended. Participants who compete will be given free but not private housing for their friends and family should they choose to stay there.
  8. Tosali

    The Rothswood Guard

    The Rothwood Guard forming a blockade of the street during a raid in Curon from unknown combatants circa 1631. The Rothswood Guard "Bog Vedet Nas!" (God Guides Us) -=- The Coat-of-Arms for the Rothswood Guard which uses the Tosali banner in addition with a crow to represent their commitment to Haense. Application At The Bottom! History The Rothswood Guard hails its home from the Kingdom of Haense-Ruska on the continent of Axios. The roots of the Rothswood Guard lie within the Rothswood, a vast forest region just south of the city of Karlsburg. The guard was founded on the principles of serving Haense and House Tosali as a personal force to use in the wars to come, and it proved its worth in the coming years. The first actual recruitment of soldiers came during the Mardonian-Courlandic war where Ser Brynden Tosali took the remnants of the Haenseti army and marched them south to fight for Mardon, in exchange for their pledge to aid him in reclaiming Haense. Once the war came to a inevitable white-peace, Ser Brynden and the remnants of his forces formed the Rothswood Guard, taking its name from the geographic region where the Tosali manor was located. Once they marched home, they gathered their forces, swearing fealty to the current Courlandic Duke who ruled over Haense only to prepare for the restoration. The plan worked, and the Haenseti forces marched to the Tosali manor with an addition to the Lorraine forces secured by Andren Tosali's diplomacy. The battle raged on, and in the heat of battle, the Rothswood Guard pushed the Courlandic forces into their manor, allowing the Haenseti army to massacre them, winning the war and restoring Haense. Sadly, this did not fare well for the Rothswood Guard as they were casted out of Haense due to a diplomatic quarrel between Ser Brynden and the nobles of the land. They found their forces scattered, and not to be reformed till they landed in Atlas. With the disarray of the forces, rallying them once more found itself to be a hassal, but Thegn Arstan av Tosali pursued, and formed the Second Rothswood Guard who served the nation of Curon. The Second Rothswood Guard fought against the many raids and bandits who lurked the land, but never found itself in a true battle during it's span. Once Thegn Arstan was banished from the Duchy after questioning a decision by Duke Karl, the guard vanished into existence, now only being a remnant of its former self. Now, Andrik Tosali and his cousin, Andrei Dune seek to restore the once great force that was the Rothswood Guard. Rankings The Tosali Patriarch -=- Andrik Tosali, 1660-current The Heir Andrei Dune, bastard of House Tosali, 1660-current The Captain of the Guard -=- Erik Windsor, 1668-current The Master-At-Arms -=- Robert Carwell, 1669-current Enlistment Prerequisites -Must be a human to wear a helmetless uniform -If any other race, you must wear a helmet at ALL TIMES -Must be free of any oathes prior to this one. -Must be loyal to the House of Tosali above all. -=- Enlistment Letter Format -=- Name: Age: Race: Gender: Discord: Do you agree to be loyal and obey orders to the ruling patriarch?:
  9. ZhulikAltWithBadRepRatio

    The Embarassment of Haense, 1668

    The Embarrassment of Haense Issued and Confirmed by His Royal Majesty, the King of Renatus-Marna, Aurelius of the House of Horen, 13th of Malin’s Welcome, 1668 TO OUR BELOVED SUBJECTS, This Saint’s Day we have delivered a swift and bludgeoning blow to the morale of Toby-Junior’s coalition. One of the crutches of the coalition, Haense, was greatly embarrassed by their inability to maintain order and safety within their own coronation. For those who are currently un-informed with the transpiring of this Saint’s Days events, the Crown of Renatus-Marna thusly provides you a timeline summary of what occurred and how it occured. The Crown of Renatus-Marna dispatched its Heavy-Infantry to engage with and cause disruption within The Duchy of Haense’s coronation ceremony. The Renatian Heavy-Infantry made contact within the throne room. Outnumbered two to one, Renatus swiftly and efficiently butchered all those within-- Dukesguard and engaged partisans alike. The newly dubbed Duke of Haense, Franz Barbanov, was captured following the defeat of he and his Dukesguard. Whilst dragging the Duke of Haense back to the proud Capital of Senntisten, a Haensetic/Courlandic relief force engaged the Heavy-Infantry with equal numbers, and too, were defeated. Duke Franz Barbanov, having been brought before his Majesty, King Aurelius I, was offered then offered gracious terms for surrender and exit to this war. Being stubborn, and acting akin to a sycophant, Duke Franz Barbanov was swiftly executed by the Renatian Crown in front of dozens of witnesses. Thus, Renatus issues this missive to all vassals, allies and enemies of the realm in order to reinforce the victory held this day. Though it is unfortunate that the Duchy of Haense is stubborn, let the record show that should Duke Franz Barbanov roam the streets as if he were among the living, that he is a necrotic of the highest caliber and is immediately recommended for excommunication and Pontifical denunciation. Additionally, the Crown of Renatus-Marna has decided to alter its acknowledgement of Haense as a Kingdom. As the reader may have read, The Kingdom of Renatus has now thusly dubbed Haense a Duchy. The reasoning behind this decision is rather simple. Haense has failed, with their newly crowned ‘King’, to defend their own coronation-- which by Renatian standards makes the King and the Kingdom illegitimate. Additionally, Haense makes no independent decisions as it is currently being used as a proxy for King Tobias-Junior of Courland, making them a large vassal. As such, the Kingdom of Renatus views Haense as a Duchy within Courland. Should anyone criticize about Renatus mistaking Haense for a Duchy on the basis of error, let their stupidity be known and may all laugh at them. In Nomine Dei, HIS ROYAL MAJESTY, Aurelius I of the House of Horen, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Sennisten, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, etcetera. OOC PROOF OF EVENTS https://www.twitch.tv/videos/273623609?t=02h30m13s
  10. TheNanMan2000

