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Found 8 results

  1. To New Beginnings & Friendship 3rd of The Amber Cold, 1951 PREAMBLE: The Duchy of Redclyf-Rozania and The Shiredom of Dúnfarthing, henceforth denoted as 'the signatories,' come together with a shared commitment to peace, understanding, and reconciliation. In this spirit, both parties acknowledge each other's sovereignty and pledge to foster harmonious relations in pursuit of a peaceful future. _________________________________________________________________________ ARTICLE I: Non-Aggression I. Both Signatories commit to maintaining peace and refrain from any aggressive actions. II. Citizens of both realms enjoy the freedom to move between their territories. III. Disagreements will be resolved through diplomacy, ensuring the Treaty's integrity and respecting each realm's laws. _________________________________________________________________________ ARTICLE II: Protection I. The people of Redclyf, alongside their knightly company, the Friedrichian Band, solemnly pledge to offer unwavering assistance to The Shiredom of Dúnfarthing in times of peril and against any form of aggression. _________________________________________________________________________ ARTICLE III: Reparation for the Wrongs of Adaranth I. The Duchy of Redclyf-Rozania wholeheartedly agrees to return a substantial sum of 60 diamonds, along with a splendid jeweled crown, as a tangible act of restitution for the possessions wrongfully taken by Adaranth II. The Shiredom of Dúnfarthing extends forgiveness to Redclyf-Rozania for their past wrongdoings, paving the way for a peaceful future between the two, and also recognizes that the actions of Redclyf under Adaranth, including acts such as 'banditry' and 'cannibalism,' are to be left in the past, no longer defining the Redclyfians. For Redclyf is now home to GOD-fearing people who revere the Lord GOD of Horen and his descendants." _________________________________________________________________________ ARTICLE IV: DURATION I. The Signatories solemnly commit to upholding this treaty for an initial period of twenty years, with the possibility of renewal upon mutual agreement thereafter. _________________________________________________________________________ Signed, DUKE OF REDCLYF-ROZANIA, GRANDMASTER OF THE FRIEDRICHIAN BAND, “THE ONE MARKED FOR DEATH” His Royal Majesty King King Cyris Collingwood the First, the Second. Thain of Dunfarthing and her vassals, Prince in-Law of the Petra, Protector of the Wee, Lord of Greater Bramblebury, Bywater, Barnsley, Honeyhill and the Hillmen. Father of Foxes, Liberator of Frogtopia, Leader of the Merrymen, Slayer of Gods, The Oathbreaker, Grand Wizard of Bogwartz: School of Shamanism and Housemagery, Tamer of the Forest, Chairman of the League Of Super Best Friends, Wielder of most holy Knoxscalibur, Emperor of the Former Holy Orenian Empire of Bywater, Shogging Champion, Price Gouger, Guild Mason, Market Manipulator, Attorney at law.
  2. VASSALISATION OF REDCLYF _______________________________________________________________________________________________________________________ _______________________________________________________________________________________________________________________ PRELUDE After loyal and brave service to the Iron Horde, having fought in the Elven Jungle War of 1944 and then later in the Orcish Civil War of 1948 on the side of Rex Grubnakh, the people of Redclyf have proven themselves worthy allies and comrades to the Horde, being above the lies people spread of their people. As a testament to the friendship between Redclyfians and the Urukim, the people of Redclyf shall be granted lands within the Horde which they shall call their own. _______________________________________________________________________________________________________________________ ARTICLE I - VASSALAGE The Peoples of Redclyf shall enter into a vassalage agreement with the Iron Horde, with the intent of forming the Duchy of Redclyf-Rozania. ARTICLE II - TITLES The Iron Horde recognizes Hannes Steelguard as the rightful duke of Redclyf-Rozania and shall allow his house to maintain their rightful titles, such as Duke of Redclyf-Rozania etc. ARTICLE III - LAND The Duchy of Redclyf-Rozania shall be granted the lands stretching along the coasts of the Iron Horde (desert_4) where they will erect a coastal town to serve as the capital to their Duchy. They shall also have the right to form their own vassals within these lands. ARTICLE IV - TAXES The Duchy of Redclyf-Rozania shall pay the Rex of the Iron Horde 350 minas which shall cover not only the upkeep of the territories yet also to strengthen the coffers of the Iron Horde. ARTICLE V - LAWS The Duchy of Redclyf-Rozania shall have the right and privilege of Autonomy, allowing them to form their own laws and conduct their own forms of punishment regarding crimes for as long as it does not contradict the laws of the Horde. ARTICLE VI - MILITARY The Duchy of Redclyf-Rozania has the right to have their own