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Found 43 results

  1. Yeah, there’s nothing really much to say. I’m saying my final farewell from Lord of the Craft. No joke, I’m officially quitting LotC and PK’ing all of my characters on TheDragonsRoost and my alt account. After I stepped back, I realized that my style of writing and my style of roleplay didn’t fit LotC, which made a lot of people toxic towards me. I hold no grudges against everyone here and I’ve found something I enjoy. To my friends and people I’ve met on LotC, I’ll still be available to talk to over Discord, but I’ll be leaving the LotC discords that I’ve joined as I’ll be redirecting my focus towards my own projects. Time to Create. Time for Creation. It’s Time of Creation and the forging of new worlds. Thanks for everything! -TheDragonsRoost
  2. wolfbluewalker

    The Law In The Empire Of Man

    Answer this poll telling the truth of what you would do without lying! Would you roleplay correct? Or would you cheat?
  3. Username Porkour Discord Porkour#0123 Timezone GMT -7 What group/playerbase are you most involved with? Orcs/Dwarves Staff History I was a forum moderator in 2012 for three months, sorting threads to be cast away. I served under Gemmylou at the time. I found a calling towards the Media Team where I served under the guidance of Acerbuddy (Haelphon) from the time I left FM to around early 2014. Ban History Yes, a month into my first time playing on LotC in 2011, I misunderstood the no-rp killing and killed a player orc after being provoked. I was warned by Robin Drake, whose warning point scars my profile to this day. Blacklist History: I have not been blacklisted from the server. What do you want to join the Event Team? From the day ex-admin shiftnative suggested the idea of me becoming and roleplaying a pigman. I knew that I wanted to create a form of dynamic yet within lore, different roleplay. Something that will make regular races question the existence of my being and learn to disfavor or favor the outsider. Through my years on the server, I have learned that everyone has a different take on what to make of the pigman. Some have chosen to befriend it, and welcome it into their community, others have chosen to cast it away usually in the form of consumption or by force. The Event team interests me much to entertain the server, and to provide a sense of meaning and purpose to why we are all here in LotC. I feel that the server could benefit from someone who has lurked among the shadows and patiently watched as time passed by without much interference. Why should we accept you onto the Team? I admire the Event Team because of their strong abilities to keep people engaged in rp. Every time I see an event go on, the community comes out of their holes and unites for a brief moment. I could be a good asset to the team and provide plenty of ideas for the group. I have a unique mind, one that has matured over my years here and have a friendly personality. I was short tempered before, but I have moved on from that time and realize that in order for everyone to be happy, I have to work as a part of the team and not against it. What kind of events do you aspire to create?: The events I aspire to create will mostly consist of high fantasy quests and challenges. The thrill of seeking treasure, casting a curse out from the realm, rescuing an notable icon in the hopes of wealth or recognition, or simply not becoming a lost soul. Quests that involve perilous journeys to a deep dark wood in search of a cure for a town struck with illness while battling plethoras of unworldly creatures, obtaining secret information from a group of bandits terrorizing the streets. One that I would dream of creating, is an ongoing event where characters can prove themselves worthy of being one of the best, if not the best. I want to create events that can be cherished by the community, those that don’t necessarily involve violence and engage everyone in it. What makes a good event? A good event requires time to plan scenarios. Scenarios that arent one-way, and have many paths that could go in case the original plan fails. A good event requires depth, descriptive sentences that paint a vivid scene in the readers mind, so they can picture the event in their own way. It will also require the community to make it a success. A good event may evoke a response from the affected community, it might strike fear in some, or bring rage or purpose to the roleplayers. A good event also requires a good team to help each other make it a good event. Create three in-depth event scenarios. I’m not looking for some prelude or whimsical idea here -- we want an indicator as to your talent and potential to be on the ET. You don’t need to write a word-for-word script, but we want a solid structure and plan as to how you’d organize and carry out an event: The Curse of Droc'Nalthor: Quest - Dynamic Fantasy Event A village has a deep dark secret buried deep underground. The villagers are NPCs that tell of an underground city that was once thriving with life, and is now a sanctuary for the dead. A curse they locked away for many generations has finally leaked itself out, due to seismic activity throughout the island. Those villagers (actors) would then occupy the local populi and bring them news of the impending danger. It is up to the community to decide how to go upon the situation. The villagers would go on about informing the people that this curse derived from the city their ancestors built and buried. Villagers will tell of their village, but not say where, except show them a map that points out the approximate location of their village. They can venture out solo, with a buddy, or a large group. When they arrive, they will see a desolate land that was once the village and encounter an onslaught of creatures that seem to pour out of a crevasse in the ground. After warding the creatures off, a storm will brew above casting bolts of fire down as the players seek shelter wherever they can find. Most houses will offer little to no protection against the elements, the other will lead down into the chasm where they'll find coffins and a river of blood encircling a massive city. This city is also riddled with creatures the players