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Found 861 results

  1. Public letter to the Pontiff [!] Throughout the human cities of Arcas one could see several notes hung on houses, doors, churches, palaces and in the different squares. And each time one was ripped down another five were hung up on the same place. It read the following: “I write this to the pontiff in my quest for answers. Long have I prayed for God to fix me, for I am different you see. The feelings I should have for a man I have for women. But I can no longer believe this to be Iblees’ work. For why is it that when I pray to God to free me of Iblees’ grip nothing changes? Why is it that when I pray to God I remain the same? It must be because God made me this way. He wants for me to love women the way I love men. For if not I would have already been free of evil after my years of praying. What if we have been wrong all these years? Maybe it is not a sin after all to be homosexual. God loves us anyways does he not? Maybe God did not say that it was wrong, but instead that it was not wise? As it would lead to more children. But he never meant that it was a sin. And that it was just we that misunderstood him? And as stated in the Holy Scrolls in the Canticle of Temperance: 5) And as I made for you the worldly pleasures, so too have I made the pleasures of the spirit, and the love of the husband and wife. 9) So I am the Most High, and in pursuit of My Virtue, I bid my faithful this: You shall not lie with your kin, nor those of other tribes, and none shall lie together but in holy union. It says “in the love of the husband and wife” yet it does not state “for only a husband and his wife”. This interpretation can be argued that yes it is implied but never outrightly stated that God is against it. For he outrightly states and makes clear that one shall not lie with another unless in holy union. Yet no mention of a homosexual couple or that it is a sin or wrong. So perhaps God is telling us that he sees it as unwise, but he is not against it? Or perhaps he meant that one can have the love of a husband or a wife even if you are homosexual. So I beg of you to ask God for a new sign. Ask him his thoughts on the matter, make him explain. You are God’s voice are you not?” Signed, God’s Faithful Daughter
  2. The Crow in the Cage [!] A random painter’s creative interpretation of the roads in the Wick woods.[!] A lone figure sat upon a horse, her crown glistened from the lone beams of sunlight that lit up the forest as she galloped across the rough path through the Wick Woods. The leaves rustling from the wind as all seemed well and peaceful. But it was all a trick, for hiding in the bushes were evil thoughts and that of greed. The Koenas of Haense had realized that day that she should have never left on her own as men darted out from behind the thick brush lining the road. She was dragged from her horse and beaten by the two figures, her lack of strength was made clear as she was no warrior like her predecessor. Terrified and battered, she was thrown into a cage where her only company would be that of rotting human corpses. The group of bandits taunted the young Koenas, was she ever to see her beloved country again? As the sun began to set she began to lose faith, was anybody coming to her rescue?. But soon a familiar voice was heard. The shouts of the Lord Marshal and the Keong echoed across the forest. Her Koeng had come to rescue her, and with him was his army. She was to be free once more! They fought valiantly, as the warriors of Haense slaughtered the bandit ranks with ease. This of course could only be accomplished by the help of Nish Igrimmir’s crippling arrow volleys he had let off that would kill and injure many of the opposing Brigands, and the brute force of Zodd Caliban and his lumbering Greatsword that would later be thrown to impale a weak hedge knight that had chosen to run from the field of bloody battle. As the gruesome and unforgiving battle went on, some were bound to be harmed as the Lord Marshal, Manfred Barclay, would find himself with a devastating arrow lodged into his knee that would leave his men to fend for themselves against the overwhelmingly big force of Brigands. Though leaderless, Haenses great force of good would prove themselves as great fighters on the battlefield as they pushed on in the horrifying face of danger while without their Lord Marshal to accompany them in the front lines The young Koenas longed to be free, and soon she would. But she relished too quick in her relief as an arrow struck her arm. She cried out in pain, but the arrow had not come from the enemy forces. A soldier of the Haense Royal Army shot his own Koenas accidentally as he had aimed for one of the bandit guards in front of her cage. It would not be the last arrow sent by him. The Koeng himself loosened his arrow towards one of the archers standing on top of the Koenas’s cage. Alas his horse had a fright from an enemy crossbow bolt which caused the Koeng’s arrow to fly in the direction of Ser Demetrius var Ruthern, hitting him in the back and knocking him off his horse. But Koeng Josef would prove himself a mighty warrior later as he struck a bandit down with his sword. The soldier named Ithilien who had earlier shot the Koenas was struck by an enemy arrow in his knee. Causing him great anger as he started loading his crossbow soon after. For he would again send an arrow in the direction of the Koenas This time his aim was set on her. His eyes glaring at her as he perhaps cursed her in his mind? Maybe it was anger at being hurt from the bandits, or annoyance at having to come and save the Koenas.The arrow found its way to Isabel’s stomach this time. Causing her great pain and agony. A pitiful thing as she was given more harm from a soldier of Haense than that of the bandits that had taken her. In the meantime a bandit was hacked apart, his fingers flying around as he died a cruel death to the arms of Ser Demetrius. His blood turning the grass red and the soldier that took his life relished in his victory. Others fell to Ser Boris var Ruthern as he hacked them apart with his sword or trampled them with his horse. The royal army started to fell the bandits one by one as the rest were filled with fear. The bandits began to run, crying out for safety and their mothers after having seen so many of their comrades die at the hands of strangers. The last bandit to die was one that had gone mad from rage and sadness of seeing his men die. He lunged out and shot blindly with his bow. Though no man was harmed by his arrow. Ser Boris charged at him with his horse. But the bandit evaded his lunge as he took out a knife and stabbed his horse. This caused Ser Boris to fall off and land hard onto the ground due to his horse’s reaction to being stabbed. He turned to Ser Boris now laying there helplessly and lifted his knife. But that would be his doom. For the brave squire Theodosiya of house Vyronov took a stand as she saved her mentor Ser Boris from the mad bandit’s knife. Her sword went deep into the man, his blood painting the woman in a shower of red. A group of men cracked open the wooden bars that kept the Koenas in her cage as they hurried her out of there and on top of a horse. The soldier Mio Mackensen doing most of the work. Time was nigh as they hurried her back to Reza to be treated. Godan was on their side that day as the medic treated the Koenas. She was no longer on the doorstep of death, but on that of life. Godan save the Koenas! OOC:
  3. As the early sun rose upon the Reza gates, the slight sounds of wheels rolling shakily across the dirt road accompanied by the sounds of horses calmly clicking and clacking around the sleeping city would be heard as the Haense people woke from their homes expecting another regular day of Haense life. As they left their homes, they were met by an unexpected sight as they left the city gates. to the side of the city stables, would stand a mysterious looking man in robes. As he sat next to his wagon, he would smoke a pipe as he watched the passing townsfolk. As they passed, no one could really distinguish the man’s features because his face was covered by cloth. As the unknown wanderer would sit, it would almost seem that he was waiting for someone or something to meet with him. As the people of Haense would finish their cautious glances and worried looks toward the drifter, the people would notice a wagon assumed to have supplies within it. after hours of sitting and waiting, Amelot would walk up to the suspicious fellow. Though as he approached he’d let out a puff of smoke, setting the fine wooden pipe down on a little stand. His head would slowly look toward the Haenseti soldier as he would ask in an offsetting, dark raspy, voice the drifter would ask a question to the man clad in armor. ”Say...sellsword. Ya ever hunt a monster before?” the man would lean back against the wagon as he spoke, somewhat calmly though in a dark ominous tone. Amelot would jump a bit at the question, replying in a confident happy voice ”Well, I’ve never hunted them though I have fought them before!” Amelot swung his arm up as he tilted his gaze for a moment to examine the heads and skulls paraded out on the drifter’s set up barrels. As Amelot looked at the skulls in amazment, the drifter would let out a little forced chuckle as he’d pull out and hold a golden wolf medallion the size of a coin up toward the soldier. “Then I think you’d be cut out for a certain line of work sellsword...” the man would speak in an off setting voice still as he continued, flipping the medallion onto the table “see, I plan to set up a bounty dealing here. If ya do Enough bounties, this bounty hunter’s medallion will be yours lad...” Amelot watched as the coin landed, smiling a bit underneath his helmet as he responded in his same happy tone and posture “ That sounds like a bit of fun sir, I suppose I’ll have at it.” At hearing this, the drifter would pause for a moment, taking a long hit of his pipe as he looked at the happy man. After a moment, the tense quietness would be broken by a few simple words as he let out some smoke, Standing up and crossing his arms toward Amelot. “Then I welcome ya into the season of the great hunt young sellsword...” And so, the drifter’s career as a bounty dealer had begun with his first season of bounty hunting. With his only hope being that Haense would adopt this culture into their own so he may become a wolf in the hunt. Welcome to the season of the great hunt. may you become a master hunter. Rp location: Haense, Reza gates next to the city stables.
  4. GRAND KINGDOM OF URGUAN Urguan Discord [Click Here] [[Disclaimer: This is a private discord server that is not sponsored by LotC. You are not protected by any rules of LotC on this discord, nor do LotC rules apply.]] NATIONAL ANTHEM THE CAPITAL: KAL’EVRAAL Kal’Evraal, or the City of the South is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Kal Evraal is the most populated and largest dwarven hold and is the symbol of dwarven culture and power. Want to live in Kal’Evraal? [Click Here] IMPORTANT DOCUMENTS Articles of Urguan & Civil Codex of Laws The Book of Grudges History of the Dwarves Kings of the Old Realm Language of the Dwarves Constitution of the Hefrumm Dwarven Family Tree GOVERNMENT LEADERSHIP GRAND KING Jorvin Starbreaker GRAND MARSHAL Dimlin Irongut CHIEF JUSTICIAR Dwalin Irongut HIGH PRECEPTOR Norli Starbreaker GRAND MERCHANT Uldraek Goldhand YEMEKAR’S PICK Dorminur Goldhand GRAND ARCHITECT Balek Irongut THE LEGION OF URGUAN The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [Click here for Legion Post] DWARVEN GUILDS DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] High Preceptor: Norli Starbreaker [Noobli__] WORKER’S GUILD The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for Worker's Guild Post] Yemekar’s Pick: Dorminur Goldhand [BDanecker] THE REMEMBRANCERS The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to High Remembrancer Kazrin Starbreaker [DrHope] THE OMITHIEL INSTITUTE That is the purpose of the Omithiel Institute, to help ensure that the dwarves maintain their reputation with the world and its gods as the greatest architects, to make our halls grand and ornate. The guild requires not only great skill in design but the ability to manage and organize great works to be accomplished. [Click here for Omithiel Institute Post] Grand Architect: Balek Irongut [Hobolympic] DWARVEN CLANS CLAN STARBREAKER Kornazkarumm An Elder clan of Cave Dwarves mostly consists of smiths, miners, and Golemancers. They are known for their scholarly pursuits and their smithing ability, capable of creating weapons and armor of masterful skill. [Click here for Clan Post] Clan Lord: Jorvin Starbreaker [DixieDemolisher] CLAN IRONGUT Khrorul Irongut Clan is an elder clan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts had held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. [Click here for Clan Post] Clan Lord: Falk Irongut [TheFirstShroom] CLAN IREHEART Kravamoruk An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. [Click here for Clan Post] Clan Lord: Axel Ireheart [Lefty_Bojengles] CLAN GRANDAXE Kathaikaz An influential clan of mountain dwarves that has stood the test of time. Grandaxes are known to be noble warriors; equally skilled in both battle and politics. Most Grandaxes are distinguishable by their fiery hair, though not all of them carry this trait. Above all else, Grandaxes adhere to a code of honor and hold the rest of their kin in high regard. [Click here for Clan Post] Clan Lord: Brynaelda Grandaxe [Miss_Confined] CLAN IRONGRINDER Khroneknazkarum Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. [Click here for Clan Post] Clan Lord: Darek Irongrinder [sneakybandit] FOREST DWARVES Hefrumm The Forest Dwarves community, known for being very religious, druids, and great chefs. That community consists of the Cottonwood, Treebeard, Emberhorn, and Blackroot Clans. [Click here for Hefrumm Post] High Chief of Hefrumm: Karl Blackroot [mateolog] CLAN GRIMGOLD Korodaurok The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. [Click here for Clan Post] Clan Lord: Alaric Grimgold [Hrokaz] CLAN FROSTBEARD Azwyrtrumm [Click here for Clan Post] Clan Lord: Argnos Frostbeard [Frostbeard] CLAN GOLDHAND Aurokanar Kazamar The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments [Click here for Clan Post] Clan Lord: Uldraek Goldhand [JokerLow] Thank you to @Noobli for his help in organizing and writing this post
  5. You wake up with something in your mouth. You open it, and pull out a crinkled up piece of paper that tastes like dirt and grubs. You wonder who it could possibly be from. And what ever the hell this is
  6. The Fennic Conclave “From the ashes of our ancestors will be born a stronger people.” This is the declaration of a new era within the history of the Mali’Fenn. No longer are our people bound to one reining family, the Tundraks. We will be a people united by our kinship under the Lord of Cold. Wyrvun has blessed his people with the grace of falling snow and resolve of the ice spikes that lined the great ice wall of Atlas. We are the remnants of Fenn however, we are not Fenn. We are the Mali’Fenn of Wyrvun. We welcome any who seek to rejoin their kin. The lost, the disowned, the damned and cursed. It is through joining once more of arms we can find ourselves and seek redemption. It is under Wyrvun we will return to what we should be, his children of frost. What matters is our survival, not grudges of the past and poor decisions made. Among our ranks are those who see home within our people, regardless of their race, or orientation. Our doors are open to all whom seek solace and refuge within Wyrvun’s embrace. Bloodlines Atmorice The Atmorice Bloodline can be traced back to the beginnings of the Mali’fenn to the first Matriarch of the family, Siol Atmorice. This Bloodline, because of the events that Siol lived, has fallen responsible to keep the religious and culture aspect of the Fennic people in check, many of the Bloodline members becoming priests and high priests thanks to this and serving within the military aspects as well. Though this family might be cold to outsiders, they continue to hold honorable ways towards all, keeping a great respect and love towards the Mali’fenn and their family members, making them also overprotective to the previously mentioned. They hold specializations in the areas of Archery, Horsemanship and Spear/Lance wielding. Matriarch: Chomylla Atmorice [Comic D#5274] Drakon The Drakon Bloodline has long been intertwined with the history of the Mali’fenn. Because of the closeness between the Tundrak and Drakon Families, in times of uncertainty where leadership is questioned, members of the Drakon Family tend to step up to become the leader when a Tundrak is in absence. Besides this, Drakons tend to have an affinity for maritime pursuits, whether that be for military, trade, or diplomatic relations. The historical weapon of choice for Drakons are trident or some form of polearm or spear. Matriarch: Aroiia Elena (Drakon) Tundrak [Sygnus_#1161] Sylric The Sylric bloodline is a backbone of the Fennic people. Praised for their smithing ability, they make many of the weapons wielded by the Fennic people and build many of the walls that shelter them. Sylrics have been known for their military prowess and length of service as one of the eldest bloodlines, seconded only by the Drakons. Matriarch: Velatha Sylric [EnderMaiashiro#7430] Tathvir The Tathvirs are one of the swiftest and the healers of the Fennic people. They are often the scouts of the military serving to be the best scouts in the military. The Tathvirs also are great alchemists most often healers among the people. Matriarch: Valerica Tathvir [Mewliet#6297] Other Notable Families: Akal’athri Oath to the Mali’Fenn Any resident of the Fennic Conclave can take an oath to protect the Fennic people. Having the blood of malin is not required. Any who seek to protect the ‘Fenn and residents of the Fennic Conclave are encouraged to take such. Contact the Marshal or Chieftain if you are interested. Must be a resident of the Conclave however this can be avoided under certain circumstances. Location The majority of the Conclave residents take solstice within Elathion. A few reside in an assortment of other nations but are just as much supporters of the cause as those physically with the Conclave. Alliances Norland Leadership Cheiftan: Velatha Sylric [EnderMaiashiro#7430] High Priestess: Morael Akal’athri [Little_Lulah#6528] Marshal: Taveric Sylric [GrimDeValhalla#6996]