standing force, acting as the Duchy’s shield and spear. This force goes by the name of the Friedrichian Band which also has the right to fight in foreign wars as a mercenary band. When war breaks out, the Friedrichian Band shall fall under the authority of the Rex to fight in the horde's wars. ARTICLE VII - DIPLOMACY The Duchy of Redclyf-Rozania is allowed leniency regarding their own diplomacy. While ultimately being under the Iron Horde as a vassal, they shall have the privilege of forming non militaristic treaties with nations and states. The Duchy of Redclyf-Rozania is also required to take part in the Iron Horde’s wars and conflicts on the side of the Iron Horde. ARTICLE VIII - FAITH The Duchy of Redclyf-Rozania shall have the right to practice their own faith within the walls of their capital and homes, founded on the principle of live and let live. The Duchy of Redclyf-Rozania shall not be allowed to attempt to convert any Urukim or honorary to their faith. ARTICLE IX - OATH The Duchy of Redclyf-Rozania shall swear oaths of loyalty to the Iron Horde and the Rex of the Iron Horde, which shall be renewed upon the succession of a new Rex. The breaking of such Oaths may result in the revocation to this land. _________________________________________________________________________________________________ Signed, REX Grubnakh the Wizard DUKE OF REDCLYF-ROZANIA, GRANDMASTER OF THE FRIEDRICHIAN BAND, “THE ONE MARKED FOR DEATH”
  3. From Clockwise The County of Pinemaw The Kingdom (later Duchy) of Rozania The Duchy of Rozan The Duchy of Redclyf-Rozania The Final Rozanian Succession Penned on the 14th of Sun’s Smile, 1946 Articles I. Succession II. Dissolution of Titles III. Alliance of Arms IV. The Aurelius Question IV. Recognition of the Successor-State Article I: Succession The titles ‘Duke of Rozania’ and ‘Lord Protector of Rozania’ are to be formally and ultimately owned by the House of Mösu. All former claims to the following titles are hereby voided and those that claim it without belonging to the House of Mösu being illegal pretenders. The title of ‘Duke of Rozania’ being held by Friedrich I of Redclyf’s descendants within the House of Steelguard and currently owned by Hannes Steelguard. Meanwhile the title of ‘Lord Protector of Rozania’ shall remain within the Mösu cadet house of the Ravamyar family, its current holder being Adaranth Ravamyar. The honorary title ‘Knife of Rozania’ is to be transferred to the House of Pinemaw, its current holder being Elijahu A. Pinemaw. The title will abide by Pinemaw’s own succession laws. Article II: Dissolution of Titles The title that was formed under the Old Kingdom of Rozania, the ‘Lord (or Lady) of Rozania’ is to be dissolved from all that once held it. The families of Proudfoot, Maelstorm, Aurelius, and Raven or whoever the titles were inherited through their own succession laws are to be dissolved and become defunct. If one is found claiming ownership over it, one shall be an illegal pretender of a non existent title. Article III: Alliance of Arms The House of Pinemaw and the House of Steelguard are to enter into an offensive alliance against any false pretenders that hail from the bloodline of Oisin O'Breathnach Roza or hail from the remnants of the House of Buckfort. This shall last for until the title of ‘Duke of Rozania’ meets its final end. The House of Buckfort is to be declared as lowborn for the rest of time. They are to never again hold titles that belong to Rozania or any successor state. For they be Pagans and Bastards of Malin who have strayed from their ancestral roots of Highlanders and Canondom. And any attempt by them to do such will be met with the harshest regards. In addition the respective holders of ‘Duke of Rozania’ and the ‘Count of Pinemaw’ are to agree to a defensive alliance against all that are hostile to them without proper clause. Article IV: The Aurelius Question The House of Aurelius to be released of any obligation to Rozania. May their Natshen of the dah’Rini people be released. They are to be fully independent and not shackled by any obligation of service that was established by Duke William Buckfort. Article V: Recognition of the Successor-State The ‘Duke of Rozania’ recognizes the County of Pinemaw as a legitimate successor state to the Old Kingdom of Rozania, carrying its legacy forward until the end of its existence. The County of Pinemaw will have the right to preserve and proclaim Rozanian heritage, but shall hold no right to any Rozanian title that was not granted to them in this treaty. The House of Pinemaw, which holds the County of Pinemaw, recognizes House Mösu as the full and only legitimate rulers of Rozania. This recognition extends to the Cadet-Houses of House Mösu; House Steelguard, House Kolsson, House Ravamyar. House Pinemaw also recognizes Hannes Steelguard as the legitimate successor to the former ‘Duke of Redclyf’. Signatories Count of Pinemaw, the Silver Quill, Patriarch of Pinemaw, and a Believer of Al-Iman Rashidun of Farissiyah, Follower of Sharia. Duke of Redclyf-Rozania, Grandmaster of the Friedrichian Band, “The One Marked For Death”