may fight or attempt to avoid. In the center of it all, is the source of the curse, where someone may have to sacrifice themselves to destroy it, or risk the lives of those he/she brought along. The event is concluded when a decision has been made. The chasms and ruined earth will seal itself back up, and the land restored as if nothing has happened, and the village that once buried the dead city, disappears with it. The players will move on and probably get a drink at the local tavern. The Dream Bed: Dungeon - Persistent Fantasy Realm Ever have those dreams where you end up waking up after 'dying'? What if you dont wake up at all? What if you actually die? A poverty stricken mother cries for her missing daughter after kissing her good night and waking up to her not being there. She claims she has never taken trouble for her liking and shown no motive for running away. Villagers(players) would learn that her missing daughter may be trapped in a different dimension where her bed is the portal between our world and her world. The purpose of this event is to rescue the mother's child knowing the risk of going to sleep in the mysterious bed. If a player dies in the dream world, they die in the real world. A mashup between Inception, A Link to the Past and The Matrix. Players will setup their own bed in the house, and event team will teleport the players into the dream realm. The dream realm can be set in the End, the Nether, or the Aether, each with their own fall hazards or realm creatures that may lead players to their untimely end. The event concludes when the mystery behind the disappearance has been solved. A Hall for Heroes: Arena - Dynamic/Persistent Low-Fantasy Realm A time of gathering has been announced from the heavens or via birds, of a city created for those who seek to prove themselves worthy. This may include gauntlets, a test of the mind, or a battle royale. Players will journey to this city where they can congregate amonst each other and participate in activities served by the event team. In this event, death may be a risk players have to take, and they are to come to the city emptyhanded for fear of loss items. This is at their own risk and may choose to bring items that do not give them the upper advantage. Events that happen here are merely for entertainment and bragging rights and include but not limited to; treasure hunts, master sculpting, horse races, spleef tournaments, Player vs Player (1v1, Team, Survival) etc. Victors will be crowded glorious in their event and remembered in the hall for heroes, a golden corridor where their achievements shine with the ascended. Participants who compete will be given free but not private housing for their friends and family should they choose to stay there.
  4. Hello there everyone! Recently I’ve been thinking about some ways that farming, mining, and other things can be made useful and/or profitable come 7.0. Now that Nexus is gone, a lot of its economic features were removed as well and now we must rebuild something different from scratch. So, without further ado, let’s get started with some ideas Ideas for Farming: -Make certain crops grow far better at different times in the year so that not every crop is profitable at once? This might encourage people to mix up what they are growing in their fields and could give some more variety to people’s diets. -Reduce the amount of wheat gained per plant down to 1 when using a hoe. This means that hoes only exist to be faster and easier than breaking crops by hand and do not improve production so much that everybody is sitting on massive stocks of hay all the time. Perhaps the increased wheat yield could be given back to players who take some kind of farming skill or profession (If skills/professions are to be added back in 7.0). -Caskets could be added back into the game when diamond hoes are used to farm crops. This would give people a reason to use diamond hoes, which improves the value of diamonds. -Silly little events could happen while farming just like how silly little events happened when chopping trees back in Nexus (Remember the Pomegrenades? That’s the sort of thing I’m talking about). If done correctly this will make farming more interersting and enjoyable. Ideas for Animal Breeding: -Remove the cap on how many animals you can breed per restart, and replace it with a 75% failure rate on animal breeding. This both allows dedicated players to produce more meat if they have the time and forces you have to use more crops in order to breed animals, which could make meat more costly (due to it taking more resources to make meat), and more plentiful (because people can make more meat over an extended period of time). -If a 75% failure rate seems to strange, perhaps a custom crafting recipe for “Animal Feed” could be added to the game. This “Animal Feed” has a 100% chance of producing a baby when two animals are bred with it, but costs a lot of farm produce to craft. (Carrots, potatoes, hay bales, etc. could all be crafted into this Animal Feed in whatever crafting recipe seems fitting). -Special items could be dropped by animals which could then be used in custom crafting recipes to create all sorts of fun things. -Eggs, Milk, Feathers, and Leather could be used in more recipes in order to give them more value (See: Cooking) Ideas for Cooking: -Custom crafting recipes galore, all of which unique in some way -Just like how food provides basic buffs in most MMOs, LOTC’s custom food recipes could provide speed, jump boost, haste, and night vision when used in certain permitted areas. This makes sure that bakers will have more to do and more to sell. (Note: Foods providing speed buffs and jump boost should only work on roads, Foods providing haste should only work in mines and the Resource Isles.) -Just like how Berserker axes are different from Iron Swords yet still more or less their equal, certain foods could have similar mechanics. For example, a certain custom food could give metric tons of hunger and saturation yet blind you for 20 seconds after eating it, or a certain potato could heal you up to full health yet remove all of your hunger and saturation so you are almost starving. @Treshure @Man of Respect it’s time to get to work fellas
  5. Lockezi