    Troll Re-Write

    Trolls Trolls are dangerous beasts, distant cousins of Orcs and Ologs. Relicts of the past, Trolls are introverts. Choosing to live with only themselves, it would be uncommon for a Troll to have contact with a descendant unless they were choosing to eat them for a meal. Or, if the person were to infringe on the Trolls’ territory, they would find themselves in a tough situation. Trolls are much like the Orcs, living in isolated tribes from other Trolls. They mainly dwell in caves, or huts they build from rawhide. Unknown to most, Trolls are of primitive intelligence. Smarter than an Olog, yet dumber than a man. They possess the knowledge of basic crafting with things such as flint and stone. A rare prodigious Troll may be able to learn smithing. They can also make their own huts from wood and hide, and know how to properly cook meals. They have a tribal hierachy, led by a Chieftain. Trolls have different breeds, two main types with many subtypes. Troll hide is surprisingly tough, being able to withstand the amount of damage that chainmail can. Blows would have to be made from stabs instead of slashes for them to get through their hide. Trolls also have only 4 fingers on each hand. As well as 4 goes on each foot. The Two Breeds of Troll Forest Trolls Forest Trolls are, as their name suggests, Trolls that dwell in the forests of Atlas. They carry with them a green tint from the moss and mushrooms that may grow upon their backs and arms. Expert hunters and trappers, these Trolls prefer solitary from even themselves. Although there have been a few Trolls Clans that spring up from the ground. The Forest Trolls have the most commonly seen Troll subtypes. Swamp Troll, River Troll, Flatland Troll etc. These type of Trolls stand between 11’”-14”. Rarely going over this. Generally being a stocky breed, in order to stalk their prey. Mountain Trolls Mountain Trolls dwell in mountains and caves, generally being around Dwarves and other creatures of the mountains. The Mountain Trolls are shepherds, for the most part. Choosing to raise Mountain Goats and Iron Rams. These trolls use mainly clubs made from bone, wood, and stone. Sometimes warhammers, which are just large boulders tied onto a stick. Mountain Trolls are slightly taller than their cousins in the Forests. Standing around 12’”-15’”. They use their height and strength to intimidate predators that would try to eat their herds. Mountain Trolls generally have a grey skin tone. Although blacks, pale whites, and darker greys are also found. The most common subtypes of Mountain Trolls are Cave trolls, and Frost Trolls. A Troll’s Mindset Trolls are as stated before, rather introverts. They would gladly avoid descendants of all nature, however when a descendant stumbles into their territory it becomes a problem. Trolls have also been seen on the battlefield, having been paid by factions in livestock and hides. Finding no use for mina, and preferring to trade with others. Trolls choose to live with each other, rather any other faction. Although Trolls may feel a pull towards their cousins, the Orcs. While not retarded like Ologs, Trolls certainly aren’t very smart and can be quite childish. Starting petty arguments over another Troll having one more sheep than they do. As said before, Trolls do not have the intelligence of a normal human man, rather they have the intelligence more suited to children or primitive man. Strengths And Weaknesses - Trollhide - Trollhide is extremely tough, being akin to chainmail and able to withstand just as much. - Strength - Trolls are unsurprisingly strong. Able to crush bone with their hands, as well as pick up large boulders and rocks. This is due to their increased ability to gain muscle mass, much like Orcs. - Intimidation - Trolls use intimidation to hunt and fight others, if they can win a fight by intimidation they will use it. - Sensitive eyes - Trolls’ eyes are sensitive to light, not being able to see very well in the sun. They would require places of shade to see easily. - Low intelligence - Trolls as stated before don’t have very high intelligence. Being less than an average man and more on the point of a 10 year old. - Trolls cannot learn Magic whatsoever. Like Ologs, they do not have the knowledge to do so. Trolls are a CA Only Creature. Meaning they aren’t playable to just anyone.
  11. Original accepted lore: https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&tab=comments#comment-1626115 The Children of Azdromoth [Credit: quite simply, Calvin of stormbrush.com] Brief History The Nephilim—also known as the Azdrazi and Rephaim—are a species of dragonkin brought about through experimentation conducted by Azdromoth and his Ancient Azdrazi. The induction of Aegean knights into the Black Titan’s cult followed his promising pact with Horen, said knights offered the Titan’s blood in exchange for their leal service. Their ascension was marked by the transformation of their flesh into dense black scales, serpentine eyes and a wide array of other draconic traits and abilities. No longer men but dragons, they served with vigor in the Fifty Year War, but were soon abandoned by their master when he was contaminated by Iblees and turned into the first and only Archdrakaar. Ritual And Creation The Transference is a ritual that must be taught. Mortals who undergo the Transference—the “alchemical” ritual responsible for the transformation of descendant into Nephilim—are essentially considered dead. The reason for such is lent to the fact that the person they were prior is spurned as they complete the first set of trials; they’re reborn as a whelping who struggles to understand the world, memories of their past repressed and lost for the time. These whelps lack any special abilities though they begin to cognitively function as sentient dragons. They are the first step in the transformation process, yet they bear no distinctly draconic traits aside from their general thought and the distilled ichor that now beats in their hearts. Once they pass the second set of trials, the whelp and their mentor will brew a substance called whey out of wyvern milk and various minerals, each prized by the flight for its aid in strengthening the draconic traits to come. These attributes include the iconic reptilian eyes, scales, horns and developing obsessive-compulsive behavior. After this comes the final set of trials, and upon completion the whelp will be cast into dragon’s flame, their mortal flesh burning away to reveal the scaled giant within the blaze. At this point, the descendant turned Nephilim will gradually recover lost memories, portions of their previous life surfacing little by little. Stagnation and Disconnection When it comes to a Nephilim’s inner-flame, it is indeed possible for it to stagnate if its vessel is deemed inactive, represented by three months of player inactivity. If three months of inactivity pass then they’ll enter a sort of coma as they harden and turn to stone. This process can only be reverted by their creator or three Nephilim by similar means of the Transference. If a stoned Nephilim is inactive for an inordinate amount of time or during a map change, they’re liable to be PK’d by the lore team. Becoming a dragonkin is an irreversible change and the only way to truly sever one’s connection with their ichor is to strike them down with the Immaculate Blade, thus preventing them from regenerating. Strengths: Enrapturement (Dragon’s Flame Conjury, Polymorphing, Dralachite Forging) Temporal Resistance: Immune to all forms of heat and radioactivity. Longevity: Exceptionally long-lived, capable of regenerating after death, although death rules still apply. Nephilim possess a draconic soul after the Transference is complete, and are thus considered draconic beings. Weaknesses: Being in icy, wintry and gelid climates can kill Nephilim over time since they are cold-blooded and unable to maintain body heat in low-temperature environments. In these environments, no Enrapturement but Kindling can be performed, unless a Nephilim devises a means to keep their body temperature up. (i.e an enchanted set of garb, a zone of heat, etc.) Cannot use mana to perform any kind of Deific, Arcane or Dark Magic. Upon transformation, a Nephilim’s mana pool is replaced with the inner-flame. Paladinism: Susceptibility due to Xan’s desire to genocide Dragons; Paladin magic will wither away a Nephilim in a manner similar to life-drain, heavily fatiguing them upon first contact and progressing from there. Nephilim can be physically corrupted and will be wracked with agony as they're undertaken by whatever taint binds them. The Immaculate Blade can snuff out a Nephilim’s inner-flame, and though it’s not something to be used on a whim, it’s a strong weakness. The Draconic Mind Hoarding As previously stated, once a descendant begins the draconic journey they take on a likeness to dragons, hoarding being one of the most prominent mental similarities. As Nephilim age, they’ll find themselves more and more obliged to collect and hoard items which they valued in their previous life. These items vary from one Nephilim to the next, but the urge is always present, manifesting as a sort of draconic-itch that they feel compelled to scratch. The significance of the desired items is subjective and can range from swords and axes to bottles of wine; there are ultimately few if any limits to what can be hoarded. If a Nephilim is to reject this itch it’ll only grow stronger, turning into constant nagging comparable to that of an unyielding tap against the skull. Once they take up the hobby, however, their thirst for stockpiling is sated, the itch—for the moment—satisfied. Conflict of Mortality Though Nephilim are free thinkers, capable of formulating their own thoughts, there’s often an all too familiar discord within each of them: a conflict of mortality. This conflict stems from the resurgence of memories come the final trials—memories of the life they led prior to undergoing the Transference. They must accept that they’re no longer the mortal they once were, the diverging paths ahead forever parallel. These memories provide the Nephilim with a mixed response, the mortal coil presented to them simultaneously stripped without a passing question. They no longer believe themselves to be linear servants of Azdromoth, but dragons who’ve been gifted with mortal consciousness, meant to carry out a grand task for the winged Titan as they learn, gather, and both assist with and indulge themselves in descendant affairs. Many generally struggle to strike a balance, hence their erratic mental unease. A Nephilim in their Superior Form, otherwise known as a Rephaim. [Credit: Numirya] Superior Nephilim Once a Nephilim has completed their Transference and become accustomed to their draconic vessel, they might be presented with an opportunity—one which grants them the chance to extend their draconic roots and acquire a form more akin to that of a flightless dragon than a descendant. This state is known by most as the Superior Form—or Rephaim—given such a name due to effectively being the final stage of living draconic ascension. To learn this transformation a Nephilim must undergo a ritual similar to the Transference, in which an elder coats a ceremonial dralachite blade in their superior ichor, kindles it, and then thrusts it into their kinsman. Moments after the wound has been created—on top of the agony induced by the blade—the Nephilim will feel an intense burning in their core, one which surpasses that of both primordial and draconic flame. This fire seemingly fuels the Nephilim with a newfound ire, forcing their body’s to twist and contort in sickly ways until they achieve their desired physique. Superior Nephilim stand at around 9-12 feet, scaling with time and essentially taking on the form of a humanoid dragon rather than a draconic human. They gain massive muscles to compliment their size and grow both vicious claws and a horrifically sharp set of teeth. Their scales harden to discourage the use of piercing and slashing weapons; the scales on their stomach, however, though still appearing sturdy, are much weaker in comparison, rendering the area a cruel weak spot of the dragonkin. That being said, the underbelly is far from soft, its reptilian hide thick and fit for war. On top of that, Superior Nephilim lose the ability to harness their inner-flame to any degree, the source too unstable to be drawn from in this monstrous incarnation. A Nephilim will gradually lose oneself in this form, succumbing to their primal predatorial urges granted enough time passes. They’ll eventually forget who they were prior to the superior transformation, unable to revert the dire changes inflicted upon their body. Nephilim who are able to return to their original state will find their bodies fatigued, minds incapable of maintaining lucidity as their anatomy shrinks away to mold their former body, leaving them a steaming unconscious mess susceptible to both man and nature. When the Nephilim awakens, they’ll find their blood thawing, regaining its usual texture and heat. Redlines: The transformation is not instant; it’s an exhausting process which should span 3-5 emotes depending on the Nephilim’s willingness and desperation; it also requires them to be enraged or pushed beyond their breaking point. A Superior Nephilim is incapable of pulling from their inner flame to cast Enrapturement due to its size, not being large enough to circulate through the body. A Superior Nephilim possesses a barbed tail, but it is not nearly flexible enough to strike things in front of them. However, if a foe attacks from behind they could easily find themselves pinned and barbed by the creature. No Nephilim can withstand the transformation back to their normal form without losing consciousness, their body succumbing to the drastic changes made when they do so. A Nephilim will find their inner-flame extinguished if they remain in the Superior Form for more than two (IRL) hours. If this occurs, the Nephilim will find that they’ve essentially lost all control, unable to revert to their original form. If RP is paused or prolonged for an extended period, this will be up to the player’s discretion—use common sense. Pros: The sheer size of these creatures is one of their strongest traits, granting them strength beyond that of any descendant. The horrific process tends to prove too much for some to handle, striking fear and disgust in those unfamiliar with the gruesome transformation. A Superior Form Nephilim’s claws and teeth are sturdy and sharp, allowing them to rend the flesh of their enemies with ease. Though the tail lacks much flexibility, the barbed appendage proves to be useful when it comes to flankers. The Superior Form grants a Nephilim with thick scales across their now reptilian bodies, acting as an effective form of armor reliably pierced by precise and high pressured weaponry—an example of such would be a bodkin bolt from a crossbow. Cons: Nephilim can lose themselves if in the Superior Form for too long, forgetting everything they knew and losing the ability to return to their former self. A Nephilim is unable to draw from their inner-flame to any capacity when in this form, stripping them of their Enrapturements. The size of these creatures is a double-edged sword in the sense that though they gain a massive boost in strength, they lose the ability to move as quickly as they once could. A Nephilim’s sight and sound are dampened when in the Superior Form, proving to be much less sensitive as they allow the draconic form to take control. The changing process is incredibly painful for the Nephilim, their bones and muscles rapidly increasing in size and reshaping their anatomy. A Nephilim in Superior Form is cursed with a stomach that lacks the same protection as the rest of their body. Nephilim lose consciousness upon reverting back to their previous form. Dralachite When a dragon decomposes—leaving only their bones in its place—the extensive dralachite formation process begins. Over the ages, dragon bones will erode until they eventually reveal the semi-crystalline marrow within. This marrow hardens and even grows in some sort of bizarre occurrence, assumedly due to a prolonged lack of draconic heat. At this point, the material has taken on a jewelish look in both shape and texture. In the final stages of this comprehensive process, the substance is at the mercy of the elements, sitting still and gathering crystal and rock until it takes on a more traditional look. This process generally takes anywhere from 250-450 years depending on the location and environment. Once dralachite has settled, the only way to burn or smelt it is with highly concentrated and high-temperature fire. For this reason alone dralachite is rarely used by descendants, as conventional smelting simply won’t produce results. Nephilim use this metal in both armor and weapons, binding their inner-flame by means of draconic blood and thus granting them the ability to summon various pieces of their arsenal with ease. The metal also allows for secure kindling, the weapon maintaining integrity, unlike conventional metals. Dralachite imbued items give no extra benefit aside from this and can be stolen if taken far enough from their creator, the ichor-link dissipating in an instant. When a bound weapon is stolen, the Nephilim it’s linked to will feel overcome with grief and forced to undergo a sort of withdrawal. If a Nephilim is to die with their ichor-bound arsenal, the pieces will degrade to ash. Redlines: The weapon, if stolen while the Nephilim is still alive, shall lose its binding to their body. They will be forced to either forge a new one or go through the painstaking effort of stealing the device back. Most Nephilim would sooner commit suicide or melt the device down than allow somebody to take it. Only Nephilim can bind these items because the weapons are bound to their ichor streams and not their souls. Any piece of a Nephilim’s arsenal must be within 5 feet of their person if they wish to will it away unless they’re killed, in which case the object in question will always turn to ash unless the link is broken. Though a descendant could possess dralachite weaponry and armor of their own (if they somehow produce a hot enough fire), due to their lack of an inner-flame, it wouldn’t be possible to reap the benefit of summoning. Purpose Above all else, Nephilim are meant to dedicate their lives to the pursuit of knowledge and documentation of the realm, honing their minds and bodies to become the perfect shepherd. To achieve this ideal state, they’re willing to dedicate exorbitant amounts of time to the study of a number of different crafts, cultures, and religions, in hopes that as the centuries progress, they’ll achieve their impossible form. Because of this active and at times relentless search, Nephilim have proven themselves to be worthy companions capable of great feats. It’s incredibly common to meet one who excels in multiple crafts, knowledgeable in most and then some. Due to this affinity for knowledge, Nephilim rarely turn down the opportunity to learn that which they don’t know. Many are even willing to put aside conflicts and grievances to pursue the simple concept. In addition, Nephilim tend to be fantastic mentors and teachers to those willing to listen, likely a product of their expansive wisdom and time dedicated to studying. Azdromoth felt that these hybrids were the perfect substitute for children, the Titan incapable of producing his own spawn. As such, he continued to work on the formula up until the infection inflicted upon him by the Arch-Daemon, Iblees. Azdromoth never truly got the chance to refine his creations—evident by the Nephilim’s lack of wings—but in the end, the mission was a success, his progeny carrying out their everlasting goal and acting as the intermediary force between dragonkin and mankind. Unfortunately, however, Nephilim lack the guidance Azdromoth once provided, his tainted shackles stripping him of his own sight. It's for this reason that Azdromoth's few run-ins with humanity have been less than desirable, and it's for this reason that his brood long to free him. They actively search for a means to cure him of his everlasting illness, believing that with both time and research, the Father will be free to live amongst them and mortal-kind once more—but only if greater obstacles are removed on his path to glory. The Paladins have shown their dissent against draconic ideals time and time again, displaying their discontent in the form of war for their god. To Nephilim, they're near-sighted men and women beneath a god with nothing more than a thirst for violence; a god who feigns valiance in combat to put on a heroic guise in the eyes of the descendants. Not a true warrior—or even a god, in the Nephilim's eyes—Xan is denounced by Azdromoth and his kin, meaning to surpass him and his followers at every turn. On the path to the Titan's freedom, the Nephilim follow in the footsteps of their father's Horen alliance. With said alliance comes the alignment with and protection of the Horens. The friendly pact is seen as something that can't and shouldn't be diverted from, likely due to its significance in Azdrazi history. Nephilim don't see the alliance as a meager tradition, however, and strongly believe in the partnership and everything it has to offer. To them, it's a symbiotic relationship, both parties aiding one another to further each other in the evolutionary process on a grand scale. Their alignment with the Horens oftentimes means they'll lend their arms and bodies to them in the pursuit of greatness. The Immaculate Shards With the fall of the Ancient Nephilim came the fracturing of the Immaculate Blade, an error seemingly irreversible with the Titan still bound by the chains of Iblees. Fortunately for the Nephilim to come, what appeared to be the beginning of the end happened to be quite the opposite. Azdromoth still had some sort of hold over his followers, commanding them to scour the realms in search of the fallen Azdrazi with the immaculate title, and that they did. Centuries upon centuries his servants walked from budding forest to frozen wasteland in search of that which they did not entirely understand. In time, however, these servants unearthed the thing they’d been searching for—the lively ashes of an Azdrazi of old, slain in combat and left to perish. It was in this place that they found the somehow corporeal remnants of the fabled Blade, now splintered into three tangible pieces. The mortal party of three then called out to Azdromoth, yet the Father did not reply. The three descendants took it upon themselves to restore the blade, dedicating the rest of their lives to the grand project even until one of their eventual passing; and then another, leaving the third to complete the work they’d started. The mortal man carried out his brothers’ final wish and with the trio’s combined research and a ritual inscribed in the stars, reformed the physical blade at long last. Upon wielding this physical incarnation of the Immaculate Blade, the human was overtaken by the winged Titan’s blood, reborn at that moment as a full-blood Nephilim; but this astounding feat came at a price, the blade shattering once more. The human turned Azdrazi took it upon himself to create a new generation, spending decades upon decades finding those fit to bear the fragments. He devised a ritual to bind each fragment to a specific Nephilim, harboring the now non-physical material deep within their very person. The Immaculate Shards are a trio of metaphysical sections of a sword. These three sections consist of the hilt, the blade’s midsection, and its end, each meant to fit with one another to create a wholly physical incarnation of the former blessing. The blade will remain in this state until its purpose is fulfilled or one (IRL) week passes—whichever comes first. Once one of these two requirements has been met, the blade will shatter once more, the fragments dispersing and seeking refuge in their former masters. Said shard holders can summon these delicate fragments in a manner similar to that of their dralachite arsenal. To “forge” the weapon, at least two pieces must be placed amongst one another and marked with draconic blood. If a Nephilim is slain by the Immaculate Blade, it isn’t necessarily the end. If four Nephilim come together then they can devise a means of revival involving a ritual and a magma pool. They can carry out the said ritual on the mundane area of magma to create what’s simply known as a Healing Pool. At least half of a Nephilim or their previously ichor-bound weapon or suit of armor must be thrown into this pool, and within a day they’ll emerge just as they had when they completed the Transference. Enrapturement Once the Transference is complete a Nephilim is wholly incapable of casting magic, instead relying on dragon’s flame, an innate fire provided by their inner flame. This fire deals concussive force when coming in contact with any sort of spectral creature, regardless of origin; on top of this, dragon’s flame is immensely hotter than fire evoked from the void, capable of melting common metals with ease. That being said, dragon's flame should be RP'd in a fashion similar to normal fire while in combat as to allow both parties the courtesy of not getting insta-gibbed. Needless to say, it can’t be molded in any context outside of the list below. Polymorph - One of the most important spells at a Nephilim’s disposal, polymorph is fairly straightforward, allowing a Nephilim to change their appearance on the fly. (Redlines: cannot adjust physical prowess, i.e. increasing strength by gaining larger muscles; can’t regenerate using this spell; cannot polymorph to grow over one foot from original height, though just about anything else (within reason) is fair game.) Emote lengths vary depending on the severity of the changes, and a disguise is as named: a concealment of one’s true form. polymorphing allows Nephilim to more easily interact and work with descendants, but the ability acts as limiting shackles against one’s potential. As ichor heats and flows from the continued use of flame, a Nephilim’s disguise will gradually fade. Long and intense breathing of flame will involuntarily reveal draconic fangs, eyes, and horns; kindling and scorching scales will immediately cast away parts of the fleshy costume, baring scales and talons on the hands or whichever part conveys dragon's flame. Protracted conflict will end with a Nephilim completely free of a familiar disguise, the brilliance of one’s inner flame complemented by the powerful and noble grace a Nephilim’s unconcealed form bears. Kindling - A simple spell used by all Nephilim, its draconic caster setting their weapon ablaze with dragon’s flame. (Redlines: the weapon must actively be in a Nephilim’s grasp to maintain the effect; therefore, things such as arrowheads cannot be kindled.) [1 focus emote required.] Fiery Breath - When a Nephilim focuses and pulls from their inner flame, they can lead it through their body, releasing it in a torrent of fire up to five meters long. (Redlines: insta-casting.) [1 focus, 1 preparation emote required] Burning Heat - Nephilim are capable of using their dragon’s flame on fellow kin, closing wounds to staunch the flow of blood in other Nephilim. (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on descendants.) [1 focus, 3 preparation emotes required.] Scorching Scales - A Nephilim can cast dragon’s flame on their very person, setting certain parts of themselves aflame to make for improvised combat. (Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.) [1 focus, 2 preparation emote required.] Dragon’s Spear - Through outstanding focus, a Nephilim can draw from their inner flame and produce a tangible rod of draconic fire, one which bears the same weight as a javelin yet lacks its physical properties. (Redlines: chucking the javelin without proper preparation; treating it as if it can pierce creatures.) [2 focus, 1 preparation emote required.] Clarifications A section meant to clarify misconceptions too strange or minuscule to properly slot into the lore. Nephilim blood is warmer than descendant blood courtesy of the “inner-flame” (dragon ichor) which fuels them but is nowhere near hot enough to melt metal at any given point. Citation: https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/ https://www.lordofthecraft.net/forums/topic/152956-✓-into-the-trees/ https://www.lordofthecraft.net/forums/topic/147870-dragonkin/ https://www.lordofthecraft.net/forums/topic/160818-✓-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/ https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3 Mentions: Wolfie, AerialKebab, and Freema5, for writing the originally accepted iteration. AerialKebab and Alty for writing assistance and concept/draft work—Aerial specifically for "Ritual and Creation" and "Brief History"; Alty for "Polymorphing". Chihiros for providing us with an outline and lore team assistance. JakeFSF, Gabuette, and Numirya for consistently vocalized opinions and direction. Changelog: Added the third and fourth paragraph to elaborate on the Azdrazi's goal to free Azdromoth; their goal to surpass and actively oppose the Paladin order; their pact with Horen and its significance on a larger scale. [6/7/2018 4:10 PM EST] Elaborated on dragon's flame, stating that it's not something to be abused and should generally be RP'd like normal fire in combat scenarios as to not infringe on other's out-of-character enjoyment. [6/7/2018 4:10 PM EST]
  12. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))
  13. Bubby