  4. Bruised, bloodied, and battered. His nose is broken and dripping blood onto the steady cannon which rests upon the San'Velku gatehouse, overlooking the many primitive and red huts of the sons of Kurg. Hands were tied behind his back and his feet were tied together as Bogdag'Lakul speaks out to the masses gathered below, announcing a sacrifice to his patron spirit. Some uruks take the liberty to spit at Bjorn as he looks towards the many huts, wondering where he f*cked up... Merely a lady's hour ago he came to sell an artifact to an Uruk which he had stolen from the Druids in the south, having taken it with the very man that was now about to sacrifice him. Yet he was betrayed and sold out by the seller. When they entered the city they were greeted by the supposed buyer, who was Bogdag'Lakul, but also by the Rex of Krugmar. "The orb is a weapon of Iron Horde and you will give us it!" declared the Rex towards the group of Redclyfians. "If yew ain' buyin' i' t'en f*ck off." responded Bjorn and attempted to leave after a while which he was stopped from doing. "You can klomp us for it." spoke the rex or the supposed buyer. Bjorn did not remember nor did he care. After haggling to no avail, they were forced into a klomp where they lost. Yet no magical artifact was to be found on Bjorn's body as they searched through him! He let out a crude laugh at them when they figured it out. Little did they know that he had given it to one of his family members when locked inside the city but time was running short since the uruks wanted to search through everyone.. Adaranth of Redclyf came to the rescue! Having made a fake beforehand and handed it to the uruks, managing to trick them into believing it was the real one. Adaranth managed to save the rest of the Redclyfians and the one who was handed the orb managed to slip out. Bjorn was to be held hostage until his countrymen returned with the authentic and real item. They never did... "Mig't aswell go ou' wit' a fig't." was the only word that escaped Bjorn's mouth before he turned around to face Bogdag'Lakul, gathering all his strength as he with great force kicked the uruk's leg, forcing him off balance and off the cannon! Desperation and a hope for freedom was the thing that drove Bjorn forward in a fight against impossible odds yet there was no fear in his heart as he rose from the cannon, bunny-hopping back onto the floor of the Gatehouse. He had two options as Bogdag came to cut off any chance of escape; jump forward and perhaps find a way out behind the corner to his right or get back on the cannon. Seeing that he had no other choice, he hopped forward only to see that there was no escape! Only a door! Bogdag raised his mighty axe and swung it towards Bjorn! He had to act quickly and react quickly! He threw himself forward and onto the Uruk, the handle of the axe slamming into his arm yet the Uruk stumbled back as he was hit with Bjorn 300 pounds of mass. The hit from the handle sent Bjorn off his balance, flying towards the right as he got closer to the balcony of the Gatehouse. Bogdag approached him again, swinging his axe down towards Bjorn in an attempt to split him in two! Bjorn began rolling on the floor like a madman, trying to get ever closer to the balcony as the Uruk either missed him or glanced off the plate armor of Bjorn. Bogdag had had enough of Bjorn's desperate escape and antics! He forced Bjorn to a stop by putting his foot over him as he attempted to strike him. Bjorn got desperate and attempted to kick the uruk in the groin to no avail. The Uruk raised his axe above his head before he swung it down at Bjorn. Bjorn dug his feet into the ground and pushed himself across the floor to save his head yet the axe came down on his chest, breaking ribs and cracking whatever was left unbroken. Axe raised again as Bogdag stood atop of him, feet on each side as he swung the axe down towards him again. All hope was gone... This was the end... Cleaved in two just like that? Would be shameful... yet that is not what happened! Bjorn rolled himself up into a roly-poly, bones breaking and becoming more cracked before delivering a mighty kick towards the jaw of the uruk, knocking him away several steps. Freedom was near! He could smell it! He could taste it with each breath and it tasted like blood! He got on his feet and a chase began. Bogdag charged after Bjorn as he continued bunny-hopping toward the ledge! He would escape and bring revenge to the sons of Krugmar for their betrayal! That was not to be. He slipped as he jumped over the ledge, falling over and rolling off the cliff, slamming into rock and stone as his body shattered and twisted, bone piercing his organs and flesh from within. A swift death. A quick death. A fatal bunny hop. His body was soon returned to Krug where they stripped it of its armor and began peeling off the skin with blades, leaving the contorted body skinless and naked before it was strung up in front of the gate in Krugmar for all to see...
