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Found 278 results

  1. Imperium

    Brotherhood of Saint Karl

    THE BROTHERHOOD OF SAINT KARL VE OROENIR SANT KARLEO ________________________________________ His Majesty’s Host of the Czena From the frigid, rocky peaks of the snow clad Greyspine to the immense forests of the Wickwald lies the ancient Kingdom of Haense, the homeland of the highlander peoples. Ruled by the heirs of Sigismund, Haense stands the bastion of tradition and order in the landscape of chaos surrounding the lands of humanity, a bulwark of light in the dimming darkness. And even if all fires devolve to embers, the flames will to kindled anew, and in the waning years of the seventeenth century Haense sees its regrowth, led by the newly installed House of Bihar, and reformed to follow once more its customs and bring order to the unruly lands. It is by God’s own Will that Haense be protected, and even in the darkest of days, it will continue to stand stalwart from the forces which aim to destroy it. Enemies surround the nation, yet Haense will continue to growth, and by the golden crow’s wings it soars farther than it ever did before. This is the coming era of a golden age, and with the heralds come a need for a new shield to protect its fair maiden. Under the guidance of the Our nation’s patron saint and founder, the brave and pious Saint Karl, this new brotherhood will harken the days of old yet create a new legacy which will shape the world for years to come. This is the era of regrowth and retribution, to which Haense will yet again carve itself into the annals of history. Let every man of Saint Karl reach the heights of glory and fame, for their shall not falter in the wake, and let every man who faces them rue the day. As said in the prayer of Saint Karl, “For though we live in the world, We do not wage war as the world does. The weapons we fight with Are not of this world. They have divine power To demolish the strongholds of man. We decimate arguments and every pretension That sets itself up against thee. As Saint Karl stood tall in the wake Of the sin and debauchery, Let us take captive every thought To make it obedient to Him. So say we all.” May Saint Karl guide the men forward to the dawn of the new age. RANKING [SENIOR COMMAND] GREAT CROWN MARSHAL | HAUCHMARSAL He who is leader of the brotherhood, the first brother of brothers, and chief general to the King. If it is his will and the will of our gracious monarch, then the brotherhood will dole it forward. Incumbent - Lord Rhys Ruthern, Herzen var Vidaus | Ave_Imperium FIELD MARSHAL | ZWEINMARSAL He who commands the men on the battlefield, to bring glory to his nation and defeat upon their wretched enemies. Woe to those who must face them upon the fields of toil and despair. Incumbent - Ser Godrik var Helmholtz | Ticklemonster MASTER OF THE CAMP | VALKHERZEN He who is lord of the camps, general of the quartermasters, and master of logistics. It is he who delivers the crushing blow on the enemy not through their own fisted iron, but supplying his brothers with the devilish kit. Incumbent -Andrei | Nectorist [HIGH COMMAND] MAJOR | OBERNIK He who leads his own true regiment of men, drilled in the art of war, sworn to protect the gracious lands of his homeland. It is he who is the backbone of the brotherhood’s bureaucracy. CAPTAIN | KOSSIN He who keeps diligent watch and fights as his brothers do, maintaining order and file in the thick of bloodshed and making sure no man falters. LIEUTENANT | LEYTNANT He who is second, yet not last, in the order of battle, supplying his wise wisdom and courage to his superiors. They are the hands of the Kossins and Obernik, their position unreplaceable. [ENLISTED] ARMIGER | BRUSTYA He who is the greatest of the veterans, wisened from years of battle and service to his fair nation. Any man to face the dreaded Brustyae would weep for their coming death. SERGEANT |SERZHANT He who leads from the front, his brothers behind him in rule, following his every example. While men look to the officers for orders, they truly look to the Serzhant for the prime example of a highlander warrior. CORPORAL | KOPRAL He who has survived their first battles and wars, showing leadership in the face of chaos, and impressing his elder enlisted. ARMSMAN | OXTZEN He who is the bulk of the brotherhood, though no less important, and fights for his nation and family. They bring glory to their name and their home-ridden wives sing songs of their victorious return. FOOTMAN | NAUSANGKRUV He who has only just joined the brotherhood, and is not himself a full brother. Their mettle requires testing, and must prove themselves in order to be considered a true man of Saint Karl. INITIATE | NAUMAAN He who has not even trained under the same roof as the men of Saint Karl, and barely can call himself even apart of the brotherhood, for they have only started their journey. THE OTHAMAN OATH The oath which is said as induction to the brotherhood, something which is never taken lightly, and will forever cement one as a man of Saint Karl, ‘To my left I see my fellow brothers, to the right I see the same. For all in the world, we fight for the peace of this land. Through God, he gave us stewardship of the realm. Through stewardship, we gained the knowledge of diligence and prudence. Through diligence, we may conquer all without fault. And if I should falter in my course, send me never to the skies above. If I should succeed, bestow unto me His blessings, forevermore. For, now I march into a valley through which there is no path. And the stones cascade behind me, to seal my retreat. Though in this valley, I find my Brothers; Now I am named Guardian of My Homeland. Should I falter, my shield shall turn to ash; But I shall not falter.’ It is these words which bound the man to his home, to his family, and to his King. As Othaman swore to Siguine in the face of desolation upon the fields of Barrowyk, so too does everyman swear, so that even in the darkest of hours, no brother will ever falter. APPLICATION Below lies the written application for the brotherhood, in hopes for one to join its prestigious rank. Though remember, not all are accepted in its file, and only those with pure heart and mind are accepted, and even then fewer are truly accepted as a man of Saint Karl. NAME: NOBILITY (Y/N): if not, GENTRY (Y/N): AGE: DATE OF BIRTH (if known): PLACE OF BIRTH (if known): RACE: ETHNICITY (Haeseni, Adrian, etc.): PAST MILITARY/COMBAT EXPERIENCE: PAST LABOUR EXPERIENCE: SIGNED NAME:
  2. [!] At the doors and gates of dwarven settlements around Atlas would hang a poster. "Ru..Run..e man" would be writing on the top of the posters, with in the middle an accurate drawing and "Oie 'ave s'ineh stone, send.. send moi.. c'ecken." at the bottom. OOC: I'm looking for a Runelord, Archlord and a normal runesmith is also very welcome , you can contact me on lotc as Afoc17 or on discord as EarthMonkey#1851. :]
  3. The Book of Grudges The reformation of the Remembrancers after the fall of Urguan saw one missing piece: the Book of Grudges remained with the Remnants of Urguan, its pages filled with unfulfilled grudges dating multiple decades many of which revolved around revanchism against the Kingdom of the Dwedmar. Tradition dictated, though, that grudges still have to be recorded and the Az Arkonrumm had a new book crafted to mark the new dawn that the dwarves new and old brought to the races history. The Book of Grudges is a tome of all sins and vices committed against the Khazadmar and their clans, recorded by the Remembrancers of the dwarven factions and kept under close watch within their library. Only those Khazadmar loyal to the Brathmordakin may visit and open it, and only to inscribe a grudge under watch of a remembrancer. Tradition demands that grudges be written with the blood of the Dwed, creating a binding oath for the inscriber to act upon them. _________________________________________________________________________ [!] You have been wronged. You feel your blood boil, your anger intensifying, you feel your beard on fire, and you formed a grudge. You entered the Hall of the remembrancers in the capital of Kaz’Ulrah, walked down the lane between the various statues and addressed the remembrancers of your grudge. One of them dipped their head and led you down below the library, into a room that had nothing else but a tome seated in the middle. The old lorekeeper steps over to open it for you on a blank page, and you are ready to inscribe your grudge. When asked, the remembrancer whispers to your ear, aiding you with the general format that has been used for the past centuries. Once you have written the grudge, the remembrancer nods in approval, “Let t’e Grudge beh settled….” ((Please note that a remembrancer must be present if you are to write a grudge in rp, The book itself is under constant watch, to enter like said previously you must be loyal to one of the dwarves nations or a dwarf to even ask to write a grudge)) OOC Notes ((If you decide to actually write it in via rp on the server, then I would think you’re allowed in purely to write the grudge. Grudges are meant for all dwarves and not simply one kingdom so i will allow even the most hated of dwarves (except Charles we all know why) to write in the book. Also keep in mind these grudges must be kept in rp and not fueled primarily on ooc drama or hate. Should a grudge be deemed too dangerous or against the code of the dwarves (kinslaying, etc.) the High Remembrancer in charge of this book can call a FM to remove it )) Name of the wronged or Clan wronged: Name of the person who wrong the Dwed or Clan: Grudge committed: Terms to settle the grudge: Date of the Grudge inscribed:
  4. Pun

