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  1. FAITH & SANCTUARY: The Symbolism of the Holy Tabernacle Scribed by John Casimir Baudoin Novellen 16th of Lothar’s Gift, BA. 134. The Scroll of Gospel, bestowed unto Exalted Godfrey in his dialogue with GOD, recounts the genesis of humanity and the reign of Exalted Horen. Horen led his people unto the plains, where they laid the foundations of their civilisation, constructing homes of wood and cloth and temples wrought from stone. Amongst these constructions stood the Holy Tabernacle, described as a tent; a modest dwelling. Throughout the Book of Horen, the Tabernacle bears an aura of protection men often associate with castles and strongholds, serving as a sanctuary to Horen’s wife Julia and their three children in his absence. 19 Thus informed, Julia went into her family’s tent, their holy tabernacle, and she gathered their three sons. 20 She bade them to remain in the tabernacle as she walked the camp, looking for Iblees. One might ask, why does something so simple, fashioned of cloth and timber, bear this significance? Why did Horen not construct for himself a castle, fit for a king, its imposing shadow looming over the land and its subjects? Men easily take for granted the endurance of stone, believing constructions wrought from it will shield us from ruin and torment. A mighty keep might repel a bloodthirsty host or even the bombardment of cannon fire, but not even the sturdiest walls can withstand the poison that infects the hearts of men. The poison that is sin. Yet, though a modest dwelling, Horen’s Tabernacle, resisted the disease wrought upon his encampment by Iblees. The Book of Horen tells us that those led astray by Iblees, through the deceit of Saul, besieged it, but to no avail. The Tabernacle bore a radiance that repelled evildoers and protected the occupants within. 39 So Horen was inspired with the Word of GOD, and he returned to his people. 40 He went into his camp and found that two thirds had fallen into iniquity, and they embattled Horen’s tabernacle but could not enter it. One might query how such a simple construction could withstand the wrath of the deplorable. The answer in truth is simple, for it was not the materials that repelled evil, but rather the faith of the righteous in its divine purpose. Though humble and unassuming, Horen’s Tabernacle was home, and one’s home is not just a construct but rather a concept. Within a home, we envisage sanctuary and tranquillity, and there is no truer home for mankind than GOD’s embrace. When Horen returned from the Grotto of Gamesh, he bore the light of GOD, and so the sinful could not approach him, just as they could not approach the Tabernacle. Horen and his wife, Julia, had placed their faith in GOD, and so not even the wickedness sewn by Iblees and the deceiver, Saul, could bring upon them harm. GOD’s grace is greater than any fortress of stone, no matter how high its walls or deep its moats. For whilst walls crumble under the weight of sin, the Lord is good and shall shield those who keep faith. 41 Among them lay Saul, uncovered and foul, trampled by the sin he wrought. 42 And Horen glowed with the light of the tabernacle and of GOD. 43 Horen wept for his people, for the sinful could not approach him. 44 He went into the tabernacle and spoke with his wife, who advised him of the sin that corrupted the world. Although the events of the Scriptures occurred long ago, the principles and core values they instil serve a crucial purpose to the flock. They teach us that so long as our faith in GOD remains steadfast and enduring, he will grant us sanctuary against corruption, ruin and sin. Keep your home rooted in the unbreaking foundation of GOD, for it is He who granted us life, and unto Him we shall return to serve a higher purpose.
  2. [This entire piece is written in Kharahatla, those not fluent would be unable to understand] My kin, this is a letter I never expected to write, and yet my dreams are haunted by visions and voices. Khalenwyr calls to me as it never has before. Each night I find myself upon the ancient stone paths, my steps softened by the lichens that creep through the cracks. Each night, I see the moon rise and fall countless times, whilst I remain present. This call can mean only one thing; I am being summoned. There is a greater will, a greater path for our people that must be followed, if we are to prosper to our greatest potential The presence of the Great Beasts has shifted our path, our connection to Metztli strengthens whilst she slumbers, and new opportunities arise. I have been the Aelkos of Eittitica for many years, reigning with 3 or lonesome, and in such time I have done all I can to learn to best serve our people. But, in this era of change, there are lessons one cannot learn simply by trial. There are things that may only be taught through the divine. After deep consideration, it is the decision of the Elders and Aelkos that this holy summoning must be answered, so that we Kharajyr may progress with the holy guidance of the Great Beasts and the Kha of the past. I will be making a secondary Lunar Pilgrimage to learn what it is I have been called for, so that when I make my return we will know how to progress. Thus, it is with this choice that temporary changes must be put in place. Until my return, Eittitica will be ruled by a singular Aelkos; Yhl’Xo’Siyaj K’ak’ Xibalamticatl. He will guide the Kharajyr with his wisdom as one fluent with our ways, and direct us to building a firm foundation while I am taught the means in which we shall proceed. As his right hand, in preparation for his future as a Kharajyr who will be remembered for centuries to come, Sa'Bartixci Maxwell I hereby name, to assist in day-to-day upholding of our laws and beliefs. In this time, it is my will that he be taught by the present Elders of Eittitica, taught of the Old Ways and religion, as much as deemed fit for his position. He is to be spoken to as a superior, for this is what he shall be. Our youth are our future, and we must solidify this by teaching their eldest. I expect great things in my absence, our kind are on the rise and shall see a return to glory, this I am certain of. To ensure this prosper, I shall leave my kin with these parting commandments. 