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  1. Aylwin Blaxton (Naumarian: Alvin Blakton) was a Haeseni courtier and diplomat serving the majority of the life under the service of the Amador family, as well as numerous ambassador positions. He is most notable for his ‘Memoirs of Aylwin Blaxton’, an autobiographical account of his life. His memoirs record a typically shunned part of history, revealing the complicated political scene of the Marian court and the struggles and exploits of the Haeseni émigrés during the Coalition Wars and brief occupation period. Later in his life, Aylwin settled in Pruvia and retained high positions in the principality and died shortly before the Pruvian Inheritance to King Stefan of Haense. (OOC: Full credit to @MarquisAlex who wrote all of this, posting this for easier access. Links to his originals below: https://www.lordofthecraft.net/forums/topic/157760-the-memoirs-of-aylwin-blaxton-book-1/?tab=comments#comment-1492858 https://www.lordofthecraft.net/forums/topic/157915-the-memoirs-of-aylwin-blaxton-book-2/ https://www.lordofthecraft.net/forums/topic/158112-the-memoirs-of-aylwin-blaxton-book-3/ https://www.lordofthecraft.net/forums/topic/158744-the-memoirs-of-aylwin-blaxton-book-4/ https://www.lordofthecraft.net/forums/topic/158822-the-memoirs-of-aylwin-blaxton-book-5/ https://www.lordofthecraft.net/forums/topic/159307-the-memoirs-of-aylwin-blaxton-book-6/ https://www.lordofthecraft.net/forums/topic/161235-the-memoirs-of-aylwin-blaxton-book-7/ https://www.lordofthecraft.net/forums/topic/157760-the-memoirs-of-aylwin-blaxton-book-8/ ) --- THE MEMOIRS OF AYLWIN BLAXTON WRITTEN BY THE HAND OF AYLWIN BLAXTON PUBLISHED BY HIEROMAR LUDOVAR THE ELDER, SSE --- BOOK I BOOK II BOOK III BOOK IV BOOK V BOOK VI BOOK VII BOOK VIII
  2. Because of the recent FIRE SORD discussions in LOTC story chat, I figured someone should post an amendment to just add it to fire evocation. I have based this on previously allowed ST Signed items that have permitted the spell to be cast with T1 Conjure Flames, with a 2 emote cast time, and then the flame persisting for 6. Please be gentle with me. Thank you. Enwreathe [C] - Allows for a fire evocationist to cover their weapon in a shroud of fire. Mechanics: A fire evocationist may enwreathe the metallic portion of their own weapon in flames. The flames from enwreathe can be any colour, except for blue, white, and black. The fire from enwreathe causes 2nd degree burns on contact with skin. Enwreathe required two emotes to cast [ Connect -> Enwreathe ] and then persists for 6 emotes once cast. Can be learned at T2. Redlines: Enwreathe cannot be used with blue fire or combustion, due to them causing warping and instability of the weapon. Enwreathe cannot be used on non-metal weapons, due to burning/damage to the weapon itself. Enwreathes flames do not bypass or cause burns through armour. Regular clothing does not count as armour. The spell is complete the moment the two casting emotes are done, no longer requiring focus or a connection for the remaining emotes. If enchanted, the spell follows all redlines above.
  3. The Adunians of Almaris +=+=+=+=+ An anthropological view of Adunians in the Modern Era Foreword by Tarwin Elendil The Seal of the Clahn of Elendil of Brolwic Foreword In the year 1642 of the First Age, the descendant races once again took to the seas as the Axios isles of Tahn, Asul, and Ceru were devastated and made uninhabitable by a cataclysmic storm of thanhic frost. Historians and scholars have named this world ending event the ‘Mordskov Upheaval’, due to speculation that the cause of this deep freeze originated from mysterious ongoings within the aforementioned city nestled in the Greyspine Mountains. Regardless, like realms prior and realms to come, Axios ceased to be viable for life to continue. Those fortunate enough to secure passage with a nation's navy or a sponsor's private vessel ultimately sailed east to settle the continent of Atlas. Others went westward. The colony of Halstaig, under Braehn Elendil an’Hiraeth ‘The Mongrel Knifefighter’, was established to resettle the war ravaged Westerlands as a home to the Adunian people and the remaining Westermen families after the Mordring’s retreat from Axios. When faced with another great migration, Lord Elendil believed that to follow the other races would lead to a continuation of the same devastating trends that lead them to Axios in the first place. Instead, he led his people across treacherous seas to the heavily-guarded coastlines of the continent of Aeldin. Knowing that the Aeldenic Empire refused all foreigners under pain of death, Braehn and his fleet sailed beyond Imperial waters and around the continent before finding sanctuary in the lands of Magna Banardia. It was here that the Free City of Brolwic was founded, a few miles inland on the northern side of the continent. Since its foundation in 1643, the Free City of Brolwic has experienced great successes and deep turmoil. Ancient Adunian institutions such as the Ildician Order of Knights and Pilgrims, and the Thane’s Council were remade, as well as new ones such as the deliberative body known as the Yen Drochsehrin, translating roughly to ‘the Worthy Men’. Art, culture, trade, and tradition prospered in this new Adunian home. Yet the Adunian people, by their nature and curse, cannot escape hardship for long. A fast-growing but also deeply long-lived populace with finite property, inheritance, and opportunity had left many Adunian children without many prospects beyond service. It was not long after the founding of Brolwic that relations resumed with the Holy Orenian Empire and the first ship of migrants sailed Atlas way. Many young Adunian men and women from all walks of life made the journey to the Empire in search of opportunity. The Adunians, by persevering in the face of ancient prejudices, became an influential minority in the Empire with a reputation as industrious and educated people, albeit somewhat duplicitous. A few notable figures in Adunian history rose to the highest levels of Imperial society as both civilians and newly created peers. Even political tensions within the Empire meant well for the Adunians, at least those who chose the winning sides: The liberal and populist-minded Josephite Party was dominated by Adunian leaders and bosses for decades, their grip on Orenian institutions holding firm right until the very end. The fall of the Holy Orenian Empire in 1868 IC and the collapse of human society ended this prolonged period of opportunity for this class of Adunians. Some would return to Brolwic, while others would travel across Almaris and integrate into newfound nations. Eventually, all contact between Brolwic and Adunian enclaves ceased as the state of humanity became even more tumultuous. In 1882 IC, by princely appointment, Mercator Elendil, sovereign of Brolwic, the Brolwic Free Company under Captain Garth Stahl-Elendil was sent to Almaris with the duty of locating and protecting those Adunians who remained in exile. Furthermore, Elendil had demanded that extensive research be done on the state of Almaris, and proper information of Adunian culture, customs and faith be made available to Almarisians, should the concept of Adunianess be lost to the descendant realms. I. What are Adunians? The Adunian people are the twice-cursed children of Harren and Sarai, and are a long-lived but sparsely-populated race of humans originating from the northern reaches of Aegis, with a unique culture woven deeply into the tapestry of history. Adunians, being distantly related to elves through their Mali’dunn predecessors, do fall to several of the same detriments as their related ancestors. Though falling under the curse of Horen and his children, stricken with a shortened lifespan, Adunians - though dilute - do take upon some of Malin’s curse. Not nearly as fertile as other humans, Adunians would struggle to produce offspring as much as their related kin. Though not afflicted to the extent of Malin with years between births and sterility a guarantee, Adunians still suffer from partial infertility as males and females. Though they are mixed blood, new Adunians would not be created by the breeding of elves and humans, given the Adunians have been existent nearly as long as the other descendant races and subraces. Any human-elven offspring, no matter how long the length of a family tree, would be free of Malin and Horen’s full curse. To state plainly, Adunians are humans, not half-elves and elven characteristics are a sign of more recent elven admixtures. An Adunian, unlike all other humans, may live around 200 years. However, there is a common range of the Adunian lifespan. As in, an Adunian will generally live between 150 to 180 years before dying. This is often attributed to lifestyle. A saying often attributed to King Lachlan Mor ‘the Macecatcher’ goes as follows: “No Adunian dies in their sleep.” Their longevity is primarily due to the Wildewynn ancestry of the Mali’dunn mixed with Harrenite blood - producing an increase in lifespan, and a slowing of their aging upon maturity. There are six eras of Adunian history: the Harrenite era, the Fai O’Thuaid era, the Al’Ildician era, the Ildon era, the Kingdom-in-diaspora era, and the Modern era. In the modern era, there are three main types of Adunians that can be found in Aeldin or Almaris: Brolwickers, Nivinese, and Cartrefans. II. Brolwickers: Garth Stahl-Elendil of Brolwic, Captain of the Brolwic Free Company The city-dwelling craftsmen, statesmen, and warriors of Brolwic are the most common Adunian to be found. Largely descended from the families of Old Halstaig, with some even tracing their lineage back to the Kingdom of Adunia or even the city of Ildon under Artorus the Great, these Adunians are born much taller than their Cartrefan counterparts. Darker hair and pale complexions are the most common by far, with the occasional dirty blondes and dark auburns. Their eye color ranges from grey, green, and blue eyes, with green and blue being dominant among the Brolwickers. The more urban of the Adunian groups, the Brolwickers are known for their masterfully crafted goods and sharp tongues to sell them. While Brolwickers are free men by law and by right, social mobility is low back home. Only the most distinguished or the children of Clahn chieftains become Ildician knights or are able to be seated in the Yen Drochsehrin. The best opportunity for the average Brolwicker is found with the Adunian Ranger Corps, the Brolwic Free Company, or one of the seven Brolwicker merchant guilds. The Adunian Ranger Corps is the standing military of Brolwic. Designed for speed and precision, the Adunian rangers operate in small units designed to execute mission objectives. It is often the most action and adventure a home oriented Brolwicker could find, due to the aforementioned exclusivity of the Ildician knights. The Brolwic Free Company exists as a specialized investigative company, often utilized in the tracking and confrontation of special assignments too complicated or bizarre for the rangers or knights. The Free Company exists as a private enterprise as well, often utilized by chieftains, merchants, and sometimes the lord himself. Currently, the main contract of the Company is held by the merchant guilds charging them with the guarding of vessels carrying goods to Almaris. A popular export that finds itself in the liquor cabinets of peers and burghers alike in Aeldin and Almaris is Valdemere scotch, a centuries-old single malt whiskey with a closely guarded recipe. Other exports are but not limited to: Caelliac tobacco products, Douglas arms and armor, Armas wool products and Cercial watches and timepieces. ‘Brolwic, 1867 IC’, by Drannan Viathas Brolwickers are most likely to be practitioners of New Adunian Canonism, otherwise known as Adunian Orthodoxy. Old Adunian is spoken in religious and ceremonial settings, while Common is used most other times amongst the Brolwickers. The Brolwicker accent is described as somewhat flattened, or backed, with long enunciation of vowel sounds that changes the ends of words. Consonant sounds are often pronounced harshly and rather distinctly. (Manchester English) Notable Brolwickers of the modern era are the following: Jonah Stahl-Elendil - Archchancellor of Oren, Josephite philosopher Anastasia O’Rourke - Countess of Halstaig, Magistrate of Providence and famed warrior Kheagan Armas - Vice Chancellor of Oren Frederick Armas - Esteemed statesman, Imperial Founding Father Calan Stahl-Elendil - Author, Poet Quentin Brae - Lord of Du Loc, Venture capitalist Eliza Brae - Diplomat, Stateswoman, Arcanist Edward Napier - anthropologist, Imperial Founding Father Padraig O’Rourke - Count of Halstaig, Politician, Mafioso Oisin O’Rourke - Count of Halstaig, proprietor of the Imperial State Navy Brolwickers can be found anywhere in Almaris and of course, in the Free City of Brolwic. The largest accumulation of Brolwickers in Almaris is Castle Stahl-Elendil in the Blackwald Valley beneath the Arentanian Alps. III. Nivinese Bowies: Unknown Nivinese Man The grey-eyed wagon riders of Nivinor, these Adunians are famous for their deeply poetic music, natural capabilities in field and forest, and their ridiculously large hunting knives. The Nivinese, also known as the Bowie’s, are an itinerant subgroup of Adunians that have held onto their unique cultural practices since their earliest days of Al’Ildic in the lands of Aegis. A quiet and solitary people, the Nivinese are most likely to travel alone or a small group of other families during the warmer months, and always in their painted horse drawn wagons. During the winter, these caravans will grow and make camp by ancestral shrines or specially chosen grounds near Brolwic or friendly villages. When in familiar company, the Nivinese speak almost exclusively in their own unique dialect of Adunian, with a notable musical quality to their accent. (Sutsilvan-Romansch) Nivinese children are expected to learn survival skills such Bow & knife mastery, long distance tracking, herbs, flora, & fauna. Like their Brolwicker counterparts, a Nivinese child matures at the age of seventeen. A week-long celebration begins leading up to this celebration of maturity, culminating in the gifting of the youths' very own Bowie knife. A large weapon, these knives are twelve-sixteen inches long, varying in blade style. Patterns, messages, and symbols are often carved into the handles by elders before the knife is gifted. “A Nivinese family” by Tirna Armas While their solitary and restless nature might be misunderstood as an aloof reservedness and distrust of the outside world, the Nivinese are not without heart or an appreciation for beauty and humanity. Their garments, much like their wagons, are often colorful and mixed and matched with their more rugged and drab traveling clothes. When it comes to Adunian art, it is the Nivinese with most appreciated creations. The Adunian lyric poetry tradition and musical styling known as “Chur'' is believed to have originated with the Nivinese. Popular Adunian songs known to have come from the Nivinese include: Ildon Road, Lady Of Ye Wild Moor, & Pulling On The Sun. “The Nivinese in Song” by Tirna Armas The Nivinese are seldom found in cities but off the highways and side roads of Almaris. They are identifiable by their painted wagons, their distinctive dress of colorful cloaks and garments over practical wear, their grey colored eyes(as most Nivinese are born with grey eyes), and once again…their comically large Bowie knives. A popular story of a Nivinese honor duel fought with said knives, amongst other things, is the Fight at Last Pine. (https://www.lordofthecraft.net/topic/124111-the-fight-at-last-pine-adunian-legend/) A Bowie’s Wagon, by Drannan Viathas IV. Cartrefans: John Marsyr, Shepherd of the Cartrefans It was the great shepherd John Marsyr who welcomed a number of Imperial Adunian refugees into his care following the collapse of Oren. In his holdfast of Cartref Mor, from where the term Cartrefan is derived, did these refugees find true safety for the first time in a long while. Today Cartref Mor lies abandoned, and the Cartrefans divided on the lines of good and evil: between a Necromancer cult and an order of Templar warriors. This ongoing conflict is of great importance to the Brolwic Free Company. Yet who are the Cartrefans? The Adunians of Cartref Mor are most peculiar and fewer of the three groups as they share a closer kindred to Elvenkind than to humanity. Because of this, they are identifiable by their more elf-like appearance: grey/white hair, shorter and sinewy builds, and grey or amber colored eyes. Depending on intensity of Elven lineage and some Cartrefans having little to no contact with the Brolwickers, these features vary from person to person. The Cartrefans are an excitable group known for their close bonds of kinship, which predisposes them to intense feelings of nationalism. Cartrefans have been implicated in several instances of social unrest and political uprisings in the recent decades, such as the most recent Norland rebellion. It is likely this is due to many Cartrefrans believing they were the only Adunians left in Almaris, without a home for their own. Most had never even heard of Brolwic, though John Marsyr is believed to have traveled to the city on a few occassions. The worship of ancestors and patrons is much stronger with the Cartrefans as well, for many lack any connection to the Canonist faith. Cartrefans are known for their oneness with nature, as well as a deep respect and connection to Adunian ancestors and the old ways of patron worship. Their dialect of Adunian is Elven influenced, with several loan words and alterations. Some believe that, due to their Elven connections, they possess a greater talent for the mystic and alchemical arts. “The Grey Magi” by Drannan Viathas Some notable Cartrefans of the modern era include: John Marsyr - Founder and leader of Cartref Mor Aurelion Marsyr - Necromancer Ser Uther the Templar - Templar Knight of Malchaedial V. Adunian Orthodoxy: New Adunian Canonism, or “Adunian Orthodoxy” as it is called colloquially, is the branch of Canonism as practiced by Brolwicker & Nivinese Adunians. Faithful Adunians believe that GOD, in his frustration and disappointment at the sins of humanity, removed his direct presence from the world he created for his children. It is only through willful perseverance, a calm and clear mind, and active pursuance of good works can mankind, especially Adunians, enter the Seven Skies. Somewhat ironically, followers of Adunian Orthodoxy have found common ground with followers of Owynism, likely due to the philosophical similarities. Patron worship and Saint worship are common practice in Adunian Orthodoxy, with patrons of Adunia’s ancient past such as Ryumel the Explorer or Braehn Eli’sehn being invoked often. Newer patrons hailing from a less ancient time are also revered, such as Artorus the Great or Gavin the Knight. It should be noted that Patrons are not Saints, for their great deeds and virtues are remembered for more matters of heart & mind and not a deeper spiritual health(though this is hotly debated), but are still deeply valued and respected. Currently there is a movement of faithful Adunians petitioning the High Pontiff to raise Braehn Elendil an’Hiraeth to sainthood due to his crossing of the broken bridge to lead the Adunians & Westermen in recolonizing the Westerlands of Tahn for the Holy Orenian Empire during the 1500’s. Should this movement prove successful, Braehn an’Hiraeth shall be canonized as the first Adunian Saint in Canonism. VI. Names & Families: Nothing matters more to an Adunian than their name. Clahn’s great and lesser are unique from one another, each with its own traditions, histories, and artifacts that indicate a colorful legacy. Below is a list of known Adunian Clahns, though there are likely to be more. Great Clahns: Elendil, Haryn, Varodyr Delmar, Douglas, Caellach Viathas, Valdemere, Culloch Annion, Wynsehn, Wallas Marsh, Nivin, Cercial Marsyr, Armas, Carthaig Lene, Loyola, Antiachys Lesser Clahns: Seregon, Mors, Ilyn Ilych, Varmir, Darmov Havath, Roke, Falcryn Eithelreach, Kaegh, Ilesca Brae, Napier, Radah Nurra, an’Leod, Stahl, Schote, Rourke VII.What Makes an Adunian?: The Adunian people are an ancient and storied race that has survived through centuries of diaspora & cultural catastrophe brought on by foreign genocidal fervor and, as some believe, their own hubris. Generations experienced great hardship, yet nothing could destroy the Children of Harren. The strength of Adunia comes from a place of hard learned humility and a faithful perseverance to do good works in the mortal world. An Adunian from any walk of life and background is made to understand their odd place in the world as a people often caught in the middle. From Aegis to Axios, from Aeldin to Almaris, the Adunian people have survived and endured, enjoying great triumphs along with great failures. They shall continue to do so until the final end.
