Jump to content

Search the Community

Showing results for tags 'powerful'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 3 results

  1. WRIT OF AULIC APPOINTMENT KNIGHT PARAMOUNT OF THE REALM KRUSAE ZWY KONGZEM Issued by the CROWN On this 3rd day of Wzuvar ag Byvca of 498 E.S. VA BIRODEO HERZENAV AG EDLERVIK, The term of the Knight Paramount, Ser Konstanz Barclay, has concluded. A man renowned throughout the Kingdom of Hanseti-Ruska for his most booming and jovial voice, when travelling upon the roads to Valdev one would have often overheard the songs from the Duchy of Reinmar. Ser Konstanz served dutifully, and most notably avenged his namesake in the defeat of a Crowdrake. Ser Konstanz has chosen to retire to pick up a fishing career in catching particularly cold or ‘cool’ cods. He also aims to visit the great cities of rock in the foreign Kingdom of Nottingshire. The Crown can only extend and wish the best for this most leal Knight of the Order. The Knights of Hanseti-Ruska however now stand leaderless, and one must be appointed. After careful consideration, His Majesty, Aleksandr II, has chosen to appoint Ser Audo Weiss (@Frostdrop1). A pillar of the Brotherhood of Saint Karl and the Knights table to take up this mantle. Ser Audo has served dutifully through the Mori Wars and during the battle of Balian against Cloudbreaker – it is deemed he the most fitting for the role. The Crown hopes that appointing Ser Audo will allow the Knightly Orders to flourish under his guiding hand so that the Knights may continue their dutiful service to the Kingdom and its denizens alike. May he serve long and serve well, for the Crown wishes him success in his newfound position. Ser Audo shall undergo The Drowning of the Blades within the year, to which all of the Realm shall be invited. IV JOVEO MAN, His Royal Majesty, Aleksandr II, by the Grace of Godan, King of Hanseti and Ruska, Grand Hetman of the Army, Hochmeister of the Order of the Crow, Prince of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duke of Carnatia and Vanaheim, Margrave of Korstadt, Rothswald and Vasiland, Count of Alban, Siegrad, Werdenburg, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, Toruv, Valdev and Werdenburg, Viscount of Varna, Baron of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Buck and Astfield, Lord of the Westfolk, Protector and Lord of the Highlanders, etcetera.
  2. High Goblinism “Kul-gâdhûmûrz kul-tiirûrz.” “To be foul is to be righteous” At the epoch of Pestilence, a diseased and wretched scaddernak stalked the cavernous depths of Vailor, tended to for centuries by loyal Goblin followers. This apocryphal beast, Gâdhm’Fiz, tainted from birth with the touch of Orgon, the only of it’s brood to survive, bore the first and the last strain of his plague. As the newly hallowed Ailfather, Kinul sought to bless this corrupted creature, a parasite miraculously taking form within the scaddernak’s guts; upon the passing of seven years, it spat a gray paste with the form of a Goblin, one destined to be Khlaar-Kinul. Decades passed with the Goblin knowing little of his nature, wandering aimlessly on a multitude of paths, though never far from fate. Ignorant until the destined moment was upon him, suffocating in a barrel of Guzzoline, a voice bellowed from within: “Son of pestilence, feel no sorrow, hear my benevolence, limp to morrow; skin bubbling oil, black as night, lead troubling toil, prove your right.” The deal was struck, the Goblin’s soul became as scarred as his flesh, permanently twisted by the influence of the Ailfather. His wretched path was made clear, of which he pursued with the utmost zeal, quickly advancing his knowledge in Shamanic rites with the Gâdu wisdom of his teacher, Krothuul’Ram. This prophesied Yeller, wrought upon the world bearing the name Gâdhm, meaning be ugly, be nasty, be foul, embodies this as the highest principle. System of Belief “Gâmumizubu, gaakh burizizhu shum.” “Our illness, may it burden us greatly.” Among Goblins it’s common to see highly intelligent tinkerers, craftsmen, inventors of some renown; this is simply one side of the Goblinic spectrum, labeled as ‘Low Goblins’ by their deplorable cousins. High Goblins, those who dedicate themselves to the tenets of Kinul, thrive as vermin compared to the rest of Orcish society, pledging their life to filth and wretchedness. Through this covenant they personify the Ailfather himself, each layer of dirt a shield, every ailment a medal, carrying his blessing wherever they may fester. Deep beneath the earth, obscured from the oppressive light of the sun, High Goblin’s dwell among the caverns and sewers of Almaris, the most ‘high’ at the dankest depths, their stockpile of refuse unnoticed by the wary eyes of descendants. Likewise protected from all manners of hostile fauna and flora, these Goblins form their own eco-systems within each hovel, a niche which they may dominate despite their decrepit stature. Rapidly developing beyond basic survival, all manners of animals and fungi are bent to their Gobbish will, domesticating the colossal insects and vermin rarely seen by surface-dwellers. Despite this mastery of their environment, High Goblins rarely bother with the tedious process of creating their own tools and weapons. Finding greater fulfillment in reusing and repairing items tossed aside by others, perceiving the worn and broken objects as living beings with their own insightful stories and tales. They find immense pride in the use of skeletal remains, their religious artifacts mainly consist of bone, this is however the opposite for metals, preferring to leave such reflective materials embedded in the walls of their caverns. Iron is left to rust, copper to tarnish, representing blood, its purity, but also its vulnerability. The most devout of these cretinous