1. Honour the ways of our past, while growing into this uncertain future. Our fallen kin, the lands we have lost, they remain in our blood. Do not abandon these ways to try and blend in with the furless 2. Violence for violence is the rule of beasts, and beasts we are not. Do not seek hostility, for it shall bring us to our knees in these times. Do not prove to the furless that we are the cats they claim us to be 3. Metztli is our truest of rulers, to forget this is to forfeit being Kharajyr 4. The word of Aelkos is law, the word of elders is sacred, the word of youths is informant 5. Bring greatness to our people, etch yourselves into the history books. Make Eittitica known 6. Honourary Kha are encouraged, expand our ranks and allies; if there is a furless who you believe has what it takes, bring them forth 7. If issue can not be resolved, seek the guidance of Elder and Aelkos, their wisdom is paramount 8. Hubris is forsaken, knowing ones place within the community allows for support. Seek betterment, but not to be better than everyone else, for it will isolate you. These are the instructions of the Aelkos of MIND, and shall be my final words until my return. Be well, my kin, for when I return we shall continue our rise to glory. Metztli wills it. Yhl’Kabletli Eittitica, Chief of the Eittitica Pride, Aelkos of MIND,
  3. The Ancient Guardians of the Forded Grasslands Kin of Agneta the Abstinent House Vordel, originally the “Vordellir” Clan; meaning “Guardians of the Forded Grasslands”, are a Scyfling House devoted to stewardship and protection of the natural landscape. The Vordel lineage can be traced back to the fabled sage Agneta the Abstinent, an ancient chieftess of the Vordellir whose virtue and wisdom led them to adopt a gynocentric and matriarchal way of life. At present, House Vordel has again taken residence in the Scyfling March; lands shepherded by the historical Scyfling House of Colborn in the Dual Kingdom of Hanseti-Ruska. The Scyfling March houses a people consisting mostly of other Scyfling clans, and the clanless. Hundreds of years in the past, in the lands of Aegis, the small Clan Vordellir settled along a river in a quiet northern valley nestled in the Curzken Highlands which by merit of its location, so bordered by many ridges, enjoyed a far more pleasant climate in the colder months than the surrounding areas of more mountainous terrain. This temperate weather allowed the Vordellir to prosper and grow in number as they fished, farmed, and frollicked in peace. Soon enough, travelling merchants from other Scyfling clans and even larger civilisations began to frequent the Vordellir's valley. This was due to its ideal placement along a major trading route through the mountains. Travelling merchants from other groups of people identified the Vordellir's valley as a far safer alternative to trekking along the craggy pathways through the peaks, and thus made their way through Clan Vordellir's territory - some even traversed the river in foreign rowing vessels - while selling their wares, and forming relations between the friendly Vordellir and these intruding groups. Eventually, however, conflict between the clans from which these travellers hailed broke out. While this did not interrupt the flow of goods through Vordellir Valley, it did cause aggression when merchants from groups at-odds encountered one another along the trade route. As a result, fights frequently broke out within the bounds of Vordellir territory due to the valley's convenience as a safe haven to stop and rest along the journey, causing merchants to aggregate there in large numbers at times. To combat these disputes, the Vordellir took up arms. The Vordellir decreed that none shall fight within their territory; they refused to allow foreign visitors to desolate the natural order of the valley in their petty squabbles. Vordellir warriors patrolled the valley each day, laying down their law of pacifism between guests. Over time, merchants travelling through the valley sought it as a safe place free of violence and external disputes affecting their homelands, and the Vordellir gained a reputation of fierce hospitality and a strong ability to mediate. It was only then that Clan Vordellir obtained its name. Vordellir; meaning Guardians of the Forded Grasslands in the original Old Scyfen dialect. *** The next most notable achievements of Clan Vordellir took place during the life of Agneta the Abstinent. Agneta was born to Chief Ragnar Vordellir, and later grew to succeed him as his eldest daughter. She possessed unwavering courage, kindness, and relentless determination in leading those under her charge. These superb merits of character were surpassed only by her wisdom and extraordinary beauty; the kind that could captivate the hearts of all who laid eyes upon her. So notorious was her reputation that suitors from far and wide sought her hand in marriage, drawn by tales of her profound fairness in both looks and nature. Yet Agneta's hand belonged to no man, nor would it ever. As a young woman, she had taken an oath of abstinence, dedicating herself to providing for and protecting her chosen family in her clan, as well as maintaining the Vordellir Valley as a stronghold of peace and prosperity for everyone within its confines. She had no desire to be bound by marriage but instead sought fulfillment through her intellect and acts of compassion. To illustrate her celibacy, Agneta chose to wear a headdress typically worn by brides whenever she ceremonially took petitions from the people; symbolically presenting herself as “married” to her devotion to god and leading her people, rather than any man. The news of Agneta's oath of chastity soon reached the ears of a local king. Intrigued, he decided to test her resolve and loyalty. The king sent a trusted advisor, one of the most