  7. AN EVERARDINE’S OPINION ON THE HAESENI SECESSION 10th of Godfrey’s Triumph, 1787 By Lemuel de Langford, esq. The subject of the Kingdom of Hanseti-Ruska’s secession, expulsion or extrication from its benefactor state, the Holy Orenian Empire is evidently a matter of great controversy; that which appertains as far as to the terminology of the issue itself. Secret to none, the political friction between the Kingdom of Haense and the Empire trascends the facet of the ‘senior-vassal’ relation which has been all but common throughout our Empire’s feudal predecessors, but stretches on lines of ethnic, religious, cultural, objective and moral differences. The aim of this opinion essay is not to expand and chronicle these tribulations of the past, which undoutebdly laid a heavy burden on both governments and their peoples, but instead examine the ‘bigger-picture’ consequences of this seperation aswell as explore the underlying essence of human polities; their course thus far in history and their possible diversion from said route in our modern era - for better or worse. The question of ‘What constitutes an Empire?’ has inevitably crossed the minds of many citizens since the declaration of Haensetic secession. The terminological consensus would likely describe an Empire (in very loose terms) as; “A polity, the authority of which exceeds that of a kingdom.” Or, in a layman’s translation, a ‘step-up’ from a kingdom, much like a duchy mighty exceed a barony and precede an archduchy in its authority. The answer I seek, however, might not stem from the definition of an Empire, but perhaps its fundamental purpose. Note: An Empire, in explicitly the human, Canonist sense. Many ancient sources might ascribe the name ‘Empire’ to various nonhuman polities, like the mythical Khajiiti homeland Karakatuan, or the defunct ‘Empire’ of Urguan, but these deviate from the bona fide Empire, that of humanity and the subject of this text. Therefore, our analysis brings us to examine this: The fundemental purpose of an Empire. We can, again, draw this from logical conclusions; to exert its hegemony across all its dominions, or to centralize state authority in Imperial leadership. Altough these and much similar ‘behavior’ can be attributed to almost all Empires in human history, I believe the real principle in guiding an Empire’s course lies in its religious legitimacy. The Divine right to rule, ‘Diet et mon droit’. God’s mandate has vested political legitimacy in human polities since the days of Exalted Horen and continues to do so today, in full effect. Studying further the right bestowed on God’s anointed leads us to conclude its existence might serve multiple practical reasons (but ofcourse His divine plan is beyond our grasp, and in no way do I intend to realize it; simply its effects throughout history). One might be to keep order amid His children through a natural organization of hierarchy, and therefore to prevent chaos. Another reason, to shepherd His children, judge their wrongs and guide them to progress and to common wealth. An additional reason, to keep the Lord’s faith in a ruled people, a reason further supported by the existence of the role of Fidei Defensor. Another, however, and the subject which I intend to bring to discussion in this essay - is to unite all His children, all peoples of Humanity, under one - explicitly under one Empire. The first instance throughout history of a sacred vocation to unite all mankind is in Ex. Owyn’s reconquest in wake of Harren’s downfall (in uniting the fractured realms of his uncles). The next is in Ex. Godfrey’s declaration of the Holy Orenian Empire, first to encompass all humanity. Later, Ex. Sigismund’s liberation of humans from the yoke of nonhuman tyranny, and thereafter progeny of the Exalted’s lines through the various successor kingdoms and empires in human history. These examples of a repeating circumstance, to unite all mankind under an Empire which draws its legitimacy from God, might serve to shed light on the real purpose of an Empire. Were one to believe an Empire’s charge is to unite all mankind, then it might seem our Empire has, to some extent, failed in its task to follow in that divine task. If the accumulating conflict forced our leaders to act so, then so it must be. I in no way hold our monarchs at fault, and accept the decision as a necessary means for the common good. I, however, would like to propose a different idea while keeping true to the belief that “here is still a division of the Sons of Horen, and so we should also weep with our celebrations.” (High Pontiff James II, Address on the Seperation of Haense and Oren). Following an afternoon discussion with William Helvets, Josephite candidate, in the streets of Kaedrin, I came to the conclusion that the crippling of human integrity following Haense’s departure from the Empire is not everlasting. Through the careful efforts of our successors in decades, if not centuries to come, the Kingdom of Hanseti-Ruska (or her successors) and our Empire (or her successors) will again unite, in good faith and in compatible mindset, for such is the nature of statehood and the nature of our kin. In our course as a people we’ve bore witness to Empires rising and falling, to a united landscape and a fractured one. I pledge my faith in our people as a whole to guide Humanity in the direction of goodness, for it was prophesied by God’s chosen on our earth, and such is the sacred nature of our people. Therefore, today, I can work and pray, too, as can the common man, that the mandate to strive for unity and peace is entrusted in the our representatives in the House of Commons. As a constituent to the House of Commons and candidate of the Everardine Party, I pledge it my duty to represent the ideals of our society and our wholeness in the House of Commons. I implore our citizenry to allow us to lay the foundations of a fruitful future, to work and serve the common good of not only our Orenian Empire, but too her charged; those of all Humanity. By Lemuel de Langford, candidate for the honourable EVERARDINE PARTY Of the 20th Imperial Diet, vowing to GOD, EMPIRE AND MAN TICKET I LEMUEL DE LANGFORD THEODORE ZIRID LAJOS KĀROLY TICKET II BOUDEWIJN GERBRANDY RICHARD PERCTARIT PRUVIA-ALBAROSA DECLAN DE DENESLE Register in the Census of 1787-1797 For eligibility to vote.
  8. Ain Maiden's Hunt 8th of Tov and Yermey. ES340 the Haenseti court invites the ladies of Arcas to a female-only hunting trip! The list of events shall be listed below [6:00 PM EST] The Gathering of Tea and Crackers! In preparation for the first event, all shall gather and thereafter wait for the others to assemble. During this time, herbal tea bear-shaped crackers will be kindly provided alongside other various items of food or drink. It is expected that all gathered will mingle, in turn growing comfortable and fond of each other for the hunt to come. Those hunting are expected to bring their own weapons, medical items, and so on beforehand, although the time allotted can be used to gather said items. [6:30 PM EST] The Grand Hunt! Once all have gathered and been lectured on the day suitably, off to Johnstown everybody will go. The group will veer off into the local woods, near off to the Barony of Astfield due to the familiar grounds, presenting little to no danger so long as all in attendance listen in full. When finally on the grounds, the hunt shall commence apace. Rules are few and heed common sense, such as no purposeful disturbance of an animal another is trying to hunt and no other purposeful sabotage. A set amount of time will be put forth appropriately on the day, and once the time is up a sharp whistle will be heard. The whistle signals all to come back to the starting location, to show off the game they have hunted. Mina awards and other prizes will be allotted for the following: The Most Sizeable Kill: It is as simple as it sounds, the one to bring back the largest game will be prized with a distinction, a unique medal; one of the kind. They will also be rewarded 500 mina. The Most Accomplished Kill: The one who displays the most skill in a kill will be awarded a distinct, yet still differing medal like the first prize. This can either be from the ferocity of an animal and the effort and expertise it took to take it down. Or how clean the kill is, being through the eye as an example. A minimum sum of 500 will also be rewarded. The Most Kills Of Them All: Another simple as it sounds award, the woman with the very most acceptable kills will be granted their own medal, just like the others. Yet again, a minimum sum of 500 will be rewarded. [7:30 PM EST] A feast of closure! As expected, many will go their separate ways and scatter throughout the time of hunting. Thus, a concluding feast will be held following the main event of the day, so that each and every one of you who participated can revel in your day of success. You might be there to sing the praises of oneself, or your fellow companions, or to plainly make merry at the end of your tiresome day. It is not required to engage in this final event, but we wholly recommend you do so! SIGNED, Her Royal Majesty, Isabel Franziska Barbonov, Queen Consort of Haense Her Ladyship, Theodoisya Fredrika Vryonov, Event Collaborator of Haense With special help from, His Lordship, Alaric var Ruthern
  9. [!] Posted on every door in Brandybrook and on the local noticeboard is a declaration from the Thain! Let it be known to all in Brandybrook that Thain Isalie Gardner hereby appoints Filibert Applefoot as Sheriff of Brandybrook. If he be willing and swear to follow the duties of Sheriff to uphold the law and traditions and to keep every resident of Brandybrook safe and happy! Let it be known to all in Brandybrook that Thain Isalie Gardner hereby appoints Andon Cloudberry as Elder of Brandybrook If he be willing and swear to follow the duties of Elder to assist the Thain in leading her people and protecting her citizens. Isalie Gardner, Thain of Brandybrook
  10. ~The Great Applefoot Family~ The Applefoots are one of the newest families of halflings, having been formed by a merger between the Applebrook and Withfoot families when Madeline Applebrook and Harold Withfoot got married (becoming Madeline Applefoot and Harold Applefoot respectively) . The Applefoot family has provided the halflings with great leadership figures from the moment it was created, and it is claimed that the village can never go wrong with an Applefoot in charge, although that claim is still debated. ~The Applefoot Culture and Tradition~ The Applefoots are a simple folk, following all the cultural traditions of the halflings such as not wearing shoes, not using weapons, and not using minas (Mostly). On top of this, Applefoots usually drink to excess whenever possible, and are not ones to back down from a shogging match. From the Applebrook side of the family comes a deep love of orcharding, farming, brewing, and cooking, and from the Withfoot side of the family comes a love of chopping trees, smoking, and eating. With all of these tendencies, the Applefoots are both the ultimate producers of farm goods and the ultimate consumers. Due to this, it is rare to see an Applefoot without food in their hands. ~The Look of the Applefoot~ With a smidge of Dwarven genes coming from Harold Withfoot, the Applefoots stand a bit taller than most other halflings. In weight, however, the Applefoots are slightly less than the average, since the Applebrooks were well known for being slim around the waist. Their eyes are usually blue to blueish green, and their hair is either red or reddish brown. This is assuming that they aren’t a Druid like Harold is, and thus do not have a tree as their body. ~Applefoot Religion~ As for Religion, the Applefoots are a varied bunch. Harold Applefoot, the father of the Applefoot family, is a well-known Druid and worshipper of the Aspects, whereas his wife was a devout Knoxist for all her life. Daisy Applefoot worships the Harvest Spirits and Knox, whereas her sisters and brother are all Knoxists as well. There is no one religion of the Applefoots, and it's likely it will remain that way for centuries. ~Family Recipes~ Since all the old Applebrook and Withfoot recipes have been passed down to the Applefoot family, the Applefoots have a wide variety of foods and boozes to choose from. Here are a few Applebrook Porter: a booze produced with a secret ingredient that only the Applefoots know. It tastes deep and rich, and is very alcoholic. Withfoot Cider: an all around good cider to drink, produced from only the finest apples and a few other ingredients that are also heavily guarded secrets of the Applefoot family. The Applefoot Haggis: Produced by Madeline Applefoot, this haggis was a true masterpiece and can only be made by some of the top chefs in the world. While its recipe is not a secret, it is said that only an Applefoot can produce the haggis the way it was meant to be made. Pipes & Pipeweed: From the Withfoot side of the family came a vast knowledge of pipes and pipeweed. The majority of the halflings' pipeweed comes from the Applefoots, and the Applefoots also make most of the pipes they are smoked in. Bunny Beer: A lovely beer that combines the taste of carrots and melons with the sweetness and darkness of sugar and hops. Named “Bunny Beer” due to the carrots and the hop content. ~Family Heirlooms~ The Applefoots have few heirlooms to their name, sadly. The few that they do have are shrouded in mystery, dirt, or both. These Heirlooms await the day that they are discovered once more. Madeline's Cherry-wood Pipe: Said to be the best pipe ever made, this cherry-wood pipe produced the best smoke-rings, smoke-squares, and smoke-ovals ever seen. When Madeline died, her pipe was lost, presumably dropped into somewhere around the village of Dunshire, where it waits to be uncovered to this day. Rumor has it that Harold Applefoot has recently found the infamous Cherry-wood Pipe, although such rumors are not confirmed The Arcane Pumpkin: This Pumpkin was plucked straight out of the depths of the darkest, coldest, and perilous place in Axios by the ex-Elder Gerald. When Gerald died, the Pumpkin technically should've passed on to his close friend and associate, Merridolph Applebrook, who technically is a part of the Applefoot family ever since the two were merged. Since Merridolph Applebrook is dead and the Pumpkin was stolen, the Arcane Pumpkin's location is completely unknown. It may never be found again, but if it is, it would change halfling life forever. ~Current and Deceased family members~ Merridolph Applebrook, great uncle - DECEASED Harold Applefoot, grandfather - ALIVE, due to Druidic magics. Madeline Applefoot, grandmother - DECEASED Merry Applefoot, son of Madeline - DECEASED Carolina Applefoot, daughter of Madeline - PRESUMED DEAD Daisy Applefoot, daughter of Madeline- DECEASED Unnamed twin of Daisy Applefoot, daughter of Madeline - ALIVE ((not played)) Rollo Applefoot, husband of Daisy- DECEASED Almond Applefoot, twin daughter of Daisy - MISSING Opal Applefoot, twin daughter of Daisy - MISSING Rolando Applefoot, son of Daisy – DECEASED Liesl Applefoot, daughter of Daisy – MISSING Ellie Applefoot , daughter of Daisy – MISSING Filibert Applefoot, twin son of Daisy – ALIVE Mondy Applefoot, daughter of Daisy – ALIVE Rollingo, son of Rollo – DECEASED ~How to play an Applefoot~ Just message me or @dkink14 on the forums, and we'll be with you shortly! Alternatively, you can ping our Discords, which are NotEvilAtAll#2321 and dkink14#7136 respectively. Happy travels!