    House Baruch

    House Baruch Coat of Arms of House Baruch Countal Blazon of Ayr Current Patriarch: Count Aldrik I of Ayr Heir: Petyr Heinrich Baruch House Loyalties House Baruch originated as a bastard branch from Otto I of Vanderfell, known more often as Otto the Bald. They lived as a gentry family under the Reformed Kingdom of Oren, though sided with the Ducal Coalition during the Dukes War. They later sided with John I Frederick Horen during the Horen Restoration, and also contributed to the construction of Luciensport. Their tenure as nobility began after the reformation of the Duchy of Haense and creation of the Kingdom of Hanseti-Ruska, to which they have been loyal to ever since. House Culture House Baruch is a Hanso-Raevir house, having married into almost every noble house of Hanseti-Ruska. They are direct descendants of Duke Otto the Bald, and House Carrion matrilineally. They carry a tradition of whaling, even possessing a hereditary whalebone coronet, passed down to each Count and his wife. History before ennoblement Prior to ennoblement, the family lived in the harsh winter lands of Carnatia in the northern plains of Vailor. Duke Otto’s bastard son, Marius Baruch, fought against the loyalists during the Duke’s War; he fought in the Siege of Barrowyk, though he escaped and sought refuge with fellow soldiers and exiled aristocrats. Upon John I Frederick’s return to Vailor, Marius, along with other Horen loyalists conspired against King Guy de Bar to reform the Empire of Oren. As a result of Marius’ assistance in the Horen Restoration, his son Joren was taken as a squire beneath Duke Otto II of Carnatia. Marius then joined with a group of Cannonists and set out to form the Clerical seat of Luciensport. His older son, Bernard, took full interest in the Church and decided to enroll into the Clergy, later becoming the Bishop of Haense and eventually being anointed as High Pontiff Everard III. Under Duke Otto II, Joren flourished and was awarded a knighthood and a manor estate on the Carnatian coast for his loyal service. Shortly after, Duke Otto II was succeeded by his son, Stephen I, and then by Stephen’s maternal grandfather, Jan Kovachev. It was during this time, in the court of Duke Jan that Joren met and eventually wed Adelajda Roswell, the daughter of Arthur Roswell, the Duke of Istria and close friend of Duke Jan. The pair quickly had two boys, Eirik and Harold before Joren’s military service was required once more for the Riga War against House Staunton. After defeating the Staunton Duke, Joren returned home and had his third and final child, Isabel. Just short of three months after the birth of his daughter, Joren was killed in a whaling accident when his boat was butted by a whale and he fell overboard, becoming trapped beneath the ice and drowning. After his father’s death, Eirik decided to enlist in the company of the then Duke Petyr of Haense. He served as a squire beneath the Duke, and upon Petyr’s elevation to King of Haense, Eirik was raised the the Baron of Voron and given land sitting between the Hansetti mountains and the coast. Noble Patriarchs Eirik “The Whaler” (1581-1606) Eirik served as a squire under Duke Petyr of Haense, who later became the first King of Hanseti-Ruska. Eirik was awarded with the Barony of Voron upon the descendents arrival to Axios. He embarked on a successful voyage to recover the body of Otto the Bald, to which he laid to rest in the crypt of Voron Hold (later named Saint’s Rest in honour of St Otto). After Petyr’s death, King Andrik II elevated Eirik to Count of Ayr as Baruch’s followings bolstered. Eirik, along many other Haensetic houses, stayed loyal to the Empire during the short lived Deep Cold Uprising of 1585. Shortly after, he gained his first vassal within his own uncle, Hughes Pasquier, who was elevated to Baron of Laval. Eirik, a keen whaler, often hosted whale hunts to the County and King off the shores of Saint’s Rest. Later in life, he was awarded the honourary title “Guardian of the Hanseti Coast” due to Baruch’s naval traditions. He died in battle alongside his uncle Hughes fighting Courland with the newly formed Kingdom of Mardon. Otto “The Just” (1606-1640) Otto spent his early years in the Vanir hold of Serpentstone, under the tutelage of Marquis Brandon I of Vasiland. He grew close to Linnea Vanir, Brandon’s eldest child, later going on to wed her. Otto played a crucial role in starting the Greyspine Rebellion against the Courlandic Crown, keeping the hold of Liefgaard (later renamed Jorenstadt) in partial rebellion, and attempting a coup on his rightful keep, Saint’s Rest. He also arranged strategic marriages to unite former Haensetic houses against Courland, such as the union between himself and Linnea and between his sister and Lord Vyronov. After the reformation of Haense, he was appointed Judge Royal of the Kingdom, his tenure lasting eight years until the rise of the Sixth Empire. Then he was named Chief Justicar of the Empire until its collapse. In his later years, Otto developed dementia, quickly becoming incapacitated and unable to serve as Count, his death trailing not far after. Aldrik “The Stalwart” (1640- ) Aldrik was born into a Haense occupied by Courland. He was raised in a constant struggle against them, leading to great resentment towards his Heartlandic kin. He was inspired by his uncle, Sigmar, from a young age to become a knight, leading to King Stephen I squiring him. Though he would be knighted not by Stephen, but Otto II, for his role in saving his father Otto from a would be Ruthern assassin, and diplomatically cooling off the feud that came out of it, instead of pushing for a more bloody resolution. He served as regent of Ayr during his father’s failing health and eventual death, attempting to put Baruch further into the public’s eye, a direct opposite to the Baruch culture of isolating away from the capital. Early on in his tenure as Count, he led his followers and family across the seas upon their long dormant ship, away from Axios, landing in Atlas. He quickly abandoned his efforts to publicize Baruch, instead despising the oppressive centralization that the Kingdom had adopted, and certainly the Royal Army that came with it. He kept his own personal guard, keeping his family away from the Army and ensuring their protection with his own loyal guardsmen. Upon the dissolution of Haense by Otto III, Aldrik built the families new seat of Greyguard Hold, in the newly formed County of Ayr; changing his title from titular to landed, and inspiring his fellow peers to follow suit. He refused to believe Haense was really gone, insisting the nobility were holding it up until a better suited King came about. This thought proved to be partly true, as not long after Karl II took the mantle of King, restoring the Kingdom and allowing Aldrik to vassalize once again. He played a crucial role in the writing and signing of the Greyguard Pact with House Ruthern, creating a strong inter-vassal alliance and future from a violent and bloody past. Artifacts And Heirlooms The Whalebone coronet: This item is a coronet made of various gems and whalebones, tangled together in a messy circlet, passed down to each Count of Ayr. It was created during the reign of Eirik I, the bones harvested from a whale he hunted, and the gems from the mountain that Saint’s Rest was built into. Whalebone dagger: The Whalebone Dagger was created by Count Otto, to be held by the children and notable members of the House. It was not meant to be used in combat, and instead was used for decoration, though they do possess quite sharp edges. Whalebone sword: The Whalebone Sword, quite similarly to the Dagger, is not meant to be used in combat. It is to be held by the Count of Ayr, alongside the Coronet. It was created by the current patriarch, Count Aldrik, paying homage to his families long whaling traditions. Body of Otto the Bald: The deceased body of Saint Otto of Vanderfell, from who House Baruch descends from. The body is kept with great care, having been cautiously transferred from the Baruch Crypt in Axios to Atlas. Notable Non-Patriarch Members Sigmar ‘the Mad’ Joren ‘the Marksman’ Bernard Baruch (High Pontiff Everard III)
  14. Ser Paul Ryan

    Ser Paul Ryan's Arctic Adventure

    As the frigid winds of the far north tugged ceaselessly at the heavy cloak draped about his shoulders, Ser Paul Ryan wondered how he got himself into this peculiar situation. Here he was, stranded in the midst of mountainous wintry hellscape, separated from his battle-buddy and hopelessly lost. Worst of all, the glacial cold bit through the many layers of wool and steel that he had donned, his erect nipples chaffing against the steel of his breastplate. As Paul trudged through the biting winter storm, he preoccupied himself with daydreams of the warmth of his inn back home in Markev...was it even day anymore? He couldn’t tell; the sun above was blotted out by the downy flake that swirled around him with the ceaseless fury of a hurricane. Ser Paul was beginning to get seriously worried; if he didn’t find Lyov and the others before the golems found him, he might never savor the taste of Carrion Black ever again. Suddenly, through the thick white hail, the dark outline of a looming figure appeared. Paul’s mittened hands reached for the handle of his longsword, long-since frozen into its scabbard, before the familiar booming voice of Lyov reached his ears. “Privej, Paul, is that you?” the figure shouted. Ser Paul breathed a haggard sigh of relief as his fingers quickly retreated into the warmth of his cloak, his frozen lips parting to greet his battle-buddy. Before his response could be lost to the wind, however, his heart rose in his throat; as Lyov’s shape grew closer and clearer, another looming shadow had appeared behind him, this one far too large to belong to any mortal man. “BEHIND YOU, FRIENDO!” he roared, ripping his sword clear of its scabbard as he charged through the deep snow towards his pal. More likely than not, Lyov’s reaction was spurred more by Paul’s sudden movement than his words of warning; the clever Raevir, seeing Paul unsheathe his blade, instinctively dove into the deep drifts that surrounded them in every direction. A mere moment later, the lumbering fist of a snow golem tore through the space Lyov’s head had occupied seconds before. As Lyov attempted to scramble to his feet amidst the insecure footing of the snowy tundra, Ser Paul let loose a carefully rehearsed battle cry as he charged towards the foe. He hoped Lyov was impressed; he had hired an expensive speech coach to hone his compelling combat cry, and figured the least he could do before dying in this frozen wasteland was put on a good show. “HOOPLAH!” the anointed knight shrieked as he plunged into bitter contest with the frosty behemoth, intent on buying his battle-buddy the precious few seconds he would need to regain his senses. “High ho, to and fro, back to a frosty hell you go!” the Orenian celebrity cheered, before being swept aside by the Golem’s powerful arms. To call the frigid bastard huge was the understatement of the year; his lumbering limbs were nearly as big as Ser Paul himself, and the creature exerted little effort as he batted the trained knight aside like a mere plaything. He had bought his battle-buddy time, however, and that was all that mattered; Lyov had found his dropped spear amidst the howling winds of the shivery blizzard, and leaped back into the fray with gusto to return noble Paul’s favor. It was in vain, however; Lyov’s steel-tipped spear barely delayed the lumbering leviathan as it lurched towards Paul’s prone figure in the snow, and another swipe of its massive iron paw shattered the spear’s shaft into a thousand frozen splinters. Paul’s snow-blind eyes gazed at the oncoming colossus in sheer terror, and he realized there was nothing he could do save close his eyes before the finishing blow sent him packing from this corporeal realm forever. “It’s been real, friendos…. pour one out for me,” he said to no one in particular, a strange smile dawning on his face as he prepared to greet his creator. The fatal blow never came, however; as the lumbering frost Golem raised its tree-trunk arms high above its head to crush Ser Paul into smithereens, an otherworldly cry split the bone-chilling air. “I’m coming Paaaaaaul!” sounded the heroic voice of Larry Cravencock, one of Paul’s oldest partners in crime, as he leapt from an unseen mountain ledge above them onto the Golem’s back. The courageous Cravencrock’s noble gesture hadn’t just been executed with perfect dramatic flair, it also caught the arctic giant off guard, and the icebound behemoth let loose a mighty roar as he stomped back and forth in repeated attempts to shake Larry off his rotund mass. Larry’s legs went flying like a ragdoll’s; left and right, left and right, left and right his lower appendages whirled, swaying in the chilly breeze like the flag of his Kingdom’s noble disposition, but brave Cravencock’s grip held true, his arms wrung like wrought iron about the goliath's metal neck. As Lyov rushed over to Paul, helping the handsome knight to his feet, the hulking beast grew tired of the outrageous affair, finally reaching up with a ham-sized fist to pluck Larry off and send him cascading into the frozen battle-buddies. The trio went down in a tangled mass of frozen limbs, their collapse cushioned by the deep snow. The golem began to let loose a mighty roar, intent on hammering the three weaklings into dust like a drunken mother-in-law smashes ice-chips for her next margarita, when a load crack split the air. Without warning, the ice beneath the golem’s mammoth feet gave way, weakened by the monumental stomping the beast had relied upon in its attempts to shake Larry free. As quickly as it had appeared, the golem vanished in a tumbling cascade of ice and snow, its parting bellows lost to the whirling winds that nipped at the shivering survivors. All that remained was a measly iron mitt, one of the creature’s staggeringly-huge hands, severed from the rest of its body as it attempted to claw onto anything that might have saved it from its fall. The beast’s weight was far too much, however, and all that remained was the chunk of golem scrap metal that nearly tore off Lyov’s head. “You DID IT, Larry!” Ser Paul cried out, his head popping up from the snowbank it had been lodged into. “And your victory even comes with a sweet prize! Righteous!” A few hours later, when the storm had abated and the three noble warriors had found the rest of the Haensetic party, Paul poured Larry another cup of warm cocoa as he regaled his fellow adventurers with their tale. “You should have seen Larry go! He all but sent that golem running back to its mountain-mama singlehandedly! Lyov’s spear had set the creature off-balance, of course, and my own noble war-cry had clearly reduced it to a quivering mess, unable to fight, but it was Cravencock’s iron headlock that finished the beast!” The valiant men of Haense spent the rest of the wintry day in their huddled camp, girding themselves for the journey home that would begin on the morrow. Before our hero Ser Paul Ryan saw the Dancing Crow Inn with his own eyes again, however, a peculiar party of ancient northern beings would make their presence known. That’s a long tale for another time, however, and for now, our foolhardy heroes reveled in their triumph over the North’s greatest villain. (Expect a post from Cruzazul8 coming soon to explain our riveting encounter with the event team, which will doubtlessly set the stage for the server's upcoming story...)
  15. RalphGiezer

    Where the Southernos at tho?!1

    As of recently I've been scouring the forums for any information or lore I can find on Southernos. Though it's culture is spanned into some subcultures which would include small minor tribes and some inactive subcultures, there isn't all that much intel that essentially generalizes- labels their culture and people unlike their lighter skinned farfolk counterparts. Despite the generalization of Southernos under one culture is possibly considered a slight issue (though not as relevant), I feel as if there needs to be some solid lore on Southernos, let alone lore that is available to anyone who wishes to make a character of this race (NOTE: not referring to Mountsidian lore which is a subculture to Southernos). If anyone can respond with any helpful tidbits of old Southernos lore posts or anything related to Southernos (excluding any subrace information) that would be p helpful! I'm only saying this cause I've recently made my second Southernos character and despite going off of regular farfolk lore, I haven't a clue about actual Southernos lore; even though I've heard from some sources that the Southernos are solely based on African culture.
  16. (Art found on Imgure and DevianArt, Creator is UNKNOWN) Habitat: Cliffs, snowy mountains and tree tops Size: Well known for their rather big size, Meh'kats, also often called ‘Flying Bears’, hatch from their eggs, being the size of a small wolf pup. Over the first few months the younglings will grow up to the size of full-sized wolves only to reach their mature years. Within their mature years they will continue to grow, reaching the height of around 13 feet and a length of around 20 feet. Meh'kats of those sizes are the most common ones, yet, only due to the fact that older Meh'kats are often a rare sight, thanks to hunters and exotic traders. It is, however, said that Meh'kats are growing their whole life and can grow even larger, depending on their age and environment. The normal weight of a Meh'kat ranges from around 400 to 600 pounds, once again depending on their environment. Diet: The diet of Meh'kats consists mostly of meat, sometimes ranging from the size of a human head to the size of a whole cow or even bigger mammals. Yet, it is also known that many Meh'kats are showing a love for nuts and exotic fruits, often smashing them under their claws and slurping the juicy goo or eating the delicious nut. Unlike most other animals, Meh'kats are also known to attack humans if they enter their nest, often devouring them after they killed said humans. Temperament: Meh'kats are known for their harsh and often fiercy temperament, barely allowing anyone to get near them without getting into a aggressive posture. As such, Meh'kats are known as nearly uncontrollable beasts. However, it is also known that some Druids and even some Farfolk were able to tame those beasts in the past, gaining a trusting ally and a mighty warrior on their side. Brief summary of the creature: Being the rulers of the skies Meh'kats are known as hybrids, combining the features of a bear and either an eagle, owl or other birds. Unlike their land counterparts, the Demigryph, Meh'kats are known to have a set of mighty wings, allowing them to fly and glide over a long distance. Due to them being hybrids Meh'kats are having the main body of a bear, however, they don’t have fur, but are rather covered in feathers all over. Those feathers are often showing all kind of colors, mostly colors similar to their nearby terrain or habitat. Meh'kats on snowy mountain tops are known to have white and black feathers, resembling snow owls, while Meh'kats on tree tops are often holding bluish- or greenish-colored feathers. Their head is resembling their bird counterpart, often holding a sharp peak, able to rip bits of flesh out of their prey, and also holding their sharp eyes in place. The eyes of a Meh'kat can see several miles far, able to spot prey on the lower levels of mountains or fishes inside of the ocean. Next to their mighty wings and their sharp peaks and eyes Meh'kats are also holding a set of sharpened claws at their paws, allowing the majestic beasts to climb up walls, cliffs and sometimes even hang head-over in ocean caves, waiting for a bypasser to walk into their hunting grounds. However, due to such claws and a feathery body Meh'kats are known to be slower then horses, due to them sometimes stumbling over their own claws or feathers. Meh'kats are known to live for around seventy to more than one hundred years, making them rather long-living animals in comparison to most other beasts found in the current realms. While they are alive the Meh'kats continue to grow the whole time, making them fairly unique animals on their own. Characteristic (Behaviour, Reproduction, Gathering food): Feathers: The feathers of the Meh'kat are a rare trading good, often reaching high prices on marketplaces. One of the main reason for such is the coloration of the feathers and the density of several feathers together. Many tailors are often trying to use Meh'kat feathers for coats and dresses, yet, also causing the outfit to become far more pricey. Senses: Meh'kats are known for their sharp eyesight, able to view several miles far without having any problems in spotting possible prey. As such they can spot a human before the human will be able to spot them, giving them a great advantage in regards to their own defensive nature. While their eyesight is the biggest aspect Meh'kats are also having fairly good ears and a good smell, often using those to find hiding prey. Behaviour: Like most other animals Meh'kats have a clear tendency to dwell in areas with near to no civilization and place with plenty of food and possible breeding grounds. Like Unicorns and other bigger animals the Meh'kats are known to adapt to climate and environment fairly easy, allowing them to live in jungles, icy mountains or even in desert-like areas without any bigger problems. Many people are also aware that Meh'kats move in large groups, often consisting of those born at the same time in the same breeding grounds. Due to the same age they are known to work with one another, making hunting a lot easier for them Due to their nature Meh'kats are known to be highly defensive animals, protecting their horst and often attacking intruders. As such many people are trying to avoid the habitat of the Meh'kats, mostly to avoid getting attacked by those majestic beasts. Breeding: Meh'kats are known to have no clear leader within their own rows, often allowing free breeding within their own groups. Normally a female Meh'kat is laying around three to four eggs and stays around her nest, protecting it against any attacker, until all of the eggs are hatched and the newborns are able to leave the nest on their own. Taming: Meh'kats are known to be near to impossible to tame. Full grown Meh'kats can only be tamed by Druids and after the Druid created a strong enough bound with the Meh'kat, yet, even than the Druid is in permanent danger of being attacked or even killed by the Meh'kat before the bound was created. The most common way to tame a Meh'kat is to steal one of their eggs and to imprint on the newborn Meh'kat, yet, entering a Meh'kat horst is often similar to suicide, since the angry mothers won’t hesitate to protect their eggs with everything they got. As such stealing a Meh'kat egg requires intense knowledge about the animal and it’s breeding habits, mostly when the mother will leave the eggs alone (Example: Food gathering) or when the mother will fall asleep. Food Gathering: Meh'kats are always using their flying advantage to gather food. They are known to fly over their prey, just to fall down on top of it or to strike it from above. Some Meh'kats even learned to grab their prey, fly up into the sky and drop their prey, killing the food source with the impact on the ground. Most commonly, the Meh'kats hunt in groups, allowing them to catch bigger preys and to transport more food back to their homes. This is mostly to preserve and burry food for later times, like the winter or times with less food around. Origin: Meh'kats are known to be representative in most of the realms, dating back to Aegis and Asulon. As such it is often stated that Meh'kats are able to sense danger and travel to a new realm on their own, either to protect themselves or their family's. The exact origin of the Meh'kats is, however, not known, only the simple fact that they were representative in all realms up to Atlas. Even on Atlas Meh'kats can still be found at several locations, allowing challenging adventurers to try and tame them.
  17. TheNanMan2000