    The Virarim

    The Virarim The Sirame reformed for a new age of prosperity; the Virarim is the united military of the Elven Dominion. It promotes stoic and competent values in combat, for Elves to act calmly, quickly and cohesively. Undignified war cries and undisciplined screaming are not permitted within these ranks, as all within the group are held to the Bronze Standard of Conduct. They are held to this standard as they are expected to serve as the bulwark and representatives of the Elven realm. It is preceded over by a Praetor, the commander of the force. The combat styles of the Virarim, like the Elves collectively, are adaptive for almost any situation, but specialties are inevitable. In a pitched battle, shields and spear can be locked together in a Phalanx capable of driving away the strongest foes with waves of arrows raining on the enemy. In the forests and jungles, the Virarim find their home territory, conducting lightning fast guerrilla strikes on enemy supply or war parties before making a swift withdrawal. If necessary, the command structure of the Virarim can be remolded for the situation; strict unit hierarchy and disciple might be enforced in a pitched battle, whereas operating in small teams, the structure can be changed. The very greatest of the Virarim may be challenged to prove their peerless combat prowess to their Commander. If they are deemed to be worthy enough, they may be called up to an elite group of warriors named the Immortals. They represent the very best the Elven realm has to offer and have the personal responsibility to protect the Administrative Council, and most of all, the High Prince and the King. Hierarchy The Virarim is managed by a cadre of officers and soldiers chosen especially for their dynamism, talent, martial skill and command prowess to fill roles as follows Praetor The single commander of Virarim. This position is usually held by one of the Bronze Lords, but this is no requirement. This leader has tested themselves in battle time and time again and has proven to be a loyal soldier of the Dominion and its people. Current Arwenia Silma (Punisher8817) Lady/Lord Imperator The single right hand of the Praetor. When the single commander is not present, the Aneh'wy has jurisdiction over the Virarim. He has the privilege of attending Princely council meetings on topics which concern the Virarim. They are to be shown equal respect as the Praetor and their words are the representation of Dominion law. Current Aulus Ithelanen (Khan__) Officer A more experienced Sentinel who has shown competency in commanding their fellow soldiers. They answer to the Lord General and the Praetor They hold tasks Quartermaster- An organizationally minded Virarim who manages the equipment and resources of the military in conjunction with its commander. This individual might also possess skills with which to fashion the war material which he then manages, as a blacksmith or a fletcher. Recruiter -An officer with a trained eye at spotting those who would be able to serve the virarim and the Dominion.Bring new recruits to the Drill master. Drill Master- Highly Trained Virarim with the experience to Train the recruits and Virarim. They host trainings and drills as well as training new recruits in procedures and expectations Sentinel An officer-in-training who is selected by an officer for education in battlefield tactics, home defense and large-scale military decision making. All sentinels selected must be confirmed by the Praetor to begin their higher service. Virarim The valiant defender of the Elven state and its most veteran foot-soldier. These soldiers make up the elite block of the Dominion’s forces, and it is in these grounds that a soldier may prove themselves to the Sentinels, and furthermore, their Praetor. Furthermore, they may seek to advance to officer status, possibly ascending to join their ranks. They are permitted to don a shield emblazoned with the Dominion's logo to indicate their elite status. Scouts/Pathfinder An experienced scout, usually a naturally exploratory Virarim with a knack for independent action and physical endurance, who can be sent as the leader of a small team of scouts. These can be either explorers on foot, or mounted soldiers depending on the need of the situation. Recruit A new recruit to the Virarim, who must prove himself/herself a loyal warrior in order to become a Legionnaire. All must start in this position. Irrinites The militaristic subdivision of the naelurir priesthood, they handle all matters in relation to the Aspects. They hold power to step in regarding such matters. They cannot overrule Lord/Lady Imperator and the Praetor. The Keeper and Commando of the Irrinite do hold the power over Officers , virarim and recruits in religious matters only. Medic One who utilizes their knowledge on healing others. The position is the only position which allows non combat individuals to join the Virarim, in such a situation the ranking is purely an honourary one and is on par with that of a regular member of the military force, however if held by a combative individual then their original ranking is also held atop this. Those within the medic sect wear an armband which looks like this Guest Sword The defender of the Elven state who doesn’t seek to officially join the military, but would still like to help with home defense and organizing civilians into militias to fight off invaders, raiders and bandits. Flameborne The flameborrne,a honor rank within the virarim, made in memory of Khaine Csarathaire. Khaine was one the greatest warriors in the Virarim history, before his sudden disappearance he served the virarim, from all ranks, he has won many battles and lead us in a blaze of glory. With this rank , those who have committed themselves to the Virarim , served well and have done great deeds shall be awarded with the Title of Flameborne. A title they may keep even after they have retired.Awarded by the Praetor , High Prince and King Virarim Fabri: When in peacetime and also finding a use in war, soldiers of the Virarim will play a part in maintaining the Elven Dominion through their martially useful skills, rather than merely laying passive and waiting for the next battle. Specializing in just one of these fields will also give the sentinel skills in their daily lives. To apply Either fill out form below or contact a recruiter Official 1671, Posted with the Permission of the High Prince Abelas ((ooc note: Thank you to iMattyz and Gaia for original format and texts))
  5. L0rdT0mas