    The Sleetfells Darkens.

    The Sleetfells Darkens Sometime during the month of The Deep Cold, the day was cloudy in the Sleetfells, although, infront of a cave just a bit away from the Yatl Wastelands was a ‘ker, the place seemed to be filled with flourishing nature, color flowers along the paths that lead up to the cave, the dark elf seeming to have plenty of supplies out filled with many things, banners, wood, stone. It seemed that he was hoping to get some work done, perhaps hoping to revive the small settlement known as Elmagara’myan. Many of hours later, It would appear that the surface of the cavern was filled with stalls and plenty of red banners above them, although clouds would suddenly roll into the Sleetfells, the sky darkening as a sudden cold fills the area, the sun completely disappearing, the ‘ker looking up at the sky, in an instant it seems that snow would pour down, he’d blink in awe before taking what he can, although wouldn’t be much as he’d rush back into the cave, settling himself as a few more hours would pass, peeking out of the cave only to see mounds of snow, covering all the progress he’s made, everything.. covered with snow, the man thinking in his head “Well.. ****” (OOC info)
  6. Krefarus

    Polis [OOC/APPS]

    Polis 389 CE (City of Polis 389 CE) (Political map of Aegos 389 CE) [Red = Vathacian States, Purple = Knyos, Orange = Myridios, Teal = Amidia, Green = ‘Barbarian' Kingdoms, Yellow = Nomadic peoples & tribes] The city of Polis, once the cultural, economic, and political center of the Vathacian League, later the Vathacian Empire. A city home to the greatest works of the civilized world. A city that once commanded armies across Aegos, and asserted its influence even farther now stands alone. It has been over 40 years since the last Hegemon was ousted by a coalition of Polisian factions and the Periochi were established by the signing of the Práxi Enótitas. After the reign of the Hegemons and the collapse of the Vathacian Empire, The power vacuum left in Polis led to a period of disaster. Foreign powers stripped Polis of control of most of its lands and territories. Hegemony over what remains of Vathacian territory is nothing more than symbolic. Many states flock to foreign powers, believing their fortunes will better there. In the wake of the collapse the Polisian factions waged war across the city, covering Polis in death, disease, and devastation. After over a year of conflict a victorious faction, Illerius, emerged and established the rank of Polemarch. The rise of the Polemarch ceased the city’s internal conflicts and secured peace with Polis’s various neighbors. Finally after almost a decade of instability, there was peace. ____________________________________________________________________________________________________________________ Available Factions Polis is divided into 10 Periochi, or districts. Every Periochi is governed by the Archon of one of Polis’s 10 factions. The Archons, though mostly independent, still bow to the Polemarch who maintains direct rule over key sections of Polis. Each Periochi has vague cultural traits that will serve as a guideline for you to expand upon. However it is to be noted that they all stem from original Polisian culture, a culture very heavily influenced by Vathacian Culture, which is based of that of Ancient Greece Rules [Any questions can be brought me or the discord] https://docs.google.com/document/d/1amSgKuKybeVyMtVBY4S9xewOSJl0BW_K5qk1hgwWwGE/edit?usp=sharing The Periochi (The 10 playable factions are shown and numbered above) (Above is a map displaying the different Periochi & their accompanying Sectors 1. Argos - The second largest economic sector of Polis and a long standing and respected faction. The majority of Argos’s citizens lie in the upper middle class. Population: 310,000 Improvements: 2x Development [Spread between Sector 4 & 5] 1x Market [Sector 4] 1x Lvl 3 Academy [Great Work | Sector 5] Resources: Scholars [Sector 5] 2. Decelea - The wealthiest Periochi in Polis. Originally head of the Vathacian fleets, this faction quickly secured control over Polis’s waterways and harbours. It is home to the largest marketplaces and wealthiest members of Polisian society. The people of Decelea practice a culture strongly influenced by trade and are widely regarded as the most alien of Polisian peoples. Population: 260,000 Improvements: 2x Development [Spread between Sectors 1 & 2] 2x Markets [Sector 1] 1x Lvl 1 Dockyard [Sector 1] Other: Great Library of Irae [Sector 1][Great Work][Under Polemarch Occupation] 3. Kleones - The most industrious of the inner Periochi. Kleonesians are an honest and hard working people. They take pride in the superb quality of their goods and the faction hosts the largest industrial base in Polis. Population: 290,000 Improvements: 1x Lvl 1 Military foundry [Sector 16 , inactive due to Polemarch occupation] 1x Lvl 1 Academy [Sector 18] 4x Development [2 in Sector 16 & 2 in Sector 17] 1x Lvl 1 Gunpowder foundry [Sector 18, inactive due to lack of resources] Resources: Scholars 4. Apamea - Apamea is the poorest of the inner Periochi, apart from the main streets, the district is largely a confusing maze of slums and apartments. Despite supporting the last Hegemon, they managed to remain in control of their section of Polis through their peoples almost fanatic loyalty to the state. They are an opportunistic people, and unlike their southern counterpart, they are seldom considered honest. Population: 320,000 Improvements: 2x Barracks [Sector 13, one is inactive due to Polemarch occupation] 1x Lvl 1 Military Foundry [Sector 15] 1x Development [Sector 14] Other: Polemarch Garrison [Sector 13] 5. Phocis - Phocis is the most populous of the inner Periochi. Their control of the river gates and largely trained citizenry allowed them to control large sections of Polis. The people of Phocis are stalwart advocates for democracy and independence Population: 350,000 Improvements 1x Lvl 2 Academy [Sector 9] 3x Development [1 in Sector 12, 1 in Sector 11 & 1 in Sector 10] Resources: Scholars Others: Polemarch tax collection center 6. Ephesus - The most militaristic of the Polisian factions & a favorite of the Polemarch. Ephesus was originally formed during the collapse of the Vathacian Empire and was made up mostly of Hegemonic loyalists as well as the largest portion of the remaining Vathacian military. Ephesus is home to the greatest military minds of Polis. Their culture revolves around the good of the Faction and much of the population lives in large communal blocks. Population: 130,000 Improvements: 2x Barracks [Sector 7] 1x Lvl 1 Gunpowder Foundry [Inactive due to lack of resources & Polemarch occupation 1x Lvl 1 Military Foundry [Sector 6] 3x Development [2 to Sector 7 & 1 to Sector 8] 7. Iolcus - The most populous district in Polis. Iolcus is a largely unorganized mass of buildings, plazas, and miscellaneous buildings. The district possesses massive amounts of resources in comparison to the inner Periochi. Iolcusian culture is similar to that of Kleones, however the more rural region hosts more traditional values. Population: 550,000 Improvements: 1x Mine [Iron, Sector 23] 1x Barracks [Sector 21, inactive due to Polemarch occupation] Resources (known): 2x Lumber [Sector 20] 1x Iron [Sector 23] 3x Farmlands [1 in Sector 20, 2 in Sector 23] Other: Polemarch Garrison [Sector 21] Polemarchy Tax collection center [Sector 21] 8. Sestos - Sestos is the largest agricultural Periochi. The finest crops of Polis hail from Sestosian fields and many of the inner districts rely heavily on the constant flow of food products from these regions. Up until recently, the people of Sestos have been largely neutral, during the Polisian civil wars Sestos remained the least affected of all Periochi. Population: 300,000 Improvements: 3x Farmlands [1 to Sector 25, 2 to Sector 27 Resources(known): 6x Farmlands [2 in Sector 25, 2 in Sector 27, 2 in Sector 28] 2x Lumber [Sector 27] Other: Polemarchy tax collection center [Sector 27] 9. Oreus - Oreus is the chief supplier of lumber and iron in Polis. Though not as resource rich as their Thespiaen counterparts. Massive destruction of Oreus during the Polisian civil wars forced the economically struggling district to accept mostly unfavorable trade deals with the Inner Periochi, particularly Decelea, in order to gain financial support. These trade agreements remain mostly intact, which has prompted widespread resentment from Oreusians. The culture of Oreus is similar in nature to their Sestosian neighbors, however it is significantly less pacifistic and more traditional in nature. Population: 440,000 Improvements: 1x Lvl 1 Mine [Sector 30, Iron] 1x Lvl 1 Lumber Yard [Sector 31] Resources(known): 3x Iron [Sector 30] 1x Lumber [Sector 31] Other: Polemarch Garrison [Sector 29] 10. Thespiae - The least populace of the outer Periochi, but largest in physical size. Thespiae boasts a massive amount of raw material. Of the outer Periochi, Thespiae is the most resentful to the other Archons. During the Polisian civil wars, Thespiaen controlled a large portion of what has become Argos. However they were eventually forced out from the city walls. In recent time Thespiae has become the main antagonizer towards the Inner Archons and the leader of the push to restrict the inner Periochi’s access to raw material. Population: 290,000 Improvements: 1x Lvl 1 Military Foundry [Sector 37] 1x Barracks [Sector 34 Inactive due to Polemarch occupation] 1x Stables [Sector 39] 1x Mine [Iron Sector 36] 1x Development [Sector 38] Resources: 1x Horses [Sector 39] 3x Iron [1 in Sector 36, 2 in Sector 37] 4x Farmlands [2 in Sector 39, 2 in Sector 35] 1x Lumber [1 in Sector 37] Other: 3x Polemarchy tax collection centers [2 in 39, 1 in 34] Polemarch garrison [Sector 34] Application 1. The District you are applying for 2. Your Archon's (leader) name and history 3. An explanation of your districts culture 4. Unique unit (military) 5. Discord 6. Suggestions
  7. Imperium