    The Votar'Rex

    Votar'Rex Habitat: Most commonly in woodland, jungles and swamps, although it is capable of living in any terrain, except the freezing cold. Size: 4 meters tall (13 feet) and 8 meters long (26 feet), 16 including the tail (52 feet). Diet: Carnivore - The Votar'Rex requires a vast amount of meat to maintain it's hyper-active lifestyle, as well as a large portion of it's diet being made up of protein to recover from the many wounds and injuries it sustains during fights and hunts. Temperament: Irrationally aggressive and highly respectful of a dominant and superior opponent. The Votar'Rex doesn't see someone as a superior by just their ability to fight them, but only if they are simply able to decide whether it dies. Due to this, there has been numerous ways someone has gained the respect of a Votar'Rex throughout history. In terms of it's attitude to someone it does not respect, it is akin to a Honey Badger, in the sense that it will attack and challenge opponents that look far more physically superior that itself, yet the Votar'Rex is a formidable opponent. Brief summary of the creature Characteristic: Behaviour: The Votar'Rex is most known for it's super aggressive approach to any other living creature. It is highly reliant on being at the top of it's social hierarchy amongst the others of it's kind, yet it's place on that hierarchy isn't decided by fights between each other. Infact, there has never been an account of two Votar'Rex fighting each other in the wild. It is simply because there's no point. Due to the Votar'Rex's highly acute sense and awareness of it's social status, a female Votar'Rex can tell a male's placement by seeing and smelling them. A Votar'Rex that loses 3 or 4 fights in the wild within a month become highly lethargic and dispassionate. In essence, they become depressed and such a Votar'Rex, 9 times out of 10, lay down and fall into a depression, soon leading to their starvation. Such is the mindset and connection to their social status that the beast is burdened, yet also spurned on by. Because of their competitive nature, the beast has been refined in terms of their physical prowess and abilities throughout the many years of their existance and anybody would struggle to find a Votar'Rex with a faulty gene or hereditary weakness. Many before have tried taming a Votar'Rex, but few can dominate one. The beast is relentless and will not stop fighting until it has completely and utterly exhausted all it's options and energy. A challenger will not only need to be physically and mentally superior to the beast to tame it, but also retain enough stamina to beat it into submission. Once a Votar'Rex has, however, given up, usually by laying on the ground unable to move as it's muscles are paralysed with pure exhaustion, or even passing out, then the beast will keenly learn it's master's commands over the next 4 days and, as a feat in itself, learn how to obey simple commands. This connection with it's master is due to it's hyper awareness of others and their social status, being able to translate that connection into understanding orders and following them without second thought. This state of submission, though, is temporary. A Votar'Rex will feel confident again within a month and the master will need to fight it again, although this time the beast is more reserved and will be much less likely to try and kill it's master, particularly not one that has treated it well with patience, caring and taking it on hunts. Infact, some Votar'Rex never challenge their masters, but it's a rare case and the act of rebelling is always a danger for the master. Finally, a Votar'Rex tamer will undoubtedly lose it's mount if it is treated as a pet or slave. Although the beast sees it's master as indeed the master, treating it like dirt will drive it to depression, which itself is highly difficult to avoid and to take the beast out of this state is almost unheard of. Because of this, a master must be the prime example of a beast tamer, showing physical strength and mental strength in the form of patience, compassion, caring, empathy and most importantly, humility. Many Votar'Rex masters even believe they are blessed by the Gods/Spirits when they possess one. Reproduction: A female Votar'Rex is much less competitive than a male and will gather with other females in a single large area and simply live their life of raising their cubs and hunting when necessary. These females will stay together in their large groups of around 20 until death, but they have no less a connection with the social hierarchy as the males. Females are always watching each other, scorning one another when they display any kind of weakness and if a single Votar'Rex displays too much weakness, their cub is slaughtered and the female is forced out off the gathering or so too be killed. Once every few years the Males will come to a random gathering, their social status and aptitude as a Votar'Rex displayed by their posture, attitude and scent, all of which is completely out of the control of a Votar'Rex, which is as connected to their social hierarchy as their mind and emotions are. What constitutes for a strong and capable Votar'Rex is their number of kills and what beasts they have killed. If a Votar'Rex kills many large beasts, it will have large doses of dopamine and in return, feel highly confident and give off chemicals that display their prowess. The most competent Males mate with the most competent females and then the tier below mate with the same tier as their female counters-parts, then so on and so on. Gathering Food: A male Votar'Rex hunts for it's food from any source of meat available, yet will choose to hunt the most powerful beast it has a scent or track of. There are very few beasts a Votar'Rex cannot hunt and kill, fewer that can actually kill the Votar'Rex without itself suffering long-term fetal wounds. Usually a Votar'Rex will suffer injuries after a fight, yet it's body has developed the ability to heal itself within a miraculously short time. Practically any wound it has can be repaired 3 or 4 times quicker than it would for another beast of similar proportions, this is due to it's ability to consume and store vast amounts of protein, then using it to repair incredibly quickly. A Votar'Rex is constantly and recklessly on the hunt, mostly due to both it's mental and emotional reliance to become 'top-dog', as well as it's body quickly using up it's resources to heal wounds and sustain it's incredibly pro-active body. For a female, it is far more reserved in the size of prey it's hunts and in turn, it's body's abilities are equally reduced. They only heal 2 or sometimes less times quicker and are also physically inferior, but this is required due to it's large time spent bringing up it's cubs, usually varying to 2 or 3 at a time. Physical Attributes: Thick, Durable Hide: On the Votar'Rex's body is thick patches of tough hide, whilst the other areas is made up of a more flexible, but still tough skin. The large pads would be incredibly hard or impossible to cut through with a sword and axe, although they are slightly easier to pierce, yet still require tremendous force, such as a thrust from horse-back after a gallop with a spear-tip that's thin and designed for piercing the famous hide of a Votar'Rex. The more flexible areas close to joints and points of rotation/bending is akin to gambeson, making them the ideal places to strike. Cuts from swords are in-effective, yet an axe is more capable of chopping threw. Spears also have an easier time piercing, but still require a spear-point designed for thrusting armour. Muscular, Conditioned and Rubbery Musculature: Beneath it's hide are thick and conditioned muscle, tough and rubbery if felt beneath it's hide. The muscles are un-naturally resistant and cutting would also be difficult, as though cutting into boiled leather. These muscles are incredibly powerful and particularly excellent at quick, powerful sudden burst of power to allow the Votar'Rex to leap distances twice it's length with a brief sprawl, or jump it's own body length when evading attacks. It's arms, legs and neck are also highly conditioned, allowing it's razor sharp claws to pierce and rip open flesh, or haul an opponent similar in weight towards it with relative ease. Teeth, Claws and Tail Designed for Combating other Beasts: The Votar'Rex possesses long retractible claws that are very durable and sharp. They are difficult to blunt and are slightly hooked with the underside sharp and serrated. This allows them to slide threw tender meat, or hook onto tougher hides and instead pull or grip onto the opponent. It's teeth, rather than being many, thin and sharp, are relatively few, thick, incredibly durable and reasonably sharp. They are designed for clenching onto a beast's neck, piercing it's hide shallowly and once holding the opponent in place, squeezing it's clamp-like jaw to snap bone, squish flesh or simply hold the beast in place to better use it's tail. The tail, although somewhat thin, possesses a large spiked club on the end, used against beasts that prove resistant to the sharp, meat carving claws and large, bone crushing teeth. The tail is unable to move the club around with agility, although when it manages to swing it through the air, it lands with a devastating impact, fracturing bone, smashing joints, hurling lighter opponents into the air and slamming the spikes deep into thick hides. As is now obvious, the Votar'Rex has evolved with combat against other beasts in mind, having a weapon to deal with practically any opponent it faces and the application of them being deeply en-grained into it's mind and nature, applying them skilfully based on the opponent. Origin: Taking it's home on Atlas, the Votar'Rex has evolved over time and found it's unique ecological niche. It has no predators and many different potential types of prey. It is incredibly hard to tame and impossible to practically domesticate and so as such, the Votar'Rex has a secure place in the world. Weaknesses: It's relentless aggression can often get a Votar'Rex head first in a fight against a beast far out of it's league. There have been a few accounts of Votar'Rex attacking even an Uzg'ga'Rex, to which it is immediately killed after brief interested and humorous examination from the colossus. LM Approval Required: Yes, although not for tamed Votar'Rex. This being said, anyone not RPing their Votar'Rex properly in anyway would be powergaming as the keeping of such a beast is both a difficult balance of caring and strictness, but also miss caring can easily cause the death of the master or the beast. Lore Holder: TheNanMan2000 If playable, what are redlines? The Votar'Rex is not a beast every Tom, **** and Harry will be able to possess. It's one of the most bestial and aggressive creatures there is and for the vast majority of people, the pursuit of a Votar'Rex is not only suicidal, but also a burden on the rest of their life as the master of the beast. When someone has a Votar'Rex, they will be expected to take it hunting at least once a week if fighting an event beast. Nobody can just RP on their own hunting a bear and then say 'That's me for the week'. They must show that they actually care for the powerful beast in their care and so atleast 1 hunt event with the beast coming along highly, highly encouraged for a healthy beast. When you own a Votar'Rex, you must have a place for it to stay that is represented IG, and actually be able to prove you can provide sustenance for this incredibly hungry beast. Some soldier living in a city would not be able to afford large swaths of meat, nor the ability and time to hunt countless game. Owning a Votar'Rex is within itself a profession which could only really be done by someone with a lot of spare time, or a job that fits well with providing for the beast.
  18. Gilded

    House Kovachev

    HOUSE OF KOVACHEV ‘By Right of Flame’ House Standing ~-~ The House Kovachev is a masterly House of the Highlands, claiming their descent and lineage as a cadet branch of the Great House of Carrion and a scion of the Raevir peoples. Originally founded by Kovac Carrion, Lord of Kovachgrad, literally ‘Kovac’s Hold’ in the tongue of ancient Raev. Once ruling as Kings in their own right; now standing as Ducal lords of Carnatia and loyal vassals to the Kingdom of Haense; faithful bannermen to their Karovic cousins in the Royal House of Barbanov, rightful Heirs to the Black Barbov and Protectors of the Highlands. Having evolved from their hardy roots, the House of Kovachev is renowned as the second greatest House of the Highlands, a step below their liege lords in House Barbanov. More so than other Houses of the Highlands, they are often heavily involved in internal affairs and when it suits them external. As a result of their status, the House is often well considered for marriage arrangements between itself and the likes of the Royal family. As is tradition, the House follows a Patriarchal lord, decided by legitimacy and direct descent of the main line, often found in the first born. In the case that no male heir exists, the female line is presented with said titles, and should the main line be all but extinct, the closest relatives are bestowed the right to such a claim. However, this can be overwritten should the ruling liege lord declare a legitimate and documented will, in which the titles can be passed to one with no affiliation to blood ties. -:Standing Patriarch:- His Grace; Stefan Viktor of House Kovachev, the first of his name; Duke of Carnatia, Count of Kovachgrad, Turov and Kvaz; Lord of the Stones. -:Standing Heir:- (Vacant) Ancient History ~-~ During the time of old Raev, the Carrion Vochna had firmly cemented its rule over the surrounding provinces and all of the area inhabited by the Raevir people from their newfound capital of Khazav. However over the generations there had been a single, unrelenting thorn in the side of House Carrion - that was to say House Nzech, who Barbov the Black had originally rebelled against and deposed, claiming Raev for himself, his sons and grandsons until the end of time. The present line of House Nzech was in fact descended from a lesser first cousin of the monarch who Barbov had deposed, who had bent the knee to the rebel forces in return for his head and his family’s castle, Ralich, and all its attendant lands. Barbov did reluctantly spare his line, however as a consequence of this, after generations had passed and Barbov had become a cold corpse in the ground, House Nzech began to speak once more about their ‘ancient rights’ to Raev and their supposed superior claim to the realm. This talk eventually took root in the courts of a number of feudal lords and slowly gained leverage in the realm until it culminated in a rebellion from House Nzech, whose lord proclaimed himself the Stone King from the mountainous border territories surrounding Ralich. This was not the first instance of House Nzech’s defiance, and would, as any learned Raevir historian knows, sadly not be the last. King Timov I, himself the great-grandsire of the ‘Old Crow’ Emperor Siegmund, sent his young and brazen nephew Kovac to raise a cohort from across the realm and put down the Stone King’s rebellion. The young lord did just that and marched through the mountain passes to the stronghold of Ralich, laying siege to the fortress. Ralich was reputed as being unconquerable and highly defensible, and the Stone King’s forces merely hid behind their walls avoiding all combat, endeavouring to sap their assailants reinforcements. Unfortunately Kovac had a similar idea, and while his own forces could be consistently replenished and supplied by King Timov’s host, the Stone King had no such luxury and was to be starved out of his castle. The lengthy siege lasted for ten and a half months after which the Stone King, trapped in his castle, decided he would sally forth and see what damage he could do to his besiegers. His cohort was utterly destroyed by Kovac’s forces and he himself was slain by Kovac in single combat, who was said to have cut him in twain with a single arc of his bardiche. His sole child and heir, Lyudmila, crowned herself from within the halls of Ralich the Stone Queen. The Stone Queen’s servants, incited by her castellan, were less than loyal to her and understood from past example what became of those who continued to oppose the dynasty of the Crow. They yielded the fortress and delivered her to Kovac trussed and hooded. As a reward for his exceptional service in the Siege of Ralich, King Timov granted his nephew Ralich and its surrounding territories which became known as Kovachgrad or Kovac’s Hold. Taking up a role as warden of the mountain passes, Kovac firmly entrenched himself within the Stone King’s old fortress, marrying Lyudmila the Stone Queen and subsequently creating House Kovachev, a cadet branch of House Carrion, taking for his sigil a feral red griffin on a black field, one of the many hardy beasts that resided in the mountains surrounding Ralich. House Nzech may have been dispossessed and pronounced extinct, but while the Stone King’s line was absorbed into House Kovachev when its patriarch wed the Stone Queen, many more and lesser lines of the house existed. Like a weed, House Nzech is known for being very difficult to eradicate, as while treasonous their roots ran deep. Descendants of the Nzechonovic dynasty are rumoured to still exist to this day. From their position in the ore-rich mountains, House Kovachev had become a house of industrious repute with famed metalwork and jewellery, their smiths and furnaces producing fine artisan works. Despite this, however, the house remained poor due to the almost complete lack of arable land in the mountains, preventing Kovachgrad from growing its own food with the exception of a few sparse berries in the boreal forests. As a result of this, fire had become a more integral part than usual in the life of the communities ruled over by Kovachev, allowing their livelihood of metals and weaponry to be produced and providing them with warmth and the hearthfire that sustained them. House Holding ~-~ An Artist's interpretation of the landscape of the Duchy of Carnatia; Vailor. Circa. 1559 The Duchy of Carnatia stands as one of the largest vassal states within the Kingdom of Haense, second only to the Principality of Akovia. In times of old, Carnatia was geographically dominant upon the northern map the realm, ruled by Houses such as Rovin, Barbanov and Sarkozic. Finally, the right and title rests with the House of Kovachev, granted at first by John I of House Horen and later reinstated by the House of Barbanov. In the modern era, Carnatia is mostly absorbed within the crownlands of Haense itself, with no true dominant or distinct territory of its own. Rather, the title is used in forms of presentation within court and a courteous display of status amongst the other nobles of the realm. However, in difficult times and when called upon, Carnatia may yet still rally men loyal to its cause. House Titles ~-~ King of Akovia (Formerly) Duke of Carnatia Count of Kovachgrad Count of Karovia (Formerly) Count of Turov Count of Kvaz Count of Ayr (Formerly) Baron of Valwyk Lords of the Stones House Relics ~-~ The Bardiche of Kovac Karovic- A large Ruskan styled war-axe, almost reaching the size of a halberd and demanding a great deal of strength to carry into battle. The weapon was once wielded by Kovac himself, said to have been used to cut the Stone King in twain with a single arc. Often times the patriarch of House Kovachev is seen carrying this weapon into battle, hence the blade has often been in need of repair and has been reforged many times so that it may remain in a usable condition. The Crown of Ralich- Fashioned within Ralich by the House of Nzech as a symbol of their false Royalty, the Crown was seized by Kovac Carrion following the capture of Ralich and extinction of House Nzech. Since then the rusted iron crown has been kept as a trophy by the House of Kovachev for many ages, a reminder of their past and a testimony of strength to all other Houses, friend or foe. Culture ~-~ Carnatian outriders, battling the Courlandic and Kraijian scourge upon the outskirts of Riga; Circa. 1563. Ethnically, the House of Kovachev are Highlanders, established in ancient times as Raevir by their Karovic roots. Though despite this, over time they have differentiated greatly in traditions and mindsets. They are often considered a hybrid predominantly with the native Northerners of old, and very much differentiate themselves from the typical Raevir otherwise, with exceptions being in their name and prideful history. If ever inquired upon, a modern Kovac would declare themselves being that of Haensetic or Northern culture. As an inner circle, the House of Kovachev uphold a strict sense of loyalty. Loyalty to one’s liege lord is commendable, but loyalty to your family is the greatest honour one could achieve. A Kovac who turns their back on their family is no Kovac at all. This sets them apart in contrast to other Houses of Haense, such as their Karovic cousins in House Ruthern. From a religious standpoint, the House of Kovachev once declared themselves as followers of the Ruskan Orthodoxy, though now in the modern day they are staunch Canonists and believers in the faith. Yet despite this, religion does not dictate their livelihood, nor does it constraint them from criticism or a more open-minded outlook in situational circumstances. Kovachev’s also have a deep interest in political exchanges or otherwise the battlefield. Traditionally the sons of Kovac have served in administrative positions, often times being one of military authority such as Marshal. Said positions have been held in the past by numerous notable figures; including Varon of Akovia and Jan of Carnatia. Kovachev’s educate themselves in battle-tactics and very few have little experience with a weapon of some form. Most Kovachev’s will experience battle at the sprouting age of twelve or thirteen; they start young. Not only distinct in their words, fire is an integral part of House Kovachev and their history. It is from fire did they build their name and within fire they bind themselves. Fire is also an integral part of a Kovachev’s funeral. Rather than being buried, a pyre is believed to be the purest way a soul may move on; from which their the ashes are collected and stored. These jars are then in turn buried. For any Kovachev not to be cremated, it is treated as a grave injury to the House as a whole, regardless of whom that may be. Physical attributes ~-~ Typically the descendants of the Kovac-Karovic line are robust, tall and broad men, with most claiming light hair that ranges from flaxen to dirty blonde. Most are thick-bearded and the members of the noble line almost always possess the deep-green eyes of their Karovic forefathers or alternatively a shade of steel-blue eyes. Females typically share similar traits, often growing taller than an average woman, though they are less so robust and broad, emphasising a slimmer and composed build. Traditionally, Kovachev’s are prone to wearing heavy furs and woven materials, suitable for the cold climate of the highlands. This includes the pelts of bears, otters, stags and wolves. Their clothing is often coloured red, black, orange and in some cases even green, usually in relation to their House colours or personalities. They're quite critical on presentation. To battle, a Kovac is described to be seen carrying a battle axe and rounded shield. Encased in a suit of armour striked with a red gryphon and astride a mighty Carnatian warhorse. The Kovachev’s are lovers of melee and cavalry combat, often in the thick of battle and at other times acting as dragoons with compound mounted bows. (OOC Note: This is a rewrite to bring an up to date perspective of the House and its lore. Likewise it's preferable that personal aspects of the post itself are not metagamed or otherwise commented upon with no roleplay knowledge. Thank you.)
  19. Imperium

