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Found 9 results

  1. ORIGIN The Orcs of Clan Ugluk trace their lineage back to the formidable Gorkil bloodline, born of the mighty Krug and twinned by the wild Lur. Emerging as a force to be reckoned with, the first chieftain, Pok, descendant of Ugluk, carved a path of glory through triumphant battles. His exploits caught the attention of Rex Mogroka’Gorkil, who acknowledged the legitimacy of his bloodline, thereby granting Clan Ugluk the status of an independent and respected clan. HISTORY “Burn it, burn all of it. Don’t stop until their children will only remember the flames, nothing else.” TRADITION AND FAITH Follow your Horns, Carve your Path Clan Ugluk thrives as a semi-nomadic society, drawing provisions from their great and impressive livestock and bolstering their resources through frequent raids on enemies. To be counted among the Ugluk is to embrace the spirit of the warrior above all else, leaving all other pursuits of life to secondary importance. Yet, amidst battle and war, the Ugluks hold a profound favour to the artistic expression, whether it be through song or the stroke of a paintbrush. Central to the orcs of Ugluk is the guiding principle of “Two-Horns”, a philosophy steeped into the belief that through competition and conflict, the collective strength of orcs flourishes. At the helm of this doctrine stand the revered patron spirits of Ugluk; Karazept and Qarkah, whose guidance influences the very heart of Ugluk society. “TWO HORNS” PHILOSOPHY One sick bull is a sick herd. The concept of the ‘Two-Horns’ philosophy embodies the karmic power of individual actions within the collective consciousness of the orcish society. When one orc succumbs to laziness, a ripple effect ensues leading to a widespread stagnation that stops progress. Similarly, deviations from cultural norms, such as a goblin speaking common tongue or an orc renouncing allegiance to Krug, disrupt the delicate balance within the community, resulting in unpredictable shifts of behavior. When an orc succumbs to such negative behavior, the karma can be returned to balance in two ways; self mutilation or the sacrifice of the foreign race in the flames of Qarkah. These are the true horns of Ugluk philosophy; to better yourself through pain and conflict, and to to better society through the ritualistic slaughter of the cowardly races. The sharp horn and the long horn. SPIRIT PANTHEON QARKAH Qarkah is the spirit of Culling and Immolation, a lesser spirit under Leyd. Qarkah takes the form of a huge bronze bovine engulfed in flame. Qarkah is worshipped using the Brazen Bull, a bronze bull large enough to contain many men, elves and dwarves alike. Victims are placed inside, and a fire underneath sets them to boil alive in their own fluids. Steam from the bull’s nostril mimics the sound of a cow’s stream, making the sight ever more violent. Qarkah embodies the belief that orcs are strengthened by eliminating non-orcs from their society, representing the second horn of Ugluk philosophy. KARAZEPT Karazept is the Spirit of Scarification and Mutilation, a lesser spirit under Krathol. Karazept appears as a man covered in scars and an animal skull for a head. The preferred form of scarification within the Ugluk clan is through branding, generally the same brands used on their cattle. These brands are made to mimic the simple glyphs of the ‘Kad-Kidari’, the ancient tongue of the Ugluk clan believed to have originated in the days of Morghuun Karazept represents the first horn of Ugluk; the idea that you may become stronger by experiencing pain and conflict. Stories are told from the lines on your flesh, and these scars tell other orcs of your deeds and accomplishments. PHYSIOLOGY The members of Clan Ugluk are a striking sight, towering in stature, adorned with scars, burns and clad in either bronze armour, or the bareness of their formidable physique. Their skin bears a signature colour of green, a gradient of the deep tones of the ancient Gorkils, to the more lightened tones of their newer bloodlines. Yet, there are those who boast human-like or sand-toned skin, brazen and dull. Born in a warrior clan, the Ugluk orcs are bred for battle from the moment they draw their first roar. Their muscles hardened, their minds ever-sharp, a testament to a lifetime of readiness in conflict. Proudly displayed are their weapons, each one a reflection of the dub’horn path. CURRENT ROSTER: Those that walk by us in the desert. BULLGOTH: Skorkon’Ugluk “The Minotaur” @Vilebranch BULLS: Ughûr’Ugluk, Aggad’Ugluk, Zavar’Ugluk, Obok’Ugluk, Ugzak’Ugluk @Jihnyny @Perkins@ColonelKuehl1@Wulfric @Wizzar DISCORD: Special thanks to @Vilebranchfor the referances and inspiration behind the post
  2. A HOME FOR THE PEOPLE Rumours spread amongst the Aevosi lands, quicker, through the midlands specifically. 22nd of the Sun’s Smile, 175 S.A ____________________________________________________ Signed, Koshei of Shuurga
  3. No one may read this letter but @Morphine A LETTER TO TULGA KHAN 20th First Seed, 175 S.A __________________________________________ A remnant of a minor clan writes to the Khan in haste.