  11. The Gardner Family The Gardner family are a people who keep to themselves, plain and simple. The Gardner farm sleeps deep in the trees, and they’re content to keep to themselves, thank you very much. Years ago, Isalie left the farm! Wanting to go on some ‘adventure’ and to ‘find herself’, whatever that means. Us Gardner’s would rather keep to our fields and never see another soul. Hopefully, no more of us Gardner’s stray like that Isalie! ~*~ The Family's Culture and Tradition Gardner’s are farmers, plain and simple. We till the fields, we trade with travelers (only to get them to leave us alone!). A very important tradition for us Gardner’s is our name. Whenever a Gardner gets married, their partner must take the Gardner name. We are also revered bee keepers, cultivating all sorts of delectable honey! It is one of our finer points of trade. ~*~ Your Families Appearance Gardner’s are quite tall, since our great great gram was a dwarf. The tallest stands at 3’4. We have tanned skin, some would argue from our dwarvish blood, but we also work in the sun on a daily basis. Gardner’s have blue or green eyes, and our hair is more often than not a golden color. Isalie Gardner ~*~ Religion The prophet, Lord Knox, might He bless our fields and our harvests! ~*~ Family Members Isalie Gardner – Daughter of Angelica and Griphie Garnder Taurin Gardner – Husband of Isalie Gardner (DECEASED) Polo Gardner – Son of Isalie and Taurin Gardner Anne Gardner – Daughter of Isalie and Taurin Gardner Kit-Kat Gardner – Daughter of Isalie Gardner (DECEASED) Wiliene Gardner – Older sister of Isalie Gardner (PLAYABLE) Ansley Gardner – Older brother of Isalie Gardner (PLAYABLE) Petal Gardner – Older sister of Isalie Gardner (PLAYABLE) Dove Gardner – Younger sister of Isalie Gardner Pepper Gardner – Younger brother of Isalie Gardner (PLAYABLE) Armo Gardner – Younger brother of Isalie Gardner (PLAYABLE) Buck Gardner – Younger brother of Isalie Gardner (OOC: Message me at Jadeemen#3529 if you wanna play a Gardner!) ( Family tree for reference! https://www.familyecho.com/?p=START&c=11o3slc4i7f&f=812562180119435236)
  12. [!] The invitation would be delivered by a courier to all friends and relatives of the O'Rourke's and De Motte's. OOC: Saturday, September 19th 5pm EST. The Church of St. Thomas, Kaedrin.
  13. Deep in savannas past the Eternal Uzg, a heat spell looms over an eccentric wanderer. Though bearing not much shade, Miven finds herself intrigued by the unfamiliar tree up ahead. It was not like the others; bark darker in color, and leaves flakey green in bundles from sparing branches. The mali’ame was hungry from her travels and made the decision to clamber her way up the tree to munch on some leaves. *** Miven reaches into her pocketed robes, retrieving a bushel of berries she stored. Drawn to her face, the berries began to chatter to one another, voices that were somewhat unrecognizable to the dedicant. Their tone was not aggressive, more so soothing and charismatic. Miven blinked a heavy prolonged blink, staring down into her palms with wide amber eyes. “Woah,” she’d mumble lowly, swallowing at the sounds that came from her hand. She was mesmerized. New friends… friends that spoke to her… friends that were berries- BERRIES that spoke to her! Even after snacking on her mixed greens, Miven’s stomach began to rumble an audible growl. Her perplexed guilty expression fell ever so slowly down at her new friends but quickly away as she began to battle her mind. You cannot eat your friends, Miven… but look at them… they look so tasty… The elfess took in a weighted deep breath and groaned as she leaned up from her recumbent orientation. She’d look around, lumbering her way to the stump of the tree she ate from. Her back leaned against its’ trunk and the stimuli began to overwhelm her. Though she was stressed and disoriented at first, the mali’ame steadily went into a state of relaxation; limbs loose, splayed, and vulnerable in a desert well-traveled. *** “What in the Aspects name…” Miven croaked, waking up beside the raell’vulsulin. She’d lift a hand to wipe her cheek from the dirt that caked it while stumbling up into a seated position. It took a few moments for the ‘ame to realize what had happened until she eagerly and with much haste dug her hand into her pocket to only find it empty. Like the curious and confused bear she was, Miven swiveled her head about to find her berries a few feet away displayed in an odd manner; lined up and in order of largest to smallest in size. Brows knit, Miven hesitated when examining the raspberries. They weren’t speaking anymore … but she yearned to hear them again. She rolled her shoulders, releasing the thought and retrieved each raspberry into her mouth. The elfess glanced back up in the direction of the tree, wiping her cheek yet again as she dragged the berry guts across. Golden doe eyes narrowed on the leaves the tree bore. Miven pressed both palms to the ground beside her, lifting to her feet as she scrambled toward the tree. The ‘ames legs hiked around the trunk; she was indeed a natural at climbing. When hoisted up to the head of the smoking tree, Miven’s eager hands collected a handful of leaves, stuffing them into her olive pockets. *** Back in Siramenor, Miven skipped along the paths in search for Awaiti. “She must know about this… the berries spoke to me! Almost like how I heard the moon spirits when I tried that halfling grass!” The boisterous young ‘ame chimed to herself, already retrieving the leaves from her pockets and a youthful raell’vulsulin sapling. ((OOC: I wanted to introduce some of the awesome lore that members of the wood elven community spent hours working on, into the game! I hope you enjoy the little piece of Miven’s high adventures! Ame’lie Rall’vulsulin tree lore credits to the following! @SiramenorGlade @NomadGaia @ThumperJack @JuniperSelkie ))
  14. The svelte form of a lone mali’aheral could be seen slowly treading through the thick undergrowth of his once quaint village, now bustling with activity and noise as the descendants of Malin hastily prepared for the coming infernal tide. The elf would stop, the man’s ocean blue gaze trailing around the square of the town, a small frown etched upon his tired face as he saw his people prepare for a war which they never asked for. His eyes would fall upon Eir’thall, Kaaene, and the rest of Ilathdyn as they could be seen supplying weapons to passersby, their usual tone of prejudice and discrimation replaced with cold determination as they readied the village for the battles to come. Next would be Sirame such as Awaiti and Aedrie, scholars and priests of unparalleled wit and steadfast minds, diligently began whisking away the manuscripts and scrolls of Siramenor’s sprawling library, the destination? The citadel- Caras Sylvadrim, where great houses of yore such as Sylveari, Kaeronin, and Telemnar proudly uphold what it means to be an Almenodrim of Aegrothond. The men and women of these age old families could be seen littered along the ramparts of the stronghold, the deep grooves of the stone walls hosted a plethora of sprawling plant life upon the mountainous surface of the weary castle. Amongst the bodies one might see Feanor, the Sea Prince of Elvenesse, accompanied by Belestram Sylveari and a contingent of nervous council members. The party traveled throughout the palace, greeting worried guards, soothed children with gentle words, and oversaw the construction of great fortifications which dotted the citadel with bristeling weapon emplacements. Yet they were not alone in their task, the druids of Siramenor could be seen at work along the coastline, calling upon nature to usher the great sprawl of vegetation into siege emplacements of unparalleled durability. Present amongst their number were druids such as the Nebula and Phoenix, the pair working tirelessly with their Arvellon kin to shape the shore into an unbreakable defensive. The waves lapped upon the mali’s heels as they poured every ounce of themselves into the formation of these much needed weapons. As the elves along the coastline focused, the Taliame’onn would be seen everywhere; some gathered local herbs, while others such as Skylar shouted profusely for someone to bring him the salves he requested many elven days ago. Tanyl’s pale eyes swept from one subject to the next as notes were delivered to him and questions were shouted his way. This had been the constant atmosphere of Elvenesse since the False Sultan Ma’ga’nus C’arne had stated his intentions of marching upon the peaceful lands of Malin’s people, yet they refused to kneel. “Tanyl!” Would be heard from behind the ‘aheral, a detachment of heavily armored Caerme’onn guard came to a halt as the man, now stated as Tanyl turned to look upon them. “Karin’ayla Mal’onn, do we continue on track?” A red haired Caerme’onn would ask, who Tanyl knew by the name of Artanis. “Ti, I spoke to Laetranis and the Tahorran earlier today, they stated Llan'saes fortress would be ready to sail tonight,” Tanyl replied, pausing to suck in a small breath before he began to continue, “Abelas, take a group of warriors to meet Avius and Oryl, I am ordering you to sail toward the paladin camp in Korvassa. Make sure they fare well, there are supplies outside of the citadel which I promised them.” Abelas nodded in response, the mali turned to depart as Tanyl returned his attention back to Artanis. A smile was shared between the pair before Artanis led his helmed warriors in the direction of the demon-consumed desert, Tanyl sighed; he did not know every warrior he met- they would die anonymous, unknown by even the man who claimed to lead them. The ‘aheral would shake the feeling off as he continued on his way, pausing to speak to Miven and Medli as he went, the pair chatting in hushed tones as they assisted in the distribution of armor to anyone who could don a suit of plate. “Some people are at the gate Tanyl, you might want to speak to them,” Medli would inform the man, a weak smile is all she received in response as Tanyl made his way to the gates. To the ‘aheral’s surprise, four new figures awaited him, each different in race and stature, all speaking to Olorin Telemnar under the soft shade of the woodland canopy. First amongst them were Jorvin Starbreaker, the ashen dwed’s booming voice was unmistakable to those who he had met before. Arranged around him were Isalie Gardner, Thain to the wee halflings of Brandybrook. Followed by King Halvar Edvarrson, the ever stoic young king of Norland, the man’s dark eyes shone with a kindness which his robust build did not equate. Finally amongst their number stood Nivndil Asimulum'ker, her verdant gaze regarding the rest of the party with intent interest, a small nod passing between the two druids present. As the normal exchange of pleasantries came to an end, Nivndil spoke up, a gentle green flare recognizable in her eyes as she spoke, “We heed Elvenesse’s call, your people will not fight alone on this day.” Elvenesse’s Call A stark white bird of prey would be seen flying from Siramenor, four letters being taken.... To Nivndil Asimulum'ker To Jorvin Starbreaker To Halvar Edvarssson To Isalie Gardner OOC note Hey y’all, I wrote this during my AP Psych class because I was bored and wanted to. The little story at the top is obviously just a fun little flavor thing, I hope you liked it.. I can’t say it took too much effort though so if you don’t I get it. The four brief letters detailed in this post are directed to Urguan, Norland, BrandyBrook, and Talus Grove respectively. I hope to organize a meeting with you four, plus potentially more groups if they come to us wishing to help in the following days after this post.
  15. -A tale as old as time- Almost two hundred years after the fall of the Bastion and the disappearance of Mordring, Ghamul the Wraithlord retreated into the dark depths of the world, mad and alone it watched from the shadows as the undead slowly disappeared from the realm and so after being forgotten, Ghamul finally drew his last breath and was laid to rest in an unmarked grave. Recently, the creature’s tales have reached the emerging necromancers and a pact was made and from the unknown corners of Arcas, evil stirred once more, hungry for revenge.