  5. The 200 Knights A Ballad detailing the Redclyfian Defenders of Amaethea during the Mori Invasion During the hard-fought siege defense in Amaethea against the Mori invaders, The knights of Redclyf were among the brave descendants who fought on the front rows of the walls. Although greatly outnumbered by both ally and foe, they put up a valiant resistance against the invaders as they attempted to scale the walls, mori being met with arrows, war hammers, swords, and cannonballs thrown at them. The Redclyfians were among the last to withdraw from the walls and Amaethea, having made sure their allies such as the elves and Uruks of the Iron Horde retreated beforehand. The Ballad has been written to commemorate their sacrifice, bravery, and defiance against death and impossible odds. It is played with drums, trumpets, violins, and flutes while the lyrics are sung from the perspective of a father to the brave warriors. A depiction of the 200 redclyfian knights defending the Amaethean farmland walls against Mori and dread knights. __________________________________________________________________________________________________________________________ The lyrics of the Ballad: Six of my young lads stay at home and hide the clear gold. The other six in elven lands put the swords to the test. They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! They raised their yew longbows high on the walls, then they let a volley out to the mori below. They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! They fought upon the farmland walls for 3 and 4 lady's hours, The mori fell at Clearon's sword like plants fall for a good scythe. They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! They fought upon the farmland walls, they were all full of wrath the mori fell at Bjorn's warhammer like the snow falling on fields. They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! They fought upon the farmland walls, tired were the redclyfian knights, the moon could not shine bright because of the mist of mori blood! They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! They are overwhelmed by the mori, slowly backing up, Then earth and stone shatter as Bjorn calls out "Death before Dishonor!". They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! So far reached the inspiring words, it resounded in the sheaths, The knights threw themselves back into the fray, held the mori off to let their allies flee. They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor! The knights fell back, they board ships all soaked in red, they have successfully defended their fleeing allies and all the descendants fled. They Ride out to Amaethea with fine maidens on their saddles! Fight the mori on the walls Death before Dishonor!
  6. The Redclyfians An extensive handbook on the history and culture of the Redclyfians ____________________________________________________________ Origins The Red Company’s Coat of Arms Prior to the Redclyfians, there was the renowned Red Company: a band of knights led by the renowned and respectable Captain Friedrich and his uncle Ulrich. The Red Company had fought in many wars and battles under different banners such as the Jackalope Knights, Krugmar, and later Savoy. Throughout their early life, they were given keeps and land to act as their headquarters. Eventually, however, they found themselves backstabbed by the Jackalope Knights when the Knights arrested and tortured one of their men. Rage, fueled by the betrayal of the Jackalopes, led to Friedrich and his men taking up arms against them, launching raids and fighting skirmishes against the Jackalope Knights and Kane Redfist’s town. Sutican Tour of 33 S.A, depicting battle between the Red Company and the PKS within the defeated town of Brynrose Later on, they moved to Krugmar and gained land (which they would go on to call Westfelde) in return for their martial prowess. Soon enough, however, the Red Company found itself back in Sutica, who too recognized their martial abilities and granted them land. This land and keep was to be called Redclyf. Years later, after Friedrich of Redclyf and his uncle Ulrich joined the Mösu family, the collapse of Savoy occurred. This left Redclyf independent and surrounded by former vassals of Savoy, in addition to new factions who threatened the stability of the region. They moved to Myrine alongside their newly gained Rozanian vassal to found the Redclyf-Rozanian duchy, kickstarting the Redclyfian way of life. ____________________________________________________________ Way of Governance The way of governance among the Redclyfians has remained the same since its founding, being a feudal society that is primarily ruled by a Duke. Like many such monarchical governments, a council aids the lord of Greenstone in both administration and decision-making - for what good is a lord who does not listen to the voices of his people? Greenstone’s Council is modeled similarly to the Aesir council of the old Redclyf-Rozania, which was divided into several roles: The Aesir of Aesirs (Chancellor), Aesir of Peace (High Diplomat), Aesir of War (The Marshal), Aesir of Coin (High Steward), Aesir of Whispers (Spymaster), and the Aesir of Protection (captain of the duke’s guard). In the martial culture of Redclyf, generals and knights are often the most celebrated members of the aristocracy, but most do not join the upper class in the usual feudal way - via blood and standing alone. Instead, most Redclyfian nobles gain their titles through merit. Sometimes even commoners rise to gain positions within the noble-led government due to serving well and having the right skills for the job. Whether born to their noble role or appointed as noble due to their abilities, the nobles stand as examples of the prime Redclyfian, serving as an example to all of what one should become and strive for: an honored and chivalrous warrior who is proud and indomitable. ____________________________________________________________ Rhythms of Daily Life Around a Redclyfian town, or perhaps even inside the wooden palisades, one will always find large