Goblins artificially weaken themselves in some fashion, whether it be a lame appendage, sporting helmets adorned with horns, or dousing themselves in flammable oil; it is all considered honorable amongst their kind, the purpose only to ludicrously prove the dishonor of their enemy, if they’re desperate enough to use such a thing against them. Though they’re not reckless, these weaknesses are often supplemented by giant fauna or companions, much too cautious to do battle alone, especially when outnumbered. Goblinic Pantheon “Ufurnar bûf, tugûr larg lat durbûrz” “Fear not failure, for it will only make you stronger.” Kinul - Greater Spirit of Disease, Pestilence, and Failure Appears as a wailing man with limbs constantly growing then falling off due to necrosis. Gâdkrank | The Ailfather - After the defeat of Orgon at the hands of mortal champions, a power vacuum within the spirit realm quickly became apparent as spirits of all natures battled for the remains of Orgonic spiritual energy; the realm of disease shattered completely, leaving room for one spirit to conquer the seat of Pestilence. Kinul, previously a lesser spirit of necrosis, dueled what remained of Orgon’s power within his own realm, honorably transcending to the form of Greater. Upon his ascent, Kinul was all too aware of the lingering anxiety brought about by the plague, biding his time, he fully committed to reorganizing the fractured realm. Seeking allies among lessers and greaters alike, securing the loyalty of Krap and a sordid alliance with Gazigash, solidifying his hold upon the title of greater. With the Blood Mother as his bride, Kinul moved to return disease to the land, inklings of his influence, dribbled throughout the mortal plane. Krap - Lesser Spirit of Garbage, Refuse, and Vermin Appears as a grim faced rat upon a throne of trash, a shadow obscuring his form. Dalgumgoth | Debris Marquis - Fixating upon what descendants could not help but spread, measly colds, coughs, but by large waste; Kinul fostered Krap as harbinger, a principled champion of the natural dregs of the mortal plane, he inspires the lowest of ‘beings’ to the heights of the Ailfather. Through garbage his pestilent influence spread with ease, festering within the sodden streets, Krap thrived. Gazigash - Greater Spirit of Blood, Bones, and Flesh Appears as a woman made of blood adorned with bone jewelry. Grishkranklob | The Blood Mother - For eons Gazigash’s daughters have been struck by the disease, incapable of escaping the natural illnesses descendants suffer, through these unsavory relations the Blood Mother fell for Kinul. If not for his honor, a trait rarely observed in spirits, a desire for an ally beyond the Naakh-za-Barash, only just tolerating her subjugation at the hands of Leyd. High Goblins, commonly covered in pimples and festering wounds to a lesser extent, believe pus to be an expression of their relationship. Throqugrizh - Lesser Spirit of the Heartbeat and Blood Flow Appears as a gray-skinned Hobgoblin with elongated teeth and claws, adorned in bone jewelry and wearing a mask across the upper half of their face. Grishakrug Lûb | The Leech Daughter - Believed to be the first issue of Kinul and Gazigash, High Goblins are hesitant to explain the true nature of this, beyond the simple truth of familial relation. Though some insight could be construed from the fact that healthy blood flow prevents potential disease and illness, conversely, poor blood flow leads to these. Scorthuz - Greater Spirit of Cleansing, Purity, and Purging Appears as a watery mass that takes many forms Bûthûrz Bagronk | The Pools of Fair-mind - Not explicitly worshiped, though High Goblins have a strong sense of cultural purity, however antithetical it may be to the conventional concept. Acting as a mediator between the two factions within the greater pantheon, supposedly disrupting tensions escalating towards spirit war on multiple occasions. Favoring the idea of Goblinic castes, Scorthuz merely tolerates the High Goblin’s existence, however would jump at the opportunity to purge them from the mortal realm. Freygoth - Greater Spirit of the Wild, Animal Instinct, and Beasts Appears as any natural creature. Skessagith | The Emerald Despot - A great oppressor, consuming the surface world with her verdant tendrils, commanding agents of the wild to assault the cavern homes of mere Goblins. Gripping the minds of descendants with overgrown mantras, ‘Do not litter; leave no trace!’, the words of a people who the High Goblins believe will not be remembered. There is little to none of Freygoth’s faithful among them, preferring a variety of her lessers. Naztkrank - Lesser Spirit of Scaddernaks Appears as a ginormous scaddernak guarding over a multitude of smaller scaddernaks in an endless desert. Nauthrakûrz | The Endbringer - A lesser patron of the High Goblin pantheon, believing his kin, the foul and pestilent scaddernak, Gâdhm’Fiz, to be an ancestral spirit of great notoriety. A prophecy known by all High Goblins is the soon return of this dreadful beast, to wreak havoc upon Freygoth’s domain by the will of it’s father, the Endbringer. Certainly not the end of the world, but the one to bring an end to this viridescent age, precipitating one of deserts and badlands. Akezo - Greater Spirit of Health, Vitality, and Healing Appears as a winged serpent surrounded by a blue aura. Nûtdarûk | The Miserable Wyrm - The sapphire serpent, feared and despised by all High Goblins, due to his aromatic miasma and healthful guise. Like Freygoth, the worm binds the vast majority of descendants to a creed, one of vigor and strong constitution, denying the burden of the Ailfather’s blessings. To worship him is to be a snake yourself, rearing your head to strike at the hearts of Kinul’s children, anathema to High Goblin kind.