    Brotherhood of Saint Karl

    THE BROTHERHOOD OF SAINT KARL VE OROENIR SANT KARLEO ________________________________________ His Majesty’s Host of the Czena From the frigid, rocky peaks of the snow clad Greyspine to the immense forests of the Wickwald lies the ancient Kingdom of Haense, the homeland of the highlander peoples. Ruled by the heirs of Sigismund, Haense stands the bastion of tradition and order in the landscape of chaos surrounding the lands of humanity, a bulwark of light in the dimming darkness. And even if all fires devolve to embers, the flames will to kindled anew, and in the waning years of the seventeenth century Haense sees its regrowth, led by the newly installed House of Bihar, and reformed to follow once more its customs and bring order to the unruly lands. It is by God’s own Will that Haense be protected, and even in the darkest of days, it will continue to stand stalwart from the forces which aim to destroy it. Enemies surround the nation, yet Haense will continue to growth, and by the golden crow’s wings it soars farther than it ever did before. This is the coming era of a golden age, and with the heralds come a need for a new shield to protect its fair maiden. Under the guidance of the Our nation’s patron saint and founder, the brave and pious Saint Karl, this new brotherhood will harken the days of old yet create a new legacy which will shape the world for years to come. This is the era of regrowth and retribution, to which Haense will yet again carve itself into the annals of history. Let every man of Saint Karl reach the heights of glory and fame, for their shall not falter in the wake, and let every man who faces them rue the day. As said in the prayer of Saint Karl, “For though we live in the world, We do not wage war as the world does. The weapons we fight with Are not of this world. They have divine power To demolish the strongholds of man. We decimate arguments and every pretension That sets itself up against thee. As Saint Karl stood tall in the wake Of the sin and debauchery, Let us take captive every thought To make it obedient to Him. So say we all.” May Saint Karl guide the men forward to the dawn of the new age. RANKING [SENIOR COMMAND] GREAT CROWN MARSHAL | HAUCHMARSAL He who is leader of the brotherhood, the first brother of brothers, and chief general to the King. If it is his will and the will of our gracious monarch, then the brotherhood will dole it forward. Incumbent - Lord Rhys Ruthern, Herzen var Vidaus | Ave_Imperium FIELD MARSHAL | ZWEINMARSAL He who commands the men on the battlefield, to bring glory to his nation and defeat upon their wretched enemies. Woe to those who must face them upon the fields of toil and despair. Incumbent - Ser Godrik var Helmholtz | Ticklemonster MASTER OF THE CAMP | VALKHERZEN He who is lord of the camps, general of the quartermasters, and master of logistics. It is he who delivers the crushing blow on the enemy not through their own fisted iron, but supplying his brothers with the devilish kit. Incumbent -Andrei | Nectorist [HIGH COMMAND] MAJOR | OBERNIK He who leads his own true regiment of men, drilled in the art of war, sworn to protect the gracious lands of his homeland. It is he who is the backbone of the brotherhood’s bureaucracy. CAPTAIN | KOSSIN He who keeps diligent watch and fights as his brothers do, maintaining order and file in the thick of bloodshed and making sure no man falters. LIEUTENANT | LEYTNANT He who is second, yet not last, in the order of battle, supplying his wise wisdom and courage to his superiors. They are the hands of the Kossins and Obernik, their position unreplaceable. [ENLISTED] ARMIGER | BRUSTYA He who is the greatest of the veterans, wisened from years of battle and service to his fair nation. Any man to face the dreaded Brustyae would weep for their coming death. SERGEANT |SERZHANT He who leads from the front, his brothers behind him in rule, following his every example. While men look to the officers for orders, they truly look to the Serzhant for the prime example of a highlander warrior. CORPORAL | KOPRAL He who has survived their first battles and wars, showing leadership in the face of chaos, and impressing his elder enlisted. ARMSMAN | OXTZEN He who is the bulk of the brotherhood, though no less important, and fights for his nation and family. They bring glory to their name and their home-ridden wives sing songs of their victorious return. FOOTMAN | NAUSANGKRUV He who has only just joined the brotherhood, and is not himself a full brother. Their mettle requires testing, and must prove themselves in order to be considered a true man of Saint Karl. INITIATE | NAUMAAN He who has not even trained under the same roof as the men of Saint Karl, and barely can call himself even apart of the brotherhood, for they have only started their journey. THE OTHAMAN OATH The oath which is said as induction to the brotherhood, something which is never taken lightly, and will forever cement one as a man of Saint Karl, ‘To my left I see my fellow brothers, to the right I see the same. For all in the world, we fight for the peace of this land. Through God, he gave us stewardship of the realm. Through stewardship, we gained the knowledge of diligence and prudence. Through diligence, we may conquer all without fault. And if I should falter in my course, send me never to the skies above. If I should succeed, bestow unto me His blessings, forevermore. For, now I march into a valley through which there is no path. And the stones cascade behind me, to seal my retreat. Though in this valley, I find my Brothers; Now I am named Guardian of My Homeland. Should I falter, my shield shall turn to ash; But I shall not falter.’ It is these words which bound the man to his home, to his family, and to his King. As Othaman swore to Siguine in the face of desolation upon the fields of Barrowyk, so too does everyman swear, so that even in the darkest of hours, no brother will ever falter. APPLICATION Below lies the written application for the brotherhood, in hopes for one to join its prestigious rank. Though remember, not all are accepted in its file, and only those with pure heart and mind are accepted, and even then fewer are truly accepted as a man of Saint Karl. NAME: NOBILITY (Y/N): if not, GENTRY (Y/N): AGE: DATE OF BIRTH (if known): PLACE OF BIRTH (if known): RACE: ETHNICITY (Haeseni, Adrian, etc.): PAST MILITARY/COMBAT EXPERIENCE: PAST LABOUR EXPERIENCE: SIGNED NAME:
  8. The Transcendent

    Who Can It Be Now?