wheatfields being attended to by farmers under the blazing sun, as they dirty their hands and feet working in the soil. Horses and various other livestock graze in lavish pastures under the watchful eye of a shepherd boy and his trusted canine companion as they keep order and safety among the herd. Suddenly a bell is struck marking the 12th hour of the day, midday, and everyone moves in towards the village. The wheatfields are left for now, and the herds are brought into enclosed pastures with only canines to watch over them. Every Redclyfian enters their homes for an hour to utter a prayer to whatever faith they practice, be it Almarism or canonism, before eating and resting to replenish their strength to continue working till dusk. Their homes are simple, with either flax or wooden roofs keeping them from the cold, while walls are made out of sturdy wood or stone depending on how rich the individual is. In the center of the town, there is a bustling square filled with market stalls, selling various goods and services such as metal works, foods, carpentry, textiles, and foreign goods. The air fills with shouts in both foreign and local accents from merchants eager to draw customers to their wares. A notice board is filled with papers from officials who have nailed up decrees and news, as well as from commoners who have nailed postings about their own services and events. A tavern can be found not too far from the center of the town, where your average citizen finds himself enjoying his spare time after a long and hard day of work via drinking and socializing. Even nobles themselves join in to spend time with the common folk and to form bonds of friendship with them. Not far from the town square lies the Lord’s manor or keep, having been erected on elevated land so as to gain a good view of the lands around, to keep an eye on the commoners below, and to keep an eye open for enemy warbands. The keeps are erected and built with a moat and bailey; the keep itself is a large stone tower with four corners. This structure is typically connected to a wall, which forms a bailey right in front of the keep. Outside these structures is another wooden palisade with its little wooden gatehouse, which forms an outer bailey. Here one finds the town blacksmiths, making weaponry, armory, and tools of the trade in the town as sweat pours down their foreheads due to the immense heat. Within the courtyard, knights and their squires, alongside men-at-arms, train and attend to their duties, such as patrolling the estate and lands to ensure the safety of the people and to hone their skills for future wars. In one of the corners of the wall, there is a large tower, serving as barracks, as well as an armory for the troops stationed there. ____________________________________________________________ Views on World & Life Redclyfian knight fighting against a Norlander The Red Company and Redclyf were formed and grounded by Highlander Knights, which has led the Redclyfian culture to take on a set of norms and beliefs similar to other Highlander folk groups. However, the warrior lifestyle has taken a firm hold on the culture as well. The most noticeable aspect of this is their proud and chivalry-centered way of life, most people making decisions based on what they find honorable and what is beneficial for the town. Redclyfians are proud of their social standing and the work they put in to provide for themselves, yet they also care deeply for their family and community. They are also known for their indomitable will, refusing to bend to another people or ruler, unless it is a Redclyfian lord guiding them while they are under another state or are working with another state as mercenaries. Redclyfians admire horses as a central part of their culture, seeing them as majestic and powerful creatures which have become an integral part of life, especially for their soldiers - for Redclyfian warriors are usually mounted knights fighting with great prowess. They have a strong belief in the family unit and community, which comes in many shapes and forms. A soldier might see his brothers and sisters in arms as his family, while a worker in the field bonds with his fellow workers as family. Still another citizen might most closely cherish the people who share her flesh and blood: her kin. Whether one’s family is by blood or by bond, remaining faithful to the family unit and protecting it, even if it comes with the cost of one's own life, is sacrosanct to the Redclyfian way of life. At all costs, they must not disgrace or drag the family in the mud for their own selfish vices. It would be honorless for one to abandon their family in their greatest time of need or to abuse it for their gain. There is a belief common among the Redclyfians, one that stems from their militancy and their adherence to honor: “Death before dishonor, and if death, then perish with a sword in hand.” In other words, they would rather die than disgrace themselves by practicing deeds associated with dishonor, and they will always go out fighting for what they find honorable. Why, though? As a result of this martial philosophy, Redclyf seeks to gain as much strength as possible; however, due to their sense of honor, they have no desire to practice cruelty and savagery towards those that are weaker. In their minds, the strong ought to protect the weak. If the weak should struggle and refuse to surrender, then it is the duty of the strong to make their opponents’ deaths quick, for there is no honor in dragging out their struggle. ____________________________________________________________ Traditions & Celebrations Redclyfians celebrate the longest day in the year by lighting fires and dancing Redclyfian culture includes a rich tapestry of celebrations and traditions, some being imported from different nations and cultures and others being native to the Redclyfians. The main example of a non-native celebration is Krugsmas, a festive celebration all about sharing presents and time with your family/kin. Redclyf also revels in being able to celebrate their own culture with celebrations