  3. The Honor Guard of Summerhall History The origins of the Honor Guard stem from the events preceding the Duke’s War, when Lord Marshal Augustus d'Amaury’s nascent noble house was granted a considerate holding in the former fiefdom of Adria. The hardened bannermen of the Lord’s personal retinue remained staunch servants to the strong leader, and continued to serve him in the newly formed county of Amaury as the first of his prestigious entourage. Garrisoned alongside their liege within the imposing keep of Summerhall, the veterans were offered service by the Lord Marshal- to form an Honor Guard with the goal of maintaining order in the county and protecting the House d’Amaury if need be. This company of stalwart and honorable men consists mainly of the experienced cavalrymen and halberdiers that saw service alongside the Lord Marshal during the Duke’s War, though apt newcomers in search of virtuous employ are encouraged to join the ranks of the capable band. Serving the House d’Amaury as Summerhall’s peacekeepers and their liege lord’s elite bannermen, the Honor Guard is tasked with maintaining order in times of internal and external turbulence. Role in Amaury Since the birth of the intrepid House d’Amaury, the Honor Guard have been charged with protecting the County of Amaury and ensuring stability over their Lord’s holdings. Patrolling the burgh- oft on horseback - the brave men of Summerhall watch over their lands with a wary gaze, protecting the denizens of Amaury from ruthless bandits and savage marauders. The men of the Honor Guard are also graced with the task of guaranteeing their the safety of their lieges,the honorable aristocracy of House d’Amaury. Acting as an armed escort and guard force when the need arises, the soldiers garrisoned within Summerhall’s walls serve the Lord Marshal and his kinfolk with zeal and ardor, upholding the virtues of their commander while protecting his family. Comprised mostly of the tested veterans of the Duke’s War, the Honor Guard is gracious to bear a large number of weathered combatants under its service. The brave footsoldiers of a vicious and bloody conflict, the Lord Marshal’s banner force boasts a capable number of courageous and valiant combatants who are well-suited to fighting wars with skillful organization and unfaltering loyalty. Ranks Initiate The starting rank of the Honor Guard. This rank is given to the fledgling guardsmen who have recently began their tenure within the Honor Guard, and as such they have yet to prove their aptitude and valor. Footman Those who have been tested as able-bodied and loyal levies of the House d’Amaury, the Honor Guard’s Footmen make up the auxiliary of the force, and carry out their duties with coordination and devotion. Man at Arms Often regarded as the more gifted and skilled counterparts to the footmen, the Men at Arms of Summerhall boast considerable competence and are proficient soldiers. A service of considerable longitude under the Lord Marshal is usually rewarded with this respectable ranking. Sergeant The men of Summerhall who have displayed an aptitude for leadership and an ample amount of confidence and zeal are repaid for their prowess with this rank. Sergeants of the Honor Guard are shrewd disciplinarians and soldiers capable of relaying orders and maintaining authority. Ensign The most junior recognized officers of the Honor Guard, these adept and proficient leaders make for excellent swordsmen and halberdiers alike, trained in the art of warfare and possessing a considerable amount of tact and bravura. Honor Guard With the steely vigor and unflinching obedience long regarded as traits of exemplary soldiers, these ironclad cavalrymen carry the banners of House d’Amaury into combat and are professional soldiers with a heightened finesse and a prolonged service under the Lord Marshal, in times of warfare and peace alike. Guard Captain A second in command rank, the most senior of officers within the Honor Guard. Works in correlation with the Commander of the Guard. The Guard Captain beholds unrelentless loyalty to House d’Amaury and tenacity for leadership. They are the exemplary soldier within their ranks. Commander of Guard A highly prestigious rank, the Guard Captains of the Honor Guard work in tandem with Lord d’Amaury to ensure that their company maintains a reputable amount of respect and diligence. Only the Lord Marshal’s most trusted underlings have ascended the ranks of the Honor Guard to be graced with the status - and responsibility - that comes with becoming a Guard Captain. Application MC Name: Race: Skype (PM if you’d like): Do you have Teamspeak?
×
×
  • Create New...