    The Knights of Arbor

    ~The County of Arbor~ ~& House Silversteed~ ((coordinates to Arbor are X: 27 Y: 72 Z: 1563)) I am now unbroken. From this day, until my last, I shall not bow, I shall not bend, I shall not break. Henceforth I will not kneel for any man, not before any lord, or King. Our hearts are where all truth resides, And so I shall place my willing fist above it, in place of a bent spine. I am now undaunted. I shall not fear, what others fear most. I shall not tremble, when ordinary men break ranks. I am the light in the dark. I am the shield endowed with honor, the protector of Arbor and its lands. I am the sword etched with glory, the guardian of light. I swear from this day forth to protect the innocent of all the realms of Atlas, wherever they may be. I swear my life in the name of Arbor and House Silversteed, to protect the true bloodline of the first. I relinquish all title or titles to be to Arbor, for either I shall hold title within its realm, or no title at all. I am of House Silversteed, I am of Arbor. We are retribution. ~The oath of Arbor. ~A poem, written by a musician of Arbor many years ago, which became popular with the Knights and has since become a common hym among the people of Arbor. Since the Kingdom of Arbor, ordained by the Church, merged with Curon nearly 30 years ago, the realms have prospered. The alliance of nations has formed in the pursuit of lasting peace, and the Global Assembly has had unprecedented success in creating an understanding amongst the people of Atlas. Despite this, darkness still presides in this world. I Aragon Silversteed, Lord Paramount of House Silversteed; only son of Avalon Silversteed, the founder of this great house, have dedicated my life to eradicating the forces of darkness that plague all the peoples of Atlas. We the Knights of Arbor, tasked as peacekeepers of the Global Assembly, take it upon ourselves to seek out this darkness wherever it may be and destroy it. The undead, bandits, and the drakes that torment this world will be hunted and eradicated. To this end I swear my life, let God be my witness. Those who wish to fight the darkness of this realm, may sign up here. If one wishes to join the Silver Knights of Arbor however, they must sign up and pass the trials. Only the best and the bravest can hold the honor of becoming a Knight. If one does not wish to attempt the trials, they may join the Black Guard. ~The grand charge against the undead out of Arbor, led by Avalon Silversteed and The Knights of Arbor The Silver Knights of Arbor ~Ser Ajax, Knight of Arbor (left, with shield) blocking an attack on Avalon Silversteed (right) by Bandits and Undead. Ser Ajax saved Avalon's life this fateful day. The Culture of Arbor Arbor began many many years ago, a split off group during the decline of the Kingdom of Norland in the beginnings of Atlas. Lord Avalon Silversteed, first of the House Silversteed, left Norland with much of its population and his house after the bastard child of Javier stole the thrown from his brother the true heir to Norland, whilst his brother was sickly in bed. Fearing a decline which indeed did come, Avalon and his kin left Norland, for a better life. In the early months of Atlas they established a small town, just outside the Cloud Temple. The town grew rapidly, and eventually became a city. Amongst the massive oak trees of those fertile lands, and like a tree itself growing strong out of seemingly hopeless soil, this city was aptly named 'Arbor'. Avalon believed in honor above everything. What he saw in Norland greatly shaped his view in the world. He saw how brothers turned on each other for power. How they spat on basic principles like the freedom to think clearly, or the freedom to follow differing faiths without fear of persecution. It became his drive, his goal in life to renew a spirit of honor within this new world of Atlas. He started with a simple decree. "Gather round my kin, hear me! I dare not take much of your time, you all lead busy lives, but hear me! Never again, shall anyone bow to me! And I shall bow to none! Just the other day an old and humble farming man came to my court asking for grain. Before he even spoke a word, before he even knew my nature, he attempted to bow before me. The pain from the motion that I saw in his eyes, I shall never forget. What right, do I have, does anyone have, to ask for people to bend their pride and honor before them!? To humiliate people, in such a way, just to evoke status. No more. The heart, is from where I wish to speak. From my heart. That is where my truth resides. Where my honor comes from. And as long as it beats I shall never bend my back again, to no man, no lord, no king. And as long as I live, none shall bow to me, or any of my blood!" And so it was. From that day forth the people developed a new show of respect towards each other. Arborians became known for placing their fist over their hearts gently, in place of bowing to one another. As time went by, and the Knights of Arbor were formed, the people of Arbor found it there duty to take on the roles that other cities and nations found beneath them. To aid the small and unlanded peoples that were scattered throughout Atlas. To protect these small communities from bandits, and the undead. To help them went winters were harsh. To supply them, when times were hard. The forgotten peoples of Atlas, were not forgotten by Arbor. Beside a large trade road leading to the Elves of the Dominion, and at the base of the mountain of the mighty Dwarves of Kaz'Ulra, Arbor's wealth swelled. Developing close relations because of this trade with many nations, Arborians began to develop their own culture and identity. Arborians above all value honor. In every interaction Honor is at play. If an Arborian goes back on their word, it is considered a disgrace, and they are often shunned by fellow Arborians for breaking a contract, or manipulating agreements. Arborians developed this sense that Honor and Humility are perhaps the most important attributes in a person, and thus teach it to each generation. Arborians are masters of the horse, and mounted combat. It is common that parents introduce their children to horses before the children can even speak. The horse is a symbol of freedom, of heart, and of loyalty. The vivid green plains and deep forests that surround Arbor are often speckled with wild stallions. As such, Arborians have developed, perhaps more than anything, the determination and willpower, of the very horses they ride. Arborians are a proud people, and there is often a struggle between to balance humility, and the natural pride within all Arborians. The Black Guard Charter of the Arborian Government, ~History~ _____________________________________________________________________________________________________________ Sign up for Citizenship RP Name: MC Name: Do you have a skill, trade, or profession you wish to pursue or put to use within Arbor? Are you interested in one of the above mentioned positions within the Arborian government? If so, which? (Senate, Silver Court, Centurion, etc.) ______________________________________________________________________________________________________________ Sign up for The Knights of Arbor RP Name: MC Name: Combat Experience (none is fine): If you wish to become a Knight, are you ready to take the oath and attempt the trials? (Do not respond if you wish to join the Black Guard): ________________________________________________________________________________________________________________ Sign up for The Black Guard RP Name: MC Name: Combat Experience (none is fine, training is provided): ________________________________________________________________________________________________________________ ((MSG L0rdT0mas, Ajax_Manslayer, or Ye_Haw for further information))
  6. Jondead

    -=The Herd=- [Revival]

    Original Post: (The Leader of the Herd) Herd leader - Ascended_gene - Alikar, Jondead - Zylan (Tends to be the wise man keeping the Herds traditions safe) Shaman: Jondead - Zylan (Protector and warrior, there to protect the other Cervitaur) Ranger: (Normal Cerivtaur, they do a lot of difforent tast keeping the Herd alive, they are the meat of the work force.) Cervitaur: (The New ones to the Herd, or honorary Cervitaur, they do not do too much, but can advance up the ranks to the ranger or a full Cervitaur of The Herd) Newborn: Blooby_Russian - Silvergale Clearean All lore related to Cervitaurs can be found here: Application: Mc name: Discord: Have you put up a Creatures app yet, and if so link it: ~~~~~~~~~~~~~~~~~~ Rp name: age: Role(Rank) in which you would fill:
  7. Tox

    The Enchantry

    -Established 1577- The Enchantry, a guild of scholarly individuals highly advanced in the arts of the arcane brought together with the single purpose to unify for advancement and betterment of voidal magic and its exploits privately. Let it be from its general use and applications to bettering the public view on magic the Enchantry will always be sure to keep magic used and appreciated. First Established in 1577 in Axios, a group of mages joined together to form a small covenant which slowly grew to a greater size and soon greater purpose. The guild now branches outwards to the world opening its arms for public services. Enchantments for coin or to help rid of problematic issues revolving around magic. Having a personal court mage in place to help advise one's nation of magical issues or to help teach potential new mages with very limited class space reserved for those who are personally invited. Guild Traditions The Enchantry Pendant Your fingerprint in the Enchantry - A mage's personal key and identifier in the vast world symbolizing their affiliation with the Enchantry. Commonly seen as a green gemstone with silver around it. These necklaces are bound to the user and acts as their key - if ever taken off a members person it will no longer work. Different colors symbolize different ranks. Black Stone - Associate Dull Green Stone - Acolyte Bright Green Stone - Magus Purple Stone - Keeper of Books Gold Stone - Keeper of Ways Red Stone - Seeker of Knowledge Blue Stone - The Enchanter and his Council The Enchanters Grimoire: Every member of the Enchantry upon joining is issued a personal Grimoire. These Grimoires are entirely for personal use and logging through the entire back section of the Grimoires have been enchanted. Anything written in these portions will transfer after a day to a master copy Grimoire - Allowing for the collection of knowledge (Follows the death rule - if killed the knowledge is stripped from your grimoire up to the point you would remember before death.) Each Grimoire is bound to the member with intricate magics meaning if they were ever stolen or misplaced they no longer function and appear to be blank - a new copy can be forged by its owner retaining the previous knowledge. The Enchanters Implement: Every member of the Enchantry upon joining is issued a personal implement for casting and are advised to use them as much as possible. These can come in the form of many objects ranging from wands and staves, orbs or even their own grimoire. Implements are meant to be entirely personalized and may be enchanted to further enhance capabilities. One mage may not have the same looking implement in the guild - each implement being logged with a name. Specialization Classification: Every member of the Enchantry upon Joining is issued a personal classification on the type of mage they are depending on what arcane magics they currently possess and which one they declare is a main focus of study. If they do not currently possess magic or lack said magic its based on their declaration of study. The Alterationist - One who mainly uses utility based alteration magic to change the world around them. The Battlemage - One who traditionally focuses on destruction based magic such as elemental and forceful arcane. The Conjurationist - One who focuses on Conjuration, learning how life around them works and how to conjure such especially as elementals. The Illusionist - One who focuses on Mainly illusive type magics such as Mental Magic or Sensory Illusion, Deceiving the world around them. Evarir'yallrn's Class: The Enchantry holds a tradition to help the world better current mages and create more traditionally helpful mages as opposed to selfishness and independency that magic has grown to have. To help press a better formality of magic the roll of Evarir'yallrn was created - and thus - Classes. Each class is up to three individuals to 6 max and are titled independently from each other - belonging to the Evarir'yallrn who hosts such. Classes can last between one single class to multiple depending on the planner of the Evarir'yallrn hosting such. Attendees of these classes must be personally invited by the Evarir'yallrn or assigned by The Enchanter himself.  Internal Ranking Hierarchy The guild structure is an important aspect, dictating those with weight and authority. The Enchanter - The Ailer'evarir Leader of the Enchantry Circle of the Enchanter - The Heial'ailer Selected Leaders of the Guild to council the First Enchanter Title Ranks: Seeker of Knowledge - The Uhierir'maehr Dedicated defender of the guild and the world around them. Often sent out into the world to serve as court magi or to learn for the guild. Keeper of Ways - The Evarir'yallrn Dedicated Teacher of the Enchantry to help guide new mages. Keys to the ways of teaching those how to control and respect magic. Keeper of Books - The Evarir'indor Assistant of the the Enchanter to help with Administrative purposes and help serve the guild and the Circle of the Enchanter. Main Ranks: Magus - The Talaileran Established Member of the Guild Trial Magus - The Enaer'saneyral New Member of the Guild - Two year trial period. Inductees must be at least a Journeyman on the Magus Scale. Acolyte - The Taeluir A Student or Assistant with-in the Guild Magus Scale The Enchantry recognizes all mages, in which they will be given a title for their mastery of the arcane. These are Enchantry standard scale and may be used where ever, on any mage to describe their ability. Your position on this scale will not give any weigh to the Enchantry internal Hierarchy. This scale only measures arts, not feats. Apprentice: 1 or more Arcane art, not mastered. (No T5 magics) Journeyman: 1 Arcane arts mastered. (1 T5 Magic) Evoker: 2 Arcane arts mastered. (2 T5 Magics) Sorcerer/Wizard: 3 Arcane arts mastered. (3 T5 Magics) Master Mage: 4 Arcane arts mastered. (4 T5 Magics) Arch-Mage: 5 Arcane arts mastered. (5 T5 magics) OOC Note: Anything posted on this subforum will act as mail to the Enchantry through Forum RP, please be sure to @Tox. With that said please do not comment on this subforum unless sending any official lettering (Requests to join / Inquiries). Thanks.
  8. [!] A small halfling boy runs around Dunshire, crying out for all to hear "'ear ye! 'ear ye! Daisy Applefoo' is nay more! T'ey go' 'er! T'eh Assassin got her!" Dunshire's residents would reel in shock "When? Why? 'ow?" They'd all say in a panicked frenzy "''t be true! 'er dead bodeh now lies among t'eh grasses!" The town crier hollers out, pointing towards the fields. Sure enough, right there in the potato patch would be Daisy's body, slashed into tiny bits... They got her, and now Dunshire has one less halfling to its name...
  9. NotEvilAtAll