  16. The Clan of Ireheart is an elder clan of Urguan, hailing from a fearsome and war torn background. The Ireheart’s are legendary in dwarven culture, known for their ferocity in battle, savagery in culture, and battle-smart tacticians. Irehearts are renowned for their fierce combat abilities and honor on and off the battlefield. Founded by Yavok Ireheart, and reborn by Kjell Ireheart during the Aegisian era, the Irehearts follow Dungrimm as their patron god, yet hold a great respect for the controversial Patron known as Kjellos. CLAN APPEARANCE The emblem of the Irehearts is a dragon soaring high into the sky. Ireheart banners are half green and half white with the emblem of the dragon in the middle. Men within the clan typically wear pelts and warpaint as a way of worshipping Dungrimm, it is not uncommon to see them without outerwear even in extreme conditions. As devout followers of Kjell, many Irehearts show traits of imperialistic behavior and will stay true to the Throne of Urguan and whomever may sit there. Their beards are generally unkempt and left to grow naturally, as to honor the gift Yemekar granted their race. Women within the Clan, although rare, are generally adorned with hides and pelts of exotic animals and their hair is ceremonially braided and pushed back. CLAN LORE Pre-History Yavok Ireheart, the founding Lord, one of the eight sons of Urguan. Yavok believed greatly that the honor and respect he would gain from staying loyal to the rightfully crowned King would cement his legacy in Dwedmar history. A Clan he built on the ideals of honor and loyalty, the founding Lord strived to instill a disciplined and controlled belligerence in his sons, his line would be one of warriors and leaders. Yavok was scrutinised greatly by the Wives and mothers of the Ireheart Clan that the beardlings were committed to the hardships of survival and hunting in such youth. In a time where Dwarven culture lay almost entirely secluded in the deep of mountains, it can only be assumed that the Clan Trials of Yavok’s sons were facing considerably more terrifying trials in the caves of Kal’Urguan than the Clan Trials of today.. Many King’s had risen and fallen as Yavok reached his latter years. Following the eternal winter, Velkan Ironborn began to build a new Empire from the ashes of the first Kingdom. It seemed all Dwedmar would soon succumb to the yoke of Ironborn rule, but regardless of the monstrosities enacted by the Ironborn dynasty, the Irehearts had sworn themselves to the throne and held oath to serve whomever sat there. Persecution and genocide ensued and Yavok sat conflicted between his morality and his honor; The Irehearts marched among the Legions that heeded Velkan’s command but despised much of what they carried out. After Dwain Irongut spoke against the execution of the Runelords, he was executed and martyred forcing the Irongut's to rebel and splinter the Empire Velkan’s reign soon ended as the Old Dwarf went mad and eventually died, his Heir Khallax Ironborn was considered apathetic compared to his Father’s autocratic rule. Although, some believed this beneficial to the Empire. Many Dwarves, including his brother, thought it was an insult to Velkan’s legacy. Khallax’s Brother, Thorgarn, ousted his Brother with little resistance. Yavok, being unable to protect the King, generally kept his distance from the politics of the Thorgarn’s Empire. He offered little help to the new Emperor as he believed Thorgarn’s crowning to be false and illegal. Much like many of the other Clans, the Irehearts fled sometime during the “Great Collapse.” in response to the Hunting and Execution of Mountain and Forest Dwarves. A tyrant slaughtering his own and a society in ruin, all that was recorded of before was lost. News reached the Ireheart camp that the last Bastion of Dwarven hope, Simmpa, a Dwarf in the Northern Mountains was gathering a resistance. It took little convincing to the Clan Elders before Yavok rallied every able Ireheart to join Simmpa’s resistance and the rest of the Mountain Dwed. The assault on Kal’Urguan was a bloodied success, with the Ireheart warriors once again serving by the true King’s side. The Liberator Simmpa had restored Urguan to its glory and all was content within the Kingdom. After Simmpa’s departure, not much is recorded of the Irehearts, it is unknown what happened to Yavok, although it is thought he was permeated with grief and guilt, suffering with insomnia and burdened with trauma. This is no doubt the consequence of his service to the Ironborn. Despite this, Yavok supposedly found peace in serving the Brathmordakin and eventually passed to the halls of Khaz’A’Dentrumm at a ripe old age. Aegis After Yavok’s disappearance, much of the clan's members and relics was lost due to the lack of a suitable leader and organization. However a young dwarf known as Kjell Ireheart, the grandson of Yavok, re-appeared in order to restore the former great clan to glory. Alongside his first cousins, Urir and Kragor Ireheart, the three Irehearts were known as ruthless and fearsome warriors all around the land. However towards the end of Aegis, Kragor was killed by Khorvad (Iblees) in a terrible act of defamation and insult in order to send a message to the descendant races, in response to this Kjell and Urir alongside Valen Grandaxe ventured into the Nether to confront Khorvad. Wielding the Axe of Krug, Urir sacrificed himself to save the descendant races from destruction and ensure their safe passage to the Verge, also allowing Kjell and Valen to escape back onto the mortal plain. It was for this sacrifice that Urir was named a Paragon, specifically the Paragon of Sacrifice, the highest honor given to those in Dwarven culture. After this event the descendant races would flee to a new land, however Kjell Ireheart was nowhere to be seen upon the islands of the Verge. Asulon After quite some time, Kjell Ireheart was presumed dead which would’ve meant the total end of the Ireheart’s as a clan. However, Kjell was found to be alive after riding to Asulon on the back of a Dragon which he subsequently slew, one of six. Upon his return to the Dwarves, Kjell Ireheart became the first Emperor of Urguan creating the first ever dwarven empire. Turning the dwarves into the most powerful faction in all of Asulon, it was during this time that Kjell also bore three sons with his wife Empress Eliff Goldhand, Igor, Dreek and Midgor. Kjell’s nephews, sons of his long lost brother also reappeared during this time, Roggar, Olaf and Spriggar. Due to Kjell’s success as Emperor and his feats such as the slaying of multiple Dragons and conquering Salvus and other lands, he was named as a Paragon of the Dwarves, specifically the Paragon of War. After quite some time, Kjell disbanded the Empire as it was then broken up into a Dwarven coalition of holds. It was during this time many Ireheart’s referred to themselves adopted the name Stormhammer, this was in response to Kjell’s fierce rivalry with Hiebe Irongut, as Kjell wished to recruit non-blooded Irehearts into the clan as to help create a ‘brotherhood’ to fight against the actions of Hiebe. Anthos As the descendant races left Asulon, the Ireheart clan began to rise to true prominence, becoming the most powerful clan in the Grand Kingdom, this is due to Kjell’s sons and nephews all coming of age, beginning to start lines of their own within the Clan expanding its influence throughout the known world. Many of the Irehearts held high ranking positions within the dwarven legion and even the dwarven government, with them controlling many different many different fortresses and holds throughout this time. Towards the end of Anthos, the Daemon Ondnarch, who had been corrupted by the power of Khorvad, threatened to destroy the dwarves, during this he took the life of Dreek Ireheart, son of Kjell and brother of Igor. In response, Igor Ireheart wielding the Hammer of Barradin led an assault on the now corrupted Kal’Azgoth in order to slay Ondnarch and release his true form, Wyrvun. During the battle, Kjell sacrificed his life fighting the Daemon in order to give Igor the chance to deliver the final blow to Ondnarch. Igor slew the corrupted Ondnarch, but not before giving his own life in order to do so. In doing this Igor freed Wyrvun, the pure form of Ondnarch, who then named Igor his Paragon, specifically the Paragon of Purity. Soon after these events, during the coronation of Hogarth Irongut as Grand King of Urguan, Kjell descended from Khaz’A’Dentrumm to the mortal plane, declaring that upon death he had ascended to god-hood and became the new Patron, Kjellos. This ascension was revered by the Ireheart clan as the most famous Ireheart in the history of the clan, truly became a god. Athera When the dwarves arrived in Athera, the Ireheart clan was in disarray. With the death and disappearance of many of the clan’s leading figures, the clan was left in disarray and once again was close to extinction. However, Bastion and Drynn Ireheart, sons of the brothers Igor and Dreek, returned to the clan and began to restore the clan to prominence once more. Like their fathers had done before them they made the clan into one of the most powerful in the Grand Kingdom. During this time the realm of Athera saw two Ireheart kings. Midgor Ireheart son of Kjell, ascended to the Obsidian Throne and had a tumultuous reign, he constantly quarreled with his great-nephew Lori Ireheart, who had been abusing his power as a Runesmith and Golemancer. Vorstag Ireheart, originally a Grandaxe, had a short reign as Grand King, (his second ascension to Grand King, he had previously served as Grand King in the Fringe) this was because he sacrificed himself to fight against a corrupted Urir Ireheart, who had been turned into an Undead by Khorvad. By doing this, Vorstag reclaimed the Armour of Urguan, one of the most important relics in dwarven history. In doing so he was named a Hero by the clergy, forevermore known as Vorstag the Reclaimer. Vailor Soon after the Ireheart’s re-emergence within the Grand Kingdom, the descendant races once again moved land, this time to Vailor. Due to the Ireheart’s strength as a clan, they were granted a hold beneath the dwarven capital of Kal’Akash, known as Khaz’A’Kazak. Shortly after this however, Bastion Ireheart disappeared which led to the Ireheart clan’s strength diminishing by some amount. The clan still remained relevant and did have a plethora of members throughout Vailor, however the strength and influence they once had was no longer there. During this time Midgor Ireheart would once again rise to the mantle of Grand King, becoming the second ever dwarf (the first being his great-nephew Vorstag Ireheart) to be Grand King twice. His second reign was also as tumultuous as the first however and he was once again removed from the position by his council. Axios During the time of the Isles of Axios, the Ireheart clan began to grow in prominence once more. Drynn Ireheart returned to the Grand Kingdom and ascended to the position of Grand King, during this time he formed an alliance within Oren in order to protect the dwarves from the threat of invasion. However after a multitude of successors after Drynn, the dwarves ended up in war with Oren. It was during this time that Bastion Ireheart once again returned and became Kingsguard to Algoda Frostbeard, the new Grand King. After Algoda was assassinated by a Norlandic-Orenenian knight, Bastion was elected to become the new Grand King in his place, against the odds as he was in competition with Kerwyr Frostbeard and his kinsman Wulfstag Ireheart, both prominent dwarves at the time. Bastion solidified the Grand Kingdom’s position in the Axionite Coalition and helped deliver the final blow to destroy the Holy Orenian Empire. Bastion’s reign was long and during it he enacted numerous reforms and mandates for the betterment of the dwarves, he also solidified many alliances and non-aggression pacts with the other nations of Axios. Bastion’s fall would come during the war against the Kingdom of Norland, after large pressure from the Frostbeards to go to war, he was ultimately unable to conquer the Krag, the seat of the Norlandic Kingdom. He ultimately took his own life by jumping off his own balcony (although some say that he was pushed). After this a major event occurred known as the Slaughter of the Senate, as during the process of nominating a new Grand King, the Frostbeards murdered the dwarven Senate and took control of Kal’Omith, the capital of the Grand Kingdom. In the neighbouring hold of Tal’Azmyr, Gror Ireheart was then elected to become the new and rightfully appointed Grand King. Gror had been the Clan Father of the Irehearts all throughout Axios, and he had made the clan far more relevant than they had been in Vailor. Gror’s biggest feat however came as Grand King, he crushed the Frostbeard rebellion, executing Kerwyr Frostbeard himself, before restoring Kal’Omith as the capital of the Grand Kingdom. Atlas However when it was time to move to Atlas, the Grand Kingdom of Urguan had been conquered by the dwarven traitors of Kaz’Ulrah. During this time the Ireheart clan, refusing to live or serve the upjumped dwarven nation of brigands and murderers, decided to go into self imposed exile, until a day returned when a true dwarf would return to bring back a Kingdom in Urguan’s image. It is noted though that Dreek Ireheart II, the son of Drynn Ireheart and grandson of the original Dreek Ireheart, would ascend to the throne of Kaz’Ulrah as High King, however his reign was short lived as he was assassinated within a year of being elected. Arcas After the fall of the Kaz’Ulrah, and the return of the nation known as the Under-Realm of Urguan, many Irehearts began to return in order to serve a true kingdom in Urguan’s image. Utak Ireheart, son of Gror Ireheart and former Grand Marshal of the Under-Realm, would soon be unanimously chosen to become the new Under-King. This marked a new era for the Ireheart clan, hoping that soon they can return to the prevalence they formerly had in the dwarven nation, and the world. Utak eventually declared war upon the Rexdom of Krugmar due to their crimes against Urguan and installed his kinsman Axel Ireheart as Grand Marshal to lead the Legion of Urguan against the orcs. The war was a flawless victory for Urguan which culminated in Utak restoring the Grand Kingdom of Urguan as a result of the victory. Axel Ireheart resigned as Grand Marshal and took over the position of Clan Father within the clan in order to restore the clan to it’s former glory. He successfully returned many beardlings to the clan using the Book of Lineages and made the clan one of the most powerful in the newly reformed Grand Kingdom. Eventually, Utak resigned as Grand King after doing everything he had hoped to do in his reign. CLAN POSITIONS AN IREHEART BEARDLING is one who has not come of age and completed their initial trial, as outlined in the clan’s traditions and further set by the Clan Elders. They may not partake in meetings or votes. They must always have a beard. AN IREHEART is one who has come of age but has yet to have completed the Blood Trials. They may be partake in clan wide meetings, but may not vote nor partake in elder meetings. A BLOODED IREHEART is one who truly follows the ways and traditions of the clan, having completed the Blood Trials. They may partake in clan wide meetings, votes, but may not partake in elder meetings. AN HONOURED IREHEART is a blooded member who currently does or has held a position in the Government of Urguan during their time as being a blooded Ireheart, including but not limited to Grand King, Lord, Thane, Jarl, Liard, Cortier, King’s Councillor, Clan Councillor, Justice, Legion Officer, High Prophet, or Guildmaster. This position is also granted to previous Clan Elders and previous