    Not many posts from me anymore. Though if you recognize my account, I figure you're either feeling an immense amount of disdain or nostalgia when looking at this post. Just sit back and enjoy the read nonetheless. My name is Ryan, though I've also been known as a number of other usernames in my time- Like Akiriza, Iyzel, or so on. I joined LotC back in the fine year of 2014, when MCRP was finally reaching its 'climax'. Though, in the time that I've spent moving back and forth from those early days of high school, I feel I may have been unfair to some of the people I had met along the way. You see, Lord of the Craft has always been a place where I've gone whenever I've experienced a heavy transitional phase of my life, and to nobody's surprise I went through quite a number of those throughout my teen years. Its been a wild ride. I've met hundreds of people, been to countless servers, and memorized so many names... But like the moon at the end of its cycle, I always disappeared. And with it, all of the things that I've done were just wiped from record: which probably why my posts have such heavy inconsistency with their dates. Before I came here the first time, I was always a sort of wanderer. I never picked up any friends, and if I did it was never for very long. But, all those years ago in the map of Athera, I found my first group of friends- The Adherency of Immortui (Shoutout to those who are still around, you know who you are). Those were the real fun, edgy times. I got into the swing of playing an antagonist, which was always so odd as I never placed myself in that role until I met those people. And in the years that I played off and on, my characters and quality wavered and strengthened respectively. I murdered an Archdruid in revenge as one character, and became the first person to finish their druid dedicancy in a matter of a few days on another- Only to betray the order because of corruption in the Circle's upper ranks. Became a master of Telekinesis and Mental Magic, an experienced Cloud Temple Monk, and then simply dropped it away for nothing. I've done a lot of bad things, and a lot of good things. Though the last thing I would like is for my past to define me. I come back now, though it is finally after my life finally seems to have found a track for itself. I can't say that I've returned for the purpose of nostalgia, though. I'm afraid all of my closest friends left this place in the last few years. Rather, I just seek new opportunities, and a new pastime. That being said, I'm not here to dredge up any negativity from the past if there is any to be had, as I moved away from it a very, very long time ago (And yes, I know LotC isn't the best of places right now). In any case, if you knew me, don't be afraid to send me a Discord invitation. Otherwise, let the posts commence, and ask questions if you wish.
  9. AlbertoTC

    The Yù Dinasty

    The Yú family, perhaps one of the strongest families in the past, with a great influence on the Chi Council during the two Great Wars, and perhaps one of the main reasons for the fall of the Hou-Zi during the Jade Wars because of their greed... One of the many Yù relics Family Information The Yù clan highlighted in the past the greed of its members, who valued wealth more than life itself. Focused solely on their own benefit, they fought against other noble families, leading to the destruction of their beloved empire, which they had defended with passion during the great wars against the elves, even dying for him many of their members, which would leave an internal hatre against that race that still lasts until our day Suspected of starting the Jade Wars, they had no mercy in destroying other families that got in their way, becoming very feared because the rumors about the horrific tortures they committed behind the government's back. The few who survived the Jade wars, went to the forests and jungles of the whole world, leading an austere life for the first time in many years and learning a great lesson of life that they would transmit to their descendants. Many years later, the construction of the empire has begun again, the descendants of those who once ruined their beloved civilization are prepared to fight for it and bring it back to glory, having learned from the past they will not make the same mistakes again... or maybe yes? The Yù clan has always had a somewhat different structure, even though, as in any family, everyone must obey the head of the family, he is not elected in a hereditary way, on the contrary, it is chosen by voting among all the members of the family, with the possibility of voting for oneself. Under the head of the family is his/her wife or husband (if he/she has one) and his/her children. It is not strange that the head of the family has several brothers, who could not inherit their position, not like their children who can be elected from the age of 25 years, although only one (the actual one) was chosen so young. There is a way for an outsider to join the family, in the old times it was enough to provide a huge amount of valuables, but now this is replaced by a challenge, to win the head of the family in a gongfu match , a martial art from which all family members begin to take classes from a young age Wealth and power to achieve immortality OOC Information: The post we will be improved by the time we get more members Joining the family is very easy, you only have to send a private message by Discord and we will agree on your rank within the family, your family ties... Discord: AlbertoTC#2262
  10. What kind of ban are you appealing? Server Minecraft Usernames Gioia24 Ban Reason Powergaming Players Involved Gioia24, Caesar__Salad, MrSnowball_, LtBepis, Gms: _Lark_ , RideTheSky By your own understanding, why are you banned? In the past i was told I Powergamed, I also wanted to know exactly what I did, but they did not tell me anything. the ban was put into place because of the armor under my character's clothes (mainly on the chest, it was like bulletproof), i now understand that i couldn't do that because it wouldn't have been possible, but people have seen me more than once with this armor and they haven't told me anything, some have even allowed me to do it and so i thought it was fine. I'm sorry if I've created problems with the staff, I come on lotc not to quarrel or create arguements, but to have fun (in particular I wanted to apologize to Lark, for putting him in that situation) I'll avoid doing this from now on and instead ask the staff for information beforehand. Why should you be pardoned? As I said, I'm sorry if i have struggled with Lotc's staff and I'd like to go back to the server, to have fun again, and fix the mistakes I made. What will you do to prevent similar circumstances that led to your ban? I will avoid doing rp with people with who I always Argue, and I will ask the staff first for information. Discuss why you believe that following the Community Guidelines is important to promote a healthy community. Because without rules there would be only chaos, without them there would be no fun, in my opinion they should not be exaggerated, making then be respected shouldn't just be a task just for the staff but also for all the players to improve and create a nice roleplay environment.
  11. A shimering world is a world where man is fools and kings are pawns for the gods, alas that is the world we have chosen to live in, a verdict of the Emperors around this Plain of Existance we live in. The Fire of the Exile's gaze is all we have now to forget this wretched time of pain and sorrow after the High Abrix was cast into the voidal abyss that it held from ripping us apart. Atleast the shundering was passed with as much grace as we could have hoped, for it was not long after that beings of great power and malice sort to feast on the shell of a cosmic body we had left a great war arose in the Palace of the King's Corcord, a wast beacon of hope in the comming storms and hellish dark, who knew the once grant price of the formor Darkhold could be used to fight against that which wanted to spread darkness and desimation through the greater lands of Alir'okatania and the Imperial Forholds? I sure did not, maybe you did dear reader - or are you just one of those who finds my pages and does not know what to do with them, well, if you can read this it must mean you are strong enough to stand your own against the beasts, or you found this on my body just looking about, no matter, if you find anymore of my pages bring them to the Vakkul High Commander, and perhaps you shall be spared... who knows.
  12. The old thread where people would post images of Dunshire has been archived after it died out a while ago. Since then, I've been taking many screenshots in order to make Forum Posts, tell tales of events, and just generally taking screenshots for the fun of it. I will post some of the screenshots I have gathered here so that you all may enjoy them. If anyone else has screenshots they'd like to share here, they are more than welcome to post them! The Newest Halflings of Dunshire The Acquiring of Burrows The Visitor Group Picture by the Lake A Discussion with Kha The Greeting The Awakening of Ley The Chatter Creative Dating Old Dunshire Forest The Gathering The Friend Brave Adventurers Murderer's Demise Angelica The Mailman Green March Quest to Save a Hobbit Fun with Llamas and Gnomes Mutual Aid Needs More Water Shelter from the Rain The Drunken Duck A Meeting of Great Minds The Proposal Dunshire, Before it was Anything Noteworthy Fimble Jack Fernswood, the Walled Village Halfling Pride The First Thing Ever Made in Dunshire was a Bridge (it was later demolished) Old Dunshire, the Dunshire that was Dunshire before Dunshire was Dunshire The Halfling PvP Spuad, circa Axios-Atlas temporary transition island Harold Applefoot Leads the Charge Temporary Vacation Spot Mapleshire's Pumpkin Boat Pumpkin Defense The Outside of the Mapleshire Pumpkin That's all folks! I could do more, but that would take more effort.
  13. Hadraniel