    House Ruthern

    House Ruthern House Ruthern is an ancient Raevir noble House, tracing its line back to the days of the Crowsmarch, when it was established by Ruther Barrow. In the modern day, the House is a vassal of the Kingdom of Hanseti-Ruska. House Ruthern is based in the Helmholtz Castle, in the County of Metterden. House Loyalty: House Ruthern has had a very long tradition of betraying and murdering their liege lords, but in their modern incarnation have always proven themselves loyal and trustworthy vassals. They are sworn to the Kingdom of Kingdom of Hanseti-Ruska and House Barbanov, and are direct vassals of the Crown. A Ruthern settlement during the age of the Carrions of Crowsmarch. Patriarchs of the Rutherns of Metterden House Ruthern is led solely by its Patriarch, usually the oldest capable, competent male. It is common for the Patriarch to give his brother(s) the ability to exercise some will over the authority, yet they should be in direct obedience to their older brother. House Ruthern was always ruled by the strong, and patrilineal descent meant little compared to power and above all, the preservation of the family. Ailred ‘the Turncloak’ Ruthern ✝ County of Cavan, Lord Marshal of Oren, of the Decturem Ivan ‘The Seafaring’ Ruthern ✝ Baron of Hammerspoint and Saltridge Blessed Dmitry of the Dreadfort ✝ Staunch supporter of House Carrion, blessed for his actions to enact vengeance for his Liege Lord’s death at the hand of Ailred Ruthern. Died in a charge to save the corpse of his liege, Franz Josef Carrion. Alric I Myakovsky Ruthern ✝ Count of Metterden, Commander of the Southern Gold Corps, Lord of Averheim, Lord Regent of Erochland, & Protector of the South. Maric I Dmitry Ruthern ✝ Count of Metterden, Captain of the Southern Gold Corps, Lord of Averheim, Lord Regent of Erochland, & Protector of the South. Demetrius II Viktor Ruthern ✝ Count of Metterden, Lord Protector of The Spine, Grand Meyster of the Order of The Golden Gryphon, Baron of Rostig, and Lord of Alriczan. Boris II Nikolas Ruthern ✝ Count of Metterden, Grand Marshal of the Order of the Edelweiss, Protector of the Pass, Baron of Rostig, and Lord of Alriczan. Victor Alric Ruthern ✝ Count of Metterden, Baron of Rostig, Protector of the Pass, and Lord of Alriczan. Count Joren Ruthern ✝ Count of Metterden, Baron of Rostig, Protector of the Pass, and Lord of Alriczan. Vladrick var Ruthern ✝ Duke of Metterden (Title Abolished), Count of Metterden, Baron of Rostig, Protector of the Pass, and Lord of Alriczan. [Incumbent] Rhys var Ruthern Count of Metterden, Baron of Rostig, Protector of the South, and Lord of Helmholtz. House Culture and Traditions: The Rutherns descend from Raevir branches, and thus, their influence still stand to this day. Although, over centuries of the Raevs being oppressed, the Rutherns have come to reject many of the traditions associated with Raevir; most notably the botch method of speech. Nonetheless, traces of Raevir ancestry are still present in modern-day Rutherns, primarily in the naming of their children. Madness is the first word to come to to mind when describing the House, for indeed they have always held a reputation for being violent, unpredictable, and downright bizarre. The Rutherns hold an ancient record of military accomplishments, once upon a time, the Rutherns led the Orenian Empire’s largest militant Order. It stills continue to this day, Ruthernian bannermen are seen in nearly every conflict that involves mankind. As a result of such a rich history of military, Rutherns are more acclimatized and have an affinity for warfare and the various troubles conflict brings. Legally, House Ruthern are agnatic-primogeniture, meaning that the oldest male of the current ruler will always inherit. Although it is not surprising for Rutherns to just simply usurp one another if they are deemed too weak to rule. Ruthern soldiers marching through the thick woodlands of Erochland, heading south toward the Dreadlands. Ancient History: Anthos-Fringe The House Ruthern is a lesser House branched off the Princely House Carrion, descending from the line of Ruther, a bastard “Barrow” of House Carrion. As typical, the name Barrow was given to Carrion bastard born out of wedlock with a lowborn; however, Ruther was born in a stone castle amongst servant girls and castellans. His mother was a courtier of the court, who managed to take a bastard with the Lord of House Carrion 3 generations prior, Lord Borislav. The boy Ruther was ill-tempered and cruel; he had always been spiteful of those around him and took pleasure in torture and pain. Ruther had an intense phobia of blood, however, and would revel in forms of blunt trauma and torture to satiate his bloodlust, taking a hammer for training and preferring naval warfare of cold blue seas blotting out the blood of war. He would deface his enemies with wrathful impunity by ripping their teeth, spines, and bones, sporting them as war-trophies and forbidding all of his men to sport gold jewelry and instead bones of fallen foes, a brutal tactic which follows the House to this day. When time had erupted for war, the courtiers in service had pleaded with Lord Borislav to send his boy off to die in foreign soils, so the ill-mannered bastard would be rid of in a fashion clean of kinslaying. Ruther was given sixteen longships and a levy mixed with convicts and conscripts. Despite all odds, the raiding party had infiltrated the rival Kosanov stronghold and decimated the populace, a crucial turning point of the Raevir civil conflict. However, when the Carrion envoy arrived to claim the hold, Ruther garrisoned it and demanded legitimization for his valor in war. Borislav and Ruther compromised with the handover of a noble estate, for no vassal around Borislav would have wanted the wicked Ruther a legitimate Carrion to potentially inherit his lands, yet the stronghold was necessary in concluding the campaign, and an amphibious assault was out of the question. Ruther was granted a barren beach line for his warband out of appeasement to the rival lords of Raev, yet found himself little time to scheme further and advance himself with the abandoning of Crowsmarch. Ruther was forced to abandon his lands. In a fit of mixed fury and insanity, he navigated his ships away from the Raevir fleet, taking off to harry various island civilizations between Asulon and Anthos. He took thralls and wives under his own blade, and was succeeded by only one trueborn son. Ruther’s son Boris was the next of line. He took the sigil of the hammerhead shark for the creature’s savagery, hammer-head, and affinity for water, and had the bones of Ruther along with those he pillaged forged among steel to forge the ancestral hammer of the House. Boris continued his father's legacy of establishing violent campaigns against various trade archipelagos, and bore two sons, Ivan, named after the famed father of the Raevir race, and Ailred. Boris, however, did not have the unrelenting tenacity and violence as his father. He faltered and had his second son, Ailred, kidnapped at a young age by rival slavers. Ailred was lost to the family, being raised as a Dreadfort child soldier after being sold to Augustus Blackmont in Anthos. Boris eventually contracted scurvy, dying and sending the “Fleet of Bones” scattered throughout the wild seas. Ivan had witnessed his father’s slow health decline, and took what little strelesy conscripts and thralls to head for Anthos. He had figured the continent settled and ripe for war, despite his weakened fleet. Upon arriving to the Crimson Isles, he reunited with his brother, Flay bannermen Ailred, who was soon nicknamed “Red Ruth” for his flayish brutality. Ailred eventually consolidated his bannermen into the Decturem, a fearsome military order renowned for strength and ruthlessness. Unfortunately, John of Darfey manipulated Ailred into turning against his Carrion kin, promising him the crown of Oren. His rebellion was short-lived, culminating in the legendary Siege of Mount Augustus. His son, Vsevolod, took the remaining bannermen loyal to House Ruthern and fled to the seas. The few surviving Rutherns lived in exile, thought to be extinct, until the days of Vailor. ~ Family Members(Alive/Active): Count Rhys of Metterden, of Ailred’s blood. (Ave_imperium) Ailred var Ruthern, of Ailred’s blood. (Epicethan4) Helena vas Ruthern, of Ailred’s blood. (MissToni) Joren var Ruthern, of Ailred’s blood. (Mcpancakes) Caterina vas Ruthern, of Ailred’s blood. (Slayology) Josef var Ruthern, of Ailred’s blood. (RidetheSky) Dorian Barrow, of Ailred’s blood. (Iilcarnus) House Relics: Members of House Ruthern hold many objects that they have emotional attachment to, but there are some truly renowned artifacts that have been passed down through generations that hold true value to the entirety of the House; for these items hold much history to their names. The Book of Rutherns Held by Count Rhys of Metterden The book was authored by a literate member of House Ruthern ancestor, Yaroslav, son of Ruther Barrow, founding father of House Ruthern. Instead of taking up the sword as expected, Yaroslav chose the life of a scholar, a very unlikely position to find an ancient Ruthern in. This book contains written details on the origins of House Ruthern. It was passed on to his son, and his son passed it on, they continued to fill the book in, either by themselves or using writers. This book is mostly used to prove House Ruthern legitimacy and other deeds done by members of Ruthern. The book was discovered once more in the libraries of Averheim by Maric Ruthern, and he continued it with his own hand, his sons carrying it on after him. Ruther’s Hammer Held by Count Rhys of Metterden This is the hammer that was used by Ruther Barrow to massacre all who opposed him in the first days of House Ruthern. It was made for him by Lord Borislav of House Carrion when he was sent on a suicide mission to attack the rival Fortress of Kosanov. It is said that over five hundred men have fallen to this hammer. It was passed from Ruther to Boris, then from Boris to Ailred, where it was thought to be lost. Ailred, however, gave it to his son Vsevolod, and it was passed down his family until it reached the hands of Arik the Black. It was lost during the voyage to Atlas, only to be founded in a shipwreck by Rhys Ruthern. Ivan’s Cross Held by Count Rhys of Metterden A simple Hussarian cross made of polished dark oak. Upon Ivan Rutherns reunion with his brother Ailred, he had his ships burned to the ground to signify the end of his days of piracy. The night before the ships were to be burned, he claimed to have had a dream in which GOD instructed him to carve a cross out of the mast, for if he did, he would hold divine favor. He did so before the burning, and carried it with him always. Ivan never suffered serious injury or illness with the cross in his possession, despite being a veteran of several wars and having fought many battles. When he did pass away, it was only after he had bequeathed the cross to his son Ivan. Ivan’s Cross is also featured on the coat of arms of House Ruthern. Notable Events in Ruthern History: Ancient History (1250- Ruther Barrow is born out of wedlock between Boris I Carrion and courtier. -At age sixteen, Ruther is sent on a suicide mission to conquer Fortress Kasonov, he accomplishes this goal and is rewarded with land and is legitimized, forming the Cadet Branch, House Ruthern. -Abandonment of the Crowsmarch, reason unclear. Ruther Ruthern is forced to flee with his warband, taking to sea and becoming an amphibious-based pillager. -Twins, Boris and Yaroslav are born. -Ruther contracts scurvy and consequently passes away, his fleet fractures at the loss of its leader. The twins Boris and Yaroslav are kept safe by loyal bannermen. -At eighteen, Boris is given reign of the remaining Ruthern fleet, he continues his father’s legacy of pillaging coastal settlements in the nearby oceans of Asulon. -1350) Yaroslav begins his work on the Book of Rutherns. (1350- Ivan is born of Boris. Ailred is born of Boris. -Ailred Ruthern is captured during an attack orchestrated by rival raiders, he is sold into slavery. -Yaroslav passes away due to health complications and aging, his work on the Book is passed onto Ivan. -Boris passes away due to scurvy, his old age and feeble body accelerating the process. The sudden death of Boris causes the fleet to violently shatter into splintering rebellions as each Captains of different longships begun to engage each other in bid to claim the position of being the Fleet’s Commander. The conflict is dubbed ‘The Night of Broken Ships’. -Ivan finally consolidates his own forces after a year of combatting rogue Captains. During the conflict he gains knowledge of Anthos and makes it his destination. -1398) It takes years for Ivan and his ships to reach Anthos, but upon arrival they come into contact with soldiers of House Blackmont. Upon meeting Lord Augustus, Ivan came to harbour a deep respect for the awe-inspiring bandit Lord. The remaining Ruthern forces integrate into House Blackmont as a result. (1399- Ivan finds his long lost brother, Ailred, serving as a bannerman to the very House he had just sworn loyalty to. Ailred explains how he was bought by House Blackmont to be a slave-soldier, but came to advance in rank, earning his freedom and securing his position as a bannerman. -The ‘Crimson Banquet’ occurs. After Augustus’ death, his inept and incompetent son, Tiberius, takes rule of House Blackmont. During a feast, Tiberius is poisoned which results in fighting as accusations are made widely. The fighting is so fierce that by the time it ends, the Dreadfort is reduced to rubble. Ivan and Ailred survive the fighting and relocate along with the surviving Blackmont bannermen and family members. -With the death of Horen V, the Dynasty of Horen falls without a proper heir and the Empire of Oren crumbles under civil unrest, the Great Exodus occurs, where most of Humanity departs from Anthos to the fabled continent of Aeldin. -1404) Ivan and Ailred opt to stay behind and govern the lands of House Blackmont. (1410-The Kingdom of Ruska begins to rise as a dominating force of post-exodus humanity. -Ivan is contacted by his distant relative, Siegmund Carrion, the King of Ruska. Siegmund states his wish to reunite humanity under one banner and wishes Ivan to join his fold. The terms are accepted and the lands held by Rutherns fall under Siegmund’s Kingdom. -The Kingdom of Ruska unites Humanity, House Ruthern is elevated in position. The sole Nation of Mankind is named traditionally, the Oren Imperium. -The Decturem Order is formed, Ailred acting as its Marshal. -Ivan passes due to health complication regarding old age. -Anthos is destroyed due to unnatural continental floods, inhabitants flee into a portal that led to ‘The Fringe’. -The Fransiscan Massacre occurs, Ailred Ruthern commits regicide by slaying Franz Josef Carrion, betraying his family in the process. A legitimized bastard of House Ruthern commits to a suicide charge to save the corpse of Franz, he is killed alongside his comrades and is later blessed for his actions by the Church of Cannon. -(1432) House Ruthern falls into obscurity due to Ailred’s actions. Modern History (1541) Twins, Maric and Alric Ruthern are born to Dmitry and Emma Klein-Ruthern. (1559) Lopkaea Marbrand and Alric Ruthern are wed. (1560) Maric Ruthern and Isabel Stafyr are wed. -Alric and Lopkaea Ruthern have a son, Josef Ivan. (1561) Twins, Dmitri Ruthern and Marjorie Ruthern are born to Count Maric and Isabel Stafyr (1562) Godric Ruthern is born to Maric Ruthern and Isabel Ruthern. (1565) House Ruthern is officially recognised and reinstated as Orenian nobility, risen to the station of Count and given the rights to Metterden. Their stain of regicide wiped clean. -Alric Ruthern disowns his son, Josef, and leaves his wife, Lopkaea. Vanishes without a trace, last seeing heading into the woods outside of Felsen. -Maric Ruthern ascends to be Count of Metterden, Lord Regent of Erochland, Protector of the South, Commander of the Southern Gold Corps, Lord of Averheim, Bailiff of Destati. (1571) Vailor is lost to a plague, House Ruthern flees with its liege, House Barbanov and establishes itself in Axios. (1572) The New County of Metterden is recognised within Haense. (1574) Boris I Ruthern dies from an infected wound. (1572) The Alriczan Castle is built, under the supervision of Godric var Ruthern and Dmitri var Ruthern. (1577)Maric Ruthern abdicates to his eldest true-born son, Dmitri Viktor II Ruthern and he becomes the Third Count of Metterden. (1582) Ruthern loyal bannermen, the House of Marbrand, receives the land of Rostig within the Kingdom of Haense. -House Marbrand officially joins the County of Metterden. -House Amador officially joins the County of Metterden. (1583) House Amador officially departs the County of Metterden, vassalising beneath the royal crown of Barbanov. -Boris Nikolas II Ruthern is born to Sofia and Dmitri Ruthern. (1591)Boris Nikolas is kidnapped by High Elven and Dwarven insurgents. (1594) Demetrius II Viktor Ruthern passes, 1561 - 1594. -Boris II Nikolas Ruthern becomes the Fifth Count of Metterden. (1596)Following a succession crisis, Count Boris seizes the lands of the Barony of Rostig and takes direct control of it. (1599) A marriage is held between Lady Adelheid Ruthern and the King of Haense, Marius of House Barbanov. (1601) Arik ‘the Black’ Ruthern arrives at Metterden and makes a deal with Count Boris to inherit the County -Boris Nikolas Ruthern is murdered by Courlanders, 1583 - 1601. (1602)Viktor Alric Ruthern and his uncle, Adelwen, rebel against the Haensetic crown, and swear fealty to Courland.A schism is driven into the House. -Joren Ruthern is born to Viktor and Cecily Ruthern. (1604) The Kingdom of Hanseti-Ruska surrenders to the Courlandic crown. -Viktor Alric Ruthern marches north, and ascends to become the Seventh Count of Metterden. -The Ruthern Restoration Act of 1604 is published, disowning and renouncing Arik the Black’s claim on the Ruthern noble name - including lands, holdings and titles. (1605)Ser Maric the Crowshield Ruthern dies from an infected wound, 1541 - 1605. (1607)Viktor Alric Ruthern dies from these lines are blotted out with heavy ink, 1585 - 1607. -Joren Ruthern ascends to become the Eighth Count of Metterden. (1609)Count Joren repeals the Ruthern Restoration Act and appoints Vladrick Ruthern as his Regent. (1611)Count Joren is killed during a meeting with the King of Courland. The Greyspine rebellion starts following Jorens death. -Uhtred Ruthern ascends to become the ninth Count of Metterden (1612)The second battle of the Rothswood takes place resulting in a Ruthern victory, restoring the Kingdom of Haense. (1616)Uhtred Ruthern disappears, the male Bloodline of Ivan Ruthern ends leaving Vladrick Ruthern of Ailred’s blood to become the tenth Count of Metterdn. (1643)During the voyage to Atlas Vladrick is lost at sea, with his fate unknown his only Son Rhys Ruthern becomes the eleventh Count of Metterden. (1656) Rhys takes his family and flees Haense following the collapse of the government. (1657) House Ruthern returns to Haense under Rhys, and pledges itself under King Karl. (1658) Count Rhys signs the Greyguard pact with House Baruch. (1661) The Castle of Helmholtz is built, becoming the new seat of House Ruthern. Out of Character Information: Hello all, we thank you for taking a peek at this. This post was created in mind to serve as documentation on the forum and to be informative to those who know little of House Ruthern. If there appears to be any discrepancies or false information, notify the following; Ave_imperium