beautiful and wealthy men in his kingdom, and had him disguise himself as a passing merchant in order to seek Agneta's hand in marriage and tempt her from her values. However, upon his arrival in Vordellir Valley, the advisor was taken aback. Instead of showering him with attention and admiration, as he found was usual whenever he was introduced, Agneta was engrossed in teaching a young orphaned girl to read, which the advisor observed with astonishment. Once Agneta finally approached him to welcome him to the valley, she invited him to pray with her. When asked for what she prayed, she said that she asked God to protect the valley, spare its inhabitants from bloodshed, and she prayed that no more children be orphaned, even though it would have been normal for an unmarried woman of Agneta’s status to pray for a partner and many children. Recognizing the true depth of Agneta's commitment, he departed from her abode to report what he had witnessed. Soon enough, rumours of Agneta's vow of celibacy and her wisdom spread quickly throughout the lands, as more came to witness her enlightenment in person. Yet, no longer for her hand in marriage, but for her counsel and guidance. Many travellers believed that, due to her vow, she held words of divine wisdom. Over time, Agneta's name became synonymous with abstinence, for even when the most beautiful, cultured, noble, and wealthy men visited her, she did not falter. She became a beacon of light and hope for all who aspired to live a virtuous and fulfilling life. Her legacy extended far beyond her physical appearance, for she had found true fulfilment by nurturing her mind and soul while serving as a guiding light for others who did not wish to fall prey to the misdeeds of man. Agneta upheld the legacy of her father in her capacity as a chieftess, and she was crucial in educating her people as well as maintaining the historic truce of nonviolence in Vordellir lands. A brief succession crisis took place among the Vordellir following Agneta's death, naturally because she never married or had children. Her eldest child should have succeeded her, yet she had none, and therefore the responsibility was divided among her younger brothers who were married with children. Yet, a curiosity arose because each of her brothers - of which she had four - had bore exclusively daughters, despite collectively having produced over ten children between them. Many among Clan Vordellir interpreted this as a clear sign from god that a woman was meant to lead them henceforth, and reinforced Agneta's reputation - even posthumously - that she was a chieftess blessed by the heavens. Agneta's eldest niece succeeded her as the chieftess of the Vordellir, and the remainder of the Clan followed their lead. Agneta's legacy transformed the Vordellir into a matriarchal society; the first of its kind among Scyfling people, and the descendants of the Vordellir have been consistently led by women ever since. *** In the centuries since the settling of Vordellir valley, the Vordellir people have naturally migrated elsewhere and adapted to changing conditions like other Scyfling clans. Most obviously, the linguistic shift to the modern Scyfen language compared to Old Scyfen has altered the pronunciation of “Vordellir” - much like the emphatic drift between the original “Kolburanaz” clan to the present House “Colborn” - resulting in the still-living kin of Agneta and descendants of Chief Ragnar Vordellir being named simply House “Vordel”. In honour of their Patron Ancestress, House Vordel's crest remains an icon of Agneta, a beautiful fair-haired figure, standing as the guardian over a sacred river, so that her bold leadership and wisdom may never be forgotten. Evidently, due to their very different way of life, House Vordel has diverged in places from other Scyfling clans and societies. This is mostly due to their matriarchal succession practice - of which they are currently the only Scyfling group to employ - however the Vordels’ peaceful way of life also set them apart. As a Matriarchal Scyfling clan, Vordel succession is elective. Generally, the Matriarch and Elder will select a viable candidate from among the House, however - in cases where the Matriarch dies unexpectedly - the House will organise a meeting where a female successor is chosen. Notably, both men and women of the House are capable of taking leadership positions, however Vordel superstition states that only women are capable of connecting with the Patron Ancestress’s wisdom and obtaining the Ancestors’ permission to lead them, thus only women may succeed and become the Matriarch. As with the rest of Scyfling society, men and women are viewed as being just as capable as one another, with matters such as marriage practices and occupation being choices for the individuals themselves to decide, not for the House Matriarch to dictate. Moreover, House Vordel has upheld the base differences between itself and other Scyfling clans, as each group tends to follow its own philosophy when it comes to choices of clothing, profession, household rituals, and funerary practices. For instance, House Vordel tend to bury their dead in the ground - allowing the deceased’s body and spirit to return to the earth it sought to protect in life - unlike the prominent House Colborn, which prefers to burn the corpse upon a pyre. Nevertheless, even the Vordellir observed the majority of Scyfling cultural practices, such as the wearing of Bunads, the maintenance of the coming-of-age rite, and participation in the Clannting. In the burial example, House Vordel - like many Scyfling clans - still transcribes ship imagery onto gravestones as a symbol of safe passage to the afterlife. For particularly important figures, such as the chieftess, they are buried in a ship setting - where many gravestones are arranged in the shape of a longboat. *** In modern times, House Vordel remain steadfast guardians of the natural world they inhabit and live with in harmony. Since ancient times, many Vordels have trained as fierce warrior protectors