Clan Fathers. They may partake in elder meetings, but may not vote. A CLAN ELDER, whose count in the clan may not exceed three, is one who has proven to be a highly honourable Ireheart, having been blooded and either hand picked by the Clan Father, or by beating an Elder in an honour duel, in which case he replaces said elder. They may partake in all clan meetings and votes and be eligible for Clan Father. They may modify the criteria for the Blood Trials with approval from the clan father and a 3/4 vote. Any blooded member may challenge an Elder for his position via Honour Duel. An elder may only be removed by a vote of 3/3 from the other Elders, as well as the Clan Father’s approval. They may challenge any voter in an Honour Duel to maintain the position upon learning of their removal. THE CLAN FATHER is the one who represents the clan’s view to other clans and handles internal affairs of the clan. He is to consult the Elders before making any major decisions for the clan. He is the only one who may blood members of the clan. He is responsible for picking elders when one resigns or perishes, as well as leading clan hunts, pilgrimages, meetings and votes. He may be challenged for his position as Clan Father at any time by an Elder, and upon losing he assumes the position of Elder. If he resigns he shall choose his successor. If he perishes his successor shall be decided by the Elders, any disputes being settled by Honor Dueling. CLAN VALUES Honour - Honour is the pillar on which a Dwarf builds his moral compass, Irehearts greatly exaggerate this ideal. In conflict and politics, the Clan holds to oaths and shows great honor. Loyalty - The Irehearts are known to have been loyal to Throne and Kingdom since their creation. They believe whoever sits there earns the right to rule unless they break the articles, in which case the King is not fit to wear the crown. Devotion - The clan has worked tirelessly for their Kingdom and have built many fortified vantage structures for the Kingdom in the past. Many members have held high positions in dwarven society and are praised for their often successful reform and progress. Bravery - The Irehearts are a benchmark in Dwarven society in regards to their heroism and prowess in conflict. Many blooded Ire’s are fabled for their deeds in many of the Great War, some considered the greatest combatants in modern society. Kragor, Urir, Igor and Dreek just to name a few. Respect - Ireheart culture is true in the belief of Brotherhood and mutual respect. Almost all actions taken and words spoken by a Blooded is in the ambition to better society's perception and respect of the Clan. CLAN TRADITIONS IREHEART TRADITIONS are considered unorthodox amongst the Dwarves due to their ‘savage’ nature. Irehearts are also commonly known to enter a blood frenzy, a state where they act upon bloody impulse. Therefore, most of the Traditions in this section are often created from these events and may seem to be the work of a Stark Raving Mad Dwarf. HONOUR DUELS An honour duel is an official brawl which shows one’s honour and skill in combat. They are to be fought without armour, and golden pickaxes (the favorite weapon of Kjell) as the only weapon. The challenger must be ready to supply the weapons. The duel shall be best one of one. One person may not challenge another clan member to a duel more than once every two stone weeks. Any unfair play ((hacking, glitching, exploiting etc)) shall render the duel void, with the offending kinsman being dishonoured and executed by tying their limbs to boars and having them quartered, with their remains being fed to the clan’s dire wolves. ((Perma Kil)) ADORNING OF WAR PAINT Painting of ones body for war and any other militaristic event is a popular tradition among the Irehearts, painting one’s body can strike fear within the enemy hearts and is a great factor of war for the Irehearts. DIRE WOLVES The Irehearts are known for keeping the ancient dire wolves as pets for war purposes or for every day companionship. Throughout the ages the Irehearts have learned how to bond with such large beasts and have come to earn their trust. They usually reside in the snowy dwarven mountains and the Irehearts have learned to track them down and raise baby dire wolves or even earn the trust of the fully grown ones by treating them as equals to the Irehearts, whilst also learning how to breed them. The bond between Irehearts and Direwolves is a complicated thing.Tracing its roots back to Yavok, the tradition of taming and maintaining a mutually-beneficial relationship with these creatures has always had its place within the clan. Direwolves are tamed for many reasons, but their significance to the Irehearts goes far beyond simple companionship. For members of the Ireheart Clan, a bond with a Direwolf is almost spiritual. It is for this reason that beardlings are often instructed to venture out and tame one of their own; this is a sanctifying rite that proves the legitimacy of the beardling’s lineage and honour. When an Ireheart’s first Direwolf passes away, it is often skinned in a highly-respectful and deeply-sorrowful ceremony in such a way as to honour the deceased creature, which is then worn as a cloak by its master so that it may continue to watch over and protect them, even in death. Direwolves are often chosen by their Ireheart master based on shared traits; such as a beardling deemed as an “underdog” choosing the runt of a litter, and other such things. They will shelter and guard their companion with their life from its taming, and expect the same in return. Direwolves are utilised by the Irehearts as playful companions, and also as allies in combat scenarios. They are often given roles within formal ceremonies and other events of a similar nature. So close is the link between master and beast, that many owners will refer to their Direwolf as "Brother" or "Sister". They are traditionally given names in the dwarven tongue relating to a physical trait of the Direwolf in question. Direwolves, however, are also associated with symbolism by the Irehearts. To see a snow-white wolf is seen as an extremely lucky omen, while a jet-black wolf signifies danger. A Direwolf with scars, particularly around the face, is considered a prophecy of imminent bloodshed. Direwolves and their masters are viewed as being almost two-halves of the same being. When death or illness befalls a wolf, the Irehearts are quick to stand by and protect its master. It is believed by many members of the clan that whatever affects a Direwolf directly affects its owner, and vice-versa. THE SKINNING OF ORC HIDES One of the few most ancient traditions, the skinning of Orc hides stems from the first Orcish invasions upon Dwarvish soil where Yavok Ireheart had initially scraped the hides of his fallen foes and fashioned them armor as an effective intimidation tactic. Later the famed Clan Father Kjell Ireheart would utilize Orc hides for interior decorating after he coined the phrase, “I need a new Carpet!” THE CUTTING OFF OF HUMAN FINGERS One of the traditions involved in becoming a full blooded Ireheart. The tradition originated from the many long years fought with Oren. THE CLEAVING OF ELVISH EARS An old age tradition that comes of time when Yavok Ireheart walked the land. Typically Ireheart take elf ears as trophies once they have defeated them in combat. Most Irehearts take the ears and place them on a necklace to show off their kills. THE UTILIZATION OF A MAGE’S ROBES FOR BED SHEETS A rather new tradition of collecting mage robes for bed sheets was thought of by Midgor Ireheart and approved by the Clan Elders at the time. THE SKINNING OF MEW MEW PELTS AND CLIPPING OF CLAWS The skinning of kha pelts and collecting their pelts about about in the time of Anthos when Urguan had a peace treaty with the orcs, the Irehearts being forbidden to slay any orc. The Irehearts being rather bored they decided to hunt mew mews instead and incorporate the sport into the blooding trials. CONDEMNING OF ARMOUR AND UNNECESSARY CLOTHING Often seen as peculiar amongst the Dwarves, the Irehearts strongly believe in wearing no armor or top wear. This is due to the numerous fates Yavok may have encountered during his exploits as a renowned Slayer of Beings including: drowning, falling, immovability, and not looking muscle bound. Armor and Clothes are a restriction to the expression of an Ireheart’s pride, their glorious abdomen and beard. THE “GIMME YER BELT” Since the days of Asulon the Ireheart clan has practiced the time honoured tradition of “Gimme yet Belt”. This peculiar battle for belts initiated when the Orcs stole Kjell’s Belt, from the statue of Mt. Ire, initiating a grand war to claim the sacred artifact. Since then the Irehearts, after finally claiming the relic, have taken to claiming the belts of their enemies as a way to prove they are the strongest. Once an Ireheart has defeated their foe they bear the right to take possession of all their adversaries’ belts and adorn them with pride. BLOOD OATHS A blood oath is an ancient oath said using the words of our ancestors, which binds an individual to the clan through blood. The ceremony is binding when the words of our ancestors are said while the Clan Father has his cut palm joined with another Ireheart at the Shrine of Dungrimm. Breaking the Blood Oath, which involves betraying the clan results in execution by formal impalement through the heart by the Clan Father using the Evidence of Kjell in witness of the Elders ((Perma kill)). RELIGION The Ireheart clan are strict followers of the Brathmordahkin and are mostly devout followers to their patron god Dungrimm, whilst some also choose to pay respects to Kjellos. Many Irehearts are known to be very zealous and have on multiple occasions killed in the name of Dungrimm. Due to the great sacrifice involved in the fight against Ondnarch, many Irehearts have a respect for the Aengul Wyrvun, while thoroughly detesting the corrupted Ondnarch. KJELLOS It is believed that the Emperor Paragon Dragon Slayer Kjell Ireheart was chosen by Dungrimm for being his most loyal follower, and ascended in a blaze of fire and explosions to godship among those of the Brathmordakin, bearing the new name of Kjellos, who is the God of Justice, and guardian of the Legion and the clan. Although not a member of the Brathmordahkin, Kjellos is considered a Patron amongst the realm and assists Dungrimm in guiding the dead souls to his plain. Whilst also enacting justice as a spirit acting against those who commit crimes against dwarfkind. CLAN CEREMONIES AND TRIALS THE BIRTHING CEREMONY The sight of a Dwarven birth is a glorious one indeed, and must be held very carefully and with precision. When ready to give birth, the women will begin to strain as to exert as much force as possible until the majestic beard of the newly born beardling is in view. The father of the beardling shall then proceed to tug it out by it’s beard until the head is visible. The women shall then squat above Kjell’s Belt (not any belt, but the artifact) and exert as much force as possible, launching the beardling into the relic head-first. If they survive the blunt force trauma they are true Irehearts, if they die then they are failures from birth. These trials prove they are willing to be a true Ireheart, and it is sealed with a festive meal where family and friends offer gifts. THE IREHEART TRIALS In order to become a full Ireheart, a member must complete the following tasks and the final rite in the presence of an Ireheart: Skinning three different coloured Orc hides. Cleaving of a wood, high, and dark elf ear, and making them into a necklace. The obtainment of the bark of a dryad’s life tree, a druid’s spirit tree or the largest druid tree in the land, preferably with the dryad or druids present. THE FINAL RITE The Ireheart then must climb to the peaks of the highest mountain and seek out a Gryphon’s Eyrie, here it is up to the Ireheart to claim the Gryphon’s feather which will act as the mark of their passage into true Blood-Hood. IRE BLOODING Ire Blooding is a ceremony that creates the bond between Irehearts which occurs after the completion of the Ireheart Trial. Once he/she has completed the trial the elected clan father will announce that the ceremony is to be committed which then after preparation the following will occur. The beginning of the ceremony starts with the clan father addressing the Ireheart with the following phrase: "You are here today to partake in the pact of blood where you shall join your essence and mortal spirit with the like of those before us through me and by doing so you will promise by blood oath that you shall follow the ways of Irehearts or seek banishment from the Dwarves, do you choose to take this honor?" The Ireheart will then say to the clan father his/her decision of either yes or no. Upon saying no he/she does not take the honor of becoming an Ireheart and is asked to leave. Upon saying yes the clan father will cut the palm of his right hand with a dagger whose blade is made of pure dragon bone before the young brother/sister commits the same act with the same hand. This is then followed by the clan father and Ireheart joining their bloodied hands as the Ireheart binds his/her blood with the clan father which in turn symbolizes the adoption of the new Ireheart as he/she has bound his/her mortal spirit with the blood of those before the clan father as well. Upon completion of this act the Clan father will recite the last verse of the Dwarven Anthem: "And may yer honor and yer heart shine bright like the forge ye'll be remembered as always Brother (or Sister) O' the Dwarves" Upon completion they will have become a true initiated Ireheart to the clan as they have taken the blood oath thus completing the blood pact with the clan and showing his will to commit to his family and the kingdom. In order to celebrate the occasion, a feasting ceremony will occur afterwards where family and friends will gather to present gifts to the new fully blooded Ireheart. WEDDING CEREMONY Typically the wedding ceremony is conducted within the holy halls of the Brathmordakhin. Yet before the wedding happens the Ireheart male goes on a week of drinking and slaughtering elves, orcs, mew mews and humans. At the end of the week they must bring their most prized possession they’ve obtained from the week long of hunting and present it to their wife to be. FUNERAL It is a sad day when one Ireheart dies, but also a day of celebration. A feast is held in their honour to remember their great deeds before ending with the ritual. The body must be placed upon a sled along with his/her valuables, set a light and pushed down a mountain side. CLAN TENETS I. The Blood brother/sister is to treat his/her peers within clan Ireheart with kindness and shall not commit any ill towards one another unless followed by a duel of honor. II. The Blood brother/sister is to only birth a child with the likes of his or her kin not the likes of elves, orcs, humans, or any other being that bears no pure Dwarven blood save for the Halflings and Doomforged. III. The Blood brother/sister must bear the colors of the Clan in any manner upon his or her person, though this may be excused under certain circumstances. IV. Kinslaying or wishing death upon the likes of a Blood brother/sister's kin is forbidden, this includes wishing such on the likes of other Dwarves who aren't clan bound. Threatening physical punishments such as beating are not restricted by this tenet. V. Breaking of any of these tenets can result in punishments such as manual labour, exile and even death. [[By joining the clan you are agreeing that if your character breaks the clan tenets or by judgement of a different criminal deed deemed by the Clan Father that they can be PK'd by the Clan Father only with sufficient RP]] CLAN HOLDS