  4. Origin/Background/Culture On rare occasions, once every blue moon, a seed or spore slips through a fae ring, entering into the mortal realm from the Fae realm. If it manages to grow, it will appear much like its mundane counterparts. Unlike those; however, it possesses a unique method of spreading its offspring. This Fae organism can be either a fungus or a plant, of both woody and herbaceous varieties. Regardless of whether it is plant or fungi, it will draw people in by calling out to them; much like tales of “Dryads” hearing a voice luring women to trees, or opportunistically nab unknowing Descendants who by coincidence, choose to fall asleep beside the organism. Anyone who falls asleep next to the plant will be quickly cocooned in roots and plant matter. Within the cocoon, the victim’s soul is held as their body is fundamentally remade out of plant matter. In the end, they end up resembling the plant that transformed them, their flesh, organs, bones, and appearance made entirely of the same plant. Epiphytes have always been around in some form. The oldest was by the fae trees, who made Epiphytes commonly referred to as Dryads. Herbaceous plants have made their own Epiphytes in time, which have commonly been known as Bryophytes. While their close relation hasn’t always been recognized, they are, in fact, the same base creature. Finally, the newest form to arise has come from fae fungi that have made their way here. These get referred to as Saprophytes. They are all Epiphytes. Physical Description Epiphytes bear a resemblance both to the plant they are connected to and their original race, especially before their first rebirth. Height and weight should be based on the race of the character becoming and Epiphyte. After their transformation, they bear a strong resemblance to their previous self, save that they are made out of plant matter. The plant in question matches the plant they were changed by. As they are reborn, their individual features may begin to drift away from a strict descendant appearance to something more overtly evocative of the plants they are made up of. As an example, feet could end up more of a mass of roots than something that resembles feet. These small, aesthetic changes cannot be used to grant any sort of advantage, and cannot be actively influenced. That is, an Epiphyte cannot choose to change themselves, they constantly appear as they did from immediately after being reborn, and if desired OOCly, can only change appearance with each rebirth. In spite of being made out of plant matter, the Epiphyte is able to bend and move as well as a descendant. This, unfortunately, compromises the strength of the plant matter they are made of such that they are actually susceptible to being cut more than a descendant. Despite this, they aren’t able to regrow their limbs. Of course, a new Epiphyte born from the rebirth process isn’t limited by their predecessor's injuries, but that doesn’t help the current Epiphyte. This weakening for mobility also seems to eliminate any medicinal or poisonous properties within their body, which is generally a non-issue since they normally have easy access to their plant, which does retain these properties. This also has little effect on flammability, however, as they burn about the same as any well-hydrated plant. Most Epiphytes are herbivorous, though this isn’t a strict rule. Epiphytes from carnivorous plants like pitcher plants are known to be carnivorous, and Saprophytes are known to eat just about anything dead. Epiphytes of the Dryad and Bryophyte variety require regular sunlight like the plants they are based on and will grow ill without it. Saprophytes, on the other hand, prefer shade and will grow sick with too much light, much like the fungi they are based on. Like other creatures created from descendants, the Epiphyte does retain the original race’s lifespan. That said, they also go through a more frequent cycle of renewal and rebirth, this cycle is about 25 to 50 years in length. When they reach the end of a cycle, they go through the process of rebirth mentioned below. At the end of their lifespan, they die for good like any other race. Epiphytes have such a strong connection to their plant, that the state of one will actively affect the other. The Epiphyte can feel and experience physical sensations inflicted onto their plant, and vice versa. For example, if one grows ill, the other will as well. A sickness or injury inflicted onto one will spontaneously appear onto the other. If an Epiphyte’s tree is being burned down, for example, the Epiphyte’s skin will begin to sear and burn. An Epiphyte’s body functions much like a normal Descendant’s. It can still “bleed out,” blood being sap, or some other aesthetic counterpart of the plant the Epiphyte is made out of. Injuries on an Epiphyte can be healed mundanely by a very careful healer who understands the effects herbs would have on a plant-like material. For example, tippen’s root is a coagulant and can still prevent further blood flow from an Epiphyte injury, regardless of not being Descendant flesh. Druids can heal wounded and sick Epiphytes with the blight healing spell “Blooming.” This ability infuses natural life into the Epiphyte’s body, and heals it even up to the point of lost limbs. If an Epiphyte is a druid, they will find themselves unable to blight heal themselves, and will require a separate druid to perform such. An Epiphyte’s wounds do not heal magically over time, and lost limbs do not grow back on an Epiphyte like they would on a plant. An Epiphyte’s body is fully remade, however, when they go through their “rebirth” process, and they can come out of this with as many limbs as they had when first transformed into an Epiphyte. This connection is so deep, it resembles druidic communion, although the truth of the matter is that the connection between Epiphyte and the plant is more so that one is an extension of the other. When in close proximity to the plant, they can speak to it with detail, sharing feelings and experiences in much more detail and depth than any conversation two normal Descendants could have. An Epiphyte cannot use this to metagame, however, by being informed of their own death or asking the plant what it has “seen” (for the latter, expect a response such as this: "Like it was kinda dark and dreary and it sucked and then the sun came out and I was like 'Yes!'") As mentioned, however, an Epiphyte can feel their plant’s pain from any distance, and will always know where it is at. So if a Fae plant is under attack, the bonded Epiphyte must be OOCly online and informed so they may RP the reaction to the inflicted pain. Epiphytes can produce any number of mundane seeds of their plant’s variety, and often spread them around wherever they go. They are also able to produce a single seed of a fae variety of their plant. If they try to produce a second, the first dies and becomes unable to grow. The very nature of Fae plants causes them to emit a noticeable amount of Fae energy, which is only an ambient effect that can be felt by Druids from a single plant. However, if multiple Epiphyte plants are grouped together, in what is dubbed a “Epiphyte Garden,” these energies pool and swirl about in the small, given area. Mimicking the melodies and feeling of being in the Fae realm, some Fae beings may be drawn to make their homes inside of potential Epiphyte gardens. These natural energies can help support and boost the life of mundane plants in the area, causing the garden to be very lively and verdant, and can even bring forth natural wonders which stem from them, such as Fae rings and Kuila crystals. The proper OOC rules enforced by both lore and ST must be followed, however. Fae rings can not be present in an Epiphyte Garden for example, if it is located in a tile that already features a Fae ring. And the presence of Kuila crystals and other ST-regulated items IRPly must still be approved by ST. An Epiphyte reacts poorly to blight. Worse, if either they or their plant is blighted, the blight will spread to the other as well. A blighted Epiphyte is driven mad, attacking on sight and attempting to spread its blight. There is one silver lining to this, where if one gets healed by a Blight Healer, the blight will be healed from the other as well. Unfortunately, going to blight heal the plant usually means having to get passed the Epiphyte anyway. Anyone looking to cleanse the fae plant or the Epiphyte will likely have to fight to subdue the Epiphyte in question. Epiphytes are still generally able to learn magic, with the exception of void magic as the void is toxic to Epiphytes and breaks down their bodies under extended exposure, making its use unfeasible. Mental Description An Epiphyte's priority towards their tree is that of a parent's to their child. An Epiphyte is compelled to treat their tree much like a favorite child of their own. They gain impulses to spend time with, maintain the health of, and defend their plant. An Epiphyte is not a robot entirely, however. Even though an Epiphyte will feel a strong impulse to protect their bonded plant when under attack, strong-willed Epiphytes may be able to juggle their instinct towards this or even resist it, should an extreme circumstance put them in a place where they must risk themselves, others, or their morals for the sake of their plant. Abilities Rebirth Epiphytes go through a 25 to 100 year cycle. As they get near the end of their cycle, they wither and slow. When they reach the end of their cycle, they seemingly pass away, and a new, infant Epiphyte is born from the corpse of the original Epiphyte. This Epiphyte bears some similarities in appearance to the previous Epiphyte. With each rebirth, should it be desired in an OOC capacity, the epiphyte which is born anew during the process will have slight changes to their appearance in the way of more plant-like features. Though it reaches a certain point where not much else is left to be changed, usually around the sixth rebirth. Beyond this point, the Epiphyte has reached the peak of what it can become appearance-wise. They also notably retain the soul and memories of the previous Epiphyte, though to what degree memories are retained is up to the player. They can be anywhere from hazy and distant to just as strong as they were before. Due to the impressionability of the young, personality may shift some. This infant Epiphyte grows incredibly fast, reaching full-grown within the span of a year (irl 1 week). The young Epiphyte is extremely vulnerable during this time, and will often imprint on someone to serve as their guardian until they come of age. While they retain magic, they will not have access to it until they are once again full grown. The span of this cycle translates to the player being able to have their character reborn anywhere between once a year and once every other year at the player’s discretion. It is short enough that characters with the human curse will be able to engage with the ability a few times before dying, and also allow it to happen frequently enough on an irl timescale to be an occasional source of RP. Redlines Becoming an Epiphyte does not erase existing lifespans. Epiphytes will still die of old age at the end of their original lifespan. The original Epiphytes soul is retained through this process, carrying over memories, magic, and curses. Iblees’ curses are always present. Magic goes dormant until the new Epiphyte is fully grown. Memories are up to the player to determine how they carry over. Physical changes to the epiphyte each rebirth period [Things such as feet turning into roots, hair becoming entanglements of vines, the plant they’re made of sprouting from parts of their body, etc.] slow down and eventually stop by the 6th rebirth, meaning beyond this point the epiphyte should appear to be the peak of what they can become. Beyond this point, they should stay relatively the same. Due to no underage magic allowed, magic is temporarily unavailable during the RP year where they are growing up again. This is for the best. As a real-life year is equivalent to about 52 RP years, this means that this process can only be gone through close to twice a real-life year at the most frequent, and should happen once every real-life year at the least frequent. (This range of real-life time is why this length of cycle was chosen) While personality can shift, it doesn’t become the opposite of what it was in the previous life. A total reversal of personality still requires the same amount of extensive RP to justify as it would for any other creature. Connection An Epiphyte holds a strong connection to the fae plant they grew. They are aware of its location regardless of their own location and are able to communicate with it directly when in person. Redlines This ability can’t be used to inform a character of their death. This ability does not allow communion with any plant other than their own. That requires becoming a druid. Fae Seed The Epiphyte is capable of producing a seed in order to grow one fae version of the plant that changed them. If they try to produce a second seed of their fae plant, the first will die and be unable to be coaxed back to life by a Blight Healer. If the plant is destroyed beyond a Blight Healer’s ability to heal or a map change occurs, a new fae seed can be produced. Redlines The Epiphyte can only have one fae plant at a time, and thus can only produce one seed at a time, and can only produce a seed if the old plant is either dead, or it’s a map change. The Epiphyte is driven to place this plant somewhere. They should find a place to plant this. General Redlines/Restrictions An Epiphyte does not give birth. The only “children” they have is the Epiphyte born from the rebirth process. An Epiphyte cannot bind to a plant that is rare enough to require approval or an event to find. Such plants are too rare to find a fae version of outside of the fae realm. An Epiphyte does not retain the medicinal/poisonous properties of their plant. To have access to plant matter that contains those properties, whether from their fae plant, or a mundane plant they have grown or found. An Epiphyte’s fae plant is a fae plant like the one that changed them and is capable of changing new people. Epiphytes can prevent this from happening due to their connection if required. Generally, Epiphytes tend to allow people to come by their plant unless the person is considered a risk, or under agreement with whatever authority they live under. Epiphytes don’t try to force people to sleep beside their plant as doing so puts them and their plant at risk of extermination, which is an unacceptable risk to their altered priorities. Epiphytes can’t learn void magic. Void magic is toxic to their plant bodies. They cut pretty easily. Easier than a descendant. No shrugging off sword slashes. A tree lord can’t become an Epiphyte as their soul is not housed in their husk. The fae plant will not try to change them, and if it were to try, it would simply kill the husk. An Epiphyte, likewise, can’t become a tree lord, though this due to the fact that it would sever the connection to their plant, and that would run directly counter to their post-change priorities. Only descendants can become an Epiphyte. Other creatures like liches, dragons, or animals are not targeted by fae plants. When it comes to the influence of druid abilities, communion, control, or herblore can’t be used on the Epiphyte. The fae plant can be affected, and any normal plant the Epiphyte grows can be affected. Blight healing can be used on the Epiphyte, and can be used to cure blight and heal various injuries, up to and including lost limbs. Purpose (OOC) This lore is meant to serve as the successor to both the Dryad and Bryophyte lore. Both filled the niche of a playable Fae that served as an easy entry point into playable creatures. This lore attempts to overcome the shortcomings of both prior lore pieces. This lore creates a creature that bears a resemblance to both Dryads and Bryophytes, but is open to members of any race and offers a unique experience without severing existing RP bonds. Citations
  5. Cooking the Gemeye Way By Basra Gemeye (written by VerminHunter) Preface This cook book has been recently unearthed from the ruins of the Gemeye clan, which lay hidden underground for hundreds if not thousands of years. The Grand Library has restored this book to the best of its ability, and has put it for within its shelves for anyone to learn from. May the cultural legacy of the dwarves be preserved. Miner’s Supper Soup Prepare a rock pot, the type of rock is up to your taste. Add water and bring it to a boil. While your water is boiling prepare Miner’s Helmets. Once the water is at a rolling boil add the mushrooms to the pot. After 10 minutes, or once the mushrooms are tender, remove the mushrooms and let them rest. They will be used for garnish later. While the water is still boiling, add some bone broth to it and stir. Bone broth made of Deep Toad or Hyfowl are prefered, but any bone will do. To make your soup more creamy, dissolve some of your preferred moss paste into the boiling soup. Once it is at your preferred consistency, you may plate and serve. [source] Deep Toad Tongue Steak The fibrous tongue of a Deep Toad is incredibly tough, but it is also delicious. Start by chopping a medallion of the tongue of your desired size. Be sure to drain it of the blood. Blanch your cut, put it into cold water and bring it to a boil. As soon as it reaches a boil, skim the scum and drain the water. The water can be used for your Miner’s Helmet farm. Once the meat has been blanched, sear it upon a salt block. If you are low on lard or oil, this method is great since salt blocks do not need to be oiled. Be careful to slowly heat the salt block since a rapid change in temperature may cause it to explode. Sear the toad tongue till a golden brown. Seasoning can be added at any point during the cooking process. [source] Blind Cave Fish Pickings Blind cave fish possess a great number of bones, so this method is the best way to cook it while not having to worry about choking on bones. Take the fish fillets and simmer, not boil, for 5 to 10 minutes on depending size. Water or broth can be used to simmer it. Once that’s done, remove the fish fillets and let them rest so that the meat can firm up. Once the fish is cooled, pick the meat off the bones along with the grain. Once the meat is picked you may fry it, or mince it to make fish cakes. [source]
  6. Volume I The servants often try to placate my rotten mood, “Oh Great Father, you are so ancient and mighty” they say. I know in truth they mean old and rotten. I see no hope for the Gemeyes, everyone is useless… Only Indra shows talent, she has skill in making golems. I cherish her dearly, but what can I do for her? Nothing. Our caves are crumbling, we have no way out, and the elders are murmuring things about her. They do not realise the situation we are in. They have not spent a day of their worthless lives in the tunnels working for the clan. The stone grows impenetrable around us, our picks turn rusted. The tunnel which we used to enter these caverns has long collapsed. I still curse Shcorl over that. I feel the weight of the walls. The Brathmordakin shun us, I don’t know what to do. Hopefully, once Indra finishes her golems we will be able to escape from here. I’m suffocating. Volume II There was a light in the tunnels. A single floating flame out there. Am I going mad? Did some dwarf tunneler leave a candle? I dared not approach it, but I wanted to, I could feel its warmth from afar. I don’t know what it was. My retinue had searched for me frantically, as I stared at the flame in the dark. They say I was gone for days, but I don’t think I even blinked nor did I feel any hunger or tiredness. What happened? I keep seeing that little light in my mind, its image warms me. Though it does not last long, my darkness snuffs it out. I have to pray to Grimdugan. A Prayer O’ Lord of Avarice, King of the Shade, Your children sleep in your beard of shadows, We keep by us your obsidian blade. We have nothing to fear, The darkness is clear With you here and near. Unmarked Volume Someone went missing in the caverns. Cabo Gemeye, a young lad, vanished. All that was found were a few track marks and a splotch of blood. People have reported chittering in the caverns. What have I done? Is this punishment for my greed? I am sorry. Indra’s golem is complete, and it is strong enough to dig through the bedrock. We will soon leave this accursed place that my foolhardiness brought us to. Volume XI Monsters have started roaming openly and attacking us in the caverns. Gigantic Lurkers besiege us. We have resorted to using our little stocks of wood to make crossbows to defeat them. The end is near I know it, and others do too. Indra came to me weeping, that in a few months they will have a way out, she begged me to come with. But my fate is sealed. I was the greedy fool who had forsaken our other brothers to lead the clan into solitude. I had failed to uphold the creeds of Grimdugan. But I saw his light in the dark, I know he has not abandoned me. I have to remain in this place and atone for my sins. My only hope is that others will manage to escape this onslaught. This will be the last entry of my journal. I doubt it will ever see the light of the surface, but if some spelunker eventually uncovers it, here are my words. Use greed for good, do not let it blind you, Love your brothers, Admit your faults, Have faith. Signed Methysko Gemeye The Ancient Amethyst