    The Great Assassin Hunt of Dunshire!

    The Great Assassin Hunt of Dunshire! It all began when a masked Assassin entered the burrow of Soliel and held her hostage when the other halflings of Dunshire came to her rescue. A standoff began between the halfling rescuers and the Assassin, with the Assassin eventually fleeing the burrow through Dunshire's secret tunnels, sending all the halflings scrambling to find him. Thankfully, the Assassin decided to set Soliel free, letting all the folks of Dunshire relax once more. Everybody cheered as they saw her leave the Tavern unscathed, yet a foul taste still lingered in the air, and a sense of dread still lingered in everyone's hearts, for the Assassin was still at large in Dunshire... All the halflings gathered in the Ale Garden, discussing what was to be done next. There they decided to split up into two groups, with one group searching the tunnels, and the other group searching the perimeter. Both groups found nothing. Then, all of the burrows were searched, only for naught to be found once again. As the search progressed, things became more and more dire. Halflings would venture out alone to check inside a burrow or behind a tree only to come back some time later bearing grievous wounds, and stories of a masked face, a blade in the dark, and a sudden gush of blood. Sometimes halflings would split up from the main groups and get lost, causing even more distress. Eventually, the search was as much about finding lost halflings as it was about finding the Assassin, and every halfling who struck it out alone was in danger of coming back injured, or not at all. Some Orcs came to the aid of the Dunshire halflings, having heard about the terror the Assassin was causing. With the united might of Orcs and Hobbits, the search went on. They searched the woods when claims of the Assassin being there were heard from injured halflings, and he was very nearly caught a number of times. Alas, no matter how hard the Orcs and Halflings tried, they could not sniff out the Assassin and corner him. All the search accomplished was an unending stream of injuries. Healers in the Boo-Boo Tent worked tirelessly throughout the night, trying to heal as many halflings as they could. Thankfully, due to the wonderful bravery of the healers and the protection of the Orcs, there were no fatalities despite the many injuries. But while no fatalities have occurred thus far, things do not look very bright for the halflings. The Assassin remains at large, and from their experience trying to sniff him out, the Halflings and Orcs know that this is a capable Assassin indeed. Capable of evading thorough searches without being cornered, capable of striking where it is least expected, and capable of causing mass-disruption and terror. Will the Assassin ever be brought to justice? Only time will tell...
  10. Sometimes it takes a mind to understand that everchanging tempest of Time. Other times, they are considered mad and insane. That is what Karren felt like as he continued to delve into the darkest recesses of his own mind and soul. The single moment where his own life had taken a darkened turn was lost to his own memory as he had been claimed by Death and revived by the monks of Cloud Temple over and over again to the point where his own soul felt heavy. He wanted so badly to stop the pain of his own soul from weighing him down that he would've resorted for the blissfulness of the Shades to possess him, but he felt some kind of magical barrier blocking him or even preventing him from gaining such magic as if his destiny was not to fall into the powers of Shade or to fall into the powers of Death and mortality, but of a far more deeper future. One meant to change the world of Atlas forever. Karren was not aware of the cold and hardened fury within his own soul, but a man who had stepped into the Darkness had seen such an unbridled and furious emotional tidal wave of dark emotions within the boy's own soul. He approached the boy many days past in the Dominion and there had begun the lies and deceit, showing Karren the powers of his own soul. His own Fractured Soul. Kindness and humbleness hid away his own darkened emotions and unrestricted coils of anger and wrath, but even the man who approached him was slowly and surely twisting the boy's nature from a kind and humble boy into a hardened warrior of the Shadows. A man whose own destiny was to follow orders and prepare to turn his own emotions and sorrow into powers unrestricted and almost deadly to those he saw as enemies. The future looked promising to the boy as he kept up the dream of Balance and those he had met begun to see a much happier boy who had the time on his hands to learn about the world around him. What everyone did not figure out at all was that this boy harbored what would become the fuel for a spell that would grant him the powers of those tortured and suffered. What would be the Bane of the Shades and used in mind-altering illusions and painful secrets too dark for any one man. Karren Myrsta held in his own soul The Shadowed Fury.
  11. THE VANGUARD OF KAZ’ULRAH “Stand fast against the oncoming storm, for those who live will have tales to tell until the end of their lives, and those who die will forever feast amongst our ancestors. Let them come! The Vanguard never runs!” Verthaik II Frostbeard, prior to the Battle of Jornheim Fields, 1634 Since the formation of the first New Jornheim militia, the Dwarves of Kaz’Ulrah have strived to create an efficient, powerful and disciplined fighting force, capable of defending the borders of their beloved nation. The Vanguard is the direct successor to the former military of Kaz’Ulrah; The Order of Dungrimm’s Folk and much of how it is run will be based upon the old order. The Vanguard aims to protect Kaz’Ulrah’s borders and ensure the safety and integrity of the nation. Their primary job is to ensure the laws of the Kingdom are enforced, and that in times of war the enemy forces never threaten the capital of the Kingdom. ------------------------------------------------------------------------- NOTABLE BATTLES ------------------------------------------------------------------------- Battle of Prince Philip’s Crossing 1626 The Battle of Prince Philip’s Crossing was the first battle fought by the Vanguard. A large battalion of Frostbeards, Blackaxes, and Goldhands led by Verthaik II Frostbeard marched out to meet their Romstun allies by Prince Phillip’s Crossing. As the force assembled, an army of Orenians with a small force of Urguanite bureaucrats appeared across the river. Alchemical fire and arrows flew back and forth across the river almost instantly. The battle raged for hours, but the Kaz’Ulrah-Romstun forces were outnumbered and the battle was won by the Orenian coalition. Battle of Jornheim Fields 1634 As the Vanguard and its allies prepared for the march to Kal’Omith, the men of Haense gave free passage to the Urguanite forces, and the Oren-Urguan coalition met the armies of Kaz’Ulrah out in the fields of Jornheim. While Warhawke skirmishers threw alchemist fire on the Urguanite flank on the mountainside and Orcish cavalry ran down Orenian skirmishers in the snowy field, a heavily armored Vanguard battalion met woefully under equipped Orenian soldiers in the center, crushing them. Siege of Fort Kovakirr 1635 As the Oren-Urguan force retreated back towards Kal’Omith, the Vanguard hastily pursued them and quickly pinpointed their location as Fort Kovakirr, located at the border between Haense and Urguan. The armies of Kaz’Ulrah constructed a siege camp and pelted the southwest corner of the fort with trebuchet payloads while elite soldiers dropped alchemist fire on Urguanite siege weapons from above using experimental flying wings. By the time the full army got inside the fort, the Vanguard had already destroyed the remaining Orenian garrison. ------------------------------------------------------------------------- RANKS ------------------------------------------------------------------------- UPPER COMMAND Grand Marshal The Grand Marshal is the leader of the Vanguard and is responsible for ensuring the efficiency and strength of the military is up to Kaz’Ulrah’s standards. During times of war, he, alongside the High King, is in charge of leading battles. Commander The Commanders are the second in commands of the Vanguard. Their role is to ensure the will of the Grand Marshal is spread to the lower