Kal’Mugdor Kal’Mugdor (City of Mines) was a city made by Kjell Ireheart during his reign. It was one of the main dwarven cities and was the spearhead for most legion business. It was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Mount Ire This city was created by Kjell Ireheart during his reign and he made it the capital city of his Empire. Construction was never finished, however, the city had great obsidian walls that could fend off the undead itself. It also was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Storm’s Peak Storm’s peak was a mountain fortress built atop the Dwarven Mountains of Anthos, it oversees the harbor city of Vaerhaven. It was owned by the Irehearts until King Thorin Grandaxe seized it from them and renamed it Drake’s Peak. Storm’s Crossing Storm’s Crossing was a former Orcish fort taken over by the legion a few months after the four races arrived in Anthos. It was taken by the Grand Marshal Kjell Ireheart and was turned into the dwarves first line of defence. It was built up heavily and some say it was near impenetrable. Eventually it was taken off the Irehearts by King Dizzy Irongrinder so that it could be turned into the new capital city of Kal’Ithrun. However because of the fact the Irehearts built up the fort and worked a lot on it, Kjell Ireheart was made Lord Protectorate of Kal’Ithrun. Khaz’A’Daar Khaz'A'Daar (Hall of Might) is a hold originally made as a mining camp by Vorstag Ireheart in the Fringe. When Vorstag obtained Kingship, ownership was transferred to Bastion Ireheart, who then made it an official Clan Hold for the Irehearts. It was originally named "Rasterly Cock", however at a meeting of the Clan Elders, Odin Ireheart thought of its current name. It had undergone many renovations under Roggar Ireheart, and was a key fort for the Kingdom during Khorvad's Plague of 1461. Khaz’A’Kazak Khaz’A'Kazak (Hall of War) was a fortress built at the docks of Kal’Akash in Vailor. Grand King Balek Irongut granted Bastion Ireheart the land to build a fortress to protect the dwarven seas, and also to build siege weaponry in case of war. The fortress was built by Falent and Agnar Ireheart. Kal’Arakh Kal’Arakh (City of White) was the reclaimed former city of Yolwin in Axois. Initially a hub of activity built by members of Urguan’s navy very close to the capital of Kal’Omith, it was primarily populated by navy members, goblins and Frostbeards. The Treachery of the Frostbeards in Axios left the city deserted often and when Kal’Omith was retaken for the dwedmar, Grand King Gror Ireheart named Aldal Ireheart “Lord of Yolwin”. CLAN RELICS Gutbuster Mail Gutbuster Mail is a specific type of spiked armor forged by Lord Farren Starbreaker. The armor itself was designed by Dreek Ireheart and was distributed to the four founders of Ireheart bloodlines. The armor is spiked all around and instead of using a weapon the armor is equipped with claws. A common tactic while wearing this armor is to run at a person so as to impale them onto your own body. Kjell’s Belt This is the golden belt that was put onto the statue of Kjell Ireheart that stood at the entrance of Mount Ire during Kjell’s reign. The belt is lined with gold and other gems and is held with great value amongst the Irehearts. The Evidence of Kjell This is a dagger made with the bone of a dragon killed by Paragon Kjell, the dagger is used during the Ireheart blooding ceremony to cut the beardling’s hand and to join blood with the clan father so the beardling can become a full Ireheart. Dragon Tooth The tooth of one of the dragons Paragon Kjell slew. The tooth is the size of four dwarves and is often held within the armory of the Ireheart. Its weight is monumental and has been a staple decoration of numerous Ireheart holds. Draknakavir Draknakavir, meaning "Dragon Death" was crafted by Kjell from the bones of the first Dragon he slew. Since the death of Kjell it has been reforged using the Frozen Core of Ondnarch's champion, giving it an icy coat. Upon it the following inscription was written. "When Injustice mocks the heavens he shall rise When the axe vanishes he shall rise When the foe of the the Dwarves meets in battle he shall rise He the god Kjellos shall rise" Book of Lineages The Book of Lineages is an ancient Ireheart book that's history is traced back to Yavok Ireheart himself. The Book has every record of every Ireheart born since the days of Yavok and is used in finding the lineages of lost dwarves. It is passed down to each Clan Father and has remained a sacred item in the tiny library kept by the clan. CLAN LEGENDS Throughout the clan’s history many Irehearts have stood apart from the others and earned themselves a place in the history books with their legendary deeds. Clan Founder Yavok Ireheart The founder of the Ireheart clan, Yavok was one of the eight sons of Urguan. He built the clan upon the ideas of strength, loyalty and bravery and was the creator of many of the Ireheart traditions and trials still followed to this day. He was the first dwarf to breach the walls of Kal’Urguan during the assault to depose the Ironborn tyrants. He personally slew 7 of the Ironborn kingsguards so that Simmpa could deal the final blow to Thorgarn Ironborn. Paragon Kjell Ireheart Kjell, practically a God amongst the Clan, was the Emperor and founder of the modern embodiment of the Irehearts. Kjell won countless battles and built many cities, he slayed dragons and rose to become one of the most celebrated leaders in Dwarven history. He perished against the Aengul Ondnarch, giving his son Igor the chance to deal the final blow and avenge both his father Kjell and his brother Dreek. There are theories which suggest he was the manifestation of the God of Justice, Kjellos. Paragon Urir Ireheart Urir is amongst the most revered Dwed in modern history. Urir sacrificed himself to save all mortal races from the Undead, locking himself in the Nether and allowing Valen Grandaxe and Kjell to escape. Along with Kragor, the two are widely considered the greatest fighters ever in dwarven history, and possibly even world history. Paragon Igor Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was proven to have be a dedicated member of the clan who is capable of defeating hordes upon hordes of enemies alone, due to this and his tactical superiorty he was named Grand Marshal of the dwarven legion. He perished by slaying the Aengul Ondnarch with the Hammer of Barradin, avenging the death of his brother Dreek. Following this he was named a Paragon by the Aengul Wyvrun. Hero Dreek Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was slain by the Aengul Ondnarch while defending Kal'Azgoth. Whilst he was alive he was known to be able to decapitate Uruks in battle with a single swipe of his weapon. Whilst the Irehearts spent their time in Kal'Azgoth, Dreek purchased both of the clan's Clan Halls as well as maintained their commerce. During his life he was a Lord twice and the Grand Marshal once, as well as Clan Father for a brief time. Roggar Ireheart A well known figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He was well known as the Grand Marshal of the legion. He was proven to be a dedicated member of the clan who could decapitate elves in a matter of seconds. Whilst him and his sons tended to be quite skilled with a bow and crossbow. Olaf Ireheart A major figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He holds a great respect for Dungrimm, known as a traditionalist in all walks of life, he often flung himself into fits of zealotry for Dungrimm and strove to be closer to the Gods through combat. Many dwarves likened his behaviour to that of a Stark Raving Mad Dwarf. Midgor Ireheart Midgor was the third-born son of Kjell Ireheart like his father he rose to the title of Grand King but was impeached after feuds within the Kingdom. He rose a second time and endured another tribulus reign, eventually getting removed once again. Some people referred to midgor as Kjell II, due to his striking resemblance to his father. He is the only living dwarf to have been crowned Grand King of Urguan twice, for this he is known as the ‘Twice-Crowned’. Hero Vorstag Ireheart Formerly a Grandaxe, Vorstag was known for leading his troops into battle as Grand King, he was an accomplished military commander having previously been Grand Marshal. After being shunned by the Grand Kingdom, he travelled to find himself, tracing his lineage he found that he was more Ireheart than Grandaxe (being the son of Igor Ireheart’s daughter Eileen) and thus chose the path of Kjellos. Eventually, he ascended to become Clan Father. Vorstag became Grand King once more yet his reign was short as he died reclaiming Urguan's armor from a corrupted Urir Ireheart. In doing so he was named a Hero of the Brathmordakin, as his sacrifice recovered one of the most important relics in dwarven history. Drynn Ireheart The son of Dreek Ireheart, Drynn was a very well known figure in the clan during its time of dominance in the Grand Kingdom of Urguan. A dwarf of considerable combat prowess, much like his father he was a Grand Champion of the dwarves and later was crowned Grand King. His skills in diplomacy repaired the rift in relations between the Empire of Oren and the Grand Kingdom and ushered in a time of peace at last for the Dwarves. Bastion Ireheart The son of Igor Ireheart, Bastion was a very well known figure in the clan during the time of it's dominance in the Grand Kingdom of Urguan. He was crowned Grand King of Urguan and lead the legion successfully against the Empire of Oren, restoring Yemekar’s Balance. His leadership in wartime and accomplishments to save Dwarven honor will make him forever be remembered. Gror Ireheart The grandson of Roggar, Gror was a prominent Ireheart during their less influential years in the Grand Kingdom of Urguan, he at one point was the Grand Marshal of the dwarven legion. After Bastion’s death he ascended to the mantle of Grand King and successfully crushed and defeated the second Frostbeard rebellion, personally executing the traitor Kewyr Frostbeard himself. Dreek Ireheart II The son of Drynn Ireheart, Dreek II was named after his grandfather. He was a dwarf of Kaz’Ulrah, being one of the few clan members to openly accept the umjumped Frostbeard kingdom. He eventually ascended to become the High King of Kaz’Ulrah, however his reign would be short lived, being assassinated by the infamous Charles the Bald only a year after he was elected. Utak Ireheart Utak was the son of Gror Ireheart, and much like his father he also rose to prominence as Grand Marshal of the legion due to his unparalleled skill in battle and tactical warfare. Soon thereafter he was unanimously elected the Under-King of Urguan. He later led a successful war against the Rexdom of Krugmar in what was a resounding victory. Following this he restored the Grand Kingdom of Urguan before resigning from the throne. Odin Ireheart A well known figure in the clan Ireheart during its time of blooming in the Kingdom of Urguan, he was well known as a Grand Marshal of the legion. He had shown himself to be a follower of the berserker way of fighting, prevailing at even the worst odds against a host of Orcs. Being the grandson of Olaf Ireheart, he followed in his footsteps and was also known for his zealotry and rage in combat. Axel Ireheart Axel was the son of the late Grand King Bastion Ireheart. After his fathers death he fought for Urguan in the second Frostbeard rebellion and successfully captured Kerwyr Frostbeard before handing him over to his kinsman Gror to be executed. After that Axel disappeared for many years from the Grand Kingdom, only returning in Arcas after the return of the Under-Realm. He was promoted to Grand Marshal of the Legion of Urguan due to his years of experience in battle and successfully defeated the Rexdom of Krugmar in the War of Honor. Following this he resigned from his position to take over the mantle of Clan Father and successfully restored the clan to it’s former glory by returning many of it’s old traditions and finding many Irehearts through the use of the Book of Lineages. Belegar Ireheart Belegar was the son of Ognar Grandaxe and Digrora Ireheart, making him the grandson of Midgor ‘Twice-Crowned’. Belegar was Grand Marshal of the Legion of Urguan for many years and even successfully led them during the 18 years war. He restored the legion after the previous failures of the old Grand Marshals and made the legion a feared army throughout all of Vailor, with discipline, determination and honor. Belgor Ireheart Belgor also the son of Ognar Grandaxe and Digrora Ireheart, grandson of Midgor and brother to Belegar. Much like his older brother, Belgor served as Grand Marshal of the Legion of Urguan in early Axios under the rule of his kinsman Drynn Ireheart. Following this he disappeared from the Grand Kingdom for many years only to return to take his place in the command of Axel Ireheart’s Legion of Urguan in the War of Honor against the Rexdom of Krugmar. Following Urguan’s victory he took Axel’s place as Grand Marshal after the former’s resignation, before officially resigning himself some years later. Aldal Ireheart A well known figure in the Clan during its dominance in the Kingdom of Urguan, Aldal was one of the few if not the only Ireheart who preferred book and quill to sword. Aldal was the High Prophet that led Da Kirkja Dverga during Anthos. He was known as an extremely kind and pacifist dwarf. He would try to retire as a leader of the clergy, however, because of the incompetence of some of the dwarves that came after him he had to return multiple times to revive the clergy once more. Aldal became High Prophet again in Axios. He was one of the last High Prophets before the schism. CLAN BLOODLINES Throughout the Ireheart's time in history, four dominant lines have existed. Line of Igor: Skin tone: Light Eyes: Black Hair: Brown Beard style: Natural, occasionally decorated with dual orange bands Other: Long beards and hair are common. Line of Dreek Skin tone: Light Eyes: Brown Hair: Jet Black Beard style: Undecorated, natural, very bushy. Other: Beards are often bushy enough so that they may be used as a storage device. Line of Roggar Skin Tone: Light Eyes: Amber Hair: Bald, ones who are lucky enough to have hair have very little Beard style: Natural, undecorated Other: Baldness is very common. Line of Olaf Skin tone: Light Eyes: Blue Hair: Reddish ginger Beard style: Natural, braided, bushy Other: Beards are bushy yet braided. CLAN MEMBERS Clan Father: Axel Ireheart (Lefty_Bojengles) Clan Elders: Bakir Ireheart (Ireheart_) Durorn Ireheart (masouri) Thorgrim Ireheart (PrinceOfTheRhine) Utak Ireheart (Mickaelhz) Clan Members: Aghuid Ireheart (Cheezzy_Garlik) Azorius Ireheart (chrisoulis777) Bianca Ireheart (EnderMaiashiro) Duren Ireheart (Stargush) Grimnir Ireheart (LouisGY) Grombrindal Ireheart (IncognitoXGhost Gror Ireheart (Pancakehz) Thravrum Ireheart (NewdurHoff) Urist Ireheart (Juhti) Wilhelm Ireheart (implicitlypug) CLAN FAMILY TREE https://www.familyecho.com/?p=DI9R3&c=r7ui0g8hgh&f=286223249458410638 APPLICATION MC Name: Character Name: Character Age: Appearance: Bloodline - Feel free to contact Axel (Lefty_Bojengles), Bakir (Ireheart_), Durorn (masouri) or Thorgrim (PrinceOfTheRhine) for help: Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: What is your Discord?: Image of the skin you intend to use:
  17. Once more the Grotto gathers to celebrate literally nothing! We need no reason to party, just because we can! All citizens of Arcas are welcomed in this sad, stressful time to come enjoy a drink or two in the tropical paradise that is Talon's Grotto. Cheap food and drink for all those who attend. ((OOC Time: 9/12, at 3PM)) Attached is a map to the Grotto! ((Just head towards Siramenor, there should be a path that leads to a ferry!))