  20. Techlock and its Restrictions *****DISCLAIMER***** By no means am I an expert; just a sensible man who is adamant about loosening techlock. I. CANNONS IN MEDIEVAL TIMES Hello, LOTC, it is once again time to refer to the long standing and seemingly controversial issue of techlock. This is not a call for it to be removed, but rather a call for it to be pushed back in technological capability. I believe we call all find common ground that pushing into full industrialization is bad and completely takes away the aim of the server. No, that is not what I am pushing for is simple gunpowder weaponry; handguns and cannons. For whatever reason, we are prohibited from using these to supplement our roleplay. Because of a ‘no guns’ policy, and that it would take away from the Medieval-Fantasy nature of the server. Well, I will have anyone who contests this on those grounds that gunpowder weaponry were indeed present in the Medieval Ages. Thus this point is rendered moot. The ‘gun’ was indisputably present on the battlefield by the year of 1336. This time is hardly considered modern. Cannons depicted in the siege of a North African town, 14th Century rendition Depiction of cannons employed during the Siege of Orleans of 1429 by Martial d’Auvergne II. NOT OVERPOWERED For those who argue that a ‘gun’ would be easily powergamed and abused - Not at all. Their potential to be abused is no worse than that of a crossbow; a weapon also potent enough to punch through thick armor. We’ve already decided that you always have to emote loading your crossbow. The same can apply for ‘guns’. Whereas firearms today are fastloading, accurate, and reliable weapons - what would suit us are simple and crude gunpowder guns. Let its trade-offs be known. Let a ‘gun’ be an alternative rather than a replacement. Generally, arbalests and bows will benefit from accuracy, while the gun will exchange that for more of a bang factor. III. HOW WE DETERMINE IMPLEMENTATION As for use in warclaims, cannons don’t need to be any more devastating than trebuchets or catapults. Let them do the same amount of impact damage. However many blocks are brushed away when a stoneshot hits a castle wall can stay consistent with a cannon. Or, if we’re still looking for a remedy for how powerful cannons are - have them have substantially less range than their trebuchets. Often in real life sieges, they had to be wheeled almost right up to the city walls given their inaccuracy. Thus, siege crews will have to put themselves in direct line of fire and in harm’s way to operate the cannon. Again, this is about trading off one benefit for another. Just like runecannons are most expensive than trebuchets, regular cannons can be as well. It will not render current weapons of warfare obsolete, but shall serve as an alternative, for those who want it. This is not being forced upon anyone. That is the name of the game here - options. The current rules are very limiting and prohibitive. Regardless, since LOTC doesn’t need to abide by real life rules. They don’t need to be complete weapons of destruction. We determine that. And ultimately, the damage done by siege engines is left to the discretion of presiding GMs at the Siege anyways. Still, for medieval engineers, there was room to adapt. Geometry in architecture became key. Tall, flat walls no longer sufficed, (which is what many horrendous PVP forts look like in LOTC). Somehow actually acceptable PVP fortification during the Sack of Vjorhelm which saw a Canonist victory against Norlanders. Here are two pictures that show adaptation to gunpowder weaponry. Note the sloped wall geometry of the Italian fortress of Sarzanello: Photos courtesy of Luciano Napolitano IV. IN RETROSPECT: COMPARING GUNPOWDER TO CURRENT LORE When we compare things trapped behind techlock to some of the ridiculous lore we presently have on the server… suddenly having gunpowder doesn’t sound too ridiculous afterall. Floating cities, artificial intelligences, rune cannons, THANHIC NUKES, teleportation, and lest we forget, the myriad number of races which infest the server. For crying out loud, we already have weapons of mass destruction. For what reason is gunpowder farfetched? How about some lore with a grounding in reality? - With regard to how things actually work. Technology should have its place on this server just as magic should. Let the druids manipulate their vines. Let the voidal mages summon arcane shields at will. But let us also the opportunity to advance technologically. Many magic lore additions get approved without a second thought. But whenever the issue of techlock arises, it is immediately shot down for no apparent reason other than ‘we don’t want guns’. How absurd. Let technology, magic, alchemy, all coexist to creature a new, unique blend of roleplay. A Dwarven alchemist by captdiablo on Deviantart V. NEW OPPORTUNITY, NEW ROLEPLAY, NEW DISCOVERY In addition, as a result of a potential loosening of techlock, we as a community may spawn a new wave of discovery and tinkering RP. As we are aware, LOTC is a roleplaying platform. Why do we hamper our ability to create dynamic roleplay so heavily? Why does this OOC barrier prevent us from making technological advancements? Give people a reason to play tinkerers once more. Let them be able to do their profession. This has the opportunity to spawn so much roleplay. But yet, we’d rather shoehorn more magic in - a topic which divides the community even moreso than techlock. Magic is too defined, too scientific. It should be mystical and mysterious. NOT ‘if I do this for long enough, I’ll advance to the next tier’. Allow us room for actual science and development. An example of a Tinkerer from pioneering days VI. LOOSEN TECHLOCK, NOT REMOVE. A NEW CAP. And lastly the last point I’d like to bring up is that the lifting of techlock (to a certain point) would bring so much potential to LOTC. Opposers to the lifting of techlock will always stress that it will ruin the ‘Medieval-Fantasy’ nature of the server? This is by far the worst argument I’ve heard. The argument stands on no legs. Why can’t there be cannons and guns present in a fantasy setting? Who says that? For example, take a look at Warhammer Fantasy. Warhammer is one of my favorite fantasy settings that has everything from cannons, to an Undead menace, to magic slinging Elves. It all blends perfectly together. Warhammer is successful because of its diversity. There is something, a faction, for everyone. Everything feels unique. This is what I believe is a good cap to techlock. It works so well and could work well for LOTC too. But yet we reject the notion for whatever reason. The Third Battle of Blackfire Pass, Warhammer Fantasy VII. TL;DR - Cannons were present in Medieval Times - Not overpowered - Need of change - Pros and Cons to Gunpowder weaponry - Other lore on LOTC is ridiculous - Magi-tech is dumb - New blend of roleplay - Revive tinkerer RP - Lift techlock, not remove - Warhammer Fantasy = good stopping point - Techlock is very limiting and restrictive - Technology not forced on anyone - ‘Muh Medieval-Fantasy’ is a bad argument - How can TNT and fireworks be canon, but not cannons? - Handguns aren’t pistols. They’re hand-held ‘cannons’. Pistols didn’t show up until the late 17th century, early 18th century. post your thoughts below pls
  21. Maidens of the Oak... History ~ - Over the years, there have been stories of beautiful, maidens- lovely with shining violet eyes... Their gaze capable of leading a man to their death. It all came from the discovery of the bodies of men, laying in circles in the forest. These people's lives were taken from them, their souls literally breathed out of them... and the very eyes that they used to gaze at the ladies, were gone. The stories originated from summers past, a girl who ran from her home, a broken one. She was in despair.. It is remembered that the girl was blessed with her child, but her father saw it as something disgraceful. The Baby has been conceived out of wedlock, and he wouldn't have it. The girl, whose name was known as Farrenla, ran deep into the dark forest where she became filled with sadness. She had lost her mother,years before- who was cursed with the gift of the frost- and had never seen her again. Her sadness was heard by Aeriel, and the Archaengul took pity on the poor soul. Aeriel appeared to Farrenla, and took her hand. Aeriel gave her a gift... an enchanted oak dagger. This dagger would hold the power of the souls who have died. It would give the wielder immortality... but everything comes at a price. To gain the power of the oak, Farrenla would need to take her life. She would be reborn as a servant to Aerial, to take the souls of Lost Mortals and kill them- and pass them to the Archaengul. Farrenla would stay in this endless cycle for years, taking the souls of the lost- entering villages and kingdoms- She left a trail of bodies; This was all out of sadness. she was alone.. so she would use the blessed dagger Aeriel gave her and she would bestow the gift upon other maidens. When Aeriel heard news of this, she became furious and appeared to the maidens. She cursed them to a life alone, bound by the forest, unable to leave it or the world would see their true souls, corrupted by their malicious deeds. The dagger was destroyed, and the curse of the maidens would stop. The Archengul did leave them one gift, for she was a benevolent being. They would be able to transfer the curse singing the Oak Lullaby... Over the ages, their stories were forgotten... but yet, if you wonder far enough into the forest.. you can still hear the Maidens' songs.. * Note : the sung is used to lure people to their deaths, but the song can be used to transfer the curse to women if the Maidens of the Oak desire so. Thy lost soul comes to us, o' soul.. We shall wait, across the pond Until we meet again.. O' young soul, comes to us- Thy can be free again.. Biology ~ - The Maidens of the Oak are known to be beautiful, seductive, and cunning. They lure people with their lovely voice to gain their souls, and their lifespan. They normally look like maidens of all races, and all complexions- Their eyes are always a striking, mystical violet. Under the shade of the trees, they appear this way- Beautiful and intriguing -, but because of the Oaken curse... if they dare leave their wooden threshold, they would appear as dark, vile beings.. Their violet eyes now glowing.. and their teeth would appear to be sharpened.. Their bones would be pushed up, looking very lanky and bony. They would take the appearance of their vile past... murderers and hags. The skin of the Maidens of the Oak is always cold, like their hearts. Because of the Oaken curse, any male child that a Maiden would conceive, would be deformed and stillborn. Any female child would be taken by Aeriel, never to be seen by their mother. All maidens have the power of the oak- If they cast a spell together, as a Clan.. they can save the female child, and she can grow into a maiden like them. They can also take away power from a maiden as a punishment, or even kill them. Life ~ - They live in settlements in dense forests, ruled by the maiden who has taken the most souls from the people around them. She is known as the Oak Maiden. She would be in power until a maiden more powerful came and took power; But this wasn't a peaceful transition.. The former leader would be killed. If any maiden defies Aeriel's room, the clan as a whole would have to take her power, of maybe even kill her (depending on the severity of the act).
  22. ORDER OF THE BLESSED CATHERINE The 20th of Snow’s Maiden, 1653 His Holiness JUDE I, High Pontiff of the Church of the Canon, Metropolitan of Rhodesia and the Crownlands, Archbishop of Jorenus, Lotharum, Aleksandria, Phillipus, Enochas, Visigia and Erochland, Prince-Bishop of St. Thomas, Savoy, Mont St. Humbert, Holofernes, Johannesburg, Esheveurd, Luciensport, Huss, and Dibley, Prince-Abbot of Laureh’lin and Hariam, Abbot of Annsden, Bishop of Godfreo, Fernandus, the Westerweald, Versace, Mardon, Metz, and Carace, Successor of the High Priesthood of the Church, Supreme Pontiff of the Church of True Faith, Keeper of the Canon, Missionary to Aeldin and Svatum, High Servant to the Exalted's Testaments, Humble Servant of the Faithful and Vicar of GOD doth decree… Her Reverence JUDITH ANN, Holy Mother of the Church of the Canon, Abbess of Jorenus, Judzcya, Annsden, Esteresa, Avignon, Martyrs Abbey, Clementine, Belvitz and Mother Superior of the Order of the Blessed Catherine. TABLE OF CONTENTS SECTION I - ORIGIN SECTION II - IDEOLOGY SECTION III - FORMATION SECTION IV - RECORDS SECTION V - PATRONS SECTION I - ORIGIN The rebirth of the sisters of the Church of the Canon grew in the infancy of the settlement of the Atlas continent. The sisterhood was few and scarcely spread, with only three primary nuns that were settled in three distinct locations of the realms. In that time Sister Judith of Czena was a forthright sister that had claimed a religious hovel in the Marantine woodlands, where she thrived beside a garden and a warm pot of tea that she kept for travellers and holy knights. Sister Yuliya of Haense was the only nun in the most southern bastions, residing within the Hanseti-Ruskan capital of Markev as a quiet but hard working member of the religious community. Sister Bogdanova of Hussaria remained in isolation within the hinterlands, proceeding to pursue a cloistered life of silent service to GOD. From these three women, a great sisterhood grew, through zeal devotion and effort to breathe life back into the Church through the way of holy women. In the Year of Our Lord, 1648, the Annsden Abbey was founded by His Eminence, then Elphias of Metz, and the Sisters Judith and Yuliya were tonsured as thee who would uphold the mantle of this holy and sanctified build. From humble beginnings, the foundations of the Order of the Blessed Catherine were laid, and continued to built upon with multiple women taking the cloth and swearing the holy vows of the Church. Upon the abdication of the High Pontiff Clement III, the sisterhood saw a great rise in their progressions and their numbers. Archbishop Elphias of Metz ascended the Exalted Throne as the High Pontiff Jude I; the glorious rise launching the sisterhood into sudden prominence and activity. It is recognised that without the faithful efforts of His Holiness, Jude I and Her Reverence, Mother Judith, the Order of the Blessed Catherine would not flourish and proceed in such haste and devotion. The archives of the Annsden Abbey revealed vital reservoirs of truth in relation to the only other sororal item of the Church, a century past. The Order of St. Julia was conceived by Mother Lorina of Vekaro, and albeit her outlandish end, the virtues and attributes of the small institution provided inspiration for the reformation of the sisters and the genesis of the Order of the Blessed Catherine. As the Church of Canon began to accommodate a plethora of vowed sisters, in the Year of Our Lord 1652, the Convent of Esteresa was established within the Principality of Evereux, commonly known as the Duchy of Curon. It was with great charity that His Serene Highness, Alfred I of Cyrilsburg donated the institution to the Order, in hopes that the Mother Church’s purities would cleanse his streets of its unabsolved sin. In the same year, the Order combatted great hardship with the Haensic men who opposed the Church and the Lucienists, preying on the sisters as outlets of their abrasive hate. It was the fiery and inspiring words of Sister Yuliya that filled the Order, preventing submission and allowing the women to rise up and seize independence and sources of strength. The modern reform of the sisterhood that led campaigns of devotion, compassion, and restoration rather than hypocrisy and hate was contributed to by the constant endeavours of Mother Judith and the Sisters Yuliya, Darya, and Alyona. Notable mentions would be the High Pontiff Jude I and the Archbishop Yurii of Jorenus. SECTION II - IDEOLOGY The Order of the Blessed Catherine hosts contentment with virtue and a continual strive for absolute sanctity. Catherine Horen was raised as a kind and honest spirit; one that slipped bread into her basket and ran down to feed the poor, to explore the shores with the common children, and fall into ruts of immersion with the books in her imperial father’s library. As she matured into a woman, Catherine expressed her desire to lead a true and virtuous life that did not feign or falsely present itself as so many other sly partisans did. Upon the seventeenth name day of Catherine Francesca, she took a high vow to never lie again, and upheld this sacred oath until she died thirty seven years later. This virtue is a brandished token of the Order, inspiring the women each day to act true as the blessed patron did so many years ago. Beautified for her integrity, the Order of the Blessed Catherine’s intention is to follow in her step and act as she did, true. Catherine Horen took no higher notice of herself in contrast to those that she walked amongst. The humble and modest nature she hibited was inspired by the late Tuvya Carrion, whom would dress in the common man’s garment and experience the world and community without great regard or recognition. Similarly, Catherine would leave her vanities at the palace when she sifted through the Felsen crowds, enthusing the work of the baker, the artist, and the smith. Her relationship with the people was a critical influence on her life and the perspective people took of her; a strength she wielded and other nobles did not. The Order recognises her humble approaches, and takes it as another core ideology that is taught to the sisters. To be humble and to be true is to lead a life, wholly. The power of language is a weapon that is pushed to be a constant reliance and utility of all sisters of the Order. Through the religious and academic dogmas of humanity are the greatest powers found; that all men and women can use to strengthen belief and education. The Order of the Blessed Catherine provides an extensive education that reminds the women of their intelligence and capacities. CATHERINE FRANCESCA HOREN ‘It takes a strong group of women in times such as these to take a stance, and not cower from our place in the world. All to easily, we might bow out, and subject ourselves to be cloistered, and tuck ourselves cleanly away from this world. We might read literature, sing hymns to the seven skies, and live our days content with our faith. I know not of you sisters, but my faith demands action, not seclusion. My faith demands a fiery heart that beckons us to serve the good people of the world. Not through violence and force, but the love and compassion of our Lord, GOD.’ - Prioress Mother Yuliya of Haense, 1651, A Sororal Call to Action. SECTION III - STRUCTURE The order follows strict structural codes that renders formations that enable tonsured sisters to progress and pursue their ascetic lives in accordance to the Church of the Canon. Within the cohorts of the Order of the Blessed Catherine, an ecosystem is built that encourages equalled levels for the majority of the sisters, exempting the official roles which sisters can strive for to rise within the Church as secondary and tertiary servants of GOD. In alignment to the Church, the High Pontiff wields absolute authority from the Exalted Throne over the Order of the Blessed Catherine, and no sister can challenge his judgement regardless of her office. The sisters of the Order are sworn into their devotion until death, and so all of them are encouraged to aspire to deliver glory and charity in the name of the Creator. To progress and climb within the Order, the sisters must be well-learned in the Holy Scrolls and be equipped with extensive knowledge in theology, literature, history and mathematics. The sisterhood is glorified for the education that it provides to the free women of all realms and the archives it keeps, and so the sisters are to wield their knowledge and pursue it willingly. HOLY MOTHER The Holy Mother of the Church of the Canon is the highest ranking woman of the clergy and is the supreme mother of the Order of the Blessed Catherine. She sits the figurative throne beneath the High Pontiff, whom she closely confides and works with. The ascension of the Holy Mother is similarly paralleled to that of the pontifical selection. The Mother chooses a favoured successor to uphold the sororal mantle; yet any eligible sister may put their name forward for the supreme role. All sisters as well as the Synod place a vote for one of the women put forward; and the sister most favoured will become the Holy Mother of the Church and Mother Superior of the Order. The Mother may only be relieved of her role through death, abdication, or excommunication. ABBESS An abbess runs a convent or abbey in alignment and relation to the Order of the Blessed Catherine and the Church of the Canon. Typically, there are only one or two abbess’ serving in their holy office in any one age. The Holy Mother is the archabbess, and might elect another competent woman to oversee another diocese of convents and priories. PRIORESS A prioress can either be the arch sister of a priory or assistant head over an abbey or convent. She is tasked with the responsibilities of managing the internal affairs of the institution as well as the relations with other monasteries and communities. The prioress serves duly in her duties of discipline and organisation of the sisters within the convent, and actively participates as a right hand to their abbess. Many prioresses claim origins from prosperous houses and families, often being the fourth or latter daughter that would be unlikely to serve higher marital purposes. TONSURED SISTER A sister that has underwent the tonsuring rites that induct and swear her into the Order of the Blessed Catherine and the Church of the Canon. A tonsured sister has dedicated her life to GOD unto death is delivered. POSTULANT Within all religious institutions belonging to the Order of the Blessed Catherine, women who intend to swear their vows yet have not participated in their tonsuring rite are known as postulants. Typically, a postulancy can last from six months to two years, allowing for the woman to fix her life to the song of the Order. A postulant generally is an active participant in the life of the abbey, progressing alongside the novices and sisters in prayer and religious work. Tenured postulants are women who have been summoned by the Order of the Blessed Catherine to serve a sororal tenure for heinous crimes, sins or impurities committed. A tenured postulant serves alongside the sisters until the Mother Superior summons a sororal conclave, in which the sisters will cast votes unanimously in favour or disagreement of relieving the postulant of her tenure. All sisters must vote in agreement for the postulant to be relieved of the cloth and dedication to the Order. NOVICE Women who seek an education in theology and the works of GOD serve in sororal tenures for the Order. Those who undergo these tenures are known as novices, and participate in active life in alignment to the ascetic and policies of the sisterhood. Novices can be women who are inclined to learn more about GOD or the academic courses offered by the professed sisters. These type of women can also be those who have committed heinous crimes or sins, and have been sentenced to serve sororal tenures to be cleansed and be guided back to His Light. VOLUNTEER A volunteer can be a Canonist man or woman who dedicates their time to help out in the affairs, events and progressions of the Order of the Blessed Catherine. EMMANTINE COUNCIL A governing body of clergywomen who discuss the greater affairs and progressions of the Order of the Blessed Catherine. THE HOLY MOTHER - Mother Superior Judith of Czena The supreme mother has absolute authority over the Emmantine Council and the Order of the Blessed Catherine. THE DAUGHTER OF DISCIPLINE - Sister Alyona of Marna As the Daughter of Discipline, she exercises and manages the strict codes of discipline and ascetic styles over the sisters. The sister will enforce the vows the women swore in their tonsuring rite and punishes those who betray the code of the Order or the Word of GOD. THE DAUGHTER OF INTELLIGENCE - Prioress Mother Darya of Belvitz The duties of this office are to collect information for the Order, bringing forth valuable items to be discussed and addressed by the Emmantine Council. It is vital that the sisterhood remains informed of the affairs of the Canonist states, to address them in accordance to the code of the Order. The Daughter of Intelligence leads private investigations and trials to obtain fair dictations on matters such as postulancies, marital affairs and misconduct, heresy and hypocrisy, and immoral conduct. THE DAUGHTER OF DOGMA - Prioress Mother Yuliya of Haense The Daughter of Dogma is charged with oversight of all archives, manuscripts, doctrines and scriptures kept internationally by the Order of the Blessed Catherine. The sister of this office is in possession of the sacred Sororal Tomes of Jorenus, and has chief access to the records kept by the Order alongside the Holy Mother and High Pontiff. Many thesis’, declarations, prayers and writs of theology are published through the way of the Daughter of Dogma. Typically, it is known that the sister adds to the sororal code of the Order over the years, contributing to the growth and progress of the Church. SECTION IV - RECORDS Within the seventeenth century, the dominion of the Holy Church of the Canon has ever expanded into the bastions of Atlas. Similarly, the sisters have led their own pious processions to wield greater influence over the many herds of people that live across the continent. The Holy Mother of the Church leads supremely from her figurative seat within the papal county, however since the Order of the Blessed Catherine spreads their word internationally, eligible sisters are progressed to secondary offices to aid the Holy Mother in her control over the several abbeys and priories of the Church. Yuliya of Haense, Prioress Mother of Annsden Darya of Belvitz, Prioress Mother of Belvitz Within the seventeenth century, the sisterhood grew to an esteemed number of tonsured women whom pledged their lives to GOD. Sister Bogdanova of Hussaria Prioress Mother Yuliya of Haense Sister Odette of Annsden Sister Petra of Marna Sister Henriette of Markev Sister Lucienna of Czena Sister Emilia of Marna Sister Cecily of Wickwood Sister Katarina of Santegia Sister Lisa of Senntisten Sister Alyona of Marna Prioress Mother Darya of Belvitz Sister Esther of Gethsemani Holy Mother Judith of Czena SECTION V - PATRONS CATHERINE FRANCESCA HOREN TRUTH. HUMBLE. INTELLIGENCE. * Henrietta Louise, Queen-Dowager of Horen-Marna MODESTY. Ingrid, Queen-Consort of Hanseti-Ruska CHARITY. Linette Eliza, Duchess of Curon POVERTY. TO JOIN Interested in joining the Order of the Blessed Catherine? Please fill out the receipt below. IC Name: As a sister or volunteer: Race: Birthplace: Place of residence: OOC Mc Name: Discord name:
  23. The Bird Soared and Securely Over Mine Kingdom As published 8th of The Deep Cold 1659 " The Mali'Aheral people must not only spout superiority, they must show it. What are you waiting for? Show it brethren." ~Ah'Sohaer Cenwall Maeyr'onn A wise man once said that all things come to an end.... I Ah’Sohaer, the first of his title hereby write my resignation of both my positions-- Sohaer and Maheral of our blessed people effective immediately. Let the official voting of my successor begin. I will end my term with a story of a simple mali’aheral who hoped for more… Atathri Glaeus. A sickly name to give a child, cursed snake. He was a simple child running away from home, ready to take on this world like none other would… first to the famed Enchantry where he would learn from and meet the greatest magicians in the world. He stood, scar on his left eye, standing in the freezing cold mountains shouting at their gates-- a mali with no knowledge of magic. Bold this pure High Elf was… this boldness would only make none other than the grand leader of the Enchantry to greet him and accept him into their hold… this is where his journey to the Arcane began…This is where he met the most influential magis of our times, where he shed his scar to be wholly pure of form… transformed into Cenwall Glaeus. Cenwall Glaeus would seek to return to Haelun’or, the true home of all mali’thill. This is where he would see ruin, decadence and decay. Shocked his people would be so down-trodden, he saw how the council clung to power yet did nothing with such power. In such distress he met who elves only would call “Fruit Fly”. This man offered a job in what was called the ETHIC at the time, and Cenwall soon grew into an officer of such a force. Integration into the armed forces of the Silver State of Haelun’or was desired by the order. They only wished to protect, yet the council feared them-- they were a force believed could tear down their fake curtain of power. Soon we were thrown out the city as traitors… the first lesson of his life, power. During this time, the Mali’Aheral people stayed in a campsite awarded to them by the Empire of Oren… this is where Cenwall Glaeus met his father Carvalon Maeyr’onn, his true father… A great nephew of one of the founders of Haelun’or-- Nelecar Maeyr’onn, the Lion and first military leader under Maheral Dio. Carvalon was a strict man and soon it was seen between Cenwall and Carvalon their relationship. This is where Cenwall Glaeus was remade into his true form... a Maeyr’onn. Andria, a beautiful elven High Elven woman saw their distress… she too was tired of the lethargy and was a Maheral of old. Soon they led our troops through the streets, weaponless, however extremely zealous in our drive to fix the lethargy which had rested in the leadership-- a result of the recent age of countless coupings. This was to be the final the High Elven people would bear. In what can only be called the Night of Remembrance, the ETHIC drove the councilors from the city and put Andria as Maheral for the reconstruction of their city, for it was half-built and destroyed. Cenwall Maeyr’onn-- myself would grow from the military and into politics, for a vote for a new council under the new administration under Maheral Andria. Soon the people would vote, and so they did. I became Okarir’Maehr, librarian of the Eternal Library of Haelun’or… the most respected of all offices in Haelun’or. It was done, and I moved swiftly to make deals earning knowledge and teaching the people. First a deal with Dragur Library to refill their library and a refilling of the battered and crumbling library of Haelun'or. This is where I learned my second lesson in life, persistence. Tending to the library was not enough for me, I went to making deals with various nations to collect knowledge and gain contact throughout the realms. This was where Andria saw my potential… she absent from my knowledge of this time. This absence would haunt her in her later days of me remembering her. It was a quiet day and I can only see her in the Eternal Library reading the books… she looked tired. I approached and she told me of her coming resignation. Shocked, I wondered who would take her place. It was me… my third lesson, peace. So this was also done, I was named Maheral Cenwall Maeyr’onn-- it was then I had unlimited powers. The system and city had no hope to thrive much longer, I had to revitalize it for our people. I installed twelve councilors, though such was against my main goal of phasing out the ones who only sought power but not wishing to put in the work for the people. I wished for loyalty and through these times it would be what would test me as a leader the most. The city was rebuilt by famed builder Elrith, still a loyal and masterful builder to this day-- the man who built Okarn’thilln of today. With the city built and shrunk to consolidate materials, I waited for those who had devious tendencies to strike. The first week, I was tending the outer realms of the world. I heard of an impending attack and coup under my nation. I rushed back to swiftly end the threat with diplomacy, the leader of such would be my first military leader… my fourth lesson, diplomacy. Such would not be my first threat of ruin-- I heard talks of my second in command at the time Cinh’llytn or now known and banished Lyu Elibar’acal talking of coup behind my back. Whispers long before I had loyal men protecting me at all times. Ralnor, an ex-Sohaer told me of such and pushed me to act. I in my young and brash self went to move. Arelion Laurir’ante, an elven man that I had not known much at the time sent the letter for him to join us. It was their that I personally moved to sentence his fate and kicked him in molten lava… such an action would haunt me in my nights alone-- it was this moment killing this elf where I learned my important lesson, culture and security. The mali’aheral people were furious with my killing of a pure-blooded High Elf. The Maheral, “most pure” doing these actions even moreso. I heard whispers of another coup sprouting, yet I knew such had to be done for the security and steady progress of our people… this is when I met my most roudy ally, Athedil Haler’thilln-- a proud and astute old High Elven man. We both came to the conclusion of the importance of the separation of the state and culture. To appease my enemies and restore proper progress of our state I announced the reinstatement of Sohaer and announced Athedil as the new Maheral, where I learned my fifth lesson in life, separation of powers. During this time, during the end of Axios I learned of the secret natures of people-- the greed. One after another my councilors turned on me, attack after attack, yet I survived all of the attacks. It separated the loyal people from the snakes and it gave me more power to bring true security to the state and enact all enemies of the state removed. First the purging of frost witches from Haelun’or, then the purging of all Dark Magi. For the first time in centuries I had created an age of security and an age of progress. My greatest mistake was allowing a wood elf to command my forces. I wished to integrate the lesser elves in our lands-- seeing all elves together as integral to the growth and security of all elves… this was when I realized only a pure mali’aheral can truly lead. Our control of our emotions is the main ingredient in our superiority and it showed during the day of flames when Rhillen, the wood elf threw alchemist's fire on our own men in a stressed battle, ruining our chances of thwarting the coup of the wood elven lands under Awaiti Aureon. The momentum of our people was staggered during this time, and the land of Axios was coming to an end. This is where we come to Atlas… a new land and new opportunity for our people and others. I reformed the government and fixed the problem of top-heavy government. I chose only the most loyal to the people and the state, and alternatively the most zealous in the build-up of our state. Arelion Laurir’ante remained my most loyal friend during this time and to this day. During this time we formed the Sohaerate, formed under the pretence of our ancient alliances and common cultures, negotiated by Varen’thal the current diplomat of Haelun’or at the time. Together we would push forward and in time we saw slow and steady buildup of our power as a state. I set up to making checks and balances of power, even my own and created a voting system in which future governments could properly use. The transfer of power was established and I created new laws alongside Ceruberr to institute Talonni families on the blueprint granted to me by Andria. Soon I met Odessa Visaj, who implored me to recreate the Eternal College to teach our youth and so it was done. For once in a long time our people had hope for the future and steadily we have grown… now we are in the present. War is on the horizon, not a war I wished for but a war of defence in the face of an aggressor-- Renatus-Marna and his allies wishing to attack Norland in attempt to recreate the Orenian Empire and the possible beginnings of a war with The Dominion of Malin who wishes to be a miniture Orenian Empire, killing unarmed High Elven leaders in their gates… I can only hope my people survive the coming times in peace… I rest my hopes in the lessons I taught them during my rule. Such resignation may be heartbreaking to most, for so long we have been steadily progressing the state. Fourty years of memories, security, and hope for the Mali’aheral people under my tenure. First as Okarir’Maehr, then as Maheral, Then as Sohaer, then as both Maheral and Sohaer at once, Ah’Sohaer. I have been blessed by the Silver State and I wish the best for it in the future. May we peacefully transfer power as was done during Andrias departure of power... This is my story, the foundation of the state is there, we as a people just need to stay together and strong against the perils of the world. Together we are strong, alone we are weak. I leave on a journey of self reflection toward the wilds as Larihei herself likely is doing... I did my job. … The bird soared and securely over mine kingdom. MAEHR'SAE HIYLUN'EHYA Signed by, Ah’Sohaer of the Silver Sohaerate of Haelun’or, Cenwall Maeyr’onn Patriarch of the Maeyr’onn Talonnii, Guided by Larihei’s Grace in his Blessed Rule, Laurir and Malaurir of Mali’thill, Sovereign of the High Elven People, Protector of Silver Law and Overseer of the Kharajyr State.
  24. RalphGiezer