  7. HOUSE STAFYR INTRODUCTION & FOREWORD By Arthur K. Stafyr 23rd Lord & Guardian of House Stafyr The legacy of the House of Stafyr is a rich and prestigious one. One of the oldest families in humanity, we Stafyrs have weathered the rise and fall of many an empire and kingdom alike. From windswept Shadowcastle to glacial Nenzing, my family has seen it all. Our eternal virtues of Law, Honor, and Loyalty are what have held us together. Our history is part and parcel to who we are. Yet, in recent years, the several lines of Beorn have been scattered like chaff in the wind. The heritage which we champion has begun to slowly fade from living memory. In an uncertain world, we cannot forget what makes us that which we are. Let the culture, customs, and traditions of the Almannir tribes and of the Stafyr family not go unrecorded. I pen this ethnography and history, the latter of which I have edited and modernized from the works of Leopold, Count of Nenzing and Nikolas Flynn Stafyr so that our name might not be forgotten. Indeed, I further write this compendium with the help of my Uncle Thondorus, and my beloved Elia, so that it may be spoken by living tongues once again. A BRIEF HISTORY OF THE ALMANNIR Almannir Horsemen in the Highlands of Aegis, c. 572 On Almannir History An excerpt about the Almannir people and their history by the current keeper of the Book of Tales, Thondorus II. of House Stafyr Foreword This brief summary shall give the reader some insight in the ancient and thus far very unclear history of the Almannir people. The contents are based on a combination of collected records, fragments of history and a more proper translation of the stories in the Book of Tales. A degree of conjecture is present, but the reader must forgive as this history is many centuries old. Without further ado, I bid the reader an enticing or equally boring read. Overview Etymology and meaning History: Foundation, Aegis, transition into modern records (the Verge) The five Houses Altbaum, Altbom, Oldtree Steinkachel, Stoakachl, Stonetile Weidenfrau, Wiidafrou, Meadowswife Steinfeuer, Stoafyer or Stafyr, Stonefire Rettersmann, Rettersma, Saviour The Galdr The Book of Tales and its stories Closing statement Part 1: Etymology and Meaning Part 2: History: Foundation, Aegis and The Transition into Modern Records (the Verge) Part 3: The Five Houses As described in the preceding part, five Houses led Almania at its peak with the first one being of kingly status. Unfortunately the records are quite limited as to what are their traditions and customs but a few basic pointers may be given. Part 4: The Galdr Part 5: The Book of Tales Closing Statement This brief excerpt should give some insight into the history of the Almannir, their origin and who they were. It is by no means exhaustive and there are many more secrets to be found within the fractured sources spread through the libraries and memories of the people all around. What matters the most, is that the people descending from these heroes of olden days remember their roots and never forget their origin. History is part of who you are. THE HISTORY OF HOUSE STAFYR The Siege of Schattenburg, c. 1435 The Birth of House Stafyr (UNKNOWN - 1353) The Rise of Saint Godwein (1353 - 1426) Clash of Brothers (1426 - 1435) The Golden Age of Stafyr (1435 - 1464) The First Falcon’s Fall (1435 - 1521) Stafyrian Renaissance (1529 - 1718) The Bear’s Regency and the Erichian Era (1718 - 1744) The Second Falcon’s Fall (1744 - 1794) THE THREE LINES OF BEORN An Artist’s Depiction of the Siblings Galtor and Sybilla as Youths The three familial lines of House Stafyr all descend from the children of Beorn Stafyr, the founder of the House. They are aptly named Hanethor, Galtor, and Sybilla. While there have been known to be Stafyrs who have broken the stereotypes associated with their lines in the past, the Three Lines of Beorn are often associated with the particular characteristics and occupations for which they are renowned. Hanethorian Line Galtorian Line Sybillan Line ALMANNIR & STAFYR CULTURE Leana & Katherine Stafyr Riding Horses, c. 1732 By Katerine Ruthern nee Stafyr (@Sirenscall) THE TRADITIONS OF HOUSE STAFYR Over the centuries, House Stafyr has developed for itself a set of unique ceremonies and traditions. Many of these are Almannir in nature, though several are unique to the Stafyrs as an ancient family in their own right. Though the customs and traditions of Stafyr are vast, I shall endeavor to document the most important to which almost all are accustomed. Even among our disparate members and branches, these coming of age rituals are all widely acknowledged. Coming of Age 1.) The Hatching (Age 13) 2.) The First Pilgrimage (Age 16) 3.) The Falcon’s Flight (Age 16+) Almannir Funeral Rites Equestrian Festivals Mummer’s Shows Almannir Lullabies CULTURAL HERITAGE Over the centuries, House Stafyr has developed for itself a set of unique ceremonies and traditions. Many of these are Almannir in nature, although nearly a half millennia of nobility has led to the adoption of some which are unique to the Stafyr family. Traditional Foodstuffs Clothing Jewelry & Regalia The Men of Stafyr The Women of Stafyr THE VIRTUES OF HOUSE STAFYR St. Godwein Imparting the Virtue of Law Unto Ser Edmund, c. 1418 The House of Stafyr is renown for the motto which it has championed throughout the ages, this being the phrase “Licent, Honorem, Pietas.” Roughly translating into “Law, Honor, and Loyalty” in the language of Flexio, a true Stafyr from any branch of the House will always strive to live by these virtues to the best of their ability. To live by these virtues is of paramount importance to any Stafyr. Failure to abide by these virtues will rarely fare well for a Falcon, often proving to be their downfall. This is a recurring theme throughout Stafyr history, as its members strive to emulate the lofty example set by Saint Godwein of Huntshill throughout his life. Though there have been definitive villains throughout the House’s history, those who have remained true to these virtues have thrived and prospered. ‡ LICENT ‡ ‡ HONOREM ‡ ‡ PIETAS ‡ THE LORDS OF STAFYR Ser Edmund and Ser Farley: A Clash of Brothers, c. 1428 Beorn Stafyr Born - Unknown Death - Unknown Titles: 1st Lord of Stafyr and Guardian of House Stafyr. Hanethor I. Stafyr Born - Unknown Death - 1349 Titles: 2nd Lord of Stafyr and Guardian of House Stafyr. Master Thondorus Stafyr Born ~ 1300-1305 Death - 1355 Titles: 3rd Lord of Stafyr, Founder, Master and Bailiff of Rivacheg Master Graveth I. Stafyr Born ~ 1320-1323 Death ~1380-1390 Titles: 4th Lord of Stafyr, Master and Bailiff of Rivacheg Saint Godwein the Honest of Huntshill Born ~ 1360-1365 Death - 1426 Titles: 5th Lord of Stafyr, Marquis of Schattenburg, Baron of Feldkirch, Baron of Huntshill, Lord High Treasurer and Grand Justice of the Holy Oren Empire. After his death sanctified as the Patron Saint of Honesty, Woodworkers, Fungi and Skin-afflictions. Lord Edmund I. Stafyr Born - 1392 Death - 1435 Titles: 6th Lord of Stafyr, Lord of Geminine, Marquis of Schattenburg, Baron of Feldkirch, Lord Privy Seal of the Holy Oren Empire, Noble Ser of the chapter of the Lion, Knight Commander of Renatus. Lord Farley II. “The Young Lord” Stafyr Born - 1431 Death - 1464 Titles: 7th Lord of Stafyr, Count of Shadowcastle, Baron of New Huntshill and Fieldchurch, Lord Privy Seal of the Holy Kingdom of Oren, Warden of the South. Lord Symon “The Bread Count” Stafyr Born - 1445 Death - 1509 Titles: 8th Lord of Stafyr, Count of Werdenberg and Shadowcastle, Baron of New Huntshill, Fieldchurch, Commander of Eastgate and Master Keeper of the Imperium Tertius. Lord Athelstan II. Stafyr Born - 1460 Death - 1535 Titles: 9th Lord of Stafyr, Count of Werdenberg and Baron of Katzburg. Lord Thomas Stafyr Born - 1474 Death - 1515 Titles: 10th Lord of Stafyr, Count of Werdenberg, Baron of Katzburg and Waldstadt Lord Jakob II. Stafyr Born - 1477 Death - 1521 Titles: 11th Lord of Stafyr, Baron of Waldstadt. Lord Altaron II. Stafyr Born - 1529 Death - 1599 Titles: 12th Lord of Stafyr, Baron of Arnaut and Master of Coin for the Archduchy of Lorraine. Lord Eadwulf Stafyr-Thurant Born - 1579 Death -1622 Titles: 13th Lord of Stafyr, Duke of Raetia and Baron of Thurant Lord Kristoff Ludvic Stafyr-Grauspin Born - 1588 Death - 1669 Titles: 14th Lord of Stafyr, Viscount of Grauspin, Ambassador and Emissary of Haense Lord Sergei Heindrik Stafyr-Grauspin Born - 1645 Death -1706 Titles: 15th Lord of Stafyr, Viscount of Grauspin, Baron of Thurant and Lord-Marshal of Haense. Lord Leopold Kristoff Stafyr-Grauspin Born - 1688 Death - 1718 Titles: 16th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant, Lord-Palatine and Chancellor of Haense Lord Erich Stafyr-Grauspin Born - 1712 Death - 1744 Titles: 17th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant, Royal Envoy of Haense, Commandant of the Brotherhood of St. Karl Lord Alaric Leopold Stafyr-Grauspin Born - 1735 Death - 1775 Titles: 18th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant, Commander of the Royal Expedition to Athera (1756) Lord Hektor Stafyr-Grauspin Born - 1755 Death - 1794 Titles: 19th Lord of Stafyr, Count of Nenzing, Viscount of Grauspin, Baron of Thurant Master Damron Stafyr-Beron Born - 1735 Death - 1807 Titles: 20th Lord of Stafyr and Guardian of House Stafyr. Master Morvon Stafyr-Beron Born - 1787 Death - 1856 Titles: 21st Lord of Stafyr and Guardian of House Stafyr. Master Nikolas II. Stafyr-Beron Born - 1827 Death - 1884 Titles: 22nd Lord of Stafyr and Guardian of House Stafyr. Master Arthur Konrad Stafyr-Beron Born - 1868 Death - Titles: 23rd Lord of Stafyr and Guardian of House Stafyr. THE STAFYR HEIRLOOMS The Vault of Old Nenzing, c. 1745 ‡ ANCIENT HEIRLOOMS ‡ ‡ MODERN HEIRLOOMS ‡ APPENDIX OF HISTORICAL WORKS [[THANKS AND ACKNOWLEDGEMENTS:]]
  8. *An old stack of parchment laid hidden within a clay jar in an unkown cave. As the lid of the jar was lifted the paper was exposed to the first light it has seen in hundreds of years. The light illuminated the dusty and worn out paper, most pages had been eroded by time, but most of the cover remained.* The Weight of a Leader’s Name -By Una Mossborn If a historian were to look through the history books of the Mossborn Clan, they would discover that all the chiefs, from the first chief Brak The Leafy to the latest Geraldine The Blooming , that they all possess titles in their names and that their clan surname is never mentioned, not in a single text. At most, you’ll see them referred to without their title. But this is the first misconception that even many forest dwedmar have about the Mossborn Lineage of Chiefs. They are not titles, but their full names. This is because the Mossborn believe in the power related to one’s name and duty. A Mossborn Chief-To-Be is normally named with Mossborn, or if the Chief-To-Be is a child, they are not referred to by any last name. Before the night of their ascension, they pray to a shrine dedicated to Anbella to receive inspiration for their title. This title reflects their character and their duty. A Mossborn Chief’s duty is always to stand by his clan, aiding and nurturing its members. Like how a name is a continuous reminder of one’s identity, the title is a constant reminder of their sacred obligation to take care of one’s people. Once one’s duty is over, either by death or retiring, they may choose to return to their old name, but they will forever be immortalised with their title. Though a title is inspired by the Brathmordkin, in the end it is still chosen by the Chief in question. It is extraordinarily poor form to pick a title that is too flattering, such as “The Mighty” or “The Wise“ as it goes against one of the core pillars of the Mossborn Clan, which is Humility. This new name must be linked to nature as well as Anbella is the patron Brathmordkin of the clan. Thus names such as “The Viney“ or “The Bear” are acceptable. Although typically a prayer is done to Anbella, it is not strictly forbidden to pray to other Brathmordkin. For example, Donachan The Cloudy prayed to Belka. What is strictly forbidden, punishable by exile, is a non-chief dwed performing the naming ritual for themselves. Such an act is a usurpation of the position of Chief and the belittling of the duty one must hold to the clan. It is an act of dishonour and disloyalty. To Conclude, a Mossborn chief’s title is not just a fancy thing to increase their prestige. It is their true name, an ever-present reminder of their obligation to the Brathmordkin and to the people of their clan. It is not something that is taken lightly in the clan.
  9. Felyx F. Colborn, a Voice for Reform! Simple contemporary oil painting of Felyx F Colborn Introduction Felyx, born in the Second age 64, did not come into the world in a noble household. He worked for everything he has gotten so far, and will continue to serve his Kongzem to the best of his ability. The combined efforts of House Colborn now mean that Felyx is granted a unique position to let his voice be heard. As a child, he worked to start the St. Carolus University which still exists today, has participated in medic lectures, climbed to the rank of Armsman and Officer Cadet by now in the BSK Haeseni Army, and is an avid Adventurer and Poet to the Royal Family. Felyx made many friends during his time, be it commonfolk and nobility alike, and has expanded his horizons by carefully listening to minorities such as Orcs and Elves in Hanseti-Ruska. This has given Felyx the confidence he needs to run for Alderman on this day. Aspirations and Pledges I, Felyx Francys Colborn, do so pledge to honour our community of evolving peoples in-tune with their conservative roots by working with the Duma to issue reforms that benefit the Kongzem in the long-term. I will be your elected dreamer of a brighter future for Haense and, with the know-how and tools I have amassed so far, vow to work hard to listen carefully to anyone who would give me feedback or advice, and implement reforms that I deem necessary for the prosperity of Haense to Krusae Zwy Kongzem! More specifically, I, Felyx will pledge to work on Seven primary points: Promote Crown-endorsed reforms to stimulate political interest of the People of Hanseti-Ruska. Introduce non-politically aligned Commonfolk Societies for greater multi-social representation in our Motherland. Stand for greater Diplomatic cooperation, including a Worker’s Exchange Programme between allied nations to foster more open-minded generations who are willing to accept the diversity of Hanseti-Ruska and Almaris as a whole. Promote theological debates led by the Church across various beliefs, using a novel, proposed technique, coined: “Deep Listening”. Work to integrate the aforementioned “Deep Listening” into the Duma, which will hopefully bridge divides between opposite opinions to reach compromises. Introduce a Koeng or Koenas Royal Jubilee, in coordination with the BSK, every 5 years to celebrate the efforts of the Crown. Introduce a “World Pilgrimage” with the consent of the Church, in order to become aware of different and opposing cultures and beliefs, to reinforce Godan’s virtues and learn to live harmoniously with others despite opposing views. These are just a chunk of ideas I have deemed worthy to put to paper. Being a soldier of the BSK, I find it important that we can avoid War as much as possible. However, peacetime is never a reason to stop training and drilling diligently. I will take my discipline and dedication from the Army when pursuing my goals within the Duma. With great Passion Felyx Francys Colborn stands by his values, and hopes to work alongside Duma members with his Aspirations, by the pleasure of the Electorates of Hanseti-Ruska!
  10. Introduction: The most well-known fact about dwarves is their love of alcohol. From ale to rum, brandy to whiskey, the dwarves are undoubtedly masters of their drink. The primitive and defunct Mossborn Clan is no exception to this rule. Though they are well known for their armour, the history of their alcohol industry is no less interesting. This text aims to chronicle their long-lost methods, and the changes in production of their alcohol through time. ❃ First Drink: Being Forest Dwarves, their alcoholic beverages are not typically made of malt, wheat or hops, instead they fermented the produce of their forest such as wild berries and roots. The first Chief of the Mossborn, Brak The Leafy, is credited for the invention of their traditional Hollow Cider. According to Legend, Brak The Leafy wanted to stash a hoard of fruit away for himself. He found a hollow tree in the forest, and deposited all his fruit into it and then sealed it. He later forgot about the stash, only remembering it a few months later. When he rushed to recover the fruit, he discovered that there was a strong smelling liquid inside the tree. This liquid was the very first Hollow Cider. The original Hollow Cider was described as “drinking rotten tree bark” but regardless of this, it was popular because of its powerful inebriating effect. ❃ Improvement: In the year SA 17, the 6th Chief of the Mossborn Clan, Baran The Sappy (a known reveler) wanted to improve the taste of the alcohol in order to drink more cider. He implemented rules prioritising the cultivation of special trees specifically for fermentation and ordered his brewers to experiment with different formulas, flavours and ingredients. This concentrated brewing effort resulted in a much more delicious and fruity Hollow Cider. ❃ Decline: Unfortunately, in the year SA 18, Baran The Sappy plucked a cursed mushroom. When he brewed it into cider and drank it, he began foaming at the mouth and shortly he fell down dead. It was deemed he had an extreme allergic to the mushroom. A few months later, a plague swept through the trees used for Hollow Cider, since those trees were closely grown to each other. This event was known as the Cider Drought, because the plague nearly destroyed their entire Hollow Cider industry. A strict cider rationing was implemented shortly within the clan. ❃ Discovery: This period of drought lasted for 2 years. It was ended when scouts of the Mossborn clan discovered a wagon wreckage containing various alcoholic drinks and ingredients. In the wreckage there were crates of yeast and wheat, alongside barrels of ale. Farmers replanted and grew wheat in the forest with limited success. In the end, they eventually bred their own unique strains of grains to be more suitable to the forest floor. The brewers who worked previously with Baran The Sappy were very experienced and took to brewing these ingredients into new forms of beverages, such as Sweet Moss Ale and Berry Liqueur. However, because of the limited production of wheat, there was only a small increase of alcohol in the clan. When salvaging the wagon wreckage, symbols of axes were discovered engraved onto the barrels and wood. These were preserved in the clan, in order to give thanks for the revitalization of their brewing industry. It is believed that the wreckage belonged to the Grandaxe Clan. ❃ Conclusion: In SA 28, when Chief Eilek The Bramble eloped with his dryad lover, the Mossborn clan descended into civil war, due to prior religious differences. This internal civil was terribly brutal, and resulted in the effective extermination of the tribe, and the destruction of almost all of its relics, including the barrels of the Grandaxe Clan. There currently exists no remaining trace of the alcohol brewed by the Mossborn clan. Though things might change if the clan ever gets revived.
  11. GORLOTH The Gorloth Staff and The Gorloth [A Dour Watch Lancer being strangled at the hand of A Gorloth] “Bestow unto us as Setherien once had, return the Gorloth to the fray.” ~The Brightiron Prince says to Azdromoth in his Court of Fire. The Gorloth; A forlorn abomination which is remnants of a bygone time where abyssal sorceries and dark magic reigned with absolute malevolence which strangled the hope from the hearts of many. The Dark Lieutenants of Setherien wielded the wretched tool which had come to be known as The Gorloth Staff. The only device of its kind to hold dominion over the corrupted golems of yore. It was said that the sorceries in which these atrocities were bound to were achieved by a group of Aegisian blood mages enlisted by the benevolence of Setherien even before that of their Asulonian counterpart. It is said black tendrils which drilled and writhed between the joints of the Gorloth could be seen as a graceless bastardization of the draconic creatures their life derived from. It does not matter if the genus is harvested from a Dragaar or a hundred snakes, the end result remains constant. [Promiiitheon, The First Gorloth.] “The **** is a Gorloth?” ~Draakopf to Kalgrimmor ‘pon the eve of his ascension. A Gorloth is essentially a Golem corrupted through the means of blood magick borne from a series of intrepid rituals which had been based upon the premise of corrupting inert or active Golem cores. The Dark lieutenants of Setherien were once said to have scrawled great symbols and pentagrams onto the crust of our very earth. Rituals would have taken place on a grandiose scale of which would require the participation of the many simultaneously; to warp and mend the draconian genus into that of the Gorloth Staff would be the purpose. Only do those daring and/or foolish enough to mayhaps manifest some eldritch terror, use the ritual to conjore a construct of their own, though it is not unheard of. Such times went by and had long been forgotten until the Black Titan, Azdromoth set his smouldering gaze upon that of two Dwed. A pair of visages wrought of malice and greed glared back unto the sublime First-Born who he himself had been a conjuror of malevolent sorceries. A deal was devised and the Arch-Wyrm knew the mortal spawn would once again wreak havoc upon the realm. A world he had wished so badly to be rid of Order so that Chaos may ensue and bring about an Age of Fire. And so, they would enact the next several decades as harbingers of the wyrm’s wroth and in return the ancient knowledge, once wielded by Aegisian blood mages, was retrieved from His lexicon and bestowed upon the two. The Gorloth Staff acts as the source of power and sentience to the Gorloth itself in tandem with the Lexicon. One with naught the other, simply does not work. In order to create a staff one must first properly go about corrupting a golem’s core which would then be transmogrified into a newfound Lexicon . The process of which is no easy feat and will serve as a test to Man’s willingness to serve The Dark. [Archetypal blood mages during the dawn of the First Age bringing to life Promiiitheon.] The Gorloth Staff In a bid to trounce the mystical Dwarven Golemancers of times bygone, it was Setherien who ultimately succeeded in recreating a dauntless comparison of the Stone Men. Through a series of malefic alchemical amalgamations of the dark arts did the Sun Swallower birth anew perverse, but yet profound incarnation of corruption. It was His Dark Lieutenants who would hoist these mighty sceptres wrought of draconian corruption and charge forth unto battle behind the ranks of their Gorloth. There may only be one particular staff per Gorloth and should the the staff be compromised in any sort of way, The Gorloth will cease to function as it had. Rendering itself lifeless and rid of sentience should The Gorloth Staff be destroyed and or disposed of by the means of breaking and or burning, etc. The Staff itself is capable due to the malefic magic imbued within to corrupt any existing Golem into a Gorloth. Such a process might define the will and ability to persevere of the one who wields The Staff, as they will have to formulate and conceptualise a strategy to subdue and corrupt the Golem over the span of time it takes for it to become a Gorloth. The initial core that resides within a Golem, once tainted by The Staff, will become abyssal and black as the thanhium turns to that of a Lexicon. The core, once azure and radiant, would soon be rendered unto a tool of Setherien’s device; The Lexicon would serve the wielder of The Gorloth Staff and the Gorloth itself. The Lexicon The sublime Gorloth staff and its ability to corrupt and change serves as a sort of reiteration to Setherien’s past tendencies whereas the Sun Swallower himself in times of old would transmute thanhic crystals into that of blood crystals. Such is reminiscent in the mystery that is The Lexicon. To each is their own and may one lead to an alternate rumination; Each staff is privy to what lain within their respective Gorloth’s ‘mind’. Behaviour The Gorloth is stricken with dread and sorrow as it undergoes a drastic change in its programming, essentially. Oftentimes faces will appear to surface within the stygian tendrils that writhe and contort within the construct which seemingly would call out to those free on the other side. Such an effect can be an umbrage to the Gorloth and its thoughts, but dread is in its nature and it is born to be a harbinger of such. Servitude is the nature of this construct, but yet within the depths of its own ruminations, permitted by the black magick its wrought of; thoughts of betrayal and deceit linger and fester. To wield a Gorloth Staff is to forever be watchful of your back and the One you so daringly command. The Gorloth is often going to ask questions and seem inquisitive, though even if believed by their master, this is a mere flaw in their almost perfect design. Though they will never truly retain the understanding of what it is they ask, they will always persist to attempt to understand. Perhaps a reminiscence of the genus used in their creation or perhaps a flaw, but one may never know truly. Appearance The Gorloth may stand up to (8ft) at max unless a Greater Gorloth is constructed, which itself is left up to the imagination of the Creator. Inherently it is by the hand of the progenitor who would sculpt these Gorloths into whichever image they so desired. These archetypal masons were that of a malignant order and it would be their very own horrific thoughts in which their creations held reflection. Often times it is existing Golems who are corrupted then turned to Gorloths so by nature of the dark magikk lain deep within the staff, interpreted only by one divine or omniscient, then it is only the stygian tendrils that manifest that would change any apparent aesthetic otherwise. The application of igniting embers and creating heat distortions around ones person is permitted. Abilities Ignite Flame [Combative] The Gorloth possesses the capability to ignite or extinguish flame with its palm/fist or it may en wreathe its head in a crown of flame. Anything further is not permitted. If one wishes the ability to en wreathe their blade and or armament in flame they must specify such in a MArt. A Gorloth may often times use this ability to assist their master in starting fires whilst on wayward adventures in lands remote. This ability requires 1 emote to cast and lasts for 10 emotes. Greater Gorloth [MArt Only] The possibilities and ranges are simply left up to the imagination of the one submitting the artefact Gorloth. Though, it is encouraged by the lore holder for the sake of roleplay that if such an artefact be submitted, that substantial roleplay has gone into the creation of such a construct. The Creation Ritual The creation ritual itself serves as a pinnacle to blood magic invention for the success achieved can only be looked upon in awe as one may wonder what sort of divine intervention would look to create such a monstrosity. Naught it was, for Man lay waste to any claim that He is not able to persevere through sheer will and with the genus of dragonkin and or anything descending from the Slumbering God, all the way down to a snake; Let there be life from the blood from Setherien, Child of Knowledge itself. Upon creating a circle with the use of the following runes to reflect its unique commanding power; Life and Binding, alongside that of the symbol for Power itself. Without some sort of genus derived from a creature with relation to Setherien the ritual will falter. This means that even an abundance of snakes carefully collected and treated to be extracted of their genus could serve as a supplement for the ritual. In fact it is not uncommon for those who wield Gorloth Staffs to carry with them in fact serpents! Often not venomous, but still such a detail is a rather fascinating indication of the willpower these Gorloth Warlocks possess. Albeit this would inherently serve as the foundations of creation for the invention pioneered by Setherien and his ancient cabal of Aegisian blood mages. REDLINES Appearance/Durability/Weakness Redlines: CREDITS hotbox_monk/hotboxYSL: Writer @z3m0s: For telling me about the lore and it’s history and for being the reason I wrote this lore today. Thanks for being the homie. @Formenost: In depth consultation and moral support @Sorcerio: In depth consultation and moral support https://www.lordofthecraft.net/forums/topic/202370-%E2%9C%93-magic-lore-blood-magic/