ranks, and they are also charged with ensuring that trainings take place often enough so that the ability of the soldiers does not deteriorate. LOWER COMMAND Captain Captains assist Commanders in trainings and various other areas of work that are required to ensure the military is being run properly. Captains are selected based on merit, leadership ability and how long they have been with the Vanguard. In addition, Captains can only be selected from Ironguard and up. VANGUARD SPECIAL RANKS Vanguard Chef The Vanguard Chef is in charge of ensuring that the army is well fed and has all their culinary needs satisfied. The Chef is required to maintain high sanitation within his kitchen, and periodic checks will be carried out to ensure the safety of the food being provided to the Vanguard. The Chef answers only to the High Command. Vanguard Disciplinarian The Disciplinarian is charged with ensuring that discipline is on a high level amongst the Vanguard. In addition to dishing out punishments for those who are not following orders, the Disciplinarian is also in charge of recording the honor of every member of the Vanguard in a public location so all can see. The Disciplinarian coordinates with the Lower and Upper Command, and is allowed to enforce punishments only with their consent. Vanguard Smith The smith is charged with ensuring that the Vanguard is will supplied with all types of arms. From armor, to swords and shields, to arrows. This person will work closeley with the Kingdom of Kaz’Ulrah Forgemaster to help ensure the soldiers are never forced into a position where they must fight a battle without proper arms. Vanguard taking a break, relaxing at the tavern, enjoying Aemich Grandaxe’s refreshing and luscious Dwarven Ale™ BASIC INFANTRY Steelguard The Steelguard is the highest rank a Dwarf can achieve without being an actual officer. This is a rank reserved for true veterans of the Vanguard and is composed of some of the most loyal, disciple and fierce warriors. A Steelguard is required to offer full respect to the Upper and Lower Command, but is afforded the right to privately question High and Lower Command. A Steelguard can request armor whenever needed, without any sort of proof. Ironguard The Ironguard is a distinguished member of the Vanguard and has been a part of it for a very long time and has proven his worth as a soldier. An Ironguard is required to respect all commands given by the Upper Command, but is afforded the right to privately question a command by Low Command. An Ironguard may request armor when they require it, alongside proper proof that they do need it. Stoneguard The Stoneguard is a Guard who has been with the Vanguard for some time and is capable in at least one weapon of their choice. They have proven their loyalty and have shown to be well discipline soldiers. They still must follow orders however, without question. Stoneguards will be issued a standard set of armor for use on and off duty. Guard A Guard is a soldier who has undergone basic training and has taken the oath and with it has become an official member of the Vanguard. Guards will be rewarded with higher level training and greater clearance around the capital city of Kal’Tarak. Guards are expected to respect all those in the Upper and Lower Command and follow orders without question, in both private and public circumstances. Guards will be issued armor during specified times. Grunt A Grunt is an initiate in the Vanguard, who seeks to prove himself worthy of taking official oaths and proper training. The Grunt can be considered to be under a trial phase for possible entries, and will receive basic training to determine their worth. Grunts are not required to take oaths, and a Grunt is not an official member of the Vanguard and as such his actions do not reflect those of the Vanguard. Upon earning a promotion to Guard, the Grunt is branded with a special sigil to demonstrate his loyalty to Kaz’Ulrah. ------------------------------------------------------------------------- CODE OF CONDUCT ------------------------------------------------------------------------- I. Loyalty must be shown to the Vanguard and the Kingdom it serves - this is typically manifested through the following orders. Any disloyalty by its members will be met with a punishment decided by the Upper Command. II. If a member of the Vanguard finds themselves in disagreement with a superior, they are still obliged to complete their order and must report their disapproval to a higher authority later on. III. Never harm another member of the Vanguard unless explicitly ordered by a Captain or higher up. IV. Never kill another Dwarf unless they are posing a direct threat, or you are ordered by the Upper Command directly. ------------------------------------------------------------------------- HONOR ------------------------------------------------------------------------- In the Vanguard, prowess and competency can be displayed through the gaining of honor. Honor is gained by completing set tasks and reporting it to the Grand Marshal, or one of the two Commanders. To achieve a higher rank, a certain amount of honor must be reached. If a soldier is inactive, their honor will begin to decay. Honor can also be lost for foolish activity and disobedience. PROMOTION REQUIREMENT: Grunt: 0 Honor Guard: 50 Honor Stoneguard: 150 Honor Ironguard: 300 Honor Steelguard: 500 Honor Captain: Selected by the Grand Marshal/Commanders. Must be a Ironguard or a Steelguard. Commander: Selected by the Grand Marshal, must be a Captain. Grand Marshal: Selected by the High King Members of the Stoneguard policing the gates of Kal’Tarak. GAINING HONOR: Gate Guard: 5 Honor per every hour (max of 3 hours a day for 15 honor) Iron Armor set made: 1 Honor per set (max 5 sets a week) Weapons (Swords/Arrows/Bows) crafted: 1 Honor per 5 weapons (max 25 weapons for 5 Honor) Completing assigned tasks from the marshal or commanders: 5-15 Honor Resolving conflicts in the city and keeping the peace: 3 Honor Attending Vanguard practice: 10 Honor Attending a battle with the Vanguard: 15 Honor Attending a Vanguard event (meeting, guarding, feast, etc.): 5 Honor City or border patrol: 3 Honor Winning a Vanguard organized tournament: 10 Honor Honor can also be rewarded for other exemplary actions. LOSING HONOR: Dishonor occurs when a soldier in the service of the Vanguard refuses to do certain actions or shows disrespect to individuals of the Vanguard, in the event this occurs the Dwarf is to be stripped of honor and if the Dwarf is to drop below the requirements of the ranks he or she has earned then they shall be stripped of their rank and medal. Failure to complete mission: -3 honor Speaking against the Grand Marshal or Commander: -5 honor Harassment/Assault of fellow Soldiers: -3 honor Disobeying the orders of the Commanding Ranks: -5 honor Going Stark Raving Mad: -10 honor OOC: Spamming and trolling during practices: -5 honor Shouting/provoking trolling: -3 honor ------------------------------------------------------------------------- WAGES ------------------------------------------------------------------------- The Vanguard is paid on the representation of active service that is done per year, (weekly) the wage increases as one's rank increases as well thus allowing for a higher income on the well performing soldier's behalf. If members miss trainings and are unexcused, the Kingdom reserves the right to withhold pay. ((We are looking for active players)) All members of the Vanguard are offered housing in the barracks. Grunt: 50 Minas Guard: 100 Minas Stoneguard: 125 Minas Ironguard: 150 Minas Steelguard: 200 Minas Captain: 300 Minas Commander: Determined upon promotion Grand Marshal: Determined by High King ------------------------------------------------------------------------- APPLICATION ------------------------------------------------------------------------- OOC MC Name: Discord: Timezone: RP RP Name: Age: Ethnicity: Do you have any experience in combat?:
  12. [!] Posters would be placed on the Markev and Arbor walls, and letters would be sent around to those who will listen "Dear people I Tanyl of clan Fajyre seek to know where my children are, if any of you have seen them around please do tell! You will be rewarded in time I do a sure you! Their names are: Eletha and Vaeril Fajyre." ~ Tanyl Fajyre. The letters would be a little wet yet not enough to distroy the contents of the letter.
  13. Treaty