and traditions of various themes and moods throughout the year. One common celebration is known as Midsummer in the common tongue and is celebrated on the longest day of the year. Townspeople erect and light on fire large and small stick piles whilst young men jump over them as a sport. Dancing, eating, music, and drinking are common during these celebrations too, as it is a way for everyone involved to take a break from the hard labor of the summer heat to ensure a healthy harvest, so that they may relax and enjoy life a little. Coming of age is an important part of every Redclyfian’s life, for it marks the end of childhood and the beginning of adulthood. Unlike most cultures, however, coming of age does not occur at a certain age, but rather after the completion of a few trials, which every boy must go through to become a man. There are three trials that a boy has to complete to be considered a man. First, he must tame a wild horse, breaking its will and asserting his dominance over it to assert himself as its master and rider. This may happen in different forms; sometimes boys are sent into the wild to find a wild horse and tame it, while sometimes it is simply a feisty horse from the village stables. (Why tame a horse? Horses are an important animal, both spiritually and practically, for the Redclyfians. They represent great strength, courage, and beauty, while in practical terms, they are an important part of the way Redclyfians partake in war: relying on mobility and cavalry. Horses are also essential for the life of the Redclyfian farmer, as they are used for plowing and transportation.) Second, he must hunt down a worthy animal upon the newly tamed horse, usually using a spear or a bow and arrow. Some even opt to simply ram the animal with their horse, depending on what they are hunting. A worthy animal can be anything from a deer to a bear, depending on what is available to hunt and what the boy’s testers think he will be able to handle. The last, and perhaps most dangerous, trial of them all is to honorably slay a man in either battle, skirmish, or duel. ____________________________________________________________ Redclyfian Tongue & Phrases Just as every culture and people who have existed and developed independently has gradually formed their own language, and just as the great nations of Almaris each have their own speech and tongue, so have the Redclyfians developed their own way of speech. Their language is based on the Auvergenian language (since the Redclyfians and Red Company originally existed in Savoy lands), yet it has intermingled with Old Norlandic from the influence of the Mösu clan to form the tongue of Redclyfians. Common Phrases Baonjour - Hello À bétôt - See you soon À la s’maine tchi veint - See you next week À peu près - Nearly, about Bouan gniet - Good Night Coume tchi que l’affaire va - How’s it going, How’s business going J’m’en fiche - I don’t care La fîn du temps f’tha tout vaie - Time will tell Ni feu ni feunque - No fire nor smoke Ni feu ni fouôngne - No fire nor baking Quaï heure qu’il est - What time is it Quaï temps qu’i fait - How’s the weather S’i’vous pllait - Please, if you please Tchi qu’est vote naom - What’s your name? Numbers The Redclyfian way of counting and numbers h follows a pattern like many other languages. The tens, for example, usually end with “nte” to signify it is two digits, the only number breaking this pattern being Ten and Twenty. Although sometimes there are variables for the same thing, a good example is Eighty, which would be Quatre-vîngts (literally 4 twenties). As for the hundreds, one simply attaches a “Chents” at the end (e.g. deux-chents, Trais-chents, Quat’-chents, etc). The sample principle applies to 4 digits and 6 digits as well. Iuene - One Deux - Two Trais - Three Quate - Four Chînq - Five Six - Six Saept - Seven Huit - Eight Neuf - Nine Dgix - Ten Vîngt - Twenty Trente - Thirty Quarante - Forty Chînquante - Fifty Sessànte - Sixty Septante - Seventy Quatre-vîngts/Huiptante - Eighty Nénante - Nighty Chents - Hundred Mille - Thousand Millaon - Million Colors Rouoge - Red Vért - Green Juane - Yellow Orange - Orange Bliu Floncé - Dark Blue Bliu Cliai - Light Blue Brun - Brown Pourpre - Purple Blianc - White Rose - Pink Nièr - Black Gris - Gray ____________________________________________________________ The Average Redclyfian The average Redclyfian is one of primarily Highlander descent, sharing many similarities with them when it comes to their physique (Not every Redclyfian resembles a Highlander, however, since the culture and way of life of Redclyf are not exclusive to one group of people. Just as a Highlander can adapt to elven and orc society and culture, so can other races and kinds of humans adapt to the ways of Redclyf). Like Highlanders, the average Redclyfian usually has pale skin, although tans are not uncommon, especially among those working long hours out in the sun on their farm or honing their martial prowess. Due to the people being hard-working, it has left them with tough skin, their hands filled with blisters and scrapes. Eye color ranges from common brown to blue and lilac. Their hair can go from black and brown to vibrant colors such as red. Redclyfian men and women, as with any human race, differ. Men are taller and sport broader builds than women, whilst women are often both shorter and slimmer. Men usually stand at 5’9 to 6’3 (and sometimes above), while women typically stand at 5’4 to 6 feet. ____________________________________________________________ Where Are They Now? Since the fall of Redclyf-Rozania, the Redclyfians have been wandering the plains of Almaris, searching for a place to call home under the leadership of Björn Mösu, the second and last duke of Redclyf-Rozania. During this time of the exodus, they found themselves living in places such as Balian, yet wherever they went, they still did not feel truly at home. Now the people have resettled in Greenstone, the former forest Dwed settlement of the Verdant Glade, where they live and work as a vassal of the Iron Horde. Björn Mösu still leads them.