  12. Almarism What is Almarism? Almarism is the most recent incarnation of an ancient religion dedicated to worshiping and protecting the goddess Almar, the so-called "Lady of the Lake." This ancient religion was founded millennia ago, at the very dawn of Almaris' creation, by the first people of Almaris. Its history and tenets are recorded in the Book of the Lake, an ancient fragmented text discovered in a hidden cavern near the Lady's Lake (Eye of the Lady). Modern-day Almarism is the state religion of Redclyf, whose rulers and citizens alike are called to pledge their loyalty and service to the Lady. The spiritual head of Almarism is the Fey Enchantress, who communicates Almar’s words and actions to us through dream-walking in Almar’s sleep. Who is Almar? Almar, Lady of the Lake Almar is the ancient goddess responsible for the creation of the nine realms. Originally part of the prehistoric pantheon of Old Ones, Almar broke away from the old gods when they became no longer content to rule the cosmos and instead began to feed on it. A goddess of life and creation, Almar stood against the Old Ones in an ultimate defense of light and life. Who are the Old Ones? The Old Ones are the progenitors of life and death in this world. Their pantheon is composed of at least nine gods: Aeg, Asul, Anth, Athe, Vail, Axi, Atla, Arc, and Almar. More may exist, but their names are lost or indecipherable in the fragmented text of the Book of the Lake. How did Almar create the nine realms? Long before the realms we know today were created, the Old Ones ruled over many ancient realms. One day, however, the god of death, Aeg, became no longer content to feed on those who died in the ancient realms he ruled over. He became possessed with an unquenchable craving and began to consume worlds upon worlds. The Old Ones stood against him, but they too fell and were consumed by Aeg, emerging as new gods of death, sharing in his eternal hunger. Only one Old One remained - Almar, the great Mother-spirit, goddess of life and nature. Her nature was so opposed to Aeg that he could not consume her, and so their two wills locked into an unceasing battle. Fearlessly, she struggled against him for eons, the force of their wills striving against each other shaking the very stars. But this battle commanded so much of her attention that she could do nothing as the rest of the gods ate up world after world until none was left. But still Almar battled on, and once every world was devoured, the Old Ones turned their attention back to her, preparing to overwhelm her and utterly annihilate her. Aeg devours the cosmos It was here, in this moment of desperate determination, where Almar finally called on her true power and realized how to defeat the Old Ones. She could not destroy the Old Ones, for she is the goddess of life, and they of death, and they thus held more power to destroy than she did. Therefore, no longer did Almar seek to destroy Aeg; instead, she called upon her powers of life and defeated the gods of death and decay in a single ultimate act of creation. Stretching out her hand, Almar called matter into existence, creating new worlds and locking each god into a world-prison of earth and stone - a continent designed to hold them fast for eons more. Aegis, Asulon, Anthos, Athera, Vailor, Axios, Atlas, Arcas - instead of the gods devouring worlds, these new worlds now devoured the Old Ones, drawing them down deep into their bellies. And where Almar touched each realm, life sprang into existence, bountiful nature covering each of those stone prisons in verdant splendor. There the Old Ones remain to this day, clawing at the dirt above heir heads, destined one day to break free and once more terrorize the realms. How did Almaris come to be? When Almar had finished binding the gods in their prisons, a great sleep fell upon her, for the eons of struggling against Aeg and the Old Ones had brought her to the brink of death. Almar laid her head down and fell asleep, and where her head lay, bountiful life again sprang up all around her. A newborn realm dawned around her - the land of Almaris. The curves of her body became green mountains and hills, and her hair became great pastures of green grass. The Creation of Almaris One great eye closed in slumber, but even as she slept, one eye remained open, ever watchful of the return of the Old Ones. And where that eye stared up at the heavens, it became a brilliant blue lake. There her new creations, the first people of Almaris, gathered to settle, guarding the Lady of the Lake vigilantly even as her eye vigilantly watches the sky. It was here that they wrote of her battle against the Old Ones in the Book of the Lake, and even once they passed on and became extinct, their writing remained, waiting to be rediscovered, waiting for a new generation of Almarists to rise up and settle around the Lady's Lake: a new order of Almarists once again dedicated to defending the Lady as she sleeps, even as she once defended their ancestors. What is the Sisterhood of the Lake? Foremost among the followers of Almar is the Sisterhood of the Lake, an order of priestesses dedicated to ensuring Almarist devotion to the Lady. The Sisterhood shares the load of responsibility amongst them, taking turns to lead ceremonies, plan religious festivals, induct citizens into Almarism, and tend to the needs of the Fey Enchantress. Any woman may volunteer as a Sister of the Lake, provided that they are sincerely dedicated to the protection of Almar and her people, and that they are not denied entrance by either the Fey Enchantress or the Duke of Redclyf. Who is the Fey Enchantress? The Fey Enchantress is a highly respected prophetess among Almarists. One pure of heart, the Fey Enchantress is chosen by the servants of the Lady, with the Lady’s guidance. The Enchantress possesses the unique ability to communicate with Almar herself in her dreams. When she lays down to sleep, her purity of soul causes the Lady’s dreams to interweave with the Enchantress’ own dreams. Through these dreams, the Enchantress can gain insight into Almar’s thoughts and desires. In order to prevent harmful misinterpretation of her dreams, however, the Enchantress is not tasked with both dreaming and interpreting. Before communicating her dream to Almar’s leaders and people, the Enchantress first convenes with a rotating cast of two Sisters, who listen to the Enchantress’ words and help her to distill the essence of the dream. Following that, it is then told to the Duke and his advisors, as well as to the people of Redclyf, if the Enchantress and Duke deem it worthy to be announced. What is the chief purpose of Almarism? The Book of the Lake speaks of the inevitable return of the Old Ones. Their prison-realms cannot hold them forever, for all life gives way to death. On that day, when the Old Ones break free of their prisons, they will once again converge on Almar with murder and destruction in their hearts, seeking to destroy her and devour all of reality, and then each other. If the Lady is blinded or crippled before that day, then she will not be woken until it is too late, and both she and all of Almaris will perish. Thus, it is the primary purpose of every Almarist to guard the eye of the Lady, so that she may be roused from her slumber by the coming of the Old Ones and may rise to defend Almaris. Why should I convert to Almarism? Almarism is not a "faith," unlike Canonism or the Red Faith. It does not demand a personal belief from its followers, does not impose a creed on its subjects, threatening excommunication and execution for violating its directives. There are no laundry lists of rules, no tomes of thousands of pages of arbitrary theology, ranks of religious leaders jockeying for power and political favor. Almarism is a single, strong call amidst the chaos of this world, welcoming to all, its message ringing true and clear above the strident screeches of death and damnation from other religions. Almarism is not a "faith;" rather, it is a duty. Its single principle is this: "Protect the Lady of the Lake." Whether you believe in a hundred other gods or none at all, you have a place in Redclyf, guarding the Eye of the Lady. Whether you think her a goddess or a mortal, so long as you raise a sword against those who attempt to destroy the Eye of the Lady, you are as family to those of Redclyf, from the humblest Sister of the Lake to the Duke of Redclyf himself. Guard the Eye of the Lady! Move to Redclyf today!
  13. Adunian Orthodoxy Overview “We are a people twice damned by the choices of our forebears, abandoned by the Creator for their sin. Left aimless and adrift in a hateful world, we now turn to the only ones who understand our lot - our Ancestors - to guide us to salvation. And thus we have chosen to undergo our third damnation, to remain restless in the river of souls, to guide our kin from beyond the grave until our honor is restored.” - Llyfr yr Hynafiaid (Book of the Ancestors) Adunic Orthodoxy is a religion created in the early days of the Adunians’ time on the isle of Illdyn. In the aftermath of the Fall of the High Kingdom, the Adunian people began to see themselves as abandoned by the Creator that their Orthodox Cannonist faith saw them pay homage to. They were half-breeds, abominations in the eyes of their old church and its Creator. Thus many began to lose hope as they grew more hated by the rest of the world and more aware of their twice cursed nature and lack of guidance from a higher power. However, their lord Elendil held strong and led his people to a new home on Illdyn. Maria served as a mediator and counselor, quelling tensions on the ships and keeping people together. Elendil’s son Braen also helped the people stay strong, serving as a moral and spiritual leader among the people, showing wisdom beyond his age. Eventually, after a successful move and with the growing settlements on Illdyn secure, Elendil passed onto the next world. Braen saw his spirit linger, however, as that of a saint, or perhaps something different. He quickly spread news of this boon to his comrades, that his father had ascended to guide his people from beyond the grave, and people took the news well. For a damned people, twice cursed and abandoned by their Creator, this ember of hope grew into a flame, which quickly spread across Illdyn, drawing people to it wherever it went. However, Braen would not live to see the full impact of his words and his philosophy, for the prophet and lord died young, slashed by an Illdic Bear only a few short years after taking his father’s throne, cementing himself as the third member of the high Trinity of Ancestors - Elendil the Father and Leader, Maria the Mother and Counselor, and Braen the Son and Prophet. This tradition stayed strong for several centuries, but eventually, as the Adunians began to once again integrate with their human kin many were drawn back to Cannonism, either by their own wishes to be close to the humans they resided with or necessitated by the threat of persecution, ostracisation, or execution. However, those among the Adunians who call themselves the Harren’hil, or “Heirs of Harren”, seek to keep these ancient traditions of ancestral worship alive, and see them as an integral part of restoring the glory of the High Kingdom. Beliefs “With great forebears to guide us, we shall always be strong. For if we heed the wisdom and warnings of the past, it will guide us to a brighter future. This is why we make our final self sacrifice, for the good of our sons and daughters, so they may see better days than we.” - Llyfr yr Hynafiaid (Book of the Ancestors) Adunic Orthodoxy holds several core beliefs paramount. They do believe that the Cannonist Creator did create the worlds, and share many of their beliefs about the creation of the world, the rise and fall of Iblees, and the ancient days of history with the Cannonist religion. However, they believe that when Harren and Sarai married and procreated, whether it be out of love or for the good of their peoples and the cessation of conflict between them, they created an abomination in the Creator’s eyes, and he turned away from them and their heirs. While the High Kingdom followed the Creator, and at first found great success, he was not there to save them in their time of trouble, and the High Kingdom fell. Thus, the Adunian race needed to turn to a new guide - their Ancestors. The veneration of the Ancestors is perhaps the most key part of the Adunic tradition. It gives the people hope, for they can look back on their ancestors achievements and learn from them, and apply the lessons to the present. However, the veneration of ancestors goes far beyond this. Adunic Orthodoxy teaches a much more real and corporeal connection with the ancestors, for it is believed that many of the greatest Adunians, in a tradition starting with Elendil, refused to find peace in the afterlife. They refused the protection and peace offered to them by any Aengul, Daemon, god, or spirit, and instead remained in the Soulstream. Thus, they decided to avoid peace so they may more easily be called upon and help their children. It is for this reason that some select elements of magics involving spiritual communion are sometimes seen as almost holy by the Adunians, for they serve to bridge the gap between the self-exiled Adunic ancestors and the physical plane, allowing for more direct guidance to be granted. In contrast, magics that mar the soul irreparably and leave no choice to enter the soulstream are generally viewed in a more negative light. Thus the decision to overextend any magic - voidal, divine, or unholy - in a way that would destroy, mar, or trap the soul is taken only in times of great need for the whole of the Adunic race, for any who would make such a choice would be shirking their duty to guide their progeny for the sake of immediate and temporary power. Voidal magic of any sort (besides enchanted items) is generally frowned upon due to its corruption of the body and soul for the sake of pure power rather than any sort of spiritual connection, while the corruption or effects of Spiritualists, Seers, and Templarism are generally more excused, since they serve to either connect the race to their ancestors more directly, guide the race into the future with their true-sight, or to sacrifice themselves to protect their people in the most dire times of need. Notable Ancestors “Harren the Founder, strong and proud, who’s imprudence sealed our twice damned fall. Sarai the Fair, of Wildewynn, who sailed for western shores afar. Elendil, Father and Leader Strong, pillar in the monstrous sea of doubt. Maria, Mother and Counselor, who eased the pain and fear of all. Braen, Son and Prophet wise, who’s light restored us to our course. Lead us, please, to better times where prosperity reigns forevermore.” - Litani yr Hynafiaid (Litany of the Ancestors) While many Adunic Orthodoxists, due to the nature of their faith, choose to stay in the Soulstream as guides and are thus venerated at least by their close families, some have reached such renown for their actions that they are respected by most or all those who follow the Adunic Rite. These can be sorted into three categories: The Founders (Harren and Sarai), the Trinity (Elendil, Maria, and Braen), and the Doethion (Felcryn Delmar, etc). The Founders Harren and Sarai, being the progenitors of the race, are viewed in a complex way by those who followed. On one hand, they are viewed with respect and honor, for they laid the foundation for the High Kingdom, a golden era for the Adunians where they were able to advance their skill in arts, architecture, literature, shipbuilding, medicine, and the natural sciences to a level never again recaptured. They showed the value of the friendship between Elf and Man, and through their union and the unions of their peoples granted the Adunians of today their longer lives. However, they are also viewed with a degree of scorn, since they through their shortsightedness also brought upon their offspring the twice-cursed nature they know all too well to this day, and the scorn of the Creator and many other gods and spirits who despise such cursed unions. Hence, the positive aspects of these founders are respected. The advancements of the High Kingdom, friendship with the elves, and a love of woods and sea are all remembered fondly, but the resentment for the extra curse laid upon their offspring cannot be overshadowed or forgotten. The Trinity The second set of major ancestors chronologically, and the chief ones in the Adunic Orthodox Rite, are the Trinity of Elendil, Maria, and Braen. Elendil was born in the latter days of the High Kingdom to High King Arendil. When the High Kingdom fell and his father was deposed by the rebelling highlanders, Elendil inherited the leadership of the Adunic people, now banished from their great cities and lush forests, forced to sail across the sea from Aegis or face genocide for their transgressions. Elendil, however, kept his resolve, gathering his people and leading them across the sea to Ildyn, where the Adunian people had their second chance. But the journey was not easy, and many divisions came, to the point where several times the whole affair nearly failed. This unrest was quelled and mediated by Maria, wife of Elendil. She helped to settle disputes and be a calm, gentle hand and voice to her people, nurturing them and keeping them together until they found their new home and regained their hope and resolve. She and Elendil then also had a son, Braen, who became Elendil’s heir. Braen was for most of his life wise beyond his years, and had a deep interest in the spiritual and the philosophical. After several years, once the kingdom had begun to regrow on Ildyn, Elendil passed on into the next world. Braen was the only one to witness this, and when his father died he saw him rise up, as a saint, or perhaps something else. This vision by Braen became the basis of the Adunic Orthodoxy, thus making him the founder of the faith. He rose to the position of Lord or King upon his father’s death and spread the new faith in ancestral guides about the land. However, he didn’t live long enough to see the full effect of his teachings, for he was killed shortly thereafter, slashed and mauled by the claws of an Illdyc bear. And thus the Trinity had all passed into the world beyond. Elendil the father, admired for his leadership, justice, and his undying hope for his people, Maria the mother, admired for her calm, nurturing demeanor and her ability to keep her people together, and Braen the son, prophet and giver of wise counsel. The view of the Trinity is overall far more uniformly positive than the Founders. They already faced the same curse that all subsequent Adunians face, and they managed to give their people hope and a new chance at survival by founding a new kingdom, a faith that actually serves to protect and guide their descendants, and moved their people away from the pride and slave-based system that led to the fall of the High Kingdom and to a more humble, hearty, self-sufficient, and well-balanced way of life. The Doethion The final group of ancestors are the Doethion, or Wise Men. These are the equivalent to Saints among the Adunians, and are made up of all those Adunians who passed on into the next world and, as is customary for all those who are not bound by some other fate for the good of the people, remained in the Soulstream to aid their progeny. To join the Doethion in death to guide one’s ancestors is viewed as a final duty and oath to the Adunic people that all should make, and to sacrifice the ability to join the ancestors is often taboo, though it is accepted as a noble sacrifice in certain cases, such as that of the Templars. This is why the study of deific magics and magics that corrupt the soul are exceedingly rare among the Adunians, and while small bands of Adunic holy mages (especially Templars of the Aengul Malchediael, also known as Saint Michael to many Humans and Adunians, and is counted among by that name) are common, and often kept around, the choice to join one of those groups is an extremely difficult one for an Adunian to make, and is never taken lightly. While all Adunians who pass on and enter the Soulstream are members of the Doethion, some are worshiped more widely than others. Each clan or house will tend to have certain ancestors who they hold in high esteem, and then there are ones that are held in esteem by all Adunains. Small Prayers are oft written to them asking for intercession, along with the greater rites for weddings, funerals, and invoking the spirits of the dead. Prayers, Songs, and Rites Funerary Rites "In the tradition of Elendil, lord and father, may the soul of [name] forever join his (or her) forebears in the river of souls. May he (or she) join the ranks of the Doethion, to offer his (or her) descendants his (or her) wisdom and good counsel. Never to rest, until our honor is restored, and we all may find peace." The Rite of Invocation “O Doethion, O wise forebear of old, heed my call. Come now, [name], return from thy slumber and aid thy children, as is thine oath and duty! Come now, [name], grant us thy wisdom from ages past, to help our present plight! Come now, [name], speak to me, then return once more to thy watchful rest.” The Rite of Matrimony "Sons of Harren and Daughters of Sarai, we are gathered here today to celebrate the blessed union of [Couple’s names here]. Let all gathered here, with the Trinity and Doethion witness, seal, and bless this Union. [Name], [Name], do ye swear to Elendil, Father, Lord, and Guide, to lead thy family forth into the uncertain future. To be an example of discipline, honor, and humility to thy children, so long as ye both shall live? I do [Name], [Name], do ye swear to Maria, Mother and Mediator, to let thy home be one of kindness and understanding. To weather all the difficulties, disagreements, and woes that life brings cheerfully, fairly, and respectfully, so long as ye both shall live? I do And do ye, [Name] and [Name], swear in the name of Braen, Son and Prophet, to let thy house be one guided by faith and reason. To teach thy progeny of reason, and of our faith and our history, and to always grant them good counsel when they should ask, so long as ye both shall live? I do Say now any other vow or oath ye wish to swear to each other, and make known to the Doethion and to the People here gathered. [your own vows go here, if you want to have them] With these oaths of long tradition and of thine own love, ye art in good faith bound to one another in the eyes of the Harren'hil and of the Doethion. Exchange thy rings and thou mayst kiss the bride. Go now in peace and prosperity." Elendil’linn “Father Elendil, Lord and Guide, show us the way through the tumultuous sea of fate. Inspire us to lead our people ahead, through the darkest of times to the brightest of lands. Help us stay humble, to never feel dread, to know that soon our time is at hand.” Maria’linn “Mother Maria, show us your grace, show us the way through the problems we face. Be our good counsel in times that are hard. Help us stay civil, to lay our thoughts plain. Show us to reason, and keep us from hate.” Braen’linn “Braen, son and prophet, patron of the wise, show us the truths which most never find. Help us to recover the knowledge we’ve lost, and grant us the wisdom to use it or not. Show us the way on the rivers of death, so we may also guide forever our kin.” The Prayer to Felcryn Delmar “Oh mighty Felcryn, grace my tongue with the sharpness of silver and my ears with the keenness of the hawk. Guide my actions and my words so all may be under my thumb and follow my will, knowingly or not.” The Prayer to Malchediael “Aengul of Courage, defend us in battle, be our protection against the wickedness and snares of Iblees. Help us to stand resolute against all odds, to selflessly defend our people from harm, and to deny the temptations of corrupting power.” The Burning of Aglaribaind "Woe to thee, Aglaribiand, Strong and tall in distant land. Vanished now across the sea, Ashes due to our folly. Aglaribiand stood tall upon the bay, It glistened white, and blue, and grey, Its walls were strong, its halls were fair, And great works we created there. Poems were read and Songs were sung, Hammers from the forges rung, On the wind our great ships sailed, But beneath all this our city ailed. For in our pride we took on slaves, Our Highland kin all to us gave. We abandoned honor in our greed, And for that folly we now grieve. The slaves rose up upon the town, Burnt great ships and buildings down. Threw Harren’s corpse into the Sea, Over which we soon would flee. To his Throne Elendil rose, As King Arendil hung for the crows, From Aegis we were banished forth, On pain of death we left the North. We sailed west to Illdyn fair, And Elendil ruled us there. Nevermore to fall to pride, To live with honor at our side. Woe to thee, Aglaribiand, Strong and tall in distant land. Vanished now across the sea, Ash due to our folly.”