    Wedding of Mary and Gregory

    The Wolves Wedding There will be a wedding in the Carolustadt cathedral Thursday, 9/13/18 at 6:30 EST. This wedding will be announcing the marriage between Mary (Snowypaw) and Gregory Wolf (_Hadraniel_) (Gifts are optional but will be accepted)
  14. JokerLow

    Alchemy teaching.

    Alchemy Teaching. A steady dwarf comes before you. The dwarf starts talking "'Lo lad/lasseh, Oi can tell by yer luukin' dat ye 're enterested en duh art of alchemeh. Ef Oi am roight, Oi can make yer dreams becomin' realiteh." the dwarf would stop to clear his throat "Come tu moi class en Kaz'Ulrah, fo' Oi am teachin' anyone, but be sureh, duh settlement ye 're comin' frum es nae en a bad situatiun with duh Kingdum of Kaz'Ulrah. Ef Oi caught yer attention send moi a bird en Kaz'Ulrah. Ye moight be one of duh t'ree students w'ich Oi will advance with." The Alchemy course consists in learning of basic alchemy, brewing potions. From the list of the students that apply, after a few courses only a three will continue. I wish good luck to everyone which is interested in applying! Application: ((OOC)) IGN: Discord: Timezone: Age: ((IC)) Name: Age: Race: The settlement you come from: Why should you be accepted?:
  15. TheDragonsRoost