  7. The Death & Disowning of Kol Ragnarsson Mösu 4th of the Grand Harvest, 95 S.A Today, on the 4th of the Grand Harvest, a sudden revelation has come upon the House of Mösu: Kol Ragnarrsson Mösu has acted against his own blood in the unrightful and purposeful slander of his brother, Baron Björn. It was also discovered from a salt test during this disgraceful action that Kol Ragnarrson Mösu is a Darkspawn. Kol Ragnarrsson Mösu acted against GOD and was indoctrinated into the hordes of Iblees by becoming a vampire. It was clear what had to be done. Kol Ragnarrsson Mösu was to be disowned by the House of Mösu. Patriarch Björn Mösu formally disowned his brother in the Hanseti Gardens. The Baron later challenged Kol Mösu to an honor duel to clear his name from the slander and to dispatch of the Darkspawn that was his brother. The duel was set to occur in the ruins of Myrine, former capital of the defunct Duchy of Redclyf-Rozania. Various spectators gathered among the ruins that had been long abandoned, now bustling with those who had abandoned it. After a prolonged duel between the two, the victor was clear. Björn, Baron of Ciavola, stood victorious against the agent of Iblees, puncturing Kol’s heart with an aurum spear, which left his twisted body and soul lifeless on the ground. It is hereby decreed that Kol Ragnarrson Mösu is disowned by the House of Mösu. If he returns by means of necromancy or other forms of heresy, then he shall be put to death via the destruction of his heart, followed by a swift cremation. Kol Ragnarrsson Mösu holds no claims to any titles, estate or money for which he was previously in line to inherit, in accordance with the disownment. _________________________________________________________________________ Signed, Baron of Ciavola, Head of House Mösu, CEO of The Mösu Corporation & Protector of Almar, Elder of House Mösu,
  8. Settlement PRO MC Name: Seansilver12 Settlement Name: The Dual-Duchies of Redclyf-Rozania Proposed Settlement Locations (Highlight 3 on the map): Tile 123, in the town of Myrine. I am the PRO of Myrine and we’ve already taken control of the city there, just want to make our settlement official. Settlement Lore (could link to an existing creature or other lore) (1000 words minimum): The Dual Duchies of Redclyf-Rozania were first founded by Friedrich Redclyf and his mercenary group, the Red Company. The land was originally given by the Princess Renata of Savoy for Friedrich to build a small keep and house his men. So, with the keep acting as home base, the Red Company was built up. Their numbers increased, including the young Uhtred Mösu. Friedrich and his kinsman Ulrich continued to get closer with Uhtred and, eventually, the rest of the Mösus, leading to the two officially joining the clan. This alliance helped both families, helping to resolve Friedrich’s issues of running the keep in the south and Ragnarr’s issues with Norland to the north. Tensions between the Mösu clan and the kingdom of Norland reached their peak when Ragnarr asked for official recognition by the King of Norland and was denied. Seriously disgruntled, the Mösus all decided to move permanently to the south. Around this time, the Rozanians came down to Redclyf and asked to live within the Duchy. These immigrants were accepted and soon named Friedrich the Duke of Rozania, making the official title of the realm the Dual Duchies of Redclyf-Rozania. With this population boom, the Dual Duchies faced a problem; the rocky soil from their hilltop keep was unsuitable for growing crops or building a village. It was determined that the capital had to be relocated. The Mösu clan started to scout out possible locations, but they always felt drawn to the big lake to the east. At first it was unexplainable, but eventually a cave was discovered, with a book and other relics. The book spoke of the Lady of the Lake, known as Almar. The religion of Almarism was formed, and the leaders of the Dual Duchies converted. The Mösus wanted their clan to be close to the Lady’s Lake, in order to watch over it and guard it as they thought they should. So, they determined the best place to relocate would be the city of Myrine. It made sense from religious, political, and geographical standpoints. Historically, Myrine was the seat of power in the region, and, in the final days of Savoy, was the main city of the Principality. All of these factors made the decision to move the capital to Myrine an easy one. Now, the Redclyf-Rozanians are looking to cement their hold on the land they lay claim to through diplomacy with the other southern nations and with force if necessary. The Dual Duchies of Redclyf-Rozania have already dealt with potential crusades, Rozanian rebels, and Norlandic mercenaries. Whatever new challenges come their way, they must be ready to face them as well. Settlement Government Structure Explanation: The government in Redclyf-Rozania is ruled by the Duke. The position of Duke is a hereditary one, which follows a primogeniture inheritance law of old Savoy. The duties of the Duke are to make and enforce the laws of the Duchy, ensure the Duchy runs smoothly, and provide things for the people to do. The Duke rules over the Duchy with the help and advice of members of his small council, which was inspired by the councils of both Savoy and