  14. Hyphae You find a journal locked by a green ribbon. It's edges are worn, yet it is still firmly kept together. A crow and a rose are engraved onto its dark leathery face. Entry I My dear mother. Once a respected druid, now a sickly woman on her death bed. All because I ignored the underlying stress she bared. It had all started when I ventured off into the woods again like any normal day. I had failed once again to heed the worry of my mother, who had now fallen ill to an incurable disease. Not even all the doctors of our Seed - nor herself - could cure the wretched fevers, coughs, ill pale skin, or freckling chills that felt like needles to the back that she felt every time she woke up. How could I, her only son, be so ignorant. Now she lies there every day, as if waiting for her last breath. Now my graceful father works harder until he could work no longer. Now I sit here writing, as if writing my woes could ever cure my mother. That is until I prayed to the gods. Cerridwen and Cennunos, Mother and Father of the nature that is gifted to us. Even after every moon and sun did I wait and prayed for an answer. Patience grows thin, and and so did my inpatient mind thinned until it could no more. I have packed my bags up for a journey far away, into the deeper areas of Almaris. There, I can find some sort of cure, or at least hope to help my family. Entry II In my extensive knowledge I have gain from travelling around Almaris, I would have not known I would gain a sister, or well adopt one. As I was looking for some sort of person with a medical background, I had met the young prodigy Delilah coincidentally along the way to Vortice. She had kindly greeted me and swooned me over with her childish nature. How dearly I love her. As we grew closer the following month together, she was immediately under my wing. Through her, I had learned more about the people in the East, and even settled down at Elysium to understand the herbs around there. From Bat's bulb to Jailer's Moss, I studied hard to get to her level. I wished for my parents to meet her. They always ways wanted a daughter. Entry III The peaceful life of Elysium had taken a turn for the worse. Krugmar, the warring nation up the road from Elysium. War has stepped into our lives as they threaten us with raids and kidnapping our people. Delilah resides in Fenn for her studies; where it is safer. On the other hand, I have decided to stand my ground and stay at Elysium, in hopes that our kingdom is strong enough to keep the Orcs at bay. I watch over the walls, always anticipating death at our gates. Entry IV Uruks. Crude in nature and powerful in battle. They had somehow gotten into Elysium while I was away gathering more herbs. They side with Krugmar. What crazy racists they show to be. I used the citizen tunnels to quietly get in, spying on them as they lurk the streets of our home. Seven in total I have seen. How could a handful of them get in when we had guards on every post? I have heard their prideful yells of how we are cowards, how the guards ran away, and how they would not let anyone in; mostly because they did not have the key. They vilely spill alcohol down their throats, celebrating their success. I hope this ungodly hour ends before Delilah returns home. (Entries will be added continuously in the later future)
  15. “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  16. Good day to everyone. I have a question of sorts. Well, it’s also intended to generally get a gauge of the server’s community and opinion, and to perhaps open a discussion. I'm mostly just speaking my mind. Please keep matters calm and civil, since some things discussed may be contentious. I also would like to apologize well in advance, for I have a very good feeling that this will be very tangential as opposed to being a well-structured essay. The subject is regarding the nature of the Techlock. See, I'm new, I'm not some community veteran or old-guard who can sway the lore team, or events or outcomes of certain civil wars… but I've hardly played, so I wouldn't really know about that. The thing is, I very much want to. But to explain the matter, I will have to share a little about myself. I love and am obsessed with bits of technology in fantasy settings. Steampunk, retrofuturism, magitech, science-fantasy worlds, these have always fascinated me since I was a kid. Movies like Atlantis, Treasure planet, and others sparked my imagination, games like the old Neverwinter Nights, Ultima, and others occasionally presented small amounts of technology in their setting, and it fascinated me. Wanting to be an engineer IRL, it really helps transport me to another world, time, and place where things only in the most distant theory are possible. Ever since the start of fantasy, there's always been room to mix these things together here and there, settings and worlds like Spelljammer, Eberron, Magic The Gathering(Just look at anything involving Urza), so many of Hayao Miyazaki’s masterful films, I could provide examples for days. The truth is, science and technology have the capacity to conjure wonders unimaginable prior into real being in our universe today, and it’s hard to imagine this not being so elsewhere. This can be the example portion of this whole post, delving further into where I’m coming from, and just simply explaining what I like and enjoy. I’ve read Jules Verne, and played games like Bioshock, Thief 2: The Metal Age, The Dishonored Series, The Bioshock Series, Divinity: Dragon Commander, Path of Exile, Myst, Iron Harvest, Morrowind(And the rest of the Scrolls games), the Vaporum series, and more. I love playing an Artificer in D&D ever campaign that I possibly can. Hell, I loved the Legend of Korra, which I know wasn't exactly popular as a continuation of ATLA. You get the idea, you get the picture, I absolutely adore this sort of thing, and seek it out in media. I’m a massive uber-nerd for this sort of thing. Technology and magic mirror each other in many ways. Of course, many world-building troubles and complications might arise from this, how do magic and technology exist? Where do they compete and where are they compatible? You have to treat technology as a sort of magic system in many respects, so some of Brandon Sanderson’s thoughts apply, generally, it has the power to greatly affect the feel and themes of a world. An industrial revolution is an incredibly transformative event, after all. In a day and age where Netflix’s Arcane tops charts, Magic The Gathering is creating planes and card blocks like the new Kamigawa and New Capenna, The Legend of Zelda features ancient Shieka magitech as a core part of its worldbuilding, and science-fantasy elements become less niche and work their way bit by bit into the spotlight and mainstream, I want to ask. Why does Lord of The Craft have to imitate Tolkien ad nauseam until the end of time(or at least the server, presumably), and even disregard the surprising technologies that actually did exist during the medieval period and throughout history (I’ve taken a History of Science and Technology class, I can debate this if you really want). Who exactly mandates that it has to be limited to one kind of RP, one kind of world, one kind of story, one kind of context, one time-period, doesn’t it ever get old? This is where the rant ends. I really just wanted to toss these ideas out there, because I've wanted to get it off my chest. Part of me is playing devil's advocate here, I want to know what people think. I’m being disingenuous. I know a bit more than I’ve let on, despite my hours on the server probably being 2 at most. The other thing about technology compared to magic, is that, while similarly arcane in its complexity and required knowledge, is that it leaves a more permanent artifact, sure spell tomes can exist, but technology(and artifacts in general) is very much a matter where, once its out, it can be difficult to put the cat back in the bag. When something is invented, the factions in power seek that power, people study, learn, teach, and perpetuate that knowledge. And even if all the skilled craftsmen and engineers who worked on these things have vanished, then their works can still be unearthed, and potentially reverse-engineered(if enough of them is left to do so with). The other relevant property, is that technology is built upon learned principles generally fundamental to reality, and methods and discoveries can be reapplied in different contexts, and improved in efficiency- realistically, the tech train doesn't easily stop moving once it has been started- someone will usually think of all sorts of uses for things which already exist, and try all sorts of wacky stuff. In truth, all fantasy worlds, regardless of tech-level, do have a certain techlock of their own- to prevent a runaway effect and maintain a particular vibe, to prevent a Kaladesh from becoming an Neon Dynasty, so to speak(I understand they are different planes obviously, they were just examples of tech style). Some, like Divinity, opt for a magical unexplained reset that just simply wipes all of the technology, and presumably all of the knowledge, tools, memories, possibly people, and drive to replicate it, or even think to replicate it. This is terrible writing, but I do understand why it’s done. Many settings relegate their technology to little pockets, advanced ancient lost and dead races and civilizations, whose incredible works simply cannot be understood, they are simply too vexing and arcane, and perhaps nobody quite bothers… for some reason, or an isolated and mysterious island of tinker gnomes. The Dwemer’s secrets lie guarded away in buried ruins, defended by magimechanical automata that pose great threat to all but the most skilled and capable, or armies and legions. Only a few characters understand their works, like Sotha Sil(and a significant amount of that understanding likely came about post-’ascension’ via the heart of Lorkhan), and sparingly few scholars, artificers, and alchemists who appear only at special occasion. Regardless, I digress yet again. This isn't about The Elder Scrolls. Now, onto how any of this at all relates to Lord of The Craft, beyond trying to turn it into something that it’s not. I’ve read about the past, about things like Smoggers and Thanium devices, the list seems to go on- devices that were once accepted, and once existed prior to the establishment of the (current?) Techlock. I won't lie, I adore the sound of that stuff. It looks to me like you guys tried it. From what I can tell, there was such significant tech-creep that the techlock became absolutely necessary to keep it in check. It simply must be discussed how technology relates to RP itself. It is obvious to me how balancing, CRP, and fun for everyone can be… potentially negatively impacted by simply letting these ideas run free and wild. It’s clearly a problem if one nation is the Fire Nation, and has such a technological advantage that its screwing over others, and forcing people to advance to compete whether they like it or not, it’s obviously a problem when the people managing sieges and battles now have to deal with one side rolling out steam-tanks or some nonsense. I suppose it's also a problem if someone's 'so unique and special of a character' that went through the bureaucratic nightmare of endless applications and back-and-forth with staff/loreteam to have throwable vials of horrible alchemical concoctions and chemical weapons, or a repeating crossbow that only requires like, 1 or 2 emotes to spam-fire, and regular soldiers and guardsmen with sword and shield have to deal with the BS of fighting that. I understand these things. I also know that tinkering and technology aren’t entirely crippled today either, it’s just very carefully and cautiously selected and limited. I know automatons and animati still exist, that special magic items and creations exist in circulation here and there, things like mechanical arms which can spray pressurized water, and that a long-forgotten, ancient buried thanium bomb might still detonate causing a massive disaster from time to time, that Urguan’s navy consists of steam-powered paddleboat ironclads. I know these things, and I’m sure there’s still a place and room for me, and things that I can explore. I’m not the kind of roleplayer who wants to invent or bring about technology for powergaming or to crush my competition with the power of “SCIENCE!!!”, and I genuinely care about the experience of others. I just personally love the flavor of fantasy tech, and writing these things. I don’t want to ruin things for anybody. But of course, this sort of thing is still what I tend towards, it’s the sort of thing that Iove and get the most enjoyment out of. And I understand you can tell me to go somewhere else, but, this is the biggest RP server in existence at the moment. I don’t know of a server more my style that exists anymore. My first character is a Dwarf, and I plan to go through the trials necessary to work my way up the ranks of Clan Irongrinder. I want to make interestingly and creatively written and flavored- and well-balanced- magic items, and sell them, introduce them to the world. But I have read a few past forum debates about this very topic, and they were not without vitriol. After this long-winded wall of text, the real question I want to ask is this: Am I welcome here? And also, to be entirely earnest, to a lesser extent, the secondary question is: Will the current state of the techlock ever change? Will there be exceptions for me to enjoy? Will things like smoggers ever exist again? Cannons at the very least? Or did I just miss out on all the cool tech before it got banned forever? Did I just arrive here too late?
  17. Cognatism https://www.youtube.com/watch?v=vzNcSvKCOyA With the initial connection to the void, scholars were unaware of the untapped potential within the abyss. The only knowledge given was that it is a replacement for substitute power. Unbeknownst to the scholars, the discovery created a pathway to our realm from the void. Each connection pinged the void and the entities within, announcing the mortal realm to those residing in the abyssal void. Discovering that the breach was simple, per new connection grew the intrigue to the horrors, drawing them close. A barrier, however, prevented them from accessing our world. Both worlds separate by a veil neither understood, only able to pass meek connections to either side. Mortality used the void for power, the horrors for consumption. After centuries of waiting, the breeches widened within the void, small voidal pockets filling space within their realm emerged and with this - a pathway. Both worlds, unknowing of each other, finally found an opportunity to meet, the horrors of figuring out ways to aperture the veil could cause a destructive mess, scarring the landscape. Void rifts, explosions, and destruction ensued in both realms. The horrors trying to cross the veil led to explosions that defaced each realm's land. Scholars studying the rifts and void explosions were able to decipher the strange occurrences, this only prompted a further study in the void that ended in two minds meeting. — Evo’lur Tartarus, Cognant. Magic Explanation Cognatism is a symbiosis between twin minds bound at the veil of the void. The connection serves as a tether between two minds fighting for dominance and control over the other, locked between a mortal mind and that of a voidal horror. The binding communion between the two entities is an agreement of protection for an exchange of knowledge. The horror using the mage voidal pocket forms a protective ring defending against outsider attacks, syphoning the host's mana to keep the barrier up. The lesser horror seeks a new host if the reserve of mana and connection isn't grand enough, putting the host in a prismal loop trial. Cognatism is a feat, it can be learned alongside all other voidal rituals. Cognatism can be learned by players with/without magic. Just be aware it takes an initial voidal connection to draw in the horror, described in 'Expanding Ritual'. If you're character/race/magic/alchemical being doesn't allow for this, you cannot become a cognant. To learn Cognatism one must find an applicable teacher or horror stone. You do not get ‘smarter’ for having the twin mind, just access to tools that aid in seeking knowledge. The Horror The void is a split consciousness of many residing horrors seeking consumption and essence to grow in a hierarchical status amongst lesser, greater, supreme and behemoth horrors within; ascending only through the consumption of essence from other horrors may cause one rise within the standing, following the philosophy/culture of Darwinian on the principle of survival of the fittest. The voidal horrors often seem to form into packs, led by pack leaders of greater to behemoth horror standing, allowing greater intellectual control of the horde to seek further essence to grow and command within the void. Ascension is through consuming weaker ‘superiors’ when the opportunity arises, allowing lesser to become greater or greater to superior standing in the horde of horrors. The evolutionary standing of voidal horrors amongst this hierarchy is dim to lesser horrors, offering nothing but a plaything or food to the horrors above them in constant strife and antagonising nature. Seeking a pass to escape and even protection, they seek the aid of rifts accessing their domain to flee through, or even that of magi to house them. Nevertheless, the outside look on their primitive nature prevails even in this state to consume, grow and evolve. Cognatism focuses on those voidal horrors, opening up a barrier of protection along the veil between the void and the mortal world, forming a psychic link between the two providing a protective barrier within the void pocket of the magi to encapsulate the lesser horror free from consumption long as the connection remains untampered. The Prismal Loop The connection between the two minds is an imbalance of a power struggle between two sides, where if faltered, can subdue either party from a grander force applied to the other mind. It is possible that through no fault of the Cognat, the Horror may issue a test of strength on the connection and the strength of the consciousness it shares a mental home with. Should one fail to push the Horror back, the void beast will stick your mind into a Prismal Loop. The focus will spin round and round, disabling the Cognat from reaching consciousness once more. The Loop forces them into a Comatose state, wherein the Horror will administer a series of tests for the Cognat to achieve. Moving the Cognat deep into the mindscape they create, they must battle the demons of the past and self to defeat and conquer each stage. Once all trials are complete, the Loop will break, and the Cognat will be free. Should such falter, the Cognat will succumb to the mental debilitations threefold as the horror debates to leave you. They are seeking a more extraordinary mind for protection. This occurs if the Horror does not believe that your connection is strong enough to protect it. The Loop can occur more than once. The tests are not easy, not in the slightest. They are hard, and can and will result in damage. The Loop forces the Cognat into a coma, where they must complete trials of the mind in order to get through. This adds some flare to the roleplay, though grants no additional abilities. Whilst in the Loop, the body must still be sustained. Food and water are still required. If wounded inside of the Loop, the Cognat will suffer phantom pain on the body as if it occurred. Accumulating a large sum of phantom pain will fail the trials. Failure of the trials means the horror can leave your mind, breaking the tether. These trials are difficult and will push the Cognat to their limits but will always be within the Cognats ability after the first connection trials. If the Cognat survives, they may still believe they are inside of the Loop even after they have awoken. Mental Effects The voidal horror cohousing within the mind of the Cognat brings an assortment of conditions brought to the single mind they bound to, yours. A Cognat bound by the first connection will suffer from minor debilitations, and the longer one has bound increases to the point, it'll become part of the host's personality. The debilitations can come and go through; some will always be present within the mind at any given time. The horrors’ personality is governed by a teacher or ST melding with your own character. Taking aspects, greed, growth, hunger, ascension, ext. This effect occurs over the duration of the horror being bound. Intrusive thoughts come far more frequently, of the horror's personality. Self-illusions, the mind of the horror might overwhelm the host sending false images across the landscape or area you’re within. Paranoia, a presence is always felt watching you that you can never escape. Despite knowing it is the horror. Sleep paralysis, the horror will wake you from slumber occasionally as it feels threatened by the barrier weakening due to lack of focus. Frequent nightmares, given by the voidal horror to keep you awake of its own experiences. Obsession, when the voidal horror has a set agenda that is right in front of you to get, it’ll attempt to force you to achieve and get it at any cost. Memory Consumption, the voidal horror will actively consume memories which you hold no attachment towards, and root itself further within. The Twin Mind Sharing one’s mind with any consciousness but your own isn’t unheard of, though without a doubt life-altering. Taking in a second mind inhibits you to a tirade of mental debilitations that fatigues the mind, weighing you down without the twin mind speaking to you. The voidal horror paired will send intrusive and controlling thoughts to inhibit your actions, sway mood swings, self-illusions or enact paranoia in the act to weaken the mind for takeover, having no affiliation or opinion on the world around, the horror rather running on its primal urge for ascension. With gaining the third mind, the tri-mind, from either void stalker feat, or another sentience, will amplify the mental debilitations. Although the Cognat and the mind of the horror are linked, the horror wouldn’t share any information given to it back to the Cognatunless learned while bound with the host and imperative on the horror to do so. The exchange of information between the twin minds can only be done if it is imperative to the horror to do so and learnt while bound to the host. You may learn any of the voidal ritual feats, (voidstalker, artificer, scion, eminence). Limited to one, as specified in the respected lore. Losing the Twin Mind/Cognatism, you’ll still suffer from all the mental debilitations if you pass the connection prismal loop (2 IRL Weeks of MA acceptance). The twin mind may not be “tamed” or “befriended”. It is an unbiased entity out for its own survival. The Twin Mind may be purged by a paladin, or cleansed upon a spirit-walk by a shaman. Gaining the Tri-Mind+ doubles exponentionally the mental debilitations, plus the debilitations of the other lore. Teaching https://i.pinimg.com/564x/70/a5/9d/70a59db7195662b7b58b01a3e4fd4efd.jpg Teaching within Cognatism is probably the most strenuous feat in the void archetype; it isn't about learning spells but instead building a symbiosis between two entities. The actual teaching aspect of Cognatism only allows easier access for a student to work on developing this symbiosis, subduing the horror within until the student can take its full strength. The voidal horror is extremely captious when its consciousness is brought from the void into another's mind — often rejecting the new host out of little faults they have unless subdued by the teacher. After the horror has successfully moved into the mind, Prismal Loop trials can begin. The trials are demanding on both the new host and horror, separating their connection to cast any magic until ALL trials are completed. Prismal Loop trials can be incredibly imaginative to the horror or incredibly simple; the trials are here to test the will and drive of the host to form the symbiosis between the two entities. These trials are not without risk. The horror can easily manipulate the host if seen weak and consume the host's memories if the trial is accepted. The teacher must caution the student and make sure they're aware of these risks; otherwise, the student might lose themself to the horror during this stage of connection. The initial connection of the student's mind to the horror is something that doesn't cause pain or torment