and resilient negotiators, as they have dedicated themselves wholly to the preservation and stewardship of the environment that nourishes and guards them in turn. Different members of House Vordel manifest this belief in their own individual way of life. Some become ferocious guardians and knights charged with nature’s protection, some pursue peace through the diplomatic arts as mediators of conflict, some become proficient artisans or alchemists as mina-making methods to procure funding for their conservation efforts, while others choose to study the mechanisms behind the ecosystems sustaining the earth and employ this knowledge to help nurture them. Vordel children are encouraged to learn about their environment and come to their own conclusions regarding how best to protect it, and then to pursue those avenues to the best of their abilities. Due to the emphasis placed on environmental wellness and propagation among House Vordel, many Scyfling practices have been adapted to fit the Vordels’ beliefs. For instance, while some Scyfling clans erect shrines and podiums honouring their ancestors, Vordels prefer to memorialise notable individuals within the natural world. They do this by carving the faces of deceased loved ones into trees, allowing them to keep watch over their home and family even after death, and especially honoured individuals - usually patron ancestors - may have an outdoor pedestal carved in their honour. This could be anything appropriate to the ancestor’s personality; such as a wooden signpost or boundary marker, an ivy-covered post supporting a young tree, or even a birdhouse. By memorialising the dead in natural features, Vordels honour their ancestors and keep them as constant presences in everyday life. *** It is from these deep-seated beliefs regarding the sacred nature of the surrounding environment that many Vordels choose a pacifist lifestyle to live by. It is highly ingrained into Vordel culture to refrain from willfully harming living things, and some members of the House extend this to cover all beings - flora, fauna, sentient or otherwise. Others decree that for each life they take from the earth, they shall return another to it; whether by replanting a sapling for each tree they chop for firewood, or only harvesting their cattle after calving season. As with the individual’s attitude towards nature, Vordel children are supported in making their own conclusions in this area. Some Vordels will be absolute pacifists, for some it will be conditional or selective, others may choose to pursue a route of active pacifism whereby they promote peace, while others will reject pacifism altogether and follow their own personal philosophy. This practice is, naturally, a modern continuation of the ancient Vordellir decree against violence in their lands. Likewise, following in the footsteps of the sage Agneta, each Vordel Matriarch takes an oath when she ascends to her position. Unlike their patron ancestress, this oath does not have to be one of abstinence, however it is her individual choice as to what value she swears herself to for the remainder of her life. Often, the Vordel Matriarch takes counsel from the House’s Elder before she decides upon her oath, as the Elder’s wisdom shall assist her in making a virtuous and sensible choice. Furthermore, to prevent exploitation, many Matriarchs have refrained from revealing what oath she is sworn to, although this, too, is up to her own discretion. The oath taken by the Matriarch may be one of Honesty, Pacifism, Resilience, or she may even elect to follow in Agneta’s footsteps with an oath of Chastity, or any manner of other significant quality. On occasion, the oath may introduce conflicting values, requiring the Matriarch to choose between the two. For instance, Agneta was known widely for her extraordinary beauty, however she placed no value on this part of herself - and in fact swore her oath to deliberately shun this aspect of her. The purpose of the Vordel oath is for a Matriarch to dedicate herself to living a virtuous life, like her ancient ancestress did, and that by emulating Agneta she may inherit her divine wisdom in order to lead her people as well as possible. As such, the Matriarch places extreme importance on upholding her oath, as it is this which tangibly links her to the wisdom and strong leadership of her ancestors. If the Matriarch’s oath is ever broken, she is required to first purify herself and then seek forgiveness from her ancestors - and God, for it is he who she swears to - in a ritual ceremony. Although the exact happenings of this ritual are mysterious, the Matriarch is to await a sign decreeing the patron ancestors’ approval or denial of her request for forgiveness. If she is forgiven, she reswears her oath before them and is to become doubly dedicated to it as penance for her prior failure. If she is denied forgiveness, she is required to cede her position as Matriarch to either: the next in line, or another entitled woman of her House. If she does penance for her misdeed and later receives forgiveness, she may be entitled to become the Matriarch once again if necessary. If any of this interests you, take a look in the spoiler <3 Cecilia Evelina Agneta Vordel, Matriarch of House Vordel, Guardian of the Grove
  4. I am currently in possesion of one ticket to twin-gedon. (I have twin elves that are bout to grow up and be playable) BUT i have yet to find someone to play the boy. Its like no one wants to be a male twin! Seriously whats more fun than having a built in person who you can cause mayhem with? Seriously, its good rp, the family is in a well off place, you get to learn tons of things from your super cool sailor, blacksmith, jack of all trades dad. So many pros little amount of cons anyway please dm me at alikiforever! Or Void! On discord Serious ddetailswill be given there. Basics: Name is undecided. (cuz i like giving people the option to choose) but has to be ocean themed when picked out. His hair is a dirty blonde, his eyes are ocean blue, he has a light skin tone.