    The Ways of Old

    The Return to The Ways of Old As the Kingdom of Ord rises to the frontlines of Dwarven Powers, Azkel Frostbeard’s work outside of Kaz’Ulrah never stopped. After the Frost Rebellion of Axios tore apart the Grand Kingdom of Urguan, Azkel Frostbeard, unlike the Kinslayers falsely using the name in Ulrah, stayed true to the teachings of his father, Rhewen Frostbeard, the fearless leader of the Frostbeards true to the people of Urguan during the first Frost Rebellion of Vailor. With the name of his once great clan in shambles due to the raiders and barbarians known as the Frostbeards of Kaz’Ulrah, Azkel set out to make his clan a name worth celebrating once more. Azkel’s work was well worth it. After the failed attempt by Kaz’Ulrah to seize the title of High Remembrancer from him, and the growth of True Frostbeards under him as Clan Father outside of Kaz’Ulrah, he gathered those truly of his clan to address their future. “The Kinslayers and Barbarians of Kaz’Ulrah who wish to use the Frostbeard name, have proven to the Realm of Atlas that they are not truly from the once Great Clan of Urguan. The Frostbeards of Urguan were astounding craftsman, merchants, warriors, scholars, and a strong face within the Grand Kingdom itself. The Frostbeards of Ulrah have shown to only to have prowess for the barbaric tendencies of kinslaying. I, Azkel ’The Scholar’ Frostbeard, Son of Rhewen ‘Papa Bear’ Frostbeard, claim myself as the True Clan Father of the Frostbeard Clan, and denounce and unclaim all Frostbeards who hold the barbaric ways of the pretenders within Kaz’Ulrah true. All Frostbeards who wish to return to the Ways of Old, the Ways of the True Frostbeard, may do so. With the Rise of the Kingdom of Ord, a Nation of True Dwedmar, I, Azkel ‘The Scholar’ Frostbeard, Swear Fealty to Darek Hammerfist, King of Ord, and to the Kingdom of Ord itself. Narvak oz Ord. Narvak oz Urguan. Narvak oz Azwyrtrumm” ~ Azkel ‘The Scholar’ Frostbeard, High Scholar of Ord Clan Father of the Frostbeard Clan High Remembrancer of the Remembrance Guild
  14. [!] A letter would be send to Hearth James Underson "Oh Hearth, your red-brown eyes fill my heart with so much joy, and your metal hand looks so fine on your body. Your red hair reminds me of the setting sun, and lips taste of sweet maple syrup! Please tell me that we may meet again soon! -Daisy Applefoot P.S: a deal's a deal, remember?"
  15. sneakybandit

    The Birth of a Kingdom

    The King of Ord The noise of many feasting dwed can be heard from the Holding of Kal’Nuram, lined in the many different styles of various clans. The dwarves would fill the tables surrounding the throne room, feasting on various meats and ale. The commotion of a dwarven gathering would continue on for some time, only abruptly ending as a dwarf would sit atop the throne. As the silence would slowly begin to suffocate those within the room, the dwarf would clear his throat, rising to a stand to address those gathered before him. “For many years our people have been fractured and defeated, from the Kingdom of Kaz’Ulrah to the Republic of Holm. The once great Grand Kingdom of Urguan in shambles after the rebellion of kinslayers. But not any longer. It is time for the Dwarves of Atlas to unite. It is time for us to set aside the differences of our people. It is time for us to create a new kingdom out of the ashes of another. For on this day I, Darek Hammerfist, son of Duren, proclaim the Kingdom of Ord as the new nation for ALL Dwarves.” The room of dwarves stayed silent for moments after Darek sat back upon his throne, not knowing how to begin to react from the dwed’s speech. One by one, the Dwarves of Ord rose from their seats, chanting from the top of their lungs, “Narvak oz ord!” “Narvak oz Urguan!” On the 9th of Sun's Smile, 1676, I, Darek Hammerfist, Son of Duren of the Clan Hammerfist, do proclaim the Kingdom of Ord in Kal’Nuram, as an Independent Dwarven Nation, open to all Dwarves. ~Darek Hammerfist, King of Ord, Clan Father of Clan Hammerfist ~Azkel Frostbeard, High Scholar of Ord, Clan Father of the Frostbeard Clan High Remembrancer of The Remembrance Guild ~Gror Ireheart, Marshal of Ord, Clan Father of the Ireheart Clan, Former Grand King of Urguan
  16. Arena

    Interte Trading Company

    10th of the Sun's Smile, 1678 "Inter te nosque" Trading Company More colloquially called "Interte Trading Company", the name means between you and us, and it signifies the privacy, easy communication, and care which the Company directs towards its clients. Originally established by the House of Churchill in 1604 at Axios with the intent of obtaining a cheaper method of transportation for raw and manufactured goods, the ‘Interte Company’ was a project that never took-off. Despite seeing some success with dwarven contractors for leather, the market soon slowed as the cataclysm that was to make Axios uninhabitable drew ever closer, its presence made evident through disasters gradually increasing in intensity. After years in Atlas, and having developed a particular affinity for the production and handling of goods, the Churchills decided to bring back their old project. This was encouraged by the current Patriarch of the House, Leslie, who having been one of the two siblings that founded the original Company in the old continent, implanted the proposition in the minds of his two nephews under his tutelage, Andrew and Falete Churchill. With renovated vigor, the two youngest members of the House and Leslie set off to work. Having begun the preparations for the foundation of the Company - its headquarters were promptly based on the family holdings of Tarraco, a fledgling hamlet on the outskirts of Senntisten, the capital of Renatus-Marna. With the headquarter's construction in progress, the Churchills arranged a meeting with their advisors to draw up the foundation of the Company. Thus, in a very productive session that went late into the night, one that was accompanied by tea and wine, the official and final charter of Interte was born. What does the Company do? The Trading Company is a provider of resources. It was rebranded as less of a transport Company and more of a production one, however it retains its culture of shipping goods to its clients at their request. It supplies its clients with a variety of goods, whether said client is an individual, business, or State. To this end, the Company is opening shops and stalls around the continent for the purchase of goods in low quantities. Given that one desires a larger quantity of resources, however, clients must contact the Company headquarters directly so that the goods desired may be purchased ‘in bulk’. All goods delivered to shops and stalls as well as to clients are done so with the use of trading caravans. Goods and Products Interte has a wide variety of goods in stock for their clients. Yet, it must be noted that some goods will only be available through direct contact with the Company headquarters at Tarraco. As per the date of its founding, the Company is experienced and will provide the following goods: Agricultural and Herbalist Goods and Products Most stalls and shops will have wheat (as wheat or hay-bales), carrots, potatoes and beetroots available, together with their cooked/elaborated variants, amongst which are bread, baked potatoes, soups and pastry goods. For the seeds, or any other alchemical herb, clients must contact the headquarters directly. Animal Husbandry Stalls and shops may provide meats, eggs and milk. Herds or individual animals can also be requested, however, the request would have to be made directly to Tarraco. Smithing Goods and Products Stalls and shops will sell short and longswords, for any specific sword design, a client must contact Tarraco directly. Armour will not be provided at shops, for sets of armour individuals must contact the headquarters directly. Mineral Goods and Products Stalls and shops will have iron and coal available. For any large quantities, Tarraco must be contacted. How the goods are produced Interte takes pride in the artisanship which is invested in the individual products which it sells. Much of the production of the goods that take a significant amount of skill, such as pastries and smithing, takes place in small businesses based in the territories of Tarraco. The Company leases the production of the good to these skilled producers, earning them a handsome pay, and the buyer an item of higher quality. Manufacturing can also fall onto the hands of Interte itself, however, this is particularly for goods which do not require a significant amount of craftsmanship, and can be undertaken by the versatile workers of the Company. A business currently associated with Interte is: Dirgesinger’s Smithing This letter was written by the current shop owner, Vraen Dirgesinger: "Here in Dirgesinger's Smithing, we have mastered the arts of the creation and repair of different kinds of armours and weapons. My abilities in this craft go back to my early infancy, when I went on to become the helper of the local smith in my old home; his name was Esteban. Through Interte Trading Company, we are able to get the best business without having to move too much as they become the middleman in many of our interactions, that is, unless a customer shows up to my smith directly, where I tend him myself! I hope I can be of service to you, and that my product is satisfactory!" - Vraen Dirgesinger Getting involved with the Company One can choose to collaborate with Interte in two different ways: as labourers, or as affiliated businesses. Those willing to join Interte as labourersare provided housing and a salary for their services to the Company. Upon joining they may choose whether to work for the “Armorum” or the “Ciborum”, indicating their area of specialty (more information is given once an individual joins). One can also choose to work as a Guard for the continual caravans resupplying the stocks of stalls and shops or the larger orders demanded by clients. Payments to labourers and guards come on a proportional basis, this means that one will be rewarded accordingly for the amount of resources they bring in, or the amount of caravans they escort until their final destination. Those willing to affiliate their current business to Interte must contact a member of the Churchill family (listed below), however, if one hasn't yet opened their business, and wishes to create it, and then affiliate themselves, they can contact the Company directly to receive a plot of land in the Barony of Tarraco, which is ideally placed on the road between the cities of Senntisten (the new and old Capital of Renatus-Marna) and the town of Belvitz. To make an order, or to affiliate oneself with the Company contact: Andrew Churchill (TheArena), Falete Churchill (erniberni) & Leslie Churchill (llucaxu)
  17. (Ajax, Storming the tower, 15th of the Deep Cold, 1675) The cries of the battle were heard below, Ser Ajax Ironwood the Second stormed the Tower in Halsworthy's main hall, seeing the Avatars from beyond the wall, at it's top. The relatively young graven knew the call to the battle, with every step he felt the weight of his kin upon his shoulders. At the top, stood one Avatar, alone, the Avatar of Malevolence. The Graven took to steel, and fought him, alone, without help, and honorably, man on man combat. The clashing of their blades could be heard, as Cassandra was slain, the graven knew he was no match for the foe at hand, but it was his duty, not only to his lord, but his home, to fight the beast. At first, it seemed as if he held the upper hand, his strikes connecting, his blade seemed to glide with every hit, connecting with the next. This early luck, seemed to dry out, as the Avatar seemed to feel no pain, never flinch, or even stop from his mighty blows, all hope he had, was fading. Blow after blow, slash after slash, the Graven's armour was split, his essence, hacked from the world, as he battled. Eventually, the Graven could not stop his blows, and fell, his armour colliding with the stone pavement beneath him..... "Honorable, but not quite enough..." The Avatar said, Ajax knew what came next, but had just enough to speak. "At least, I die with honor!" Ajax spoke his last, for the night at least, before the Avatar of Malevolence plunged his blade deep into the knight, ending his essence, for some time..... (( OOC FYI NOT A PK POST, JUST THOUGHT IT WOULD BE COOL TO WRITE UP THE LITTLE DUEL AS IT WAS))
  18. Praetor