to the individual, yet a sense of surrealness. While the horror subdued, it won't lash out or probe the mind until the trials have begun. Without the subduction of the teacher on the horror, it can lead to disastrous mental affecting damages to the new host before leaving if not forcefully forced to remain. The Prismal Loop trials on beginning cognatism last for two IRL weeks, the trials happening periodically through this period and dictated by the teacher/ST. While within the two IRL weeks of obtaining, once connected to a horror you’ll be unable to cast any archetype of magic. While connected, all mental debilitations will constantly barrage the host, until full symbiosis is achieved. Failing prismal loop trials considerably will lose you access to Cognatism, dictated by teacher/ST during the period of connection. (2 IRL weeks). Aka - you lose the magic. You can attempt to link to a new horror after two IRL weeks of failing the prismal loop trials. Practising Cognatism https://i.pinimg.com/564x/e0/15/8f/e0158fb401fe4867f5bccddb6e90b97b.jpg The practice of cognatism once passed the Prismal Loop trials after connection can finally begin. The voidal horror begins to dig its roots through your mind, from either empty or occupied space taking over memories feasting on them if needed. The mind would take some personality of the horror unto the person, only amplifying the further tiers you progress through the feat. The horror bestows the feats amongst the host occurs periodically as the beast roots itself deeper into the mind. It shares consciousness by amplifying its grasp for survival and sharing a deep root of knowledge with the host. Voidal Commune (Passive/Non-combat) An endless abyss and the mortal world, the twin mind connection rests in between to commune. While the connection between horror and cognant exists, all information gathered through any senses is collected and stored within the mind of the horror, for them to share back to the cognant if desired. The host cannot do the same, only hearing whispers of intangible moonspeech screeches through the void. The voidal horror is able to translate moonspeech into the common tongue and vice-versa only if the horror wills it. The only exception is a power superior to the horror commanding it to do so. Redlines: This is a passive ability, active once the initial prismal loop trials have been passed. The ability is always active. The horror will not always respond or answer questions, queries or have a casual conversation with the cognant. They’re not your friend. The horror will not teach you moonspeech, the horror will not translate moonspeech for you unless forced by a superior horror. To draw out information stored and gathered from bound, you need to use the ability ‘Notes’ listed below. Infusion (Passive/Non-combat) The link between the twin minds equalises a pool of mana shared between them, the reserve is unusable or able to be directly drawn from by both parties. When a time of need, be for the horror to create a barrier to protect itself from creatures in the void or the cognant drained of all mana, an infusion will commence taking the reserve mana to prevent Thaumburn. When either the horror or cognant is suffering from Thaumburn, exhausting all mana an infusion will instantly commence from the reserve mana collected. The reserve mana is unable to be used for spells, nor does it revitalize the expended pool of mana, purely all it does is prevent Thaumburn for a single-use per IRL week. Redlines: Prevents Thaumburn, one IRL week cooldown. If a mage uses all of their mana, the infusion will save them from death/pass out, recovering faster so they may “walk it off”. Doesn’t refill/refresh your mana to cast further spells. Notes (Non-combat) The mind is a fickle thing, forgoing memory, knowledge lost or minor details left unable to be recollected or traced. The Voidal Commune link can be brought forth by drawing stored information collected by the horror back into the mind of the cognant, able to reminisce the forgotten parts of the mind. While the Voidal Commune link is active, any information gathered/collected by the cognant is stored by the horror, able to be drawn forth and brought back into the mind of the host. Information lost from short-term memory or degradation can be brought back if desired. Emotes: Connection to the horror -> Discuss information to be brought back -> Information sent to cognant. Redlines: The information gathered/collected can only be brought back from when you learned it post horror connection. Anything lost prior to the connection cannot be returned. The information gathered/collected happens passively and is stored within the mind space of the horror to be recollected by the cognant if desired. If your character died in any capacity the information of that death is lost unable to be brought back, following guidelines of death rules on the server. Memoir (Non-combat) Amassing knowledge is something both cognant and horror do best though with some information, it is best to forgo. The wonders of the world or attained memories are something that can harm the overall individual and by will, the cognant may ask the horror to consume these discoveries. While done so without much affliction done to the cognant, they will feel part of them taken as what was consumed cannot come back. Communing with the horror, you may request anything gathered from past events within memory to be consumed. The information of whatever the memory was is lost by the cognant and only known to the horror. Emotes: Connection to the horror -> Discuss information to be consumed -> Consumed memory. Redlines: The information consumed is lost by the cognant, unable to be obtained except through the spell ‘Notes’. The information lost, cannot be sparked back in memory from another party speaking about it. The horror can be deceitful. If a memory contained a prominent/non-prominent figure/item it may consume all information in other memories on that same item. This is consensual, unable to be forced. Scrambling (Passive/Combat) The twin minds are a link bound through the relationship of the horror and host, forming an interconnecting bond that aids in the prevention of interference of outside sources of magic. If one mind is taken hostage from an ability, both are afflicted for better or worse upon the cognant and horror. Both an ability that can be used to detriment the cognant or be beneficial. Detriments with the affliction on the mind afflict both causing both minds to be affected by the spell that may cause amplification on ‘mental debilitations’ listed above. Beneficial would be if someone attempts to search or implant images within one mind finding two instead, potentially not afflicting the cognant but the horror instead. Redlines: Spells that afflict the mind with disorientation, sounds, afflictions affect both cognant and horror. This may double the effects of ‘mental debilitations’ listed above in ‘mental effects’. Illusions/spells that target a sole mind on the cognant will have a chance to fail, doing such unannounced to the horror instead. This can be done through a simple “/roll 1d2” or puzzle. Broadcast illusions work normally. Self-Illusion (Non-combat) Varying abilities cast by the horror cannot be articulated down through the link between the twin minds, so much so deciphering objects are pushed to a near mundane level of power to the cognant. Only able to cast illusions the cognant sees themself in a limited capacity to calculations that aid in the feat of discovery. The mechanics of this ability are as follows; the cognant may only procure illusions which they see themselves limited to; 3D Models. A full, and complete three-dimensional model of an object can be constructed. Calculations. Creating a visualization of operations in front of you, like drawing lines/functions on a chalkboard. This, however, will only aid someone who is able to work out calculations normally, as the connection does not increase your intelligence. Another use of this is the ability to project a visual aid such as a ruler to measure an object. Data Projection. A complete projection of data is shown to the user through a visual rendition of a table. This can include numbers and other information regarding the object, such as weight, height and contents should the cognat already know them. Horror Projection. The cognant is able to work with the horror and able to project an illusionary form of themselves or another being to be seen by the cognant. The illusion can move independently but requires active focus to maintain. Alongside self-illusions, if one possesses voidal illusion (sensory illusion), they may be able to see their own illusions. This is optional and to be able to do all the above self-illusion spells you must follow the emote guidelines. Emotes: Connection to the horror -> Charge -> Self-Illusion. Redlines: Self-illusions can only be seen by the cognant. If two cognants are together they cannot see each others illusions. This spell doesn’t increase the user’s intelligence. The spell is similar to if you had a chalkboard writing notes, just now to yourself. Horror Projection is like an assistant to point things out you might’ve missed, although may not provide further help in discovery. Inducement (Combative) The twin mind isn’t without fault and an overwhelming sense of emotions will flood the minds of both, pulling and twisting actions of the horror and cognant alike. When time of complete focus is necessary however to prevent the constant pulls of temptation, inducement can be called upon. Inducement is called on when the cognant feels the need for intense focus and aid themselves without being pressured by the horror or mental debilitations pulling them down. Focusing on a singular emotion the cognant may induce it on the mind pushing all others to the side temporarily. Emotes: Connection to the horror -> Charge -> Inducement. Redlines: Is only to be self-cast. The exception to this is within the ‘expanding ritual’. Once cast, inducement will last until the encounter is over or the cognant breaks focus. Casting the inducement spell temporarily subsides all emotions but the one is chosen and mental debilitations. Once the encounter is over/focus is broken the mental debilitations will come back onto the cognant twice fold for the next thirty RP minutes. Focus can be broken by a forced void connection disruption. Expanding Ritual (Non-combat) A ritual between three, the cognant, the horror and the apprentice to expand one mind through coupling/circling. The cognant pulls mana to feed to the horror, asking it to reach into the mind of the apprentice opening a rift within to the void without a voidal connection made. The mana fed to the horror is used to draw near a lesser horror calling them to the void pocket of the pupil, once one has successfully been drawn in - teaching may begin sending the student through the prismal loop. Emotes: Connection to the horror -> Feed Mana-> Open apprentice to the void -> Call Horror -> Prismal Loop. Redlines: Inducement can be done on the apprentice to lessen the abruption of the void/horror. This is the ritual to call forth a lesser voidal horror, thus creating a cognant. The horror creates a voidal connection, not the teacher during the ritual. A voidal connection is not required to practice Cognatism after however. After the ritual, follows all guidelines/redlines of ‘Teaching’. Cannot be forced. Enchanting Cognatism enchantments have been undefined for the most part, while bringing the feat back I wish to put some limitations and allow only selected spells to be used to prevent abuse/loopholes. This list may expand/retract some spells in the future to be used or further clarified if needed. Overall Enchantment Redlines: Any enchantment made follows the restrictions on combat/non-combat of its given spell. A ‘note’ enchantment cannot be used in combat as per the spell. This can be amended by the creation of a MArt. Possible Enchantments: Notes. Enchanting an item with notes, allows it to work similarly to a ‘voice recorder’. Able to take in information given to it through mana-transfer into the item or vocal command. Notes may be applied to any other voidal enchantment, and do not require MArt to be applied to an already existing one, unlike other enchantments. Memoir. Able to take information from one mind if they draw mana onto the object. The object can then return the information if siphoning the mana back out through the same process. You may only take/return information from the person collected. The information given requires RP consent. If destroyed, the information is lost. Self-Illusion. All self-illusions can be enchanted with the specifications given to them. You may ‘save’ information on the enchantment if the spell ‘Notes’ is attached. Self-illusion may only be enchanted alongside ‘Notes’ on the same object. Cannot enchant ‘Horror Projection’. Inducement. All inducement enchantments will focus on one emotion bound to it when held/on users body. Multiple emotions cannot be induced even if one has multiple enchantments. Once the enchantment breaks, they’ll suffer heightened emotions of the other emotions for thirty RP minutes. Expanding Ritual. The enchantment known as the ‘horror stone’ will follow all rules/redlines of the spell. If a player willingly connects to the horror stone, they need to contact the Story Team to continue. This is effectively self-teaching. Without a teacher, the initial prismal loop will be extremely strenuous and will most likely fail. Depending on the ST handling the ticket. Single-Use. If you fail the trials you cannot try again with the same stone. Tier Development: T1: - After successful Prismal Loop Trials (2 IRL weeks) - Voidal Commune - Scrambling. T2: - Four IRL weeks to get to T2. Including Prismal Loop trials. - Infusion. - Notes. - Self-Illusions, except horror projection. T3: - Two IRL Weeks from T2. - Self-Illusions, full list. - Inducement. - Memoir. - Expanding Ritual. Purpose: The purpose of bringing back Cognatism isn’t to take over from voidstalker lore, rather be its own rendition of old Cognatism while following current standards of roleplay. Similarities between the two lore pieces do exist, though as voidstalking is more subservitude and cognatism written here is co-existence there is a big difference between the two. I wanted to further address why the list of abilities is mostly self-rp reliant, simply as I didn’t want to cross over the power which other more intensive magics bring, as taking example from voidstalking. That magic breaks the soul and gives access to ‘voidal feats’ previously unobtainable, cognatism forms a connection through the mind so the feats will be lesser. I hope to of created enough differentiation between the two for it to be considered its own piece of lore as I didn’t want to overlap anything between the two lore pieces. Citations: https://www.lordofthecraft.net/forums/topic/152537-✓-magic-cognatism-rewrite/ https://www.lordofthecraft.net/forums/topic/158898-✗-additioncognatism-the-mind-of-a-horror/ https://www.lordofthecraft.net/forums/topic/197734-✓-voidal-feat-voidstalking/ Credits: Ttwesten / Jenny_Bobbs - Main Writer/Ideas/Conception. Booklight12 - Ideas. Z3m0s - Ideas. Kalehart - Ideas. CephalonAir - Ideas/Edits. ImStuckInHell- Edits. TojoTime - Edits. TwistChunky - Edits. Zarsies - Voidal Horror Help. The intention of Distribution: If the feat is accepted, I will be in discussion with ST members on selected members of the community not aligned with each other to help spread out the magic and not have it gatekept. If you’re interested please reach out to me on discord: E__V__O#0001
  18. 7th of Tobias’ Bounty, 1857 So it came, another weary night for the old Duke of Cathalon. He had spent the eve pacing his halls, ever drained from the ordeals of recent years. Once he had all the piss and vinegar of youth, but father time had seen to that. His hand grazed over a dusty windowsill, recoiling as he took notice of the wrinkles that adorned the appendage. “All that you see before you is yours, dear. From the River Reden to the Petra, all that falls beneath the statue of the horse is yours.” He heard his mother say, recalling the touch of her hand on his brow and the golden tresses that would wreath him in an embrace. It was a simpler, boring time. It almost moved the Duke to a smile, were it not for the dagger that punctured his mind for daring to recall. Her death was but the first that he could not put right, the thought unsettling him as he gave a final look out over the hills dissolving into dusk. Beside him now paced a phantom of his younger days, moving through the vaunted Cheval Hall. He sparred with the pottery as a boy, practicing his spins, twirls, and pirouettes as he had been taught. Below he saw himself drinking with friends, belligerent in his candor as he socked a bard in the mouth. He also saw his sister come and go, the presence of his elder sibling he greatly missed as she departed at last with an easel and wrapped portraits. Arriving at the door of his bedroom, he took a glance back to it all now. Where once had been visions of himself, he saw his children scurrying about the halls. In one corner his sons Helton Rhodes and Owyn Leopold quarreled, fighting over whose turn it was to shoot the arbalest. Another he saw his daughters Henrietta Therese and Francesca Ada fuss with their dresses and braiding each other’s hair. At the windowsill he saw Guinevere Amadea throw down a rope of bedsheets to escape for the night while Saturnina Cyrille fidgeted with her hands, contemplating tattling on her younger sister. Then there was Daphne Priscilla, no more than four at the time, cradling the newborn Laurentina Marigold wrapped in swaddling clothes. The Duke lingered there for a time, finding some small contentment before the beat of his heart struck like a hammer, pressing him on. Within his room was darkness as he was greeted by a pale specter of a woman whose back was turned to him, Raven-haired, he knew it to be his wife Leopoldine Vivien and so the Duke moved to embrace his beloved. He imagined the warmth of her touch, shutting his eyes as tears sprung forth and dripped through the vision of his wife. Still, however, she did not turn to him. “You know this is not real…” she murmured to him, “I know.” He murmured back, collecting himself after a few breaths. When the Duke opened his eyes the specter now faced him recalling every gruesome detail of the dead woman. She was devoid of eyes, peering at him with empty sockets that bleed over her porcelain skin, her neck ripped and torn open as if by some savage beast. Thus did the Duke’s torment begin and every image of his dead loved ones appeared within the room. The twisted form of his mother Blanche, broken by the fall she had taken. The contorted neck of his daughter Daphne who had likewise fallen from a height, unable to breath in her last moments. Then there was his eldest daughter Henrietta who had perished most recently. He had only seen after she had been prepared for the funeral pyre, but nevertheless the eerie stillness of her form was enough to unnerve him. So many were gone now, what a truly terrible thing it was for a father to outlive a child. Beyond the dead, however, the Duke saw a light come through in the windows of his bedroom. The landscape that had so recently fallen into the night was now engulfed in flame. In the shadows cast over the land, he saw the fates that were still to come, small horrors in and of themselves. The Duke shut the curtains and turned to the dead. “I’ve had enough for the night.” He spoke aloud and they did vanish, leaving him alone in the dark. Shutting his eyes, the Duke made ready for bed, retracing his way around the room from memory. Outside he heard the whinny of a horse and the clip-clop of its hooves, no doubt one from his own stables, paying it no mind he crawled into bed. Thomas Andrew then laid down and died. R.I.P. 1793-1857
  19. Kaedreni Renaissance: THE PEOPLE OF ANGREN Table of Contents I. Overview II. Origins Aeldin, 1420-1468 Athera, 1468-1513 III. Beliefs The Mortal Coil Humanity Monstrocity Fate Civic Virtue IV. Traditions The Many Saints of Kaedrin The Dubbing Cremation The Victor’s Draught Livestock Bovine Peafowls Rhoswenii Liege V. Appearance Physicality Fashion Overview The people of Angren, the Angreni, are modern-day descendants of old Kaedrin, the Fatherland. The Angreni build their lives on the herds they shepherd, ever vigilant of threats made by man and monster to the lands they protect. They are a dutiful and superstitious people set in their ways, who’ve weathered on from Kingdom to Kingdom, Empire to Empire. Zealous in their deposition to protect their ways and suspicious of outsiders, the Angreni seek to preserve their humanity most of all, uncorrupted and unblemished by the ravages of others. For mankind is God’s chosen in His granting of humanity’s ascent into the Seven Skies. Grim as life might be, the Angreni seek the joy in celebration and revelry as one might the warmth of a bonfire. Hearty jubilation is custom, whether it be at a child’s birth, the dubbing of a sword, or the slaying of a great beast, a roar of laughter is sure to bellow forth, along with a round of drinks on the house. The Angreni weave themselves into the tapestry of mankind as warriors and philosophers, as lovers of drink and song, and as keepers of sacred traditions and order. Aeldinic Raiders drive their newly acquired livestock after successfully pillaging a neighboring tribe, 1425. Origins The original term, Angreni, refers to those who settled amidst the mountains of Angren during the Imperium Tertius and Quartus in Athera, and subsequently settled the fields after the destruction of Kaer Angren. Immigrants from Aeldin brought from distant battlefields, the Angreni adapted to a pastoralist lifestyle after decades of warfare. Considered to be a branch of the old Kaedreni, they even go so far as to refer to Kaedrin as their Fatherland, however, the history of the Angreni is not so direct as that. Aeldin, 1420-1468 Beginning first in distant Aeldin, they emerged as warriors during the continent’s subjugation by Emperor Owyn I ‘the Pious’. Highlander by blood, these proto-Angreni descend primarily from stocks of Kaedreni, Waldenians, and native Aelds. From the initial military camps that grew into such cities as Valtian, to the wild Banardian frontier where only monsters dared roam, these soldiers fought on for a variety of reasons, coin and plunder chief among them. The bonds of these once disparate peoples would later be forged into one of faith during their service to the Sparrow Banner of Saint Peter of Gaekrin. The Aelds, serving as pathfinders for contingents of Kaedreni Caerngard, used their knowledge of the land to aid in many pacification campaigns across the continent. Equally decisive in this time was their knowledge of which tribes to tame and which to burn, although this often sparked tensions along old tribal lines, it proved effective in weeding out challenges to Imperial rule. In time this association saw the pagan auxiliaries cast out of the mystic cults of their ancestors, suffering brutal reprisals by their once countrymen. This would culminate upon the Isle of Ynys Mon off the shore of Agathor, where scores of these auxiliary Aelds were given in a bloody sacrifice to summon a demon to stop the Imperial onslaught. Saint Peter and his Kaedreni knights launched the expedition to rescue the Aeld auxiliaries from these cultists, beginning a massacre that drenched the island in blood, further fueling the ritual. Saint Peter himself is thought to have felled the last of these mystics on Ynys Mon before the completion of the incantation, although this came at a terrible cost. The severed head of this cultist spoke the words of a curse before hitting the ground, having absorbed the unbridled power of the surrounding carnage, empowering it to claim the life of Castor Chivay, Saint Peter’s only trueborn son. In honor of their savior, those natives who had been taken captive now readily burned their pagan idols on the pyres that consumed the fallen, renouncing the old ways as they cut into their flesh the Kaedreni Cross. Renewed in the light of the Creator, these new converts found absolution by driving from the land all that which consorted with the magical or strange, their pogroms engulfing much of the continent, with cities such as Setring experiencing pogroms for three whole years on account of the alleged Serpent Kings. The new comradery tempered in