  5. Hi there! My name is Atra/Ari, 19, she/he, EST. I'm new to LOTC overall and been having a hard time trying to find consistent people to roleplay with that match my playstyle. I've kinda just been wandering around the map and familarizing myself with some of the places around; it's been fun, i've met a few people, but I don't know how to meet anyone outside of surface-level impressions. For context, i'm not an extreme political intrigue roleplayer nor someone who likes combat roleplay, i'm someone who much more perfers DnD esque fantasies that can range from light-hearted with really good angsty character moments and such; i'm a sucker for found family, romance, and great friendships. For even more context; my persona right now is a very young adult elf with amnesia who's very jittery, sesnitive, and paranoid but happy overall and gulliable/dumb as ****. So. . if that sounds like someone you're interested in RPing with please feel free to comment below! Sorry if I didnt format this right, i'm new to forums. Feel free to contact me here or (perferred) discord: @ atrament
  6. A brief discourse upon Statecraft and the conflicts shared against peoples -------------------------------------------------- [Chapter I: States & Struggle] The collection and arrangement of peoples, such as is common across the foundations of every civilization, tends to occur with a relative unanimity; for only by the suspension of individual prerogatives can the collective come together in approach to a common goal. And how can a functioning state be formed otherwise? Where something must be built, a state of vacancy must previously prevail; and this vacancy asserts itself for the domination of the weaker wills, and the weakest of these flee to venues more suited to the follower, steadfastly scornful of the leader. And so, some stay, and others depart - just too as some busy themselves with craft, and others idle. Herein is the creation of Community. The people, then, are the life and blood which animate the State; giving blueprints to its prosperity, and taking command of the levers which enable favorable conditions upon those who call themselves ‘countrymen’; herein is the realization of Government. By the network of mutual interests shared by the people, whom compose the government, these desires are pursued - fervently by some, and passively by others. The ways in which these desires are to be met are the subject of the most fundamental debates, in other words, the split in the road upon which the spirit of the people must choose to tread, either in this direction or that. Herein is the realization of Politics. Achievement of designs, from the foundations laid, is again, a collective effort; and it follows from this, that all the acts of a citizen are merely a realization of the wills and ways of his community. Accounting for the deviation in opinions natural to gatherings of any size (for factions of a people will always inspire subjective factions intent on manifesting particular phenomena), the actions of a State then, must necessarily satisfy recognition as the enacted spirits present in the movements of the people, their government. From the prior point arrives struggle and strife. For these factional distinctions and differences breed animosity. It is not long from a feeble Sovereign’s death that his adherents begin to resent the excessive inheritances of power perceived by each one against the others (each wanting the full measure for himself); then having this condition of many heads upon 1 body, the State is not able to tolerate itself - the success of one citizen defining the ruin of the other, verbal policy alone is no longer sufficient to resolve irreconcilable differences; and from this condition, springs rebellion, civil war, and cruelty entirely undeserved by those who suffer the most of its insolence. It is now observed that escalations pass from theoretical disagreements into physical ones with a dangerous haste, and \ with no shortage of justifications to embolden the execution of its people’s policies. There is no substantive distinction then, between the interactions of one community with another in the boundaries of a State, and in the interactions between a State with her counterpart within a wider regional boundary. Governments (which it is reminded, are the collections of the people’s influence) proximate to eachother, find no lack of common interests, and are frequently brought close by the ever-present conflict which necessarily occurs in every surrounding sphere; promising dangers to all. Yet still, the discovery of Irreconcilable Differences presents inherent dangers with enough spiritual sway, such that even factions of kin seek to exact one’s will upon the other by materialized force; and there is no war so hated by the God as a war amongst kin. Nevertheless, The Lord Omnipotent did not divine that more food ought to exist than man could eat - nor did he raise up the trees from gold and steel, but of wood unfit for universal wealth. And so where one has, another must not. As regards the contention of one state with another, wherever one people has exerted policies of force sufficient to achieve victory, the other must necessarily relinquish the possession of that benefit. -------------------------------------------------- [Chapter 2: Construction of War] The instruments and infrastructure of war cannot, as similarly said before, be shown as different to those of any other mass necessity; for where builders need hammers in their workshops, and physicians need botanicals in their laboratories, soldiers require arms in their bastions. Where one houses the people, the other maintains their health… the last both preserves and promotes their sovereignty. And such is done, fundamentally, by the same means in every case; eliminating the opposing faction’s willingness to continue resistance to the demands of his enemy. It is not only through blood and arms that resistance is dispersed