    The Status of Staff

    How to fix stuff _________________________________________ This all started with some kids getting positions of authority within the community, back in 2012. By authority I mean the capacity to ban, or control someone else time on the server. I don't think a GM is a position of authority, it's a service position similar to that person that helps you try on shoes at Foot Locker or the bouncer that throws you out when you start causing issues. If a staff member has an issue with that description, then they have the wrong mindset about their position and should revise the way they think about things. Being a Staff member is a service position, not one of authority. You're there to improve the experience of the players and you should be ready to take **** from frustrated players who got their chest accidentally deleted or other crap like that. You're not getting paid, you're not going to get a lot of recognition, maybe none. If you can't handle that, then don't volunteer for the position. When Staff starts being arrogant & feeling like they're the metaphorical Boss and the community are downtrodden employees, then resentment forms. Add a dose of dumb incompetence and a dash of irrationality and soon the community is going to mistrust the staff. It's going to strike back, with flame, harassment, etc. Because it's a community, not one civil individual, and a community isn't going to act nicely in such a position. So then the Staff feels attacked (rightfully so, honestly, they are.) Those first offenders leave, new people come in, adopt the entitled and arrogant mindset of their predecessors, and the anger of the community falls into their lap. They become defensive, they stop communicating. They fear reprisal from an angry community. Fair enough, the community is angry and hasn't seen a change in mindset in the staff. And it goes on. Back and forth, until you get here, where the staff sees a toxic cesspool and the community sees a bunch of arrogant incompetent fools. (Maybe both are right!) Not all of the community is good, some people are ***** who enjoy the drama and just being dicks. Some people are just angry cucks with nowhere else to vent their bitterness. Same with the staff. Which of these opinions will get you banned faster? The one that insults the staff. This is wrong. The client comes first. The Community comes first. If you disagree then you're wrong. The staff shouldn't be abused and harassed, that's wrong and reprehensible. But the community is the priority, without the community, you're left with a bunch of low 20's late teens debating empty points and inflating their own importance with no one to carry it out on. So how do you fix this vicious circle? The staff. The Community literally cannot change without some change in the establishment first. A neighborhood doesn’t gentrify without some change in the way the administration works. A shop doesn’t become high class without good marketing and PR. Etc. So the staff needs to do it. How? You accept that the best way to fix things is to remember your position. An Admin isn’t a god, or a figure of awe. It’s some dude or girl sitting behind their computer, maybe poorer than you, maybe dumber, maybe smaller, weaker, whatever. Their job is to satisfy a customer, that’s what they volunteered to do. So if staff can’t accept that, they should leave. Their ONLY job is to satisfy a community of players and remove the elements that’ll disrupt their enjoyment. A GM ranks about as high as a retail serviceperson. Nothing more. If the staff adjusts their mentality and remembers that its community first, then that’s step 1 towards fixing the server and the community. Not some mediocre attempt at insulting the community, that just shows how completely out of touch the staff is. Will the staff do this? Probably not. Nothing has changed for five years. But I’m bored and stuck at home and this is entertaining. If the staff can swallow their egos and accept that all they are are a group of volunteers meant to facilitate the enjoyment of the server by the community, then you’re on the right road. (If that offends you as staff, you shouldn’t be staff.) If you have to take a week to answer a problem because ‘you have a job’, then you don’t have enough time to be in your position. You’re a volunteer and you should be adequately informed about your job and the time it will take. I’m ready to bet that 50% of people applying for the position mostly want the prestige, and don’t judge the stress and time it’ll take. That means 50% of people are off the bat applying for the wrong position. So change your view of the position and accept that you're not free of blame. Then again, I haven't played in years. So make up your own mind about things.
  19. Karren Mrysta, after finally letting his soul become pure once more, has no idea that the corruption of the alternate personality has begun to surge through him like wildfire. Blackouts, sudden fits of weakness, exhaustion, and dreams of a man wielding light to defeat a dark godlike entity fill the young High Elf's dream world. He has felt his heart suddenly lurch back in time to before he was mentally fucked up by Arelion and Filanir, hiding his true soul's colors. His impurity has caused him to suddenly leave the Silver City and seek refuge in the Dominion, hoping that the natural magic of the Dominion can save his aching soul before it turns into a soul that is tainted by a force that can purge the ethereal soul's light and replace it with a cold blackness. Oblivion. Memories of the ancient personality have proven to be difficult for the young High Elf, giving him either strength fit for a warrior or the mindset of a person possessed by a shade. Wielding no magical powers of his own, he is unable to stop the onslaught of the darkness, making his soul blink in and out of existence. He prays that no mental mage descends into his mind and upset the already delicate balance between the light and the dark because if they do, they could teeter him into the pit of the dark Oblivion and risk losing him to his far darker emotions that even a Shade could not ever stop. However, in a singular page, Karren writes down the phrase "From Darkness unto Light" almost as if it is a key to locking away the corruption of Oblivion. The Soul's Ether is always the key....
  20. Karren Mrysta, a pure High Elf of Haelun'or, walks along the docks of the Dominion and starts to speak to himself as he looks out to a beautiful sunset. No soft ticking was produced or any noise as he seemed to have lost his pocket watch some time ago. This was one of the rarest moments that made Karren shed the culture of the High Elves and even his own self to be someone he truly felt without restrictions. The mental Chain of Light started to become the Chain of Shadow as it rebound his anger, his fury, and his wrath into a darkened aura once more, keeping it locked away and far from any mental mages that would attempt to break it. As he gazed out to the sunset, he felt his emotions wash away as if he was purifying himself by bathing in the last lights of the sunset. "It is hard for many things to believe that they can do good," He'd say softly, smiling a small bit. "Even if they themselves were only meant to do evil. It is in their nature, I suppose, but I do owe a great thanks to Ravena and her little trick. Even if given enough time, I'd have a beautiful moment to myself and with its last light, I'd wash away my stress and my grief." He would then take in the warmth of the sunset, which to him, felt all the more refreshing for him mentally. It felt far more relaxing than bathing in the river or even meditating to the sounds of nature to imagine a perfect balance and attempt to understand time. It was this that sent Karren a happy smile as he finally felt like his mind was his own once more. "I cast you away, Kayen. You helped me so long ago that I believe it is time for me to grow up. To let nature take its course with me. I hope the afterlife is as kind to you as I was all this time," He'd say as he let go of his alternate personality, letting his mind fully reforge into his natural state as if it had no other personality inside of it. This had made Karren happy once more and he said softly to the dying embers of the sunset with one last thing before he walked off back into the main square. "Thank you Ravena. I forgive you."
  21. NotEvilAtAll

    The New and Improved Dunshire Farms!