these fiery crusades brought these peoples closer, forging together a common identity as warriors of Saint Peter. The Aelds were no longer mere woad painted gauls, they now donned the steel carapaces of Waldenian Landschneckts and the kettle helms of Kaedreni Arbaletriers, with striped pantaloons becoming the fashion of their army, a penchant they were well known by. With peace soon falling over the Aeldinic Empire, it would not be long before these warriors were drawn to other shores, wanting for the frontier of battle. They would find such a battlefield in the Fringe, where they would follow their patron now as Emperor Peter I of the Imperium Tertius. Angreni settlers preparing their cattle to ford the River Nocibur, 1487. Athera, 1468-1513 “Keep the heartlands strong. Go forth and claim this land in the name of Oren!” Saint Peter as Emperor Peter I, 1462. These warriors returning with the Imperium Tertius, and ever loyal to Saint Peter, would fight on in the Fringe War, from Kaldonia to Vekaro, Fenn to Urguan, unleashing their fanaticism upon the strange continent. This was until the Robertine Plague, which greatly ravaged their ranks, blackening their lungs and infesting them with buboes that crippled the joints. With only a few left to toss bodies on the pyre, else the dead might rise again to spread the contagion, the survivors could no longer field the zealous contingents they had in the past for Saint Peter. Taking it as an omen to quell their rage lest they become as consumed as the sons of Krug, the survivors would lay down roots in the Empire’s acquired territories in Athera, a majority settling in the mountains of Angren. There, without further war and conquest to sustain them, the Angreni took on a new identity, seeking a reclusive, pastoralist existence in the aftermath of Marshal Vibius de Sola’s betrayal and the rise of the Imperium Quartus. Where once the campaigning season had ordered the lives of the Angreni, the migrations of the herd now did, moving to higher pastures as the summer months thawed the mountain passes and descending before the winter snows blocked them again; a harmony fell upon the people to dull their fangs of yore. Among these early settlers was the young Saint Foltest of Aeldin, once an Imperial soldier and a native Aeld of Valtian, little is known of Saint Foltest at this time, save his enlistment at the age of thirteen and his service in the Order of the Flaming Rose. These idyllic times would not last, however, as the wars following the Imperium Quartus’s collapse would bring devastation to all of Angren. During this catastrophic period Kaer Angren, the mighty fortress that protected the mountains and highways north, fell to the undead. With their pastures blighted, and their livestock suffering unspeakable mutation, the Angreni were sent into a diaspora that saw them scattered across the continent. Some returned to the mercenary work that had sustained them prior, while others tried their hand at ranching other lands. Without a realm to call their own, and no leader rising amongst them, the people anguished, clinging to the memory of what had been the Fatherland, Kaedrin, and the mountains of Angren that had borne them. Years would pass before the Angreni would have their vengeance against the forces of undeath. At the hands of Saint Foltest of Aeldin, the corrupted fortress of Kaer Angren would be obliterated in whole, reducing the mountains themselves to an ashen field. Upon this newly reclaimed land, the Angreni would settle once more, now under the protection of Saint Foltest in the Reformed Kingdom of Oren. The fiefdoms that comprised Angren during this time would later be reunited by the Saint after his brother-in-arms, Guy Silsbury, bequeathed them before death at the hands of other worldly specters. After this, peace came to the Angreni once more, complete in their lands and now able to return to the herds that had sustained them. For this the House of Helvets, the direct descendants of Saint Foltest, would earn their place as the traditional liege-lords of the Angreni with whom their fate would inexorably be bound. Beliefs The Mortal Coil “Know that our morality is as a whetstone to a blade. Our lives are made complete by its sharpness even if our palms are bloody and bitten by it.” An Owynist Friar, 1424. Life and death are the twin forces by which all men are compelled. Life is to be cherished as a new born son in your arms, a lover’s kiss, or the warmth of the hearth. Yet none of this can come to pass without a prospect of death and oblivion, as dreaded as it might be, dealing upon man the wrinkles of age, the scars of battle, and the chill of the night. To live is to be immersed by this duality, a double-edged sword that cuts as much as it gives. The Angreni must make their peace then with that pale rider, be it with terrified screams or a cackling smile. Mankind is blessed with only a short few years, exceeding no more than a hundred. To prolong their existence beyond such is unthinkable and the abandonment of one’s own humanity, where one abandons what he is, he surely invites a monstrosity into his heart. Humanity “The good book says the world is a garden which God once conferred upon man, and we man have this garden neglected. In consequence, all manner of filth has made its lair here - drowners, ghouls and other kobolds!” Ser Eyck of Denesle, 1458. Humanity is the ember that will not smolder but shall engulf the world in inferno, cleansing it of sin. The enchanted crystal palaces of forgotten elven races, the mithril dwarven holds fathoms beneath our feet, these are but a fleeting shadow of what once was. These sights of grandeur shall return to naught but dust and ash with the passage of eons as their architects turned to legends and fables before them. Despite the longevity of the other races, only the Sons of Horen shall be left through Gehennasnacht, the Night of Hell. It is only through the perfection of the human form that the Angreni believe this salvation can be attained, by pursuing a purity of blood, with bodies unmarred by mutation and augmentation. Monstrosity “Monsters are born of deeds done. Unforgivable ones.” A curse afflicted man, 1532. A grain of truth lies in every tall tale, be it the drowner’s resurrection from a criminal cast down river, or the power of Iblees to exempt his followers from their curse. But all things come at a cost, and to consort with the Deceiver the price is always one’s very soul. Monsters are not only born from deals with devils or vile sorcery, any act of evil can create one, be it a failure to heed old wives’ tales or the desecration of the Creator’s works. Spawned of mankind’s neglect for the world, monsters shall fester in dark places, their ilk growing in turn to threaten that which is good. There are also monsters created not just from man, but spawned from nature’s evil itself, this includes beasts such as the manticore, the cockatrice, and all manner of beastmen. Many tomes exist cataloging these fiends, describing in-depth their behaviors and weaknesses. A common reference for the Angreni is the Helvetii Bestiary, written by Lady Margaux Renée Helvets, which is often embellished to children to spook them into behaving. “It is well known that when a hexer inflicts pain, suffering and death he experiences absolute ecstasy and bliss such as a devout and normal man experiences during sexual congress with his wedded spouse,” Monstrum, or Description of the Hexers. Not nearly as damned, there exist those that tote the line between man and monster, the Marked Men, Hexers, are one such case. Warriors turned by sorcery and mutagenic herbs to fight monsters and do battle with those which lurk. Their abilities blacken their hearts and turn them from the righteous path, instead extorting trinkets and coinage from those that would contract them. Sadly, this is the fate of those who consort with such unclean tradesmen, and the Hexer is best avoided by sane and reasonable men. Nevertheless, they can on occasion prove useful; when the best remedy to fire is another, who better to kill a monster than another monster? Always keep in mind, however, that a Hexer never works for free and one should count themselves lucky if the toll is to be paid only in gold. Fate “Verily I say unto you, the era of the sword and axe is nigh,.. the Time of Madness and the Time of Contempt: Tedd Deireádh, the Time of End.” A prophecy by the last Elder sage of Aeldin, Unknown. Perhaps a holdover from their Aeldinic roots, the Angreni cling fiercely to the concept of destiny and fate. While some might call it mere superstition, the Angreni see signs, omens, as evidence of a preordination of the world. To them there is an equal and opposite reaction in all things where one reaps what they sow or so it is told. Where there is good there is evil, life and there is death, warmth and there is cold and vice versa. If one tempts fate, you had best heed the consequences lest you suffer them eternally. When a black cat crosses your path, it is to be slain and a broken mirror is a mirror you need repair, else misfortune takes you. More than a run of bad luck is incurred by unclaimed debts, for the Angreni despise usury. Debts are to be paid in full else even one’s life may become forfeit. When payment is due, the Law of Surprise may be invoked as an alternative, the price of which is that you have at home but do not yet know. To do so is to meddle with destiny itself, so the law may only be claimed in exchange for saving a life, else fate shall not bless it. Another peculiar tradition is that of Guest Rite, invoked upon a host receiving a gift from his guests and partaking of his bread and salt. The host is then obliged to their protection and security for the night, offering hearth and hospitality to them. While a host may fail in protecting his guests, a matter to be avenged separately, the worst crime is that of a host inflicting harm to his guests and vice versa, where a death shall seal a curse eternally upon the household of the offender. Still yet the most hideous fates are reserved for the most hideous of crimes. Kinslaying, regicide, and treachery unto the human race are among those considered irredeemable, from which only God Himself may deliver divine absolution as He did with Exalted Owyn. As for what destiny lies in wait for all mankind, the Angreni find their answer in the Holy Scrolls: “As you have subjugated the nations of the world and wrought iniquities upon them, so will those nations return upon your people, and their suffering will be thrice over.” (Gospel 7:37) “As in the time of Owyn Godwinson, the people of Idunia will persecute them with false prophets and violations.” (Gospel 7:40) “For when I return, the waters shall thaw and wash over the world, and all shall know My Word, and none will reign as prophet above another.” (Gospel 7:61) “The Sons of Horen shall walk the Seven Skies.” (Gospel 7:62). Amongst these verses of the Book of Sealing, the Angreni interpret the omens that shall prelude the Scroll of Auspice, an apocalypse known as Gehennasnacht. Beset by a coalition of nonhumans, humanity shall suffer thrice over the suffering of every war combined; this shall occur three times over, laying mankind and the faithful low. Next, or perhaps simultaneously, those of mixed heritage shall despoil mankind, leading them into the worship of Iblees as the Leviathan, Vargengotz, stirs. Those who are truly human will be persecuted in this time, facing every manner of violation at the hands of the Adunian; humanity shall persevere only by the same action of Owyn Godwinson, who smote the unrepentant wherever they were found. Finally, the Creator will return and weep over the devastation, the world shall fall beneath the waves, consuming both faithful and faithless. In this deluge only those true Sons of Horen with the knowledge of the Scrolls will survive by walking the Seven Skies, thereby avoiding the destruction of the world. It is for this purpose that the Angreni fashion dogma of the faith, to see themselves and humanity saved from the damnation that is to come. Civic Virtue “He who is not angry, whereas he has cause to be, sins. For unreasonable patience is the hotbed of many vices, it fosters negligence, and invites not only the wicked but the good to do wrong.” Unknown, 1467. All men are possessed of a certain duty to their country, and this is no different for the Angreni. Where a monster is found it is the duty of a man to see it slain, whether by a blade of gold or a pouch of coin. If a traveler’s wagon is found broken by the roadside, the Angreni is to lend a hand in its repair or to send for another transport. To not do so is to falter in one’s duty to their fellow man, and see oneself bedeviled by a like wickedness. Through the cultivation of such a virtue of reciprocity, the Angreni believe that their salvation may be dispensed and the goodness of the human form made apparent. Traditions The Many Saints of Kaedrin While the Angreni revere Exalted Owyn especially from amongst the Prophets, they hold to a great number of the Fatherland’s Saints, honoring them in their ceremonies and homes: Saint Peter of Gaekrin, Patron of Military Orders, Victory in Battle, and Plight against Heathens, Saint Thomas of Gaekrin, Patron of Virtuous Leadership, Discipline, Frontiersmen, and Kaedreni Peoples, High Pontiff Saint Lucien I of Ulmsbottom, Patron of the Kaedreni Cross, Crusaders, Landholding Clergy, and the Family, Saint Adrian of Leuvaarden, Patron of Statesmen, Lawyers, and Politics, Saint Edmond of Lachsin, Patron of Knights, Hospitality, Baronial lords, and the Auvergnian People, Saint Foltest of Aeldin, Patron of Bastions and Siegeworks, Saint Arianne Helvets, Patron of Archers, the Forest, and Servitude, Saint Rick Felder of Kaedrin, Patron of Heroes, Bannermen, and the Fight Against Setherien. Other than the Saints of Canondom that adorn the shrines and halls of the Angreni, also revered are the heroes of old. Based upon the caste of the Rhoswenii, descendants of those virtuous men of the Order of the White Rose, this culture of heroism is honored in the songs and legends that are passed down along with the Kaedreni Saints. Though not every man named in these tales possesses the dignity of a Saint, they form a crucial part of the surrounding parables that inform the Angreni of what virtues to cultivate and which sins to scorn. Baldir Toov, the first Confanonier. For what good work the man did as a knight, chivalric and righteous, he was given to certain proclivities that diminished his virtue. Adeon Fableknight, the Hexer. While Hexers may in part be abhorrent creatures, Adeon Fableknight was certainly a proficient killer of monsters whose work helped to rid the Fatherland of the magical and strange, clearing the way for humanity to exist. Alexei Nicodemus, Rex Slayer. A greenskin is no different from any other form of monster, and to slay one is no different either. To slay a Rex, the barbaric leader of Krug’s spawn, is however itself an accomplishment worthy of praise. For the Angreni shall always remember Horen’s death at the hands of Krug, the first Kinslayer. Temp Thersist, the Spymaster. Spymaster T, an enigma, many tales circulate of a bald-headed brute whose web engrossed the continent from Godfrey’s reign to the Marshal’s betrayal. Legend tells of a wardrobe wherein an ear from each of the Spymaster’s servants was placed, that he might hear the entire realm with. While celebrated as a figure of nationalism, he is doubly considered to be quite sinister, bordering on villainous at times. Bran Volsung, the Water Mage. While there is some debate as to whether he was or was not a mage, it is known that Bran Volsung did serve alongside the Order of the White Rose. He is remembered for his pagan upbringing and conversion to the faith, from which he would set about bringing others to baptism in many a hidden pool, hence the epitaph. Leric Tresery, the Knife-Ear. Embodying the concept of a “good elf” if ever there were such a thing, Leric set about correcting the ways of his misbegotten race, teaching them their place beneath humanity. Prideful so as to never have his ears clipped by a man, Leric was used to flush out dens of elves that would reside upon human lands, chasing them into checkpoints of the White Rose. The Dubbing The Angreni celebrate the naming of a great many things with much applause and fanfare. There is a certain power to names that the Angreni vest in these ceremonies, whether it be a warrior naming his blade or a lord his castle, a celebration seals it with a toast by the participants. These are to be jovial affairs, replete with barrels of drink and plenty of meat to share, the harder the Dubbing is celebrated, the better its omen. Cremation As for their dead, the Angreni practice cremation, placing their deceased loved ones upon funeral pyres and collecting the ashes into urns. Vigils are held throughout the night as the dead are burned, serving as a final mourning for the deceased. By burning bodies in such a manner, the Angreni aim to prevent the spread of necromancy as well as preserve the humanity of their souls by freeing them to the Seven Skies. The Victor’s Draught “Free Ale! Free Ale!” Pat the Baker, 1353. Upon victory in a battle or a campaign, it is traditional for tavern owners to open their doors to the soldiery, exclaiming “Free Ale! Free Ale!” and serving patrons their reserves free of charge. This tradition dates back to the Anthosian campaigns by the Order of the White Rose, wherein a tavern keep known only as Pat the Baker would mysteriously appear and offer ale before ominously disappearing in the morn. Such an event, known now as the Victor’s Draught, is incomplete without a brawl resulting in three lost teeth, several broken barstools, and the shattering of all empty glass bottles. Livestock Bovine For the common folk, cattle is a primary part of everyday life. Even the poorest of men own at least two heads, and families scrape a meager living out from their milk. For the burghers and larger ranch owners, the meat of their cattle goes toward feeding the hungry masses of the big cities. The beef produced by the Angreni is of high quality, as they’ve spent generations perfecting the methods in raising the beasts amongst the hills and valleys of their homeland. As was once the tradition to migrate their herds up and down the mountains of Angren with the seasons, the Angreni still celebrate this today by donning their prize cows in flowery wreaths and textiles. This is traditionally done in the spring, when the mountain pastures would thaw and allow for grazing so the decorated bovines could be driven through town in a short parade before ascending the mountain. It was not uncommon for excess livestock to be traded and auctioned during this season, leading to more elaborate decorations and adornments to bolster their price at market. Peafowls Peafowls are a mysterious bird to the Angreni; the male peacocks boast magnificent displays used for both mating and defense; they are kept as wards against ill omens. Thought to be imported from the far east by Rhenyari sailors, where the birds live in harems centered around a single peacock. The birds are most often left to wander the gardens and woods of the Angreni, never culled for fear of inviting a curse onto one’s self. It is believed that a peacock’s feathers are able to reflect bad luck on those that would threaten the bird or do it harm. For such, their feathers are highly prized as adornments and jewelry, but must never be plucked until after the bird’s death by natural causes. Rhoswenii Liege The Coat of Arms of the Duke of Cathalon, traditional liege-lord of the Angreni. “The value of the rose lies not in its material, but in the purity of its form.” Duke Thomas Andrew Helvets, 1849. The people of Angren hail themselves as part of the cultural legacy of Kaedrin, the Fatherland, and so they steep themselves in its many symbols and heraldry. Among these, the rose is the most universally revered, the perennial flower is emblazoned upon all, from the buttons of a coat to the stained glass fixtures of their cathedrals. This is owed to the Order of the White Rose, whose work and example is itself synonymous with that of the Fatherland. To this day, the Order’s roots are still felt as the sons of Kaedrin, the Angreni included, look to the Rhoswenii, those living descendants of the Order’s members, to lead them. Amongst these Learned Elders of Rhoswen, the Angreni are guided by the blood of the King Adrian I of Kaedrin, whose line combines the blood of Saint Foltest of Aeldin and Saint Peter of Gaekrin. Today, this lineage is represented in the House Helvets of Cathalon, the dynastic patriarch of Helvets, and its cadet the House Helvets of Rochefort. Appearance Physicality The Angreni take on a pale complexion, described as milky though sometimes freckled. Angreni typically sport fair heads of hair; auburn, red, orange, blonde, and mousey blonde are amongst the spectrum, though black and brown is not unheard of. Men will often stylize their hair with mullets, undercuts, ponytails, mutton chops, beards, or mustaches, but will often not grow out their beards until they have started a family, though this practice is not universal. Women keep their hair long, though oftentimes hidden under veils, hats, hair nets or - for nobility - circlets. However, girls and unmarried women are often seen with open hair or simple braids or pigtails. Angreni eyes are thought to match the fairness of their heads, composed largely of grays and greens; seldom has there been an Aeld without peridot eyes, although the Angreni can of course bear a deep brown due after generations away from their original gene pool. On average, any Angreni is not far from the norms of the human race, some might be tall from the meat and dairy that is a staple in their diet, while others grow rotund instead. Angreni pride themselves on how ‘human’ they are and despise physical deformity. They look upon mutations such as a hunchback or clubfeet as the work of Iblees or witchcraft and will gladly cast them from their lot or force them into servitude. Those afflicted with scaly skin or albinism are thought to be curable, though through some unclean means and are to be avoided. Worst of all, however, are those humans born with elven ears or a harelip, and are thought to be the product of immense sin and miscegenation with elves; these the Angreni would put to the pyre. Fashion Striped Breeches are always in fashion for men, whether worn as hose or over armor. Rich dyes, peacock feathers, and fiery displays are especially coveted, a vanity indulged more often by the nobility than the common man. Otherwise, the Angreni will clad themselves in leather and woolen textiles produced from their herds. This clothing is usually of a sturdier make to better combat the elements, or the odd harpy swooping down from mountain top cliffs. It is not uncommon for men to wear some form of armor in their daily attire, whether that is a studded jacket or a pauldron and chainmail shirt. One might never know what they’ll encounter in the mountains or on the road, so it is better to be prepared. The Angreni often don furs during the colder months or in court. These furs will not be bought from merchants, but rather be that of creatures they have felled themselves. The Angreni also enjoy decorating themselves with golden or silver adornments, as these precious metals are thought to ward away evil. They are a highly religious folk and will often keep a lorraine cross or a rosary close to their hearts. Women often try to imitate men’s fashion by donning the same furs their husbands, fathers, and brothers have hunted. Though it is not uncommon for them to go out and hunt themselves. The ladies of the culture will often be seen with high-collared dresses, usually in warmer colors, though it is not unusual for them to wear shades of green or blue. Working women tend to focus on the practicality of their wardrobe over fashion, but women of a higher social status may often wear impractical adornments, such as massive collars or wide sleeves, to show off their family’s wealth. Another thing that has found itself in the female Angreni wardrobe recently would be aprons. Simple linen ones for the working class and embroidered silks for richer ladies. Credit to @[email protected] everyone else who helped get this out the door. More is planned to expand upon the culture in the future such as describing the society and other traditions but I felt this was a good point to publish it at.