    Time Abroad

    ((OOC: I will be gone for the whole day of August 30th, 2018. I am leaving this here for my character "Kayen" in the Silver Enclave of Haelun'or forum.)) Kayen, after a long rest, begun to gather his sword, some food, his armor, and some reading materials along with some camping gear as he would go on a small travelling expedition towards the Ice Wall to see what would be happening there. After thinking on it from Jharym's explanations on the circumstances that was going on towards the city of Fenn and the southern area, he would go all alone to see what was happening. This expedition would expect to last only an elven day. After getting all of his things together, he'd write a notice on a piece of parchment and pin it to his door. After pinning it to his door, he'd lock up his house and set off for the Ice Wall... ((Sidenote: I will be back on August 31st, 2018.))
  16. With all of the Assassin drama and 2 man banditing in Dunshire, I've been unable to get the normal peaceful RP that I play a halfling for. Without that roleplay, I really have no reason to be playing LOTC right now, seeing as I play LOTC solely for said quiet and silly halfling RP. I'm finding myself in need of a break again, this time a much longer one. So goodbye everyone! I had fun being in Dunshire, I had fun playing Daisy and Madeline Applefoot, but for now, don't expect to see me in Dunshire anymore, or on LOTC anymore. I hereby request to be banned on my username jumperhand3, and to have my forum account suspended so I don't just return to LOTC immediately like the addictive drug it is. I'll leave all my LOTC discords and try to enjoy the real world for a time (Maybe try to read some books, etc.). I wish all you Dunshire halflings the best of luck in running Dunshire without me. Now that you guys have a villain and a decent population of good roleplayers, you should be fine. Anyways, here are my final words to you guys Note to the Halflings: Keep up being awesome! You've always been my favorite community on LOTC, and thus I send you all my wishes and all my hope. Now that you guys are friendly with the Orcs, hopefully you can put yourselves out of this mess before everyone else gets pessimistic and grumpy and quits like I'm doing right now. Note to the Orcs: You guys have always been my second favorite community on LOTC. I've tried joining you guys once before (Although I got bored and went back to my halfling), but from what I've seen you guys are OOCly very nice and always have the least-toxic banditing and villainy RP there is. For that, I respect you guys. You may have a few issues here and there, but for the most part, you guys are great! Keep up the amazing work dudes, hopefully you can make the Orcs great again. Note to @_SuitAndTie_: How the heck are you able to play on LOTC so much without getting burned out? You should make a guide on how to do that, because clearly I am not capable of such things. I also send you my best wishes, since you are an old friend of mine, and I have many fond memories roleplaying with you. Keep on being awesome, and doing all the good things. Your events have always been my favorite, and you really deserve a spot in the LOTC hall of fame! Note to @Reznc 2.0 @Reznc (Which one is it?): You are also an old friend of mine, and I still recall fondly the time our characters discussed halfling philosophy while on the walls of the Westlands. You made for a good Sheriff too, even if you wore boots and used a sword! I'm not sure if you even still play LOTC, but if you do, I send you my regards as well. Note to Micbox: I've managed to loose that one song you sent me to use for the Irish Wake we were planning to hold for Gerald, can you send it to me again? Also, I'm sure you'd love to know that the ol' Goblet of Infinite Booze that killed your character was used as the premise for yet another eventline in Dunshire run by Dalek. You were also a great player in my eyes, and you did a fine job running the Pendlemere festivals and participating in the Mellsburrian festivals as well. For that, you'll always have a place in my heart Note to @Dalek348: Maybe try running for the Event Team? You'd make a fine addition to that team, and I'd love to see you do a bajillion events with the Ents you've made in Old Dunshire Forest. You have the best screenshots and the best storytelling abilities, and thanks to you I now have Aegis, Asulon, and Anthos as singleplayer worlds on my computer. Just like you, I also love the more ancient halfling building style. It's a real shame that Dunshire was constructed by everyone else before you were able to do it all, since I would've loved seeing Dunshire look like the Old Dunshire you had in the Whispering Crossroads.... Anyways, I send you my best wishes, and all of my hopes and dreams Note to @dkink14: Why haven't you tried to shove bees up anyone's nose yet? That would be comedy gold! We really ought to do the old plan we had in Pendlemere (The one where we'd put beehives everywhere so the druids would have a neverending supply of bees to shove up noses). I hope you have fun playing on LOTC still! Note to lilsmolbean: I don't think you play on LOTC anymore, but if you do, then I'm here to tell you that your old character in Pendlemere was literally the cutest thing ever. Note to @Kaiser: Maybe you should fulfill your dreams of having halfling pirates one day. The closest we ever got to that was in the transition island from Axios to Atlas, where we briefly pretended that we were a pirate ship. I don't know if the GMs will teleport around boats anymore, but if they do, then I suppose we could easily have a halfling piracy crew... Note to @Hobbits: You are hands down the best sheriff I've ever seen. While you may not do all that many sheriff duties, you are great at roleplaying and have run some fun events in the past. Keep up the great work, and may Dunshire never grow silent while you still inhabit it!
  17. =-=-=The Defenders of The Mountain=-=-= Kill a soldier and two will replace his place! Code: -Don't Kill Dwarves -Love Justice -Don't Aband Your Friends In A Fight. -Respect Your Leaders. -Obey Orders Ranks Recruit: The newest initate of The Defenders of The Mountain. Solider: A respected recruit. Captain: Able to lead a group of up to 3 soldiers (not icluding him) in a warclaim. General: Able to lead an army TO a war claim. Marshal: The leader of The Defenders of The Mountain. How To Join OOC: Minecraft name: Character name: Mcly Good at (PVP, Building, etc): Timezone: How Active Will you be (In Hours Per Day): Discord: IC: Gender: Race: Note: Elves will have to wear an helmet in order to hide their ears.
  18. Legoboy7984

    Reformation of the Guard de Vasilie

    «Guard de Vasilie» Army of Vasile _____________________ General History: The Guard de Vasilie led by Charles I of House Halcourt, Baron of Vasile, are the army of the Barony of Vasile. Fort de Vasilie would be the Baronies and the Guards foothold, thusly have been faithfully guarded by the heavy infantry of House Halcourt since 1659. tt “The two most powerful weapons are patience and time” -Ser Sylvester III, Baron of Vasile circa 1657 _____________________ ⁌ Ranks ⁌ Commander: The Commander commands the Regiment in its entirety and is the Baron of Vasile. The Commander works with the guard lead. A man of few words, the Constable is required to be adaptable and collected. He has the final say in all matters. Captain: Are important members of the Regiment. They assist with keeping order within the ranks and are often granted minor privileges and duties like training, as well as missions to lead the enlisted men on. Enlisted Sergeant Master-at-Arms Man-at-Arms Footman Name: Race: Age: Any past military experience?: ((OOC)) MC Name: Discord: Timezone: ____________________ Notable Engagements: Storming of Cyrilsburg, 11th of the Snow’s Maiden, 1662 Siege of Ruriksgrad, 8th of the Grand Harvest, 1662 Siege of White Peak, 9th of the Grand Harvest, 1668
  19. ElvenHuntress