  4. THE ORIGINS OF ARPECH Scriptum Anno 1957 THE FREE COSSACKS OF ARPATIA L I B E R V M C O S A C I A R P A T I E N S I ☩ ☩ ☩ WHAT IS A COSSACK OF ARPECH? To begin telling our history, you must begin with explaining who we are. The men and women who follow the House of Arpa are those who adopt our ways or hail directly from the Steppe of Arpatia. They dress in the traditional Ruskan garbs, live life as free nomadic men and women loyal to the Host and no other. The faith, culture, and our way of life we believe is taught unto us by Father Vlad. CHAPTER I - THE STEPPES OF APARTIA Upon the vast steppes of Apartia there is no room for compassion nor weakness, only the strong and cold-hearted thrived upon this plains of grass whilst the weak were culled. The peoples of this steppe were fractured, splintered into several various nomadic tribes competing for dominance over the blades of grass which covered their homeland. Raids, banditry, kidnappings were a common occurrence against their rivals, taking their livestock and people as slaves. Warfare was common on the steppe yet was not the only means of life. Apartia was a land predominantly covered in grass, trees being a rare sight due to the hot and cold nature of the steppe. In the summer it was boiling hot whilst in the winter the entire plains would be covered in snow. This left most of the steppe too dry, not enough water in the ground to support the growing of trees, the only trees growing being trees around creeks and rivers. Those who lived in Apartia had great understanding of this dynamic which made them adopt a nomadic-livestock-raising way of life. This was the homeland of the Cossacks of Arpech, having been molded by this unforgiving environment to be natural and cold killers for that is what was required of them to thrive if not survive on this frontier. It birthed a warrior culture among all those who resided on the steppe. The Cossacks of Arpech were among the less dominant tribes at the time. The tribe almost consisted of men only, all being from various backgrounds and cultures (although predominantly Raev) from this steppe yet united by the common goal of thriving and dominating Apartia, to gain glory and wealth. They hungered for more yet lacked solid leadership to do so. CHAPTER II - PAPA VLAD’S TEACHINGS It was during this time whilst the Cossacks of Arpech was but a small sapling that the man that would come to be known as Papa Vlad came into the picture although not named Vlad just yet. He and his companions, a handful of men and a black priest, came one day, riding upon mighty white steeds into the encampment of the Cossacks of Arpech, blade in hand as he called to the young men of the Arpech tribe to issue their Hetman a challenge. Not a challenge for leadership but rather for membership within their group. The cossacks laughed at Vlad for he and his companions were foreigners and had wandered in demanding a fight as if they were escaped asylum-inmates yet their Hetman soon obliged to the challenge of righteous combat although the men Vlad had brought with him had to do the same with over cossack men. Open space was given for them in the middle of the encampment, enough space to fight and maneuver. Sabres clashed and garbs were cut open as a strike drew too close yet not close enough to pierce skin. The duel concluded in a draw, both parties too tired and too battered to continue. Whilst Vlad had gained a place among the men of the tribe, slowly integrating and becoming an influential and respected member among them for he had shown his worth time and time again, the same can not be said for all the companions he had brought with him which included the priest. With Vlad having gained a new home with the cossacks, he put aside his old name and took a new one, that name being Vlad. Many years passed as the sapling Vlad had found soon began to grow into a little bush, having prospered and grown stronger with the years although the time had come to elect a new Hetman. A new leader to their tribe of cossacks. Votes were cast to two people in specific. Vlad and another man. Both had aided the tribe greatly, having brought great wealth and prosperity through their own prowess and initiatives. The voting soon began and the cossacks gathered around. The crowd cheered for the other man but the crowd cheered louder for Vlad, the vote concluding with a Vlad victory, making him the new Hetman of Arpech! With Ivan as their new Hetman came a great amount of change to the tribe. Papa Vlad took on almost a fatherly role to those of Arpech and converted them to the ways of Aurelian, a branch of canonism who elevated Emperor Aurelius of Man to the station of prophet instead of Owyn and Sigismund. Arpech and its cossacks grew strong and mighty in Apartia under the leadership of Vlad, soon enough coming to dominate it yet it was not enough to satisfy the hunger of the Cossacks. Ivan told them all of a land beyond the sea, a continent filled with kingdoms and massive stretches of stone tents. The cossacks showed interest in this new land and called for Papa Vlad to show them the way to this land and soon enough they set out on their journey towards this rich land ripe for the taking. CHAPTER III - THE JOURNEY TO AEVOS There was one problem the Free Cossacks of Arpech faced. The sea. It was the one thing that stood between them and the rich land Papa Vlad had spoken of. Their people had no access to wood for the steppe lacked the right conditions to let them grow and if there was wood then there was not enough. They had only one option if they desired to cross the vast body of water and that was to find boats or rather take them. There were no cities in the steppe although past the steppe of Apartia there were small city