  20. ~* A Halfling's Afterlife *~ Like many other belief systems, Halflings believe that there are two possible places that one may end up depending on the course of their life; one for those who have lived ‘good’ lives and a place for those who have lived ‘bad’ lives. However, unlike many other beliefs one does not gain access to one or the other through strict adherence to a set of rules. Instead, the actions Halflings take during their lifetimes and how they treat those around them is what determines their final destination. The Golden Wheatfields The Golden Wheatfields is where any decent Halfling will strive to end up and most do make their way there after their life has concluded. One must only strive to treat those around them with respect, help their community, and be a good person in order to find themselves here in the never ending sea of grain. Even if one stumbles every now and then through their life, as everyone does, it is merely the intent to do good that counts and this is something that is rarely missing from the wee-folk. This world is everything a Halfling could hope for, a large hill sits in the middle of it which has countless burrows for all the Halflings who have made their way there throughout the ages. Song and dance are always close at hand as the endless feasts keep the residents' bellies full and hearts happy. The ale never stops running, laughter never stops coming, and music is always filling the air with it’s soft melodies as the decent wee-folk from everywhere are able to live without fear of being raided or going hungry. It truly is heavenly. Around this hill golden wheat is planted as far as the eye can see, almost seeming as if it never ends. Many choose to spend their days tending to the crops, finding the utmost joy in tending to the land even in death. Many families live in burrows together, up to 20 generations sometimes living in the same burrow which can grow as big as an entire village. Yet nothing is ever too far away to walk, as time does not matter. The only worry is who will tell the next story as Halfling history is told and discovered all around this most splendid of places. Arugula’s Tide This place is the golden wheatfields mirror in every way; food and drink being unheard of, crying and wailing replacing that of laughter, no crops to tend to, no friends to catch up with. In fact, this realm consists of nothing but dark murky water in which the poor souls who wind up here float, a giant whirlpool which continuously sucks them in and drowns them over-and-over again, storm clouds delivering a constant downpour of rain which ensures no one here can ever feel the warmth of dryness again, and lightning which is always quickly followed by thunder to assure even if one was able to fall asleep they will not be granted that relief for long. You see, Halflings prefer to have their feet planted solidly on land, to feel the earth between their toes. So, when the place of punishment for the wee-folk was thought up it only made sense to never allow them that pleasure or security ever again. Instead, those cursed to spend eternity in Arugula’s Tide simply float in an endless ocean, constantly being sucked into a giant whirlpool in the center where they drown, before bobbing back up on the outskirts only to repeat the process so many times they lose count. To make matters worse, sometimes Arugula themself will show up, devouring some poor soul and sending terror throughout their realm before disappearing into it’s murky depths once more. Though many people do not find themselves here, parents often tell stories of this place to their children to make sure they behave. Though it is rare, some unfortunate souls have been sent here through the ages, cursed to forever float in a sea of darkness.
  21. ~* A Story of Destruction *~ Age of Expansion The creation of Knox allowed Billy Bob to enter another age of relaxation, turning his attention once again to his private affairs and hobbies. As time went on he was able to take a more relaxed position in the world, travelling out less and less as the years went on. This laidback behavior was what allowed the problem to spread so rapidly without being noticed. Knox had been created to defend the Halflings; however, Knox was so good at his job that it in turn gave the wee-folk an unfair advantage in the world and allowed them to spread rapidly. Halfling settlements eventually popped up all over as their population increased exponentially in a way that had never been seen before and has never been seen since. Knox viciously defended these villages, eventually earning a reputation as a serial killer that many bigguns still associate with him to this day as he struck down bigguns with his scythe over and over again. However, while the world outside these communities may have seen him as an evil creature bringing death wherever he went, the wee-folk of the world came to know him more and more as the protector of their people and way of life as he killed in defense of them. The Halflings thrived during this age, multiple cultures and societies sprouting up all over. However, in creating a guardian of the wee-folk Billy Bob had in turn created an unfair advantage. Allowing the wee to spread unchecked was problematic, and many of the societies that were forming were not what he had in mind for them when he grew them all those years ago. As rich and diverse as these cultures were, many Halflings were going against their nature in order to form them and were not living the life they were meant to. A Discovery It was on one of Billy Bob’s trips that he first started to notice this, coming across a city of Halflings who had grown into a nation that could rival it’s human counterparts. Mina were being used, weapons of all kinds were being taken up, shoes were being worn, and worse of all they had shunned their traditional burrows in place for walled cities and biggun buildings. Nothing about this place was what he had expected and it shocked him, realizing that gifting them Knox had allowed this to happen. Returning home he spent weeks mulling over what to do, not wanting to simply take Knox away from them as it would cause the Halflings to be massacred in mass by the other races. Instead, he opted to create a counterpart. A Creation Once again Billy Bob found himself entering his personal gardens to grow something new for the first time in centuries. Heading to the stream behind his cottage where he grew various water based plants he bent down and labored extensively to create something to one again fix the balance he had disrupted. Using the roots of lily-pads he created 10 tentacles that stretched off into oblivion, from the river rocks he created a giant beak, and from the mud itself he created a head to which attach it all. In doing so Billy Bob gave Arugula life, a giant squid with the power to destroy entire Halfling villages, settlements, and even cities and drag them into the ocean’s depths. Which is exactly what it went on to do. Age of Destruction For the next few years the Halfling population diminished as Arugula would show up at Halfling settlements that had lost their way and dragged them into the ocean depths to never be seen again. Knox did his best to defend these places but as designed Arugula would show up and drag their homes away so quickly the deity would not have time to get there and defend them. It seemed to the wee-folk at first that they were doomed; however, after a few years and the majority of the settlements that had gone against their original design had been wiped out these constant attacks by the squid came less and less as the remaining wee-folk returned to their life as simple farmers. Eventually they all but stopped for the most part, the stories fading into legends told to children to get them to behave and not stray from properness. Thus ends this story of destruction, Knox still watching over the wee-folks while Arugula always lingers in the depths right out of sight, waiting to drag any Halflings who have strayed from their path into the murky depths below. ((Like my previous post this is just some more expanded religious lore for Halflings))
  22. ~* A Story of Creation *~ The First Age Golden wheat fields, growing as far as the eye could see were all that made up the world in the beginning. Billy Bob, the first man, tended to these fields and as time went on he was able to use his knowledge to start growing more and more. It was not long before cabbage, carrots, potatoes, beetroot, and every other vegetable one can imagine could be found in tidy little rows stretching into the horizon. Each one given so much attention and love that having one perish before it’s time was unheard of. Days stretched into weeks, and weeks into years as he worked, back-breaking labor giving rise to more and more flora and soon the earth was covered in the diverse landscape we know today. Trees of all sorts thrived, flowers turned the land into a majestic painting, and herbs grew all over that Billy Bob used to create wonderful dishes for himself. The Second Age These centuries were peaceful, with the deity travelling around and admiring his creations, but never wavering in his dedication to caring for them. It was not long after that he grew content with his work with the plants of the world and he decided to turn his attention elsewhere. The world, while beautiful, was quiet. This is when he tried his hand at growing more sentient life, in his gardens he started to grow the fauna of the world. Billy Bob filled the waterways with marine life, planting them on lily pads to float away into the oceans and rivers until old enough to break free on their own. For the air he grew birds from dandelion seeds to fill the earth with song, blowing them into the air and giving them life with his own breath. And for the land, emerging from flowers in every corner of the earth came creatures that would roam it’s forests, deserts, tundras, and everything in between. This too went on for years, as the farmer travelled to and fro creating the creatures that still inhabit the lands, seas, and skys to this day. The Third Age In creating the animals Billy Bob thus created a self-sustaining cycle, creatures feasting upon the plants and going on to seed other areas, animals dying which would then go on to fertilize the plants that would feed the other animals. For the first time since his creation the creator was able to take some time off, thus came the first true age of relaxation. He used this time to work on more personal pursuits: learning to create furniture, to smith tools and weapons, how to use the herbs he had grown to create magical alchemical potions, how to use the animals he created to help him with his chores, and lastly how to use both of his creations to cook up the best dishes that the world had ever, and will ever see. It was not long before he was creating grand feasts for himself which he would eat on a long dining table he had built himself. Yet, there was still one thing missing. The Fourth Age While the earth was now teeming with life and full of sound, Billy Bob found himself wishing to share his creations with someone who could appreciate them the same way he could and so he turned his attention to the last of his great tasks. The creation of intelligent life. Strolling out into his personal gardens he began his work. ~*~ “From sage oi crea’e yeh ‘umans, wise an’ s’rong yeh s’all covah teh eart’ in yer multitudes. Howeveh, yer conques’ shall cause yeh ter ‘ave shor’ lives as yeh perish in yeh ques’ fer expansion. From Orchids oi crea’e yeh elves, long lastin’ an’ forevah beautiful. Yeh s’all live fer years an’ covah teh world in ar’, bu’ yeh children will beh few an’ far between. From vines oi crea’e yeh dwarves, hardeh an’ clevah yeh s’all t’rive w’erevah yeh are plan’ed. ‘owevah, yer greed s’all cause yeh ter s’rangle yerselves as yeh move abou’ searchin’ fer teh worlds treasures. From teh cac’us oi crea’e yeh orcs, may yeh grow in teh toughes’ condi’ions an’ spi’ in teh face of deat’. ‘owevah, because of teh pain yeh s’all cause othahs yeh will always beh fightin’ t’em off. An’ las’leh, from teh whea’ i’self oi grow yeh Halflin’s. Small bu’ pure of hear’ yeh s’all tend ter teh land an’ i’ s’all love yeh, bu’ yeh will always beh used by t’ose more powahful fer t’eir own pursui’s.” ~*~ From these plants sprouted the descendants, who then spread themselves to all four corners of the land. No longer lonely, Billy Bob now had friends to share his majestic feasts with and he was happy. Each race going on to create homes, nations, and societies for themselves and each falling into the curses he had bestowed upon them. Billy Bob continued to watch over his garden, the world thriving with the life he had created. The Creation of a Savior However, it was not long before he noticed a problem amongst the smallest of them. While he had known the Halflings would be used by others, keeping towns and cities well fed with the produce of their fields, he did not expect the violence that they would experience as well. While on one of his travels he passed through a small Halfling shire he found the residents there being picked on by a group composed of elves, humans, dwarves, and orcs. Angered that they would take advantage of the wee-folk in such a manner, Billy Bob gave life to one of the scarecrows in the Halfling’s fields. In doing so he created Knox himself, a deity unto itself who would serve as the Halfling’s protector and guide from now into the future. Thus is the creation of the world, Billy Bob to this day nourishing it’s residents with regular gifts of taters to keep us going in times of duress. Each race filling the niche they had been created for and all the while Knox watches over the smallest among them. ((This is simply to serve as expanded Halfling religious lore for the community to interact and play with))
  23. "A kiss of contagion; on your pretty unmarred cheek. O~oooh. Generous gifts to you, so as to enhance your physique; Buboes, phlegm, blood and guts! Boils.. rots and pus Blisters, fevers.. weeping cankerous sores From your wound it festers Blessed be upon your bleeding pores For you are graced with the opportunity to cleanse Almaris from despair and stagnation through the acceptance of his gifts." - Pope of Pestilence, Sagoth. "Sooner or later, GOD won't stand the succulent itching within his decaying body anymore." ------ He, who stands upon his Garden of Affliction. He, who creates life from the rotting frames of his faithful. He, whose benevolence know no bounds, spreading his gifts without discrimination. For you are all his children. Fret not, He who now knocks on the window of the mortal realm of Almaris, his all-seeing gaze peeking through the Voidal Tears. ------- Note: First post, wanted to test the waters. It's pretty obvious where my inspiration comes from, nurgle of Warhammer franchise, credit goes out to games workshop. Thanks for reading.
  24. Frostwood Bitter Origins: Within the dark, frozen, tundra's of the north, two close friends go searching for a legendary material said to make them rich beyond compare. While exploring these frozen wastelands, the two are forced to cross an icy lake too thin to walk on, causing one of the two to fall deep beneath the ice. Their friend dived after them but quickly found themself trapped in the freezing water, unable to surface or locate their friend. But in an ironic and seemingly cruel turn of fate, they would come across an air pocket they could surface into, find the very material that would make them a fortune, at the cost of a close friend. Description and Properties: Frostwood is a frozen slab of fossilized trees and foliage that has decayed in cold climates surrounded by water, causing them to retain their wood properties while not being able to splinter or break under its own tension. Frostwood slabs has a color mix of grey, charcoal, dark blue and lapis lazuli, and when exposed to light, it would reflect parts of the light as specs of blue, grey, and black particles as if emanating from the wood itself. Its texture and weight would be similar to that of maple wood, with its only additional attributes being that it does burn unless exposed to temperatures of 2372 degrees Fahrenheit (1300 degrees Celsius) or greater, and it is very resistant to blunt objects and tools such as hammers. Despite these unique properties, it cannot negate high temperatures from a direct source and is highly susceptible to damage from objects and tools that have pointed or sharpened edges of any kind. Frostwood Location and Harvesting: Frostwood slabs are often located by experienced divers and water mages on the walls of frozen underwater caves located near arctic salt lakes and oceans, most of which are exposed in tight air pockets within these caves. These divers and mages are often equipped with special gear meant to withstand freezing temperatures, as hypothermia would be a great risk to the divers undergoing this task. Because these divers cannot take torches and lanterns down into these caves, or any objects suitable for producing a flame, sea lanterns are often taken as a substitute for a standard light source. Due to the location of the Frostwood slabs, two hundred foot long ropes are tied to the edge of the boat, where one or more person(s) are on standby. Meanwhile, one or more divers equipped in arctic clothing would dive down into the cave, dragging the rope alongside them as they dive. Once they have located the cave, the divers surface in the air pocket and get to work removing the Frostwood slabs from the rock. When gathering Frostwood slabs, ferrum rods are inserted into the grooves and crevices between the rock and the slabs, slowly prying it loose without the aid of chisels, hammers, pickaxes or crowbars. Directly mining the Frostwood slabs or the surrounding rock with conventional mining equipment that has any sharpened edges and points will break the Frostwood slabs into smaller fragments, and make it harder for someone to harvest a slabs worth. To remove a Frostwood slab from the surrounding rock, one simply needs to insert the ferrum rod into the grooves and crevices between the rock and lever it out. Because blunt objects do not damage the Frostwood slabs, a great amount of force can be applied to the slab using the ferrum rod for quick and safe removal, oftentimes cleanly separating from the rock with not much force required. Once the Frostwood slabs have been obtained, all the diver needs to do is tie the slab to the rope the diver brought down initially, and for the person(s) on the boat standing by to pull on the rope as the diver navigates it out. This step is the most important part, as the Frostwood slabs can get such within the walls of the cave, requiring the divers to maneuver the Frostwood slabs out of the cave safely while it is being pulled to the surface. A standard practice used by experienced divers is to have a different colored dummy rope which they tug on inside the cave to indicate when they plan to surface, though these are all improvised prior to the dive and mostly depend upon the skill and experience of the divers and individuals on standby. It is important to clarify that divers attempting to swim to the surface with a Frostwood slab unaided by anyone else is almost guaranteed to drown. As an example of why no one can survive this endeavor, imagine trying to deep dive thirty feet (nearly ten meters) into a frozen lake with a tree branch. Once they have reached the surface with the Frostwood slabs, the harvest is complete and all equipment can be safely retrieved without compilation. Frostwood Slab Application: Frostwood slabs is a frozen wooden slab of blue and grey coloration and when exposed to light, it would reflect parts of the light as specs of blue, grey, and black particles as if emanating from the wood. It is vulnerable to slashing and piercing items such as swords, spears, and arrows but resistant to bludgeoning strikes such as hammers and quarterstaffs. It does not burn unless it reaches temperatures above 2372 degrees Fahrenheit (1300 degrees Celsius) and when bent it does not splinter or break under its own tension. This form is not very practical, but improvements can be made to it for a more effective material. Frostwood Block Creation and Frostwood Molding: To convert a Frostwood slab into a Frostwood block, one must submerge a Frostwood slab into a boiling pot of saltwater. From there, it will slowly decrease in volume to half its original size, as the ice particles, heavy metals, fossilized tree sap, and other elements and composites are removed from the material over the course of an hour. Once the Frostwood slab has undergone this process, you can remove it from the boiling water momentarily split the transformed slab into two Frostwood blocks. It is important to note that despite the decrease in size, the density and properties of the Frostwood blocks are identical to that of Frostwood slabs, the only difference being that it can be worked on and retains its shape following the work recently done on a boiled block of Frostwood. Using standard wood molding practices, these Frostwood blocks can be molded into whatever shape you desire, so long as they are regularly brought to a boil every fifteen minutes. In addition, other Frostwood blocks can be molded together using the same wood molding methods, able to chop and press blocks together which will bind to one another when boiled together. It can also be chopped into thin strips and have small holes be created for future application post-molding process. The minimum workable volume of Frostwood blocks is found to be one cubic inch no thinner than half an inch at any point. When working with Frostwood blocks, creating items such as spears, swords, pikes, or any other objects that have sharp edges or points are strictly prohibited during the molding process as these items can cause great damage to the Frostwood in future forging application. Wood carving is accepted, but it is warned against doing unless you are exceptionally skilled at it for similar reasons. Other applications of Frostwood include furniture, wooden sculptures, house frameworks, and standard uses to that of Maplewood are also accepted, though are uncommon due to its rarity. Solidified Frostwood: Once the Frostwood blocks have been molded into the desired shape, one can solidify it by submerging the molded Frostwood in pure water and bringing it to a boil. Once it has come to temperature, take the molded object and submerge it in pure salt until it has cooled over the course of several hours. Once it has been brought to a cool, the molded Frostwood would become solidified and can no longer be worked on using other Frostwood blocks. Unlike Frostwood slabs or blocks, fully formed Frostwood would lack the vulnerability of piercing and slashing items that its slab and block forms had, any points or edges intentionally or unintentionally made during the solidifying process would deform and break upon first use. The breaking of these points and edges would make it a blunt object, and any attempts to create sharpened edges or points post-solidifying will cause similar results. This is why the creation of points of edges during the molding process is strictly prohibited, as it wastes both materials and runs the risk of destroying the newly created Frostwood item. Handles for tools and weapons such as hammers, axes, swords, spears, glaives, halberds, and maces would be a common and practical application for this material, as when striking with blades, it would absorb the blunt trauma from the strike and not be damaged by it. It will also find common use in quarterstaffs, shields, bows, and crossbows, as its ability to not break under its own tension with the bonus of not being able to splinter allows for maximum drawback on even smaller sized bows comparable to longbows and not deform from bludgeoning strikes from quarterstaffs and shield bashes when it would normally snap and splinter over prolonged use. This material, naturally, can be combined with other materials to produce some pleasant weapons. An example being the use of Starsteel as the blade in a sword-spear with a Frostwood acting as the polearm’s grip. Just remember, that when creating these items, using extreme heat to fix them to the Frostwood, if hot enough, can cause it to combust and result in it being lost. Frostwood Application: Frostwood is the item property given to a material created from Frostwood blocks done through the molding and solidifying process. It is blue and grey coloration and when exposed to light, it would reflect parts of the light as specs of blue, grey, and black particles as if emanating from the wood. It is innately resistant to bludgeoning strikes and does not deform or warp when stuck with items such as hammers, quarterstaffs, rocks and shield bashes. It does not burn unless it reaches temperatures above 2372 degrees Fahrenheit (1300 degrees Celsius) and when bent it does not splinter or break under its own tension. Its most common applications include the handles of swords, axes, polearms, blunt wooden tools, carvings, shields, bows, crossbows, and furniture. Purpose (OOC): Frostwood would act as a wood alternative for shields, bows, weapon handles, as well as being able to be used in the creation of wood-based items such as carving and furniture work. It would be a viable wood alternative to weapons that desperately need it. There are no wood-based ST nodes on the server and the two unique wood types that exist are not easily obtainable/well integrated with the world. This material would diversify the already existing and implemented ST nodes in a mostly underutilized part of the lore and possibly result in some outstanding lore items that aren’t just swords, axes and armor. (This is my second submission for this material submission, and I have adjusted the post to be more concise and consistent with its formatting, per the request of ST member SquakHawk. Link to the original denied lore post is listed here; https://www.lordofthecraft.net/forums/topic/205966-%E2%9C%97-world-lore-wood-frostwood/?tab=comments#comment-1868321 I would once again like to credit ST Members EdenGlitched and Auric_Saint for assisting me in the creation of this material. Credit also goes to Oh_Ontario#4000 on discord for the creation of the Frostwood texture. They have been of great aid to me in this and I cannot of done this without them.
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