however. States reliant upon the sword have no refuge when their strength fails to meet their contender; but those well-composed states whom have built homes upon rock and not sand, will have measures innumerable to conclude conflict amicably, and without great destruction. From this follows wars of trade- closing of ports, dismantling of tradeships, culminating in the sabotage of the enemy’s very capability to threaten war, let alone sustain it. In the diplomatic realm, there shows themselves a select few envoys of great promise, capable not only of maintaining friendships between states, but also building upon a foundation of mutual interest across an entire region, and forming a coalition of peoples, together dedicated to common defense and the prevention of ill-guided conflicts against the combined spheres of influence. Finally, that detestable selection of actors, unfaithful to discipline and the rules of justice; these seek to gain the outcome of their policies by intrigues, calumny, and assassination. These above methods, while varying in their degrees of reliability, collectively comprise the conflicts in which Peoples engage against eachother. All avenues used in tandem, seek to fulfill the fundamental aim of overturning the enemy’s desire, instead asserting the will of one’s own faction as truth. It will occur to every soldier and captain, prior to the onset of bloody battle, what colossal improvement could show itself, if only these gathered masses behind himself against and the other, could spare the energies of war into better worlds. How many shipping canals, how many wonderous cathedrals, how many new crafts could be passed to the next generation; giving as their inheritance, cooperation instead of hatred? The answer of course, does not present itself before that onset of force contending for the life of one policy against the other’s, each seeking to throw the other down to the base earth, and rise above to be standing over his opponent’s stiff remains. But since now, I compose these thoughts from the study, and not the frontline, the luxury of time is upon me, and I may begin to approach the subject. In other places it has been said that ‘community’ is the condition of being common in unity; literally, many being as one, under the ordinance of God which is the origin of our species. As a family composes a village, their inter-connectivity is that which enables the manifestation of a better environment (for some with weak arms will excel in the arts of commerce; while others weak of mind will excel at construction's labor). As a network of villages composes a Kingdom, such enables the same to fulfill all aspects of life necessary to prosperity of individuals; who, as they compose families, must be well upheld in order to allow the effective contribution of the household. Where then, is the cancer of society located? I determine that it must lie within the very whims of nature which civilization seeks to replace with more refined focuses. For a lazy man, by his demanding community, is encouraged to persist in his work. A selfish man, by his taxing community, is compelled to give of what he has for the benefit of his neighbor. Even a gluttonous man, when bid by his governance to lay his delicacies aside, learns a discipline necessary for the improvement of those people around him, and by their improvement, their whole world’s. Easy it is for all to see, that at the rejection of civilization's finer values, the base and animalistic urge offers its fruits, while hiding the truth of its consequences; by these causes, negotiation and tactful communication becomes an altogether foreign concept to the community. Therefore it is seen that although many will come to greet you with gathered arms and not treaties (these factions being incompatible to community), against these you must be prepared to enact their overturn. But afterward, when the necessity for opposition is dissipated, nature puts us all under obligation to rejoin discourse with a common policy, lest our tongues become useless, and fall from our mouth because of our lack of wisdom. -------------------------------------------------- [Chapter 3: Error of Avoidance] As just now said, the presence of aggression upon one’s State, the collective influence of its people, is not relevant to matters of question, but of time. Against all proper operation of Statecraft, some factions have pre-determined a policy of another State’s ruin, or by their continuance, necessitate an undermining of the factors critical to the prosperity of their enemy. Again we come to the topic of ‘irreconcilable differences’. With this in mind, a mistake is no more obvious than in demanding the compromise of such opposite policies; for dismemberment met in the middle with status quo, cannot be amicable to both parties. And worse, each contender advocating for one and the other outcome, the latter of the 2 campaigns for his own partial dissolution. Do not consider that refusal to take up arms presents moral fortitude, as is mistaken among citizens of our day. Fortitude is shown by the citizenry’s willingness to employ every policy available to them, with intelligence, in the preservation of their common flourishing against the enemy, whether in spirit or of State. It is quite obvious that nothing done by a collection of citizens can be separated from their portion of the influences present in the governance of the people; it then follows that a State is strong, and deserving of their preservation, only if it can be maintained by the combined policies of the collected populace.