  18. Covey

    Brothers of Virtue

    [!] Posted around the lands of Arcas, whether it be outside a tavern or on a roadside tree, would be flyers advertising the Brothers of Virtue. By briefly skimming over the flyer’s contents, one could quickly notice that the Brotherhood offers good work, great pay, and even greater drinking buddies. C A L L T O A R M S Brothers of Virtue Est. 16th of Malin’s Welcome, 1782 Take up arms, Brothers! May a common purpose guide our travels, leave us walking a path undivided. Rekindle the embers of long forgotten companionship amidst a world racked with grief, tainted by violence. Offer your hand to your fellow descendant as we bleed out upon the same soil. May our bounds to one another remain everlasting, eternal! The Brotherhood shall prevail! The Brothers of Virtue Purpose Brothers’ Creed Contracts Ranking OOC The Brothers of Virtue To forfeit ourselves to our fellow descendants and to bleed for their needs - The Brotherhood offers ourselves to your needs. For coin, of course. Clad in their pennants of yellow and white, the Brothers extend a hand to those in need of them. The Brotherhood is built upon a code that all its members serve upon. Honor, security, unity, justice, and virtue. Such principles are applied when Brothers are tasked with a contract - the system that the organization operates on. The Brotherhood hears out the needs of all, and to aid them, a contract will be written. In most cases, a group of three to five Brothers will be assigned to any given contract. It will be this group’s duty to uphold the Brotherhood’s end of the contract, and upon properly completing it, the group will be compensated nicely. Purpose When a system fails to protect those it was made to serve, it is in the hands of the people to serve themselves. Take the hand of Virtue, we offer you our service. The cause of the Brothers of Virtue is quite simple, holding no beginning and no end. It is not built upon any primary goal or objective, instead created to aid those who can not do so for themselves. Our purpose is to take on contracts in exchange for a monetary payment. The Brothers of Virtue will take up arms, blade in hand, just as easily as they will oversee a diplomatic conference. Our work is not solely limited to sellswords, as Brothers serve for more esteemed, honorable causes. While we are willing to serve by blade, the Brotherhood does hold the right to deny contracts. The Brothers of Virtue are not assassins. Brothers’ Creed To serve for a cause greater than oneself is honorable, but to serve alongside those one trusts is memorable. The Brotherhood can be defined by five words, each representative of its core principles. Honor Security Unity Justice Virtue Article I - Honor Simply put, to remain honorable is to provide a hallowed respect to the contextualized subject. The cause of the Brothers of Virtue is one of deep respect, not only towards those we serve, but towards those we serve alongside. Respect is to be offered and recognized, and to be a Brother is to embrace Honor. Article II - Security The assurance of peace is a blessing, a rare fortune possessed by few. To be a Brother is to offer security to a stranger, willing to extend your aid to any in need of protection. The virtuous nature of a Brother undoubtedly compels them to offer guardianship to the defeated and damaged. Extending a hand to the unfortunate is always necessary, and to be a Brother is to embrace Security Article III - Unity Bound by our values and goals, we stand as one. Our exteriors may vary, but we fly the same banner - that of the Brotherhood! Unified as a redeemed tribe, to be a Brother is to embrace Unity. Article IV - Justice Justice is a fickle topic considering its many interpretations and subjectivity. However, Brothers mutually understand the principles of retributive justice - eye for an eye. The actions of anybody are deserving of justice, but wretched, immoral decisions are to be acted upon. Embracing the consequences of one’s actions is understanding the principles of justice, as to be a Brother is to embrace Justice. Article V - Virtue To define a guild by a particular word only emphasizes its importance in the group. Virtue is no exception, as the characteristic is a principle the Brotherhood embraces. To be virtuous is to live by your morals and to allow a well-ordered mind to direct you. Brothers understand their cause and do their work in an esteemed manner. We are not crooks or mercenaries, but instead, common folk dedicated to a cause of virtue. To be a Brother is to embrace Virtue. Contracts Unlike the common word, the price of a man is not determined by the quantity of mina he might accept. It is through the use of contracts that the Brotherhood aids those in need of their services. The Brothers of Virtue can serve a wide range of jobs (excluding murder, tortue, or excessive violence). Nearly any job will be accepted by the Brotherhood, but the Brotherhood still possesses the right to decline any contract they deem unfit. To employ the Brotherhood, a client must seek out a Brotherhood contractor or visit one of their locations. Upon finding one, they are to formally make a Contract Request with the following format. Client Name Allegiance Occupation Contract Brief Description Particular Information Other Information Following the submission of a Contract Request, a Justiciar will be arranged to meet with the client. They will convene and will discuss the contract’s details, including specific information, reason for needing the Brotherhood, and the payment for the job. If the contract is accepted... The Brotherhood will require the client to pay half of the fee upfront and pay the rest once the job is completed. The contract will be posted to the Brotherhood. There are two options in how the contract may be accepted - Either a group within the Brotherhood will convene to directly accept the contract or the contract will be assigned to a predetermined group. Following the contract’s acceptance, the group will complete the needs of the client. Upon completion, a brief meeting will be called between the client and the Justiciar to finalize the payment and provide assurance of the contract’s completion. In the event a group fails to complete the contract, it will be reassigned to a new group. The Brotherhood reserves the right to deny or disband any contracts, even after its acceptance, but forfeit the payment, of course. If a contract is denied... The Justiciar will politely refuse and send the client on their way. It is possible to renegotiate the contract following its decline. The Brotherhood will immediately decline jobs that entail murder, tortue, or excessive violence. Nearly any other job would be accepted by the Brothers of Virtue. Ranks It is not a ranking that provides for authority, but instead, the trust and honor that has been displayed. Initiate An initiate is the entry level position into the guild. Despite being new, initiates are instantly welcomed. Initiates are to accompany Brothers and Justiciars on contracts, and with enough experience, will be granted the title of Brother. Initiates are granted a gray tatter, recognizing their hazy, grayed future regarding the Brotherhood. Brother When their achievements and dedication have been recognized, an initiate will be welcomed as a Brother amongst the guild. Alongside the recognition of being a Brother, the opportunity to live in Brotherhood guildhalls is available, as well as the chance to aid in guildhall management, if so desired. To be a Brother is accepting the Brothers’ Creed and taking up arms alongside their companions. Brothers wear a yellow tatter upon receiving membership, reflective of their position as a Brother of Virtue. In the guild’s terms, yellow perfectly resembles their cause. Just, noble, and virtuous, yellow carries the properties that are instilled in each Brother’s morality. Grand Brother Grand Brothers, although holding the same status as a Brother, receive a greater title for their noble service and sacrifice for the guild. Grand Brothers are not to be held above their fellow Brothers. However, the title is used to properly recognize them for their achievements. Grand Brothers wear a bronze tatter, which still resembles their previous yellow tatter. The new shade of their tatter is simply to recognize their commitment. Justiciar Justiciars act as the leaders of the Brotherhood, being a collective group with assigned roles for managing the guild’s affairs. The roles assigned to each Justiciar may vary depending on how their fellow Justiciars see fit. The job of a Justiciar, within the Brothers of Virtue, is to aid in the management of the guild, alongside directing and leading their fellow Brothers. Although they hold a title recognizing their power within the group, Justiciars remains Brothers at heart. They are not to order their Brothers around unless leading a contract or settling a violent dispute. Justiciars may be appointed by the Grand Justiciar and the other Justiciars, but can be removed from the title as well. The politics of the Brotherhood’s leadership will not be described here, but it is important to note that new Justiciars are welcomed with a consensus from the existing Justiciars. Justiciars carry a tatter of red to discern their position from their fellow Brothers, despite being of the same code. Red, in particular, is representative of the blood a Justiciar is willing to spill for their Brothers and the cause. Grand Justiciar While formally carrying the title of the Brotherhood’s guildmaster, the Grand Justiciar is not to uphold their authority with an overbearing presence. After all, they remain as a Brother, just as their fellow companions do. The Grand Justiciar acts as the head of all Justiciars, offering guidance and direction to the guild as a whole, rather than a particular aspect of it. The Grand Justiciar may aid the Justiciars in their assigned aspects while possessing the role of guildmaster. The Grand Justiciar does not hold an absolute, undeniable word on guild affairs. Alongside Justiciars, Brothers may raise objections to decisions the Grand Justiciar might make. Regardless of the title, we all remain Brothers, each with an equal voice. The Grand Justiciar is granted the tatter of amber, a callback to their humble beginnings as a Brother of yellow. Within the deep color of amber lies the principles the guild was founded upon. OOC Thank you for taking the time to read through this post regarding the Brothers of Virtue! I will keep the OOC section brief, considering how long the other sections were. The Brothers of Virtue is meant to be a welcoming group on LotC that can create adventurous, enjoyable roleplay encounters for those looking to be involved in them! We use our contracts to initiate role play situations with other players, as well as creating private events of our own. These event-based contracts usually take form in investigations and monster hunting. To apply for enlistment in the Brothers of Virtue, reply with the following format: Username - Character Name - Proficiencies/specialities (i.e. lockpicking, swordsmanship, persuasion) -
  19. [!] Flyers were put up around Sutica and some of the trees right outside of it! It’d read: Tricks and Mirages Palace is now looking to hire people for their next venture! Currently, we are talking of expansion into settlements or other nations and need more workers to do so. But, we currently reside within Sutica, Oren and Haense. Job Descriptions: Crafter: A crafter makes the approved ideas for the pranks, no rename tokens required. Payment is 200 mina per week. There is room for future promotions and to make more mina but it all depends on the work put in and just how well everything keeps going. [!] A form is attached at the end of the flyer to fill out and bird in! https://docs.google.com/forms/d/e/1FAIpQLScoN8kFKNctMl5YTQ7lkunXS_ggQ3ARwgYIixEkV4DIuywFkA/viewform The shop itself is located at Lubba Ward 3 in Sutica or Nauzica Stall 11 in Oren for those interested or just curious.
  20. As issued 14th of the Amber Cold, 1783 BY ORDER OF THE GRAND MARSHAL In recognition of astounding bravery in the field of battle, Durgar Ireheart is to be awarded with an official induction into the Legion Hall of Fame and is to be promoted posthumously to the rank of Longbeard within the Dwarven Legion. His valiant disposition against the forces of the Inferni tide stands as a testament to the honor and resilience of the Dwarven people as a whole. OFFICIAL HALL OF FAME CITATION: Upon the eve of the Siege of Korvassa, Durgar left his humble job as a barkeep and once again took up his axe, marching his way to the frontlines of a desperate battle. The battle however was lost, in a swift defeat the forces of the Inferi alliance were broken and they quickly fled to the ships. As the battered defenders ran for their lives and settled atop the boats, they could see a single dwarf who stood in defiance of the inferi. For several hours he brutally cut down demon after demon until the General himself, enraged at his failure, smited the Ireheart where he stood. Because of this determination, the garrisoned forces in the city could flee without a demon on their trail following. NOTES OF THE GRAND MARSHAL: “Durgar Ireheart signifies to the Joint Command the true honor and intrepidity one dwarf can show in the face of overwhelming odds. It is in my personal belief that in his final moments Durgar knew that he would not live to see our carved halls once more, he understood he left behind family in the name of country yet he did not falter and fought to the bitter end. I understand this will do little to replace Durgar but it will let his legacy continue on as one of valor and integrity. To those of Clan Ireheart I express my deepest condolences on the death of Durgar in the line of duty, he symbolized the resolve of your Clan and I hope you will accept this commendation in his name.” In the valor of Dungrimm and honor of Urguan Grand Marshal of the Legion of Urguan,
  21. ~Prologue~ One cold day, the drifter sent out a group of Sellswords to check out a small cave, and none seemingly returned. As the days went on, Bounties would be handed from one hunter to another. Months later, the Drifter wouldn’t know of what had happened to his hunters as none of the parties who got involved in his bounties to search for the missing hunters would find them. As the year would conclude, the Drifter finally decided to stop sending hunters aimlessly out into recon after recon the wick wood to search for what could be deemed as a myth or tale. What really had happened that day in the cave would spark a dark ominous threat, leading people into its grasp of death. This story went a bit as follows... the four brave hunters ventured into the unknown dark cave expecting good pay from a run in the mill bounty, as it was for some reason a tier 3 bounty. The group would find that inside of the cave lied simple traps and other mechanisms to be all over the cave. About an hour would pass as the four struggled to get through trap after trap placed by someone who obviously didn’t like visitors. reaching the lower cave, the four would come across the recover mission that they were tasked with. retrieving one of the Drifter’s supply crates that was stocked with food and stolen by the unknown. Concluding someone probably just left it here to either grab later or leave to rot the group started their walk back up out of the cave as they would be met by a towering figure, that stood 4 meters tall, upon reaching the front of the entrance/exit. The hunters would prepare themselves as they knew they were about to die. After a few moments of the hunters drawing short swords, bows, and mace, the cyclops had already thought up a rather simple plan. Whilst the four brave hunters stood to fight the cyclops, the egotistical giant would pridefully spout out ”Rigut is prop’et...great sav’or to hum’e race” while speaking these words, the 4 Sellswords would look to eachother rather confused as one of them would ask cautiously, still gripping their weapon ”Porphet to our race?” . Rigut would give them a small nod before speaking in a sly Cavemanish tone ”Rigut wont sav’ humee’s unless humee’s help me”. The hunters would watch the prideful one eyed man spout this off, not believing him for a moment. ”Give Rigut meat, and Rigut might help humee’s” the Cyclops went on as the hunters still were quiet unbelieving of the giant as they gripped their weapons not wanting to help this obvious liar. Seeing that the humans still resisted his offers, the cyclops would simply walk out of the way from the cave’s entrance. Though as the hunters left the cave, they would meet the same grizzly fate as just about anyone else who ventured out into that cave and didn’t join this Cyclop’s cult. They would all be struck down , later being used as the Cyclop’s breakfast, lunch, dinner. With this tale ending you might be asking, just how did the Drifter know where to send Sellswords on this first bounty? Well, its quite simple really. The Drifter had heard reports of local people in the Wick wood going missing, and so he sent out one of his Sellswords all on his lonesome to search and find out what has been taking people. After a few months passed, the Drifter grew restless, awaiting for the man’s return he would go out to search himself. Unfortunately the man couldn’t find really anything as he searched through the woods, eventually reaching the bandit camp finding corpses to be missing from the camp, shown by the trails of blood exiting it. Upon finding this, the Drifter would then have a bounty prepared and ready for the next group of Sellswords that came along to his wagon. ~The Two Bird’s Camp~ As the day went by, and Haense Duma would end, Haense soldiers would flock to the Drifter’s wagon expecting a hard bounty based off of what they had been hearing for the past few days. Approaching the wagon, the group of 6 would stand by the Drifter’s wagon awaiting his debriefing. The Drifter would wait until he had took a long puff from his pipe before speaking in his low raspy tone, though anyone could tell whatever was wrong was clearly troubling the man as all of his movements seemed tense and forced. ”Right, I guess this should be enough of you lot.”. The Drifter spoke, leaning back into his wagon before he continued onto the debriefing, ”There have been recent local reports of people going missing near the Wick wood. I sent out one of my sellswords about a month back and he has either failed and is to ashamed to bring himself back here, or he was likely dead because of whatever he found. I sent him out to go near that bandit camp your men sieged a while back. Since he never returned, I decided to go do it myself. Though as I looked around the camp, I only found trails of blood exiting the back of it. I want you lot to go search the area and find some conclusion of what happened to my man.”. And so, the Sellswords were off on their bounty. They found themselves in the camp that had previously been sieged , now becoming a corpse dump it would seem as the group of HRA would see a few men covered in one eyed masks dragging carcass’s of half eaten, rotted humans/animals into the camp and leaving them around the area. Trying to be silent, the HRA hid to the sides of the gates as Ruben Var Ruthern would practice his acting skills and start screaming in pain ”AAARGH, AHH NO NOT MY.” . Ruben left off as the three body dumpers would send out a single one to go over to him. As the man reached him, he drew his knife readying it behind his back as Ruben stood in front of him, towering over the man in his plate as the cultist would ask ”Whats wrong friend?” the cultist asked, prepping his dagger behind his back assuming Ruben was hurt. Tough before the situation escalated any further, Astoro would slit the man’s throat trying to be stealthy as the other two noticed. They would run screaming ”ALERT ALERT, RUN!!” . The HRA would chase down 2 more men killing one of them as they question another that had rolled violently down a hill. From what they could draw from the questioning is that the men of this cult would most likely rather die then reveal their burnt skinned faces to anyone else, and that there was a nearby camp just down the pathway to the left. Going down that road the HRA would start to smell the putrid, stench of rotting corpses that the camp gave off. As the group would start going toward the camp, a few men would be visible behind the small wooden defenses they had though they were very unmoving. as Astoro ordered a few seperate groups to loop around the camp, they would find themselves being ambushed by a giant outnumbering force of the cultists as they were all separated. Astoro and archer would hear their comrades engaging in a fight as they started into the camp and discovering that the men behind the defenses were indeed a trap. though without any second to respond, Astoro and Archer would find themselves ambushed from behind. As the long hard fight went gruesomely on, the HRA would gain the upper hand as they slowly but surely scraped along killing the cultists throughout the fight. As the battle had finished, or so they had thought, the group would then be attacked by a hedge knight as he challenging anyone who wished to step up and fight. His opponent, Astoro, would hold his own against the knight. Though the duel would not end how one might think. It would be rudely interrupted by Archer as he stabbed into the back of the man’s neck. The long hard fight now being over, it would be followed by a big sigh of relief being there no injuries as the HRA went along to search bodies and the camp. They would that every one of the dead cultists held a bottled eye as some sort of ID? They would also find a map locating what seemed to locate 4 other cultist camps. The 6 made started their long walk back to the drifter, once returning would offer the drifter the map and one of the cultist’s bottled eyes. The Drifter would seemingly except this as enough for their payment as his stress and curiosity only grew. The Cultist Camps -In depth- The first one the two bird's camp. Its called this because the cultists that had lured people into the camp would hide in the tree's as the unsuspecting men would wander in as they thought they saw cultists standing behind defenses as when they wandered into the camp, they would find the bodies to be dead as the cultists would come out from the surrounding forests, and kill those who wandered in. The second one is known as the Boiling Pot because the cultists themselves had taken up eaten humans and animals as so did the cyclops. the made a camp for the cooking of the Humans/animals in the wick wood as they had a giant pot underneath a campfire to boil dead creatures. This camp would be somewhat defensible as it's their main point of food making for the followers. The third known as the house of darkness. this house would be placed as a decoy cave to the cyclop's home. upon entering the cave, it would be seen that it is littered by traps of all kinds. It would also hold cages holding bears, wolves, and boars (not greymanes just regular ones). there would be beast handlers that set off cages as well as a few people guarding them. The fourth would be known as the cannibals commons camp. this camp is one based by the Cyclop's cave as it holds a lot of the followers. It would be seen as there main home if they were not staying in the cave with the Cyclops. The fifth camp is known as the burner. known as the area where the skinning and burning of faces happens. It is heavily guarded by some hedge knights and a few others as this camp houses all of their medical cultists. The main Base of Operations is known as the One Eyed Kingdom. the most fortified. known as the Cyclop's main home, there would be walls set up outside of the cave as the inside would be disorienting to those not wearing masks because the moss would cause disorientation -2 to all rolls to anyone inside EXCEPT for the Cyclops. the cave would most likely have traps in it as he was known as a more intelligent Cyclops. a trickster. let me know what you think, its my first time making a forum post for eventlines.