Norland. The members of the small council are called the Aesirs; there are up to twelve slots for members. There are also two types of Aesirs. The first type are called Council Aesirs. Their duties are to advise the Duke on their assigned topic and carry out the Duke’s orders. The other type are the Valor Aesirs. These council members are the most accomplished soldiers within the realm, and they function as the Duke’s guard. There can be up to six of them, but there will likely often be less than that. The positions are as follows: Council Aesirs: Aesir of Aesirs: Functions as a Hand of the Duke. The Duke’s main assistant and the man in charge of the other council aesirs. Tasked with making sure things run smoothly and directing the Aesirs efforts. Aesir of Peace: Head diplomat of Redclyf-Rozania. Maintains good relations with the other nations and settlements and makes new treaties with them Aesir of War: In charge of the military of Redclyf-Rozania, known as the Red Banner. Maintains their equipment, barracks, and sends them on missions for the Duchy Aesir of Coin: Head steward in the Duchy of Redclyf-Rozania. Maintains trade between realms and manages taxes and trade in the realm. Aesir of Whispers: Advises the Duke on current happenings and intrigue from across Almaris. Aesir of Protection: The Duke’s chosen champion and protector. Leader of the valor Aesirs. Lair Build and Infrastructure (photos required): How does this settlement offer a unique niche not already found in an existing polity on the server? A thing that sets the Dual Duchies of Redclyf-Rozania apart from the other human settlements on this server is its unique religion, Almarism. Almarism was strongly influenced and inspired by the Brettonnian Lady of the Lake from Warhammer, and has a more nature-based feel to it. In this religion, the belief is that The Lady of the Lake, called Almar, represented life itself. She was locked in a stalemate fight with Old Gods who represent death, and, in order to win the fight, she used magic to entrap them within the earth itself. This massive use of power completely drained Almar's energy and sent her into a coma-like state. She sank to the bottom of our lake and remains there until the Old Gods come back again, and she must start her fight again. A major tenet of Almarism is the idea that one has a duty to protect the Lady. Therefore it is the duty of Almarists that once the Old Gods return, and Almar rises again, they must take up arms with her and assist her in her fight. The decisive factor in Almar’s first battle with the Old Gods was her use of magic. Therefore, Almarists believe that the best way to assist Almar is to learn magic themselves. Most of Almar’s texts are either lost or undecipherable so far, so the exact magic used is not known. But, that just means that Almarists accept and are intrigued by most different forms of magic. This acceptance of magic sets Redclyf-Rozania apart from most other human settlements and religions, as they are all usually staunchly anti-magic. Redclyf-Rozania, in contrast, supports magic and even views it as necessary.They believe that it should be used responsibly and mostly by members of the Sisterhood of Almar, but it still stands that the people as a whole are much more amenable to it. How does your settlement tie to the greater lore and narrative set by the community on LotC?: Redclyf-Rozania is a part of the Savoyard Remnants and is fitting into the new storyline of the southern continent. The fall of Savoy created a power vacuum in the southern continent, and many new nations and settlements sprouted up. Redclyf-Rozania has a major part in this political intrigue, as it is one of the settlements Savoy left behind, and is in a prime location. Many different settlements and groups see the Southern Continent as a land of opportunity now that there is no major nation there, and are moving in. This has created a tumultuous political situation, which made a Southern Conference group necessary. People from Redclyf-Rozania were heavily involved in the start of this group, and they continue to be a major part of that alliance. With new political issues being brought up almost every day for the south, there is sure to be more storylines and RP happening. And anything could happen with the Savoyard Remnants. Redclyf-Rozania also brings in the opportunity for a new and unique culture: a combination of culture from the Savoyards, Norland, Rozania, and real life Norse. Have you ever run a settlement on LoTC before and what experience do you have with leadership within roleplay communities among the current groups of players?: I’ve run several vassal groups on LOTC before, I led a keep that was a vassal of Sarissa (in Sutica), a village that was a vassal in Krugmar, and a keep that was a vassal of Savoy. I also ran a mercenary company called the Red Company, which had some success fighting in wars and had a decent 10-12 guys last summer. Recently, I’ve been running Redclyf-Rozania as an unofficial settlement and have been doing politics and managing the town while working on our lore, build, and settlement application. Do you understand the metrics for maintaining activity and the grounds for settlement removal, along with the standing polity cap? I do.
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