  7. LA CORTE DE GIRASOL ROYAL COURT OF 114 D.R. Issued on the 15th of Veronica’s Strength of the year of 114 D.R. INTRODUCTION This document is meant to act as a retelling of what transpired during the royal court of 114 D.R. The first court held under the reign of Xiomara I. It details any oaths, announcements and petitions made throughout the duration of court. [!] A depiction of the Hyspian throne. As court begun and those have gathered in the throneroom of the Girasol Palace, the newly made national anthem was debuted by the Conductor, Vizondesa Marcela Denodado. It was thereafter the entry of the newly named Sovereign, Xiomara I was made, beginning the courts off in a prayer for those in attendance. Afterwards, the deaths of the late Crown-Princess Santana Leya and the Sovereign Ramona I were announced alongside the timing for their funeral which was to take place after court. The peers were called upon thereafter to swear their oaths to the Crown; The Viscounty of Banderas The Barony of Campos Salvajes The Dual Barony of Soles Gemelos And the Barony of Ramonadora Each peer came forward and swore themselves to the Crown and Hyspia. Having been dismissed, the next part of court took place, in which people were called upon for Knighthood; Lord Julian Salazar Sovereign-Dowager Konstantin of Vilacz Baron Nicolas Murietta And Baroness-Consort Revekka Murietta Each took the oath of knighthood, and rose as Sers of the realm. Each were provided a moniker, save for Lord Julian Salazar, in order of, ‘the Bear Knight’, ‘the Blunt’ and ‘the Expedient’. The Knights were dismissed, save for Ser Nicolas, where he was asked if he would accept the posthumous knighting of his father, Señor Vicente II Murietta. This was accepted, and he was knighted as Ser Vicente II ‘the Loyal’. Next was the calling of the Sovereigns council; Ser Nicolas Murietta Señora Esmeray Luceran Baron-Regent Pedro Salazar Sovereign-Father Luis of Ramonadora Princesa Valencia Belen Señora Esmeray and the Sovereign-Father were not there, but the other three stepped forward and accepted the roles set forth, in this order: Grand Councilor, the Colonel and the Court Chamberlain. A missive was produced for all to see afterwards, attached to this document for your convenience: El Consejo de Hyspia: The Council of Hyspia. Following this, two announcements were made. The first was the creation of the Knightly Order of Carlos, named aptly after the first Knight of Hyspia in the Old Kingdom, Ser Carlos Mendez. The second announcement was of a city expansion, to better accommodate the people and accepting donations from any who wish to assist. Petitions were then announced and those wishing to petition the crown lined up. One such petition was Lady Maldita Murietta, petitioning for training so that she may defend her home - her father, Ser Nicolas Murietta stepped up to take this role on. After came a visiting Orc, who wished to know where he may get some chimichongas. It was replied in kind that there are surely shops in the city selling what he wants. The Baron-Regent Pedro Salazar requested that the law of nobility to be altered, to allow those of the non mainline in their family to try for meritorial heirship. This was approved, and is pending an official missive. A young man requested permission to set up his traveling bakery cart within the city and was granted his request, so long as a portion of food is donated towards the churches alms chest. A young woman wished to learn the history of Hyspia and speak privately with the new Sovereign. In turn, she was told to find a council member after the courtly proceedings had finished. The High Pontiff, Deunoro I and his retinue spoke next, as to the matter of coronation and to inform Hyspia of their new Bishop, the Bishop Mattia. It was spoken that the matters of regency has yet to be resolved and great thanks was made for a Bishop who has made his presence actively known in the city. Following this was the request of diplomacy from a visiting diplomat, Senora Nemea Ke Kai’len. It was agreed to for a letter to be sent, so they may organize a time for a diplomatic meeting. And lastly came Ser Blanca-Francisca, her petition twofold. She wished to take on a role of advisor to her grand-niece, which was approved on the condition of her accepting the task to assist in the forming of the Knightly Order of Carlos. Secondly, she wished for the approval of the civil union of her and her longtime partner. This was approved on two conditions, she must bring her partner to a family dinner and must make some form of art to commemorate Hyspias first civil union. After petitions came to a close, it was announced that the funeral of the late Crown-Princess Santana Leya and the Sovereign Ramona I will take place directly after. A prayer closed out the court thereafter, where people parted for the Church of Blessed Francisco. DIOS LOS BENDIGA, HER ROYAL HIGHNESS, Xiomara I, Sovereign of Hyspia, Duchess of Pacazu, Baroness of Arenisca, Del’mar, Monterro and Campagnon, Lady of La Dorada, Lady of Niseep, Gereon's Hold, and Ciudad de Plata, Protector of the Hyspian People, Protector of the Farfolk, etcetera.
  8. [!] A flyer would be pinned to message-boards in taverns around Aevos, written with a fine ink quill. Esteemed Citizens of Dúnwen, and Others I write to you today with an announcement, and an offer of residence! The prodigal son of the Fiddleberry Bloodline; Cal Hawthorn Derlan Fiddleberry II, extends to you an invitation to reside in the soon to be expanded Fiddleberry burrow. Friend, relation, outcast? Anyone is welcome. Unless you are tall. Requirements, and form for application can be found below. Requirements as follows: - Must be 4 feet tall or shorter - Must not wear shoes (If you wear shoes currently, you may apply with a promise that you will stop wearing shoes in the future.) - Must be okay with violin playing in the dead of night - Must be an adult - Must not be squeamish or easily frightened - Must be willing to stop me from trying to pick up kitchen knives while I am sleepwalking - Must have good sense of humour - Must like drinking Application Form: ((USERNAME:)) NAME: AGE: RACE: HEIGHT: FAVOURITE COLOUR: WHAT TIME YOU GO TO BED: WHY DO YOU WANT TO LIVE WITH ME: I look forward to all of your responses, and hope we may soon bring life to a burrow that at present lies empty.