    -=The Order Of Nightfall=-

    The order of nightfall charging into battle Three of the Order Of Nightfall's greatest warriors watching over a battlefield The Order Of Nightfall History The original creator, Johnathan Cantwell, was a simple boy. He learned of his father being a lord and soon became a lord under a county in Santegia. He took his fathers old armor, darkened the steel and decided to make a levy that would aid people. Seeing as the Black Knight always saves the damsel, the levy was formed. It was passed down to his son who shortly lost lordship and the Black Knights went extinct. Many other Cantwells tried reforming them, but only one succeeded. Zachary an Cantwell. Shortly he passed away and it went onto his brother, then onto the last Cantwell alive; Sarah Thomson. Under her new rule the name was changed to the Order Of Nightfall. Black Knights were the titles given to the male warriors and Black Dames to the female warriors. The order of Nightfall isn't for the faintest of heart, their work requires them to complete tasks the average soldier wouldn't, because of this the soldiers of the order are hardy warriors. Rankings Captain -the highest rank achievable in the order, this is held by a soldier that is a great warrior but an even greater leader. They are responsible for every soldier in the order and take care of any business the order is involved in, whether that be battles or simple guard duty. Again this is a difficult rank to achieve, you must prove yourself to be a great leader and fine warrior, therefore this rank will be awarded by a captain with the approval of the other soldiers in the order. Lieutenant -a soldier that is known for their great leadership skills and can draft letters and reports for their Captain. This rank is hard to achieve, in order to achieve it you must work hard in battle and prove yourself to your fellow lieutenants and captain. Sergeant -a soldier that is responsible for the training, gear management and overall appearance of the soldiers under their control. Corporal -a soldier that has proven themselves a good leader and are able to lead a small group of soldiers. Private -the lowest rank in the order, usually held by a soldier that needs more training in combat. Footman -a tried and tested soldier that has proven themselves in battle, they are the bulk of the order. Recruit -a recently recruited soldier that are untested in battle and may need training in the art of combat. Enlistment Requirements -must be hardened soldiers -loyal to the Order -respectful to others and more importantly those of a higher rank Application Name: Age: Race: Gender: Discord(required):
  20. -=-The Dawn of the Red-Cloak Inquisition-=- The Red-Cloak forces giving justice to the realm by burning a vile elf-lover, who brought an elf into her chambers and interbred with it. -=- The Red-Cloak forces found their-selves rallied for a cause greater than this world, the men of Renatus, the men of Haense, the men of Belvitz, and the men of Atlas, all united under one banner to relinquish the elven scum from the lands of Humans, and bring back the justice of GOD. They found themselves marching towards Haense, the known capital of harboring elves, and what they found was more sickening than an elf itself. They found a woman by the name of Alayne av Grimrich, or Alayne Tosali, who slept with an elf prior to her marriage to whatever Grimrich she is married to, being declared by her brother, Arstan of the House Tosali. The men began to tie her up, and bring her to the Flame of GOD for justice of the realm. They placed her on the cross, and said prayers to calm the souls watching, the scene was glorious and holy. The vile elf-lover screeched as the men did their duty, only departing after she was gone. They all screeched the call of "Bog Vedet Nas!" or in other words, "God Guides Us!" The men found themselves marching back home, ready to secure the fate of another heretic who wishes for their trial. Alayne av Grimrich looking to the crowd as she awaited her trial by Flame. -=- The men lighting the cross and giving justice to GOD for allowing this filth on his land for so long. -=-
  21. PosidonX7

    The Hearth Guard

    A Hearth Guardsman preparing to defend Haensetian Law and His Majesty from criminal scum. The Hearth Guard The Hearth Guard is the official city guard of Haense who's duties are to protect His Majesty Sigmar Lothar, Haense, and its citizens. It is our duty to maintain peace and order within Haense, and to enforce the law upon those that wish to neglect it. We take our job seriously and will never hesitate to put our lives before our people and our nation. We have a system registry where we keep all crimes and reports so everything stays well organized if needed to be brought up at a later date. We always stay in touch with Lord Lyov II, Haense's Justicar, and collaborate to deal with criminal cases and prosecution. We've the means to remove any corrupt or dark beings from Haense, and will do so. No one is exempt from the law and no one is treated more harshly than another under this law. We are the Hearth Guard. Ranks: Commander: Watches over the Hearth Guard and makes major decisions as well as policies for the guard as their main leader. Captain: Can take over for when the Commander is not available. Leads the Hearth Guard actively in the field. Lieutenant: Guides new recruits and can lead parties of guards on patrols. Can manage multiple Sergeant patrols at the same time. Sergeant: Patrols with other Hearth Guards as a guide and as a veteran of the guard. Man At Arms: Trusted rank. A Man At Arms will actively patrol the streets. At this point, a guardsman has proven themselves worthy to defend His Majesty Sigmar Lothar, Haense, and its citizens. Initiate: Lowest rank in the Hearth Guards. It is the ranks received when one joins the guard. Our Laws and Jurisdictions: Laws Jurisdictions The Uniform: Application: IGN: Character Name: Character Age: Character Race: Character Sex: Discord####: (You can pm me this if you wish.) Why you wish to join (ooc): Ic letter to the guard as to why your character wishes to join:
  22. Imperium

    [Bounty] DESERTER

    *Wanted posters are posted across Atlas* WANTED: ALIVE This Criminal is charged with deserting his post, and breaking his oath to the Kingdom of Haense. Hes wanted alive, and upon capture brought to Count Rhys of Metterden (Ave_imeprium) to face justice for his crimes. He may have changed his appearance and name, so be on the lookout for any one resembling him. Name: Peter (MellamoPeter) Location: Last seen in the City of Markev. Currently Unknown Reward: Two Thousand Minas will be rewarded to whom ever brings him to Count Rhys alive, No reward will be given if hes dead.
  23. SaltAlt

    Fuze's Art Shop

    So I've debated doing this for the near 2ish Years I've been on LOTC and have finally decided to open up an art thread. My Pricing goes as follows. Bust: Digital Color - 500 mina EXAMPLES: Bust: Digital sketch - 300 mina No examples atm, but basically Digital Color but no Color, just outlining. Bust: Pencil and Paper - 100 mina EXAMPLES: I am only doing Busts (FOR THE MOMENT) as I can do them relatively quick, but may expand options in the future. Orders will be done within 1-3 days of me marking them as "Being Worked On" (times may vary if work gets busy) -------------------------------------------------------------------------------------------------------------------------- Spot 1: Humanistic Spot 2: Rip and Tear Spot 3: Ragnio VIP Spot: (pay an extra 200 mina to jump to the front of line ;) ) -------------------------------------------------------------------------------------------------------------------------- Order Form MCName: Type of Bust: (Color, Sketch, Pencil) Position: (Forward, 3/4th, Side) Character name: Hair: (length, color, style) Eyes: (color, shape) Reference: (include at least 2 pictures 1 being the Skin, and if possible a picture its based off) Warning! once paid there will be no refunds, if you don't like how the art came out Ill be willing to re-draw it, please don't waste my time though. -------------------------------------------------------------------------------------------------------------------------- Completed Orders! Skale
  24. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))