states, forgotten colonies of empires of old. These cities held respectable fishing and commerce ships, allowing them to navigate the seas. The Cossack Host rode out towards these small city states, crushing whatever tribe they came across and stealing their herds of cattle and horses in the hopes of being able to trade them for ships. They left a trail of blood and destruction behind them as their travels concluded before the golden gates of one of these cities. The guards hailed them yet did not grant entry, wary of the cossacks' intentions for they had heard of the brutality which plagued Apartia. Vlad tried his best to negotiate with the guards to let only him and his kinsmen in to negotiate a price yet they were rejected once more. The cossacks of Arpech took this as a grave insult and began raiding their countryside, burning down their farms and slaughtering their villages before vanishing. The city mourned the destruction and great slaughter that they had been made victims of and on their holy day, they all gathered to pray. It was during their holy communion that the cossacks struck them after having gone into hiding nearby, scaling their walls and killing the garrison before plundering the city for all its worth whilst securing the ships that were in their harbor. It was during this sack that they captured several slaves that would come to be vital to their journey across the sea. They captured a captain and several sailors who the cossacks would force to sail their ships although there was one slight problem. There were not enough ships to fit all of them which prompted them to go sack more cities on the coast to capture more ships. It was an endeavor which took time yet would soon pay off, finally having enough ships to ferry them all across to the rich lands beyond the sea. They had left a trail of blood and destruction from the heart of the steppe all the way out onto the coasts and up and down them before they took to the sea. CHAPTER IV - ARRIVING ON AEVOS The sea was a new phenomenon to the cossacks, having never sat foot on a ship before which made them uneasy yet when they looked to their Hetman, Vlad, all their worries were put to ease as he showed these deep waters no fear for he had traveled across them once before. Weeks and months of sailing and soon enough they were greeted with seagulls above their heads and the distant shores of a land unfamiliar to all but one man.. Vlad who had returned to his own homeland. To the place where his own kin resided so that he and his new family could carve out a place for their own. They sailed their ships up the mighty rivers until they ended up in the Midlands of this strange new world called Aevos. They roamed around, learning the land and the language which they spoke before their cossack roots started to manifest. They soon began banditing the nations within the Midlands, taking whatever valuables the unfortunate souls that crossed paths with them had yet this was not enough to soothe their lust for wealth and glory. Whilst banditing and intermingling with the populace of this new land they found out about a continental war which was taking place. The Aevos Coalition War. Sensing the great opportunity for wealth and glory by picking a side they all gathered together in a Rada to discuss which side they should join in on. There was no need for a Rada in the first place for there was no voice of opposition. Everyone wanted to side with the numerically inferior side, the side of Veletz. Some due to the fact that realm known as Haense were claiming titles which were rightfully their people’s, another group wanting to defend Veletz due to the good relations they had fostered with the locals whilst another group, Vlad included, wanted to fight for Veletz and its allies due to sharing blood ties. The Free Cossacks of Arpatia joined the war on the side of Veletz, fighting alongside them in each major clash of arms. During the Battle of Winburgh the cossacks rallied in the defense of the veletzian capital just to end up routing the covenant force alongside their allies which lead to the capture of the hyspian monarch. With the failure of the veletzian government to negotiate a separate peace with the hyspian monarch, Vlad and his kinsmen were given custody over the monarch. Some of the kinsmen had issues with the monarch after having been banished for granting one of the hyspian women a love gift in the form of a cat heart and its pelt after they said they liked cats. The cossacks decided to throw the hyspian king into a brazen bull with the intent of boiling him alive. The hyspian monarch was not the only royalty they had captured for during one of the many cossack raids upon the city of whitespire, they managed to capture one of the princess’s which they soon brought back to veletz before having them send a letter to Aaun alongside a message of their own, mocking their cowardice as they fled to the top of their tower instead of facing them. As the war dragged on the Cossacks encountered new kinds of warfare which they were unfamiliar with. Feudal sieges. Their unfamiliarity with the concepts of war when it came to such lead them to be an ineffective fighting force during the sieges of Breakwater and Brasca yet once the fighting took to the fields of Westmark they showed their true expertise. They rode swiftly and struck down each soldier of the covenant they came across without mercy. When the covenant forces tried to meet the Cossacks with their own cavalry they were decimated. When they tried to attack them with their infantry they were showered with arrows as the cossacks kept distance until there was no covenant soldier left standing. And now the host seeks a place to call their own, a place to settle at last.