    [!] A leaflet is pinned to the Dunshire Noticeboard or found flying about in the wind Dunshire's new Farms! Improved significantly! ~A wonderful view of the nature-filled farm area newly constructed in Dunshire~ Come one come all to the new and improved farms in Dunshire! We have chickens, cows, pigs, sheep, and more for you to pet and feed as you please! Constructed by our wonderful sheriff Angelica Woodstock (( @Hobbits )) and her construction crew , This new farm will keep our animals nice and healthy while we use the old location of the animal pens for different things, such as burrows and attractions for bigguns and halflings alike! ~Some new vegetation grows along the paths in Dunshire!~ We're also happy to report that much of Dunshire now has a lot more vegetation! Now the air will smell better than ever with all the greenery and blossoming flowers! ~A basic wooden swing hanging from the tree branches~ In fact, our builders got so carried away making this luscious area that they even installed a swing for the halfling-children to play on! Even though it was designed for children, any race may use it as they please! (Except for Orcs or anyone whose waistline measures over 4 gourds) What are you waiting for? Come on down to Dunshire today!!!!!! -Daisy Applefoot, halfling of Dunshire
  22. As the dawn rises a battle would begin in the middle of Markev, a looming presents over Magnus would linger as it has for over twenty years "So... this is how it ends" he'd say knowing this is where he dies, a flashback to the times long ago being seen before himself, his body in a constant battle against itself, a dark day, the day he lost hope had come "No more" he thinks to himself as he sees his entire life before him the good days, and the bad.... before: In a moments notice Daendros cuts Magnus down, seperating his body into two halfs, "I see now" he says looking back looking to his body being slowly dragged away by a Druid as his Soul drifts away "This is how it always ends doesn't it, at the end of a blade in a duel..." he sighs swiftly following his body to see what happens to it, as he watches on his body turn to some gooy Acid smiling from above knowing his body won't be used for evil, as his body there after get's eaten by nature. Soon his Soul would head towards the Moon - The Soul Stream, where he will be judged and sorted into his Afterlife. Many would morn his passing, and many dont, for some knew him not as well as others did, a kind man. [!] A letter would be sent out across Atlas telling of his passing to all who knew him, in life. - hoping to spread the word far enough so even the Ascended hear, or Glineth. The letter would have the Deed house Sigile on it, to indicate it is truly from him:https://gyazo.com/52075d832dad3a96c95adecf1b5fba3f
  23. Tournament of Haense, 1674 An archaic painting, portraying the festivals of yore by the northern denizens, 22nd of the Amber Cold, 1674 Preparations were done in the red city while the nobles and citizens alike spoke and whispered of their plans to win. Posters were hung up in Haense and all over the realm of Atlas along with ravens being sent out with letters. “You are hereby invited to a tournament that is to be hosted in four saint’s days to celebrate the returning health of His Grace, Rhys var Ruthern, the Duke of Vidaus. In the tournament there will be hosted various different forms of contests that you can compete in and win different prizes. Some of them will be solo and others can be done in teams. So prepare yourself for the best warriors and competitors in the whole of axios. The different contests that will be held are as following: Combat contest, 1vs1 ((OOC: ca 4 pm est)) Archery contest, solo ((OOC: ca 5 pm est)) Combat contest, teams of 3 ((OOC: ca 6 pm est)) Bows, wooden swords will be given out to the following competitors by the hosts. If you wish to sign up to one of the following or all of the contests, simply send in a form with some information. And for the different prizes you can win from each contest, the winners on the archey and normal combat will gain 1000 minas. And the winner team from the combat one will gain 3000 minas. We hope to see you all there and we wish you all good luck in the tournament.” Signed, Her ladyship and Royal Chamberlain of Haense, Helena vas Ruthern. OOC: The event will be on Saturday 4th of August and it starts at 3:30 pm est. Though the first contest starts at 4 pm est. The times set for the different contests may vary depending on how long each contest takes. To sign up to the following contests use this format: Roleplay: Name: Age: Title(s): Combat contest, 1vs1(Yes/No: Archery contes(Yes/No): Combat contest(Yes/No): Fellow team members: OOC: MC Name: Your discord if you have one: Written by MissToni and formatted by Tsuyose P.S: Devs or whoever is in charge of forums... fix the formatting stuff... When I copied the whole format from google docs it automatically did everything in bold and won't change back into normal...
  24. thaddeus11

    The Academy of Khronheim

    The Academy of Khronheim ~Founded in 1648~ The Academy of Khronheim has been founded in order to grow the knowledge of the people of Atlas. While the academy will mainly focus on the arcane of the world, among other magics, we will also focus on other matters of knowledge, such as architecture, religion, and history. For the first time as well, the academy will be headed by the Ironguts, who will bring with them all the knowledge the clan has gathered of the arcane in their expansive history with it. The academy can be found in the city of Khronheim. ~~~~~~~~~~~~~~~~ CURRENT List of Subjects Taught at the Academy Fire Evocation Water Evocation Conjuration Illusion Defense Against the Dark Arts Alchemy War Tatics The Ranks of the Academy Grand Master The Grand Master is the highest rank one can achieve, being voted in by the consul of Masters. Leading the academy in all respects, the grand master is considered to have the final world on all matters. Also, while holding the rank of Grand Master, this scholar is also one of the several Masters. Master The Master is the second highest rank one can achieve. To gain this rank, a scholar must be committed fully to learning, and be considered the academy’s highest authority on one the taught subjects. Because of this, there are several Masters at any time; The Masters of each respective subject. Each of these scholars are granted a position on the consul of the academy. Adept The third highest rank one can achieve, the adept is one of the many at the academy who have finished their apprenticeship, and can now pursue the study of a subject on their own. This is also the rank in which a scholar can begin to teach their talents here at the academy. Apprentice The first official rank of the academy, this is where a scholar has been accepted by an Adept and has officially began their journey into the world of knowledge. They will prove themselves through a couple of stone months before they move onto the title of Adept. Initiate The Initiate has been granted access to the academy, however, they have not been accepted by an Adept yet. The Initiate will wait until they have been assigned someone to teach them. Current Members Grand Master (Vacant) Master's Dorin Iorngut Kardel Irongut Adept's Dimlin Irongut Carsandra Ivydale Garoll Earl Dael'ran Bael Tunnelsmasher Dwalin Irongut Apprenice's Initiate's Hogarth Irongut Arak Robyn Vulnear Mercai Hollowbound Marradak Weatherby Lionheart Gunther Tiberius Iron Enzo Bianchi The Rules of the Academy As far as rules go for the Academy, they are pretty loose. However, that does not mean there aren’t any. #1: Follow your higher ups orders. This rule is pretty simple. Your higher ups are your higher ups for a reason, they more than likely know what they’re talking about! If they tell you to do something, and you do not listen, then you may be suspended for insubordination. #2: No harming others at the academy unless specifically given permission to do so otherwise by a Master or the Grand Master, any use of physical or magical violence towards another will result in suspension or expulsion. #3: No use of the dark arts while the study of the dark arts is highly encouraged, they are NEVER to be used. To do so will result in immediate expulsion, and all ties with the practitioner will be cut. Applications Initiate Application MC name: Character Name: Discord (Optional): Race: Age: Do you know any magic currently?: Which subject do you plan to learn?: Do you swear to abide by the rules of the academy?: Adept Application MC name: Character Name: Discord (Optional): Race: Age: What subjects do you know?: Are you able to teach?: Do you swear to abide by the rules of the academy?: We are currently accepting only those who are able to teach their subjects. This includes ALL forms of arcane magic, as well as any forms of scholarly study. If a subject that is not ordinarily taught is offered, we will contact you immediately to discuss the details.
  25. Beorn15

    Pembrokeshire Milita

    *Posters can be seen in city’s and on the roads. The posters would say....* “The Duchy of Pembrokeshire is recruiting more soldiers for its army. The town is a beautiful place to stay. It holds many friendly people. We ask you to join and fight of the evil of the land. Defend against Raiders, undead, and evil who come to bring chaos. If you join you will be granted with free housing and a domestic job within the walls of Pembroke-shire . If one joins the Milita and recruits 3 others, they will be given land. If they recruit five they will be given the title of Lord. Send a message by bird to me if you wish to join. Alkheim. Commander of the Milita of Pembroke-shire.”