    CLAN YAR [recruitment]

    =THE YAR CLAN= As the orcs of the War Nation go about their usual business of the day, Malog’Yar ascends the plateau of San’Vitar, carrying the black and white flag of his clan. Most would likely pay no heed to this until the mighty blast of the Horn of Yar resounds from atop the hill. Once Malog has the attention of the city, he makes his announcement, “Bruddahz agh ziztahz! Mi annownze diz dey dat da Yar Klan am rekruutin agen! Aneh bruddahz whu am intrezt’d en joynin, ur juzt wunt tu helb mi rebuld diz klan, kom blah tu mi ur Thurak! Zpirutz bi wif latz awl, bruddahz! Glureh tu Yar! Glureh tu da War Uzg! Glureh tu Krug!” The Yar Clan was founded in late Anthos by the shaman, Malog, in honor of his great great great grandfather, Yar. The duhnah skhelll, a giant man-eating desert tortoise, is their symbol, and is used by this clan to represent wisdom and lethality. It waits patiently under the sands for its prey to approach, and devastates it with powerful jaws. While still valuing strength as all orcish clans, the Yar Clan has always placed a special emphasis on wisdom and spirituality. Yar himself was regarded as the wisest in his village, and was their spiritual leader and guide throughout his life. A member of the Yar Clan is expected to seek a firm understanding of life. He must strive to be as Yar was: a source of wisdom for his people. Mind you, this is not to say that Yars aren’t expected to fight. They are still orcs, and will fight ferociously alongside their brothers in other clans in times of battle; however, they must also be able to think, and discern what is wise and honorable. A Yar is also expected to have an acute awareness of the spirits, even if that particular orc does not happen to be a shaman. The Yars remember at all times that the eyes of Krug and the spirits are upon them. Whether hunting, fighting or whatever they do, they must keep this fact in mind, and live for the spirits. Not every Yar will be a shaman. Not every Yar will become famed as some kind of great orcish thinker, but every Yar can bring some honor to the orc for whom the clan was named by exercising wisdom to the best of his or her ability. Clan Founding in Anthos Malog’s head was boiling over with frustration. He needed to clear his mind. Nux’Ugluk’s decision to side with the Kaxils enraged him to no end. He decided to go out to the desert and meditate, “Purhapz da zpirutz wull gib mi gydenze,” he thought. As he sat atop a large dune, he peered down at an adolescent scaddernak scurrying over to a small cave. The beast was not fully grown yet, but was still easily big enough to kill a small group of Uruks. The cave’s entrance instantly snapped shut on the encroaching scaddernak, severing both of its pincers and three of its left legs. The creature lay helpless with half its legs gone, as a hulking mass shifted out of the sand. The sand gave way to a massive shell, and what seemed to be a cave proved to be a mouth. When the dust cleared, an enormous tortoise nearly the size of a modest gatehouse stood looming over the crippled scaddernak. The words “Duhnah skhelll” passed Malog’s lips as he watched in amazement. The duhnah skhelll lifted one of its tremendous legs, and smashed its prey. It then proceeded to swallow the scaddernak whole. Malog took this as a sign from the spirits, and hurried back to Gronkkston. He gathered his supporters from within the Ugluk clan, and told them what he saw. He then told them about his ancestor, Yar, a wise and powerful shaman. He had decided that if he couldn’t regain the Ugluk clan, he’d lead his followers away from the dangerous path down which that clan was being led. He had decided to lead them down the path of wisdom; the path of honor. He blew the great bronze horn he’d previously constructed atop the massive hill near Gronkkston, announcing the formation of the Yar clan. After blowing the horn, Malog then spoke forth the law code of the Yar Clan. Law and Punishments In order to ensure the Yar Clan did not stray from the path of honor, Malog wrote ten laws for the clan to uphold. ((Written in Common here for convenience)) Law Code: 1.) Do not kill your fellow orc unprovoked or outside of an agreed-upon klomp, for such is an abomination to Krug. 2.) Do not consume the flesh of your fellow orc, for such is an abomination to Krug. 3.) Do not steal from your fellow orc, for such is an abomination to Krug. 4.) Do not free your fellow orc’s slave, nor enslave your fellow orc, for such is an abomination to Krug. 5.) Do not practice the magic of the pink skin, for such is an abomination to Krug. 6.) Do not disrespect your fellow orc or his property, especially an orc in authority over you. This includes challenging the Wargoth or Chieftain without legitimate reason, for such is an abomination to Krug. 7.) Do not live amongst the pink skin, to dwell in their cities, nor to walk in their ways, for such is an abomination to Krug. 8.) Do not speak the language of the pink skin, for such is an abomination to Krug. 9.) Do not take the pink skin as your lifemate, for such is an abomination to Krug. 10.) Do not worship the gods of the pink skins, for such is an abomination to Krug. Punishment Code 1.) Harrowing: Any orc who breaks a clan law but is still considered redeemable may be exiled to a dangerous land for a period of time. He may either be sent into the deserts without any food or tools, or into known enemy territory. Should the accused return alive, his crimes are completely forgiven, and he is welcomed back as a brother. 2.) Beheading: This is your average beheading. The head is then piked in a public place with a sign indicating the offender's name and whitewashed status. 3.) Heart Removal: An orc who commits a particularly heinous offense is restrained while his beating heart is cut from his chest. The heart is then piked in a public area with a sign indicating the offender's name and whitewashed status. 4.) Deboning: This punishment, due to its gruesome nature, is reserved primarily for the most repugnant crimes. The only exception to this rule is towards non-orcs, who may experience this fate merely at the whim of the clan leader. An orc, however, must commit a severe atrocity to suffer this punishment. The accused is restrained while his bones are broken and removed from his body. The bones are then piled up and burned in a desecration ceremony. Customs and Culture Branding: Upon initiation into the Yar clan, members are branded with the image of the duhnah shkelll. The initiate must then swear his allegiance to the clan as he sacrifices an animal. “Mi zwayr mi eturnul allejunze tu da Yar klan. Mi zwayr tu lib bai da klan law kode, agh tu walk en da wizdum agh onur ob Yar. Zhud mi ebur bitray da klan, mi wull bi kurz’d tu hab mi bluud zpill’d az diz animul. Mi wull bi flat’d en helplezznezz agh dizonur!” ((Translation: “I swear my eternal allegiance to the Yar clan. I swear to live by the clan law code, and to walk in the wisdom and honor of Yar. Should I ever betray the clan, I will be cursed to have my blood spilled as this animal. I will die in helplessness and dishonor!”)) Sacrifices: As is common among orcs, the Yar clan performs sacrifices. These are often at special occasions, but sometimes just for the sake of sacrificing. The sacrifices take two forms: blood offerings and grain offerings. Blood Offerings: These are offerings of living creatures. 1.) Humans, elves, kharajyr and dwarves. 2.) Livestock. Grain Offerings: These are burnt offerings of wheat or any other form of produce. Bones: In the Yar Clan, bones are sacred as a symbol of structure, integrity and uprightness. The removal of bones as a Yar Clan punishment is a means by which the Yars communicate a lacking of these traits in the offender. Burning of herbs: It has been a custom in Malog’s family for generations to burn herbs in honor of Yar. Traditionally these herbs are gathered from Dwarven territory as the herbs Yar himself sought on the day of his death. Sounding of the Horn: The Horn of Yar is an important relic in Yar culture. It is sounded at any event deemed significant enough. This can include religious gatherings, feasts, battle or even just the birth of a new cub into the clan. The horn, as many have seen, is massive, and can be easily heard for miles outside of the capitol. Adornment: Due to the symbolic nature of bones within the clan, it has recently become a practice among the Yars to adorn themselves with the bones of fallen enemies or of beasts slain in hunts, be it by simply hanging them from their person or by fashioning piercings thereof. They are also strongly encouraged to represent the Yar clan in battle by painting their faces and/or bodies with the clan colors: black and white. Clan Runes: The Yar Clan has its own set of runes for communicating certain ideas between its members. See Important Yar Links below for more information on runes. Current Members And Ranks Chieftain: Chieftain of the Yar clan Zhag'Yar Elders: Members that have been part of the clan for a long time, and established a reputation worthy of being considered clan elder. ((Rank can be given by Chieftain)) Elphaba'Yar Skhell’Gondul: Members that have shown great bravery, strength and other grand feats that thus deserve to be part of the Skhell’Gondul: the Yars elite fighting force. They also are honored with a Skhellaazg: a great shield made from a turtle's shell. Part of becoming a Skhell’Gondul is to complete the task of hunting down one of these great creatures and killing them on their own. Using these shields they have a very unique form of combat that is mostly aimed towards defensive formations. ((Rank can be given by Chieftain or Elder)) Members: Grimlak'Yar Aelor'Yar Doruk 'Banefist' Zog’Yar Nurena’Yar Denth’Yar Thurak'Yar Myal'Yar Mala'Yar Grank'Yar Khargol'Yar Utrog'Yar Malrug'Yar Deceased Members: U'la'Yar (deceased) Phaedrus'Yar (deceased) Vorgo'Yar (deceased) Shunned: Gurak'Yar (outcast)
  25. Note upfront: The Satyr Origins From the most innocent of dedicants - to the most profound of elder druii it is agreed upon all that the Aspects act in mysterious ways. Every once in awhile this is confirmed in what appears to be nothing more than what one may call: Magic. Meladmiriel, Spriggans, Cerviaurs and the many - many more Fae-like creatures were brought to be by what was thought to be Cerridwyns breath and Cernunnos’ fire. And so - a new creature came to be: The Satyr. Appearance The Satyr is a Fae like no other. Their body, below the waist, is that of a goat or ram, including the tail. Its legs adorned in a soft fur that can take on a variety of different colors - though black or brown shades are most familiar. Where they would have feet, hooves have taken their places. Their upper body appears to be most similar to that of the Mali’Ame, or just humans in general. Their hair growth is wild and thusly not only female Satyrs can be seen with longer hair. Slightly above their goat-like ears they grow horns, which can curl or remain somewhat straight. Satyrs are sexually dimorphic to an extent. With males muscular and masculine with tanned skin, dark fur and hair, often building muscles quite easily. Males grow to be between 5'10 and 6'2 most often, and are typically darker colored. Female satyrs are beautifully formed, with pale to slightly tanned skin, often with freckles and lighter colored fur and hair, they are also have darker noses. They grow to be roughly 5'5 to 5'10 and are exceedingly agile and wise, even if they are scatterbrained. The Satyr is a strong and agile creature. Due to their build they are capable of jumping higher than the average descendant. Their running speed rivals that of the Mali’Ker (with buff) and their jumping comes close to that of the Kha. Personality and Lifestyle Satyrs all enjoy the pleasures of the flesh, such as lethargy, drinking, eating, and partying. All satyrs, even young ones partake in alcohol if given the chance, and are extremely resistant to it's effects, unless it is wine which they prefer above all else. All satyrs are also talented musicians and poets. Preferring woodwind and percussion instruments, along with heavy chanting or building up, excited songs. All satyrs have a certain fey allure to their music which they use to lure in mortals for their large parties, or using it for other purposes. All satyrs need music like other creatures need food and drink. If a satyr is denied being able to enjoy music, it has the same effects of denying something food and they begin to waste away as though starving. As they are the Aspects creation, and are like common fae, they would feel reluctant to visiting non-foresty locations such as towns or cities. An emptiness would take hold of them as the voices of nature fade away. Thusly these creatures spend most of their days in the forests where they may commune with the nature around them. Due to this trait of connection with both Flora & Fauna the majority of the Satyrs feel reluctant to the consuming of meat and live a vegetarian lifestyle on a diet of greens and music. Culture These creations of the Aspects can most commonly be found in their own groves or among Druii. Satyrs prefer company and live in groups, these groups once more divided into separate bloodlines. Current knowledge on four of these lines is available and these four carry with them their own habits and traits. On the point of marriage and love, this too plays a significant role among Satyrs. It is generally frowned upon that a Satyr seeks love or companionship with another descendant. When two Satyrs do end up in love they can be married through either a Satyr elder or Druid, which progresses much like any other wedding. A custom is the grand feast that follows - lasting several days until all finally rest. Communion and Birthing Communion is the name given to 'the act'. Satyrs reproduce through conventional means and thusly have their bits. Following this moment the female is pregnant for two years (2 irl weeks) after which birthing takes place. This most commonly under supervision and with aid of a druid or elder Satyr. Note that Satyr children will only come forth from Satyr to Satyr intercourse. Any other Satyr x [race] combination will result in a failure of impregnation. Lifespan: Satyr often live up to almost as long as an Elf. Although they max at 800 the oldest Satyr recorded having been 789 years old. As Satyr age they grow more like their counterpart. Like a Thorn would slowly look more like a Ram as they grow older. Except bipedal. Their physical appearance remains as is though the color of fur can take on that of a more grey nature. Language: It is allowed for a Satyr to speak in the common tongue and in broken dialect for the sake of understanding. Useful Phrases: Numbers: Red Lines: A CA is required to play a Satyr, The Ingame race is that of Kha, a GM will change the name race-tag, Satyrs have Natures communion by default, They cannot, in roleplay, jump higher than a Kha could, The Communion is to be Faded to Black, If killed in rp or pvp the same revive rules apply to these creatures, They cannot live in cities, They cannot use or learn any magic whatsoever, The absence of music for a long period of time will weaken them, Contributors: - Slothastic - writer of initial lore piece - Owlettetheowl - providing pieces of lore for fauns and satyrs - LetUsParty - aiding in language and translation - Hedgehug - re-writer of lore / compiler of lore Edit: - Communion removed and replaced.
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