  5. With the new awesome plugin that @Aesopianand others (probably) have made, NOMAD RP can truely thrive. Which is why I made this discord; https://discord.gg/Btn7qkbgmc in hopes of reviving nomad RP, with the help of everyone that likes it. Though RPly they might not be allies, the NOMADS of this server should join together OOCly to make the RP more possible.
  6. _______________________ From over the horizon, a young nomad sets his tools down. Settling upon the red-soaked grass and firm earth, he raised a tent in honour of his ancestors and new home. With each strike and with each heave, he called to one of his great gods. His blue eyes, like the colour of the great sky, shimmered within the new-world light, his GOD giving him praise for his new settlement. The nomad called, the first pillar of the tent rose. “Hail thee!” “Hail the great Skyfather!” He called some more, the tent beginning to take shape. “Hail the lord of the great oak and sky, Radaghast!” The tent was set, for he had laid camp, it was now time to gain glory in the name of his ancestor; Vladimir ‘The bear of Vistulia’
  7. The Azghari Warband “When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hell followed with him. Authority was given to them over a fourth of the earth, to kill with sword and with famine and with pestilence and by the wild beasts of the earth.” A band of brothers and sisters equal beneath the Eternal blue sky, this band of nomadic peoples are renowned for their passion and fervour - the most proficient horse riders to ever grace Vailor’s many meadows and pastures. Formed by Darius and Cyrus, sons of the great Sasan, the pair of warriors were without parallel; renowned for their hundred-strong harems. Although there exists no ranking for the warband, the strongest leaders are chosen by the entire warband to guide them - holding no position except that as a trusted figure. In this way any man can make his fortune and become great, provided he be worthy. They made their foes flee in horror because their swarthy aspect was fearful, with an intriguing distinguishment in their eyes is seen through the colours of brown, green and blue. Their hardihood is evident in their wild appearance, and they are beings who are cruel to their children on the very day they are born. For they cut the cheeks of the males with a sword, so that before they receive the nourishment of milk they must learn to endure wounds. Hence they grow old beardless and their young men are without comeliness, because a face furrowed by the sword spoils by its scars the natural beauty of a beard. They are short in stature, quick in bodily movement, alert horsemen, broad shouldered, ready in the use of bow and arrow, and have firm-set necks which are ever erect in pride. Though they live in the form of men, they have the cruelty of wild beasts. A travelling band, these nomads are oft on the move and rarely stay in the same place- their swords are sold to the highest bidder. Many kingdoms have competed to hire them, brutal warriors who are known for both their skill in the field and their fortitude when faced with great sieges. Their ranks know no difference between man or woman, any creature except the accursed Kha can serve amidst their ranks provided they can ride. The Azghari do not settle and farm, they are hunters and gatherers - fast moving horsemen that stay for only short times in a single place. Every member is expected to sustain themselves by their own tools, hunting game and slaying prey to feed them. Slavery is accepted by the Azghari, and a man is judged on how many slaves he has taken. For those who are taken in bondage, freedom can only be earned by hard coin or valour shown in the Warband’s service - freeing them to fight as any other rider. For the wealth that is gathered in battle, every man receives an equal portion - the Warband knows no boundaries to brotherhood. The faith of the Azghari is revolved around the deity of ‘Od Tengri’, the unknowable one who knows everything. He is the judge of good and bad, Tengri can bless a person richly, but can also utterly destroy those whom he deems unfit. His actions cannot be predicted. His ways, difficult to know. There exist many other spirits or 'aenguls' besides Tengri. These spirits are diverse. They can be good or bad or of mixed temperament. They can be gods residing in the upper heavenly world, wandering evil spirits from the underworld, spirits of the land, water, stars and planets or spirits of the ancestors. They can be in charge of certain tribes or of certain nations. Under Tengri these spirits all have some limited influence, but it is nearly impossible for normal people to contact them. Only the High Priest of Od Tengri can contact them. Unless Od Tengri contacts them himself. There is no 'one true religion'. Humanity has not reached full enlightenment. Nonetheless Tengri will not leave the guilty unpunished and the virtuous unrewarded. Those upright in spirit and righteous in thought are acceptable to Tengri, even if they followed different religions. Tengri has given different paths for man. Anyone interested in service would do well to inquire with Dogan (SaintPaint) or respond here: (Fast travel to the camp can be found at Felsen) OOC: Username: Skype: IC: Name: Race: Age:
  8. The Azghari Warband “When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hell followed with him. Authority was given to them over a fourth of the earth, to kill with sword and with famine and with pestilence and by the wild beasts of the earth.” A band of brothers and sisters equal beneath the Eternal blue sky, this band of nomadic peoples are renowned for their passion and fervour - the most proficient horse riders to ever grace Vailor’s many meadows and pastures. Formed by Darius and Cyrus, sons of the great Sasan, the pair of warriors were without parallel; renowned for their hundred-strong harems. Although there exists no ranking for the warband, the strongest leaders are chosen by the entire warband to guide them - holding no position except that as a trusted figure. In this way any man can make his fortune and become great, provided he be worthy. They made their foes flee in horror because their swarthy aspect was fearful, with an intriguing distinguishment in their eyes is seen through the colours of brown, green and blue. Their hardihood is evident in their wild appearance, and they are beings who are cruel to their children on the very day they are born. For they cut the cheeks of the males with a sword, so that before they receive the nourishment of milk they must learn to endure wounds. Hence they grow old beardless and their young men are without comeliness, because a face furrowed by the sword spoils by its scars the natural beauty of a beard. They are short in stature, quick in bodily movement, alert horsemen, broad shouldered, ready in the use of bow and arrow, and have firm-set necks which are ever erect in pride. Though they live in the form of men, they have the cruelty of wild beasts. A travelling band, these nomads are oft on the move and rarely stay in the same place- their swords are sold to the highest bidder. Many kingdoms have competed to hire them, brutal warriors who are known for both their skill in the field and their fortitude when faced with great sieges. Their ranks know no difference between man or woman, any creature except the accursed Kha can serve amidst their ranks provided they can ride. The Azghari do not settle and farm, they are hunters and gatherers - fast moving horsemen that stay for only short times in a single place. Every member is expected to sustain themselves by their own tools, hunting game and slaying prey to feed them. Slavery is accepted by the Azghari, and a man is judged on how many slaves he has taken. For those who are taken in bondage, freedom can only be earned by hard coin or valour shown in the Warband’s service - freeing them to fight as any other rider. For the wealth that is gathered in battle, every man receives an equal portion - the Warband knows no boundaries to brotherhood. The faith of the Azghari is revolved around the deity of ‘Od Tengri’, the unknowable one who knows everything. He is the judge of good and bad, Tengri can bless a person richly, but can also utterly destroy those whom he deems unfit. His actions cannot be predicted. His ways, difficult to know. There exist many other spirits or 'aenguls' besides Tengri. These spirits are diverse. They can be good or bad or of mixed temperament. They can be gods residing in the upper heavenly world, wandering evil spirits from the underworld, spirits of the land, water, stars and planets or spirits of the ancestors. They can be in charge of certain tribes or of certain nations. Under Tengri these spirits all have some limited influence, but it is nearly impossible for normal people to contact them. Only the High Priest of Od Tengri can contact them. Unless Od Tengri contacts them himself. There is no 'one true religion'. Humanity has not reached full enlightenment. Nonetheless Tengri will not leave the guilty unpunished and the virtuous unrewarded. Those upright in spirit and righteous in thought are acceptable to Tengri, even if they followed different religions. Tengri has given different paths for man. Anyone interested in service would do well to inquire with Cyrus (LemonDropzz) or respond here: OOC: Username: Skype: IC: Name: Race: Age:
  9. Large posters are hung all across Vailor as Selanos Icalle continues to write more and more posters in his chambers to pass around. He hopes many people will find his flier. The Al'Wari Who are the Al'Wari? The Al'Wari is not a person of singular races or groups. They are a band of races whom share close ideals to their own and strive for knowledge of the land and what it is able to produce. The Al'Wari is merely a name where many people from all walks of life band together to share the same ideals, provide protection for one another and create a community of functioning citizens for all walks of life. Although they're a very small group now, they hope their numbers grow and prosper as they produce more and more discoveries to the rest of the world while still keeping their nomadic traditions. They share many similarities with the Subudai in terms of their lifestyle and the way their present themselves to the rest of society. What is their purpose? The purpose of the Al'Wari is to provide a safe haven for all those whom wish to live a nomadic lifestyle. They are a primarily peaceful group whom makes ample attempts to avoid conflicts. How were the Al'Wari formed? On a dark night in late Asulon times, a single high elven child reads many books on those from the Subudai. From the way they carry out their day-to-day lives to how they perform basic tasks such as bathing and clothing were all documented in very long books that appeared to have been well kept. The high elven childs name was Selanos Icalle. He spent many years studying the Subudai and was eager to see their rebirth in Anthos under a new dark elf Khagan. He wanted to make an attempt to join such group but was unable to as they were quickly gone as soon as they came. Many years later, Selanos has been spending his time learning about nature from those across the lands of Anthos, The Fringe, Athera, and current Vailor. He is fascinated with what nature can produce and has even taken a liking to the traditional high elven culture of alchemy. On a dark night, Selanos stands by himself outside the front gate of Haelun'or. It quickly came to his head. Now that he is plenty old enough to live on his own and proceed with his own lifestyle and ideals, he wanted to make his own group of nomads. He thought ideas of three main groups within the Al'Wari. The first group named "Fordos" are primarily farmers and gatherers. They are tend to any livestock, food, and water that is needed for survival of our people and animals. They hold a high position within the Al'Wari and are regarded as protectorates of the land. They will spend countless hours if not days, months and even years studying a single piece of land to learn its traits. They report all findings and discoveries to the second and the most highly regarded group in the Al'Wara. The second group within the Al'Wara is the "Mortes". This is the most highly regarded group for its ability to keep track of incoming discoveries either by photographic memory or through scribe. They report all findings and discoveries to the Tulis and are some of the most knowledgeably people within the Al'Wara. The third and final group within the Al'Wara are the "Atunos". They are the ones who study alchemy and its properties. They use things that have been gathered from the earth or by man. They are considered the tricksters of the bunch. Although you think you could be drinking some sort of alcohol that they might've made... you could've drank a potion that makes you grow a tail! Although they like to have fun, they take their work very seriously. The Al'Wara are banded together under one director, the "Tulis." Tulis, in Al'Wara tradition, means brother of all. The Tulis is one chosen by previous directors of the Al'Wara with the guiding from the rest of the three groups. The Tulis cannot control how to live your life but will stand up as the leader when the time is needed for one. He is the most knowledgeable and tactile of all within the Al'Wari. He decides where the Al'Wari move and what paths they should take yet cannot force one group to follow if they do not wish to. From that night on, that is how the Al'Wari were to be formed. What laws must I abide by? We abide by the laws produced by the Tulis and the land. We do not harm each other nor do we seek to destroy each others belongings. Doing such will result in removal from the Al'Wari and your tent to be taken down. Who is eligible to join the Al'Wari? Any and all whom wish to share the same walks of life. Those who seek to provide knowledge or gain it in pursuit to better the entire world with new discoveries that the land or mankind provides. If you seek to join our cause and live free with the people whom share similar ideals with you, take this note and write your name at the bottom and which of the three groups you think you'd fit best in! Send your birds or rats to (Cloakedsphere) Selanos Icalle! Bring your family! I will return a rat or bird with directions to our camp soon! Important Spoiler!
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