  22. The men of Haense trudged through the muddy streets of Reza in search of a bounty. They would find themselves sitting a front the Drifters cold, unwelcoming wagon. Of course as aspiring bounty hunters the Drifter wouldn’t decline them a bounty when they asked for one. Though what happened in the bounty was a horror that would leave a young Scyfling by the name of Throm in the seven skies, and the Drifter would seemingly pass it off as a regular occurrence. The job that the HRA men were tasked with was not one that was simple. They were sent on a recovery mission of one of the Drifter’s MIA sellswords. As they fought, the fight would be going well as out of no where Throm would stealthily kill on of the bandits, as another warrior stood aside the deceased corpse that Throm had just impaled. Though the Scyfling had fought his opponent valiantly, death would over take the young lad. His last sight’s being the man who had dealt him death, his final weak mutters being “I’m sorry father”. One could say he died ever so nicely on the field of battle. Surrounded by the ones he called friends, and those who say that would be correct. Though if you thought he had died in vain you would be wrong. His opponent would be brought down onto his corpse by the swing of two allies, Astoro Jovanovsk, and Leonid Amador. Upon the completion of the mission, the group would find the man they had been sent out to look for scarred by burns, cuts, bruises, etc. as his frail slender frame limped out of the cage shouting for food and water. The men brought him back to the drifter as they also took Throm’s corpse along with them. At sight of the young one’s body, the drifter seemed sad as his tone became quite melancholic. After their job would be settled, the Drifter would hand Astoro Jovanovsk a Medallion of the great hunt as he spoke to him in more of a sad stature, his voice sounding troubled as he spoke ”Place this with the young sellsword as a small tribute to the lad.” The Drifter would say as he slowly walked back to the cold grip of his wagon muttering ”That’s part of the job, though its a shame seeing everyone go before me...” Right before heading into his wagon he called home, calling it a night.
  23. The following missive would be sent to those who are mentioned down below. To whom it may interest, You are hereby invited to attend the wedding of Halvar Edvardsson, the King of the Highland Realm, and Anceliana de Astrea. The wedding will take place in the palace within Morsgrad, the capital of the Highland Realm. The ceremony will be performed by High Keeper of the Red Faith, Alisa Camian. We ask all guests attending to show respect towards the Faith. After the ceremony, guests will be directed towards the local tavern to celebrate and indulge in further festivities. There will be a celebratory harvest festival in Lunsbeck, including festivities and games such as sparring, drinking and eating contests, apple bobbing, horse racing, and dancing. The following families and groups are formally invited to attend the wedding: The Citizens of Morsgrad The Citizens of Lunsbeck The Noble House of Ambrose The Citizens of Darrowmere The Citizens of Haenseti-Ruska The Citizens of Talus Grove The Citizens of Krugmar The Grand Kingdom of Urguan and its Citizens [OOC] Saturday, 29th of August, 4:00 PM EST 29/08/20 4 PM EST
  24. This account is written by Selion Drogon. The information included is supposedly an exact account of the creation of Sirame Khel. The Empty Agreement There was mist, a slight wisp that traveled over the cracked and dusty ground. It was out of place in the dry air of the desert night, crawling over warm dirt. It seemed to speed up rushing angrily and haughtily into the air, screaming into the ashen night, devoid of moon, or stars. Its topmost tendril reached for the darkness, its shadowy form stretching for nothingness and then it was nothing, a little mist, the smallest amount of vapor, floating through the air. Tide’s eyes glanced quickly over the mist as he walked up stairs. He thought nothing of it. His mind was focused upon the task ahead, convincing the council of Ker’Okarn that his group should have a place near their city. He took one step after another, feet making a rhythm on the sandy floor. As each step fell, he went over the same mantra in his head. The same mantra that had been in his head for the last thirty years. The one thing that drove him above all else. In fact, for this diminutive dark elf walking in the corner of the world, this mantra might have been the only thing left. It’s a strange idea that a living thing can so entirely be consumed with one thought. We often consider this to be a good thing, a sign that progress will be made and dreams realized. I suppose, on the whole, the greatest achievements come from mindsets entrenched with a single thought. Those types of people, no, creatures, are often considered the harbingers of effort necessary to produce a desired effect. In the world that we live, no other method seems to be possible. Failure is expected and success only comes from a driven personality that defeats all odds. Was this the idea that made Tide think he had a chance to turn the tides of the world? Was it something else? Perhaps he didn’t think about it. In fact, I’m sure he didn’t. For Tide, it wouldn’t matter if individuality was a myth or if individuality was the best way to induce change. His one thought was the change itself and not whether he had a chance as one among millions. Tide glanced to his side. Artius was walking slowly up the stairs to his left. “Why does the meeting have to be at night?” Tide asked softly. “Would it not be better to have this in the morning.” Artius held his hand behind his back giving the sense of calmness and sternness. Yet, his fingers twitched behind him, a sign that this position had been carefully designed for the very purpose of seeming calm. He was still a young elf and his presentation meant a great deal to him. Yet the absence of experience betrayed itself in his slightly stiff posture. Tide wondered how such a young dark elf could become so powerful. He’d have to ask him at some point. “The council was busy in the morning,” he mumbled curtly not looking at the dark elf. Tide felt a slight tightening in his throat. He didn’t know why Artius was being cold to him. He hoped it had nothing to do with the council. His trek over the desert would become useless and he’d have to start over at the beginning. At that moment, a cool breeze ruffled Tide’s white hair. His chin lifted almost imperceptibly. His eyes narrowed and his finger, which had subconsciously drifted to touch his face, returned to relax at his side. His eyes closed and a small sigh escaped his mouth. Mind blank, he continued to step forward. Each footstep sounding loud and unnatural like a drum in the night. Finally, they reached the council room, which was nothing more than a table. It stood on a raised platform with railings on each edge. Vines were growing around wooden pillars that held up a simple roof. This was the highest point in the city. None of the council had evidently arrived yet so Tide walked over to the edge of the platform and looked over the edge. There it was. Laid out before him. Ker’Okarn. Light flickered below like a vast constellation of stars. His hands grew white as he grabbed the railing that was built into the platform. Unseen by Artius, his mouth split into a thin smile. “Would you like to sit down?” a high, authoritative voice interrupted his thoughts. He turned slowly back to the table. Before him were six dark elves. They had already sat down. Tide didn’t know how he hadn’t heard them come up to the platform. He seemed to be missing a lot of things since his coming to this city. His first instinct was to walk swiftly to the table and apologize for not noticing them. His right foot stepped forward to do exactly that. It was what he would have done on any other day. His face hidden by the moonless night, he paused. He waited, standing there as the nights cool air blew his colored cloak around. After many seconds, he stepped forward, taking as long as possible to sink down into one of the chairs. He folded his fingers and closed his eyes for a few moments longer than was necessary but not long enough to seem as if he was agitated. His ashen lips tightened. “My name his Tide Falkmoor, suliin of Sirame Khel, son of Norn Falkmoor.” He said calmly with poise, almost aristocratic-like. He stared at Artius, who was sitting at the head of the table, his eyes sharp as an eagle’s beak. “Tide Falkmoor, you sit with us today to discuss an offer you made to me the moment you were able. I hope you are not wasting the council’s time. Please state your case for why we should give you land and the protection of this city.” Tide began, his words collected, his phrases lilting, his face emotionless, “Sirame Khel is a group of dark elves dedicated to the preservation and honor of our race. We were founded after the fall of Renelia. We believe that ways of old where dark elves largely stayed out of the dealings of other races is long past. We believe that in order to bring about a better world we must work within and around the cultures of other lands and civilizations.” He paused looking around. The dark elves who were sitting had their face turned in interest. As he stopped talking, however, Artius cut in. “We have stayed apart from the dealings of other races for good reason. There is no reason to needlessly embroil ourselves in silly wars and conflicts. Furthermore, as I’m sure you’re aware, the dark elves have a history of coming undone when they extend themselves too far. Why should we permit your group to begin tension that has long since died down?” Tide made absolutely no motion that showed he had even heard Artius speak. However, eventually, his head turned back to the elf “we will not start conflict. We will not endanger the race. Those of other cities and races will not even know that we intend to impact their lives.” His voice was clipped and somewhat cold. “Sirame Khel is not a group that will, as you put it, engage in silly wars and conflicts. We do only what is necessary.” “What is necessary might be different for every person! How do you know that your people will not do something stupid” Artius glared at Tide with an unexpected angry expression. “Training” “No amount of training can make someone smart,” Artius said his strange angry outburst disappearing as soon as it materialized. “It can make them careful,” Tide spoke calmly, yet swiftly. “Aye, I suppose that’s true. But if you intend to send dark elves across the realm why do need a place here?” Artius asked. “Everyone needs a home Illr,” Tide said dismissively “While they travel the realm, they must have a place to return to.” He glance again to the so-far quiet onlookers sitting at the table. At Tide’s words, one of the dark elves sat up a little. His face becoming clear in the light from the lamp attached to the ceiling. He said softly “home is something that shouldn’t be treated so lightly Illr.” Tide faced him, considering him for a moment. He was thin, carrying a cloak with strange symbols on it. His eyebrows were large and his face worn. “I suppose my view of home is tainted as mine was torn away from me as I was still very young.” Tide paused before continuing, “yet many of our number have face the same fate as have most of our race. It is the way of the world. Yes, in a perfect world, you are correct. We have no choice these days but to lose what was considered important in years long past.” Artius suddenly stood up, his armored hands smashed upon the old wood. “I have heard enough.” He paused his eyes narrowing, “If the council agrees with me, I think it time to start writing up the agreement. Poem written by Tide Falkmoor at this time: The Last It seems things That last, Are memories, Of loss. It seems things That die, Are eternal, Nonetheless. It seems things, Survive, Not in this world, But above. What will happen, When you are the last, When you are the note, Held before applause. What will happen, When you sing, When you run Out of air. What will happen, When the harsh Sound, When the harsh Sound, There it is. The last note. The one before applause. When the song stops, What will you sing? Entry five of “The History of Sirame Khel and its Rise to Power” by Selion Drogon
  25. The First Celebration of Al-Hadirah [!] Invitations went out to all of Arcas, a invite to a festival within the Qalasheens new home. Preparations were underway, the island those of Al-Faiz found themself on bustling with activity as carts were moved, tents were built and some, going back to the habits of their nomadic ways. Their home was lost but not their faith, their will to keep going and fighting and making the best of their new situation. Defenses were set up, pits of quicksand found, a mascot declared, Lawrence of Al-Hadirah. The people of Al-Faiz were still in mourning, grieving for those lost, their precious home in flames, yet, they stood strong, strong in the face of adversity. As time went on and eventually, new lives were made, an invitation would go out, to all of those of Arcas. It detailed a festival, one to celebrate and mourn, laugh and love, all together within their new island home, Al-Hadirah. To welcome in and commemorate a new home for the sovereignty of Korvassa and for the lives willingly sacrificed to ensure the people’s survival, His Majesty, Sultan Al-Mujaddid, hereby announces the date of a festival within the new capital of the Sultanate, now known as Al-Hadirah. All the peoples of Arcas are welcomed and encouraged to attend, so we may all take this step into the future together, grieve for the lives lost but also celebrate the new lives made. We will make merry, with food and music, giving us a time during this calamity to both laugh and cry together. BY ALLAH’S GRACE SAYYIDAH, Sultanah Sapphira Al-Nabeel SAYYIDAH, Princess Esmae Bint Saqr Al-Nabeel
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