  9. LOSS AND ASCENSION A POV POST [This is not known IRPly unless you were there or you were told.] The day began like any other, the Grand-Princess had awoken and prepared for the day. She joined her younger sister Valencia in the palace courtyard, chattering about their favorite animals. Xiomara chose Chickens and Valencia had chosen Elephants. They basked beneath the Hyspian sun as they spoke, until the sound of doors opening came and the duo's Uncle, Señor Nicolas Murietta joined them. The chickens at his farm had babies, and they were invited to join him in seeing the hatchlings, their youngest sister Julieta joining them in the process. The quad found their way to the farming village of Ramonadora, meeting the promised baby chickens and discussing animatedly how each looked. As they spoke, creatures - with rat-like bodies and wings appeared around them. Dirtied paws clung to dug-up carrots, taken from the farmlands and the beginning of the chaos ensued. Shouts sounded, villagers joining the fray of ridding the farmlands of these pests and sometime later, they were successful. Dirtied and clothes torn, Xiomara spoke with her Uncle, intent on going back to the palace to get cleaned up with her sisters and return back after to play with the baby chickens. And so the trio left. They returned back to the palace, and to the eldest sisters room, adjoined to her mother's. Blood trailed outside, a strange sight and after many knocks of which went unanswered, she peered through a slit at the door. Within was the prone and bloodied body of her mother, leaving the Grand Princess stumbling and gasping, as she turned and ran for the door amidst her sister's confused cries. The young girl of seven ran, shouting until her voice ran hoarse for her Uncle. She ran for the outside village, in which a confrontation was being had with would-be brigands. Xiomara shouted, pled, until her Uncle joined her as the villagers dealt with the bandits. And so they returned to the palace, door busted down and the sight was fully seen. Bloodied footprints were left, circular around the Crown-Princess Santana, clearly an assassination. Nicolas Murietta, Captain of the Orden de Francisco and the girl's Uncle, ushered them out of the palace. He half carried them, half nudged them along, until he brought them to the Bastian. Locked in the gatehouse, as he called upon the guards and put the city in lockdown, the girls could only cry and pray. Until their grandmother or father could be found, the line of succession must be protected. It was sometime later that their grandmother, the Sovereign Ramona I was found, unaware as to what happened. Soon, the elder woman's features changed, hardened after the comfort of her granddaughters. She chose a few guards to go with her, to handle the traitors of the palace - leaving the girls to the Bastian. And so they prayed, and huddled close once more. Until more cries came, this time for medics, and this time as people went running to assist - the girls were left alone with some of the guards' children. No news was had for some time. Worry mounted, further so as screams and cries echoed the city, unaware of the going-ons about them and so they made a plan. Xiomara, her sisters and the children there bonded through trauma made a decision. They would not be sitting ducks. They would trust no one but themselves. What little they had access to of the Bastian, they searched, finding themselves some form of weaponry. One a wooden mug, another a recently smithed axe and the rest random odds and ends. They sought their escape, using those distractions to dash out and to the nearby orphanage. They used the access to get to the rooves, where they sank down atop the highest tower they could find, hidden and out of sight. Cold, worried, forlorn. They say there for hours, as cold began to come over the desert landscape. Until finally a voice rose over the din, in search of her grandchildren. They revealed their spot, found their way down where no explanations were had, only the announcement of an emergency court. They trudged, each still clinging to those ill-gotten weaponry, to the palace. The citizenry walked past bodies, slain along the path, and Ramona had stopped. She spoke of their mother being avenged, and thus led them on further until they entered the throne room. The Sovereign Ramona I sat upon the throne and announced the death of Santana Leya, Crown-Princess of Hyspia, mother, daughter, sister, wife and cousin. She then called upon Xiomara, the girls grip so tight upon her axe, as she stared blearily upon her grandmother. She was called upon to swear an oath, the once Grand Princess of seven years named the Crown-Princess - to take up her mother's mantle of heirship at such a tender age. Xiomara Aracely joined her grandmother upon the dais, dark gaze falling upon those stood within the throne room, both dead and alive - and she raised her axe amidst the shouts of those below. “Viva Hyspia!” “Viva Hyspia!” “Viva Hyspia!”
  10. The roaming of an estranged brother, Circa. 190 S.A. Paul, @Chorale__ You always were a man of lofty ambition - a second born who stood to inherit nothing, relegated to the halls' fringes. I understand your envious desires all too well, for a similar darkness clung to my heart like a festering plague. Yet, such is commonplace, for we are men of this world, and this world is sinful. And yet, it is our solemn duty to reject such notions of grandeur for our sake if not for the sake of those we envy. It is a shame you do not care for restraint. Frankly, I care not for this conflict between the Brigade of Marna and the supporters of my niece, Adalia. It is not up to me to determine the fate of the Heartland Confederacy. However, you made a grave mistake, for even if your assertions about Adalia’s lineage are correct, the throne is not yours to claim. You are nothing but a second born, even lesser than I, a second born. And what have your ambitions amounted to but the disdain of your own blood? Tiber @seannie, Protector of the Heartlands. Is this truly the best you can muster in support of your cause? I expected more from you, who seeks to uphold the righteous will of God and oust the craven. You could do so much better than this - than him. Thus, I present a challenge to you, dear uncle. For the dishonour you show my sister, may her soul be at peace, and your breach of station, I challenge you to single-combat. Let the Heartlands witness our clash, and may the Lord above decide our fates. Your life shall be on the line, and so shall mine. Unless, you are indeed a coward. You have a Saint Day to answer. I shall await your reply. Signed, Marcus Antonius
  11. THE CALITH CONSPIRACY By the hand of the Okarir'sil in the year 190 S.A. On the 9th of the First Seed, Year 190 of the Second Age, the Calith Conspiracy was unveiled to Sohaer Inariol. After being further investigated by Okarir'sil Relfyn Treyre, we can conclude that we will need to consult all the parties involved for further elaboration on their travels, words, and collaberation outside of el'Cihi. Suppose the Tribal Chiefs of the Vale desire a conference on whether or not there are political agents of their own at play. In that case, they are free to contact the Okarir'sil Relfyn Treyre or el'Sohaer Inariol. Arrest warrants have been released for Seth Calith and Sillumir Soris. This matter shall be conclusively investigated over the coming months. The Silver City condemns political violence and violent questioning. Signed, Relfyn Treyre
  12. Youngone

    The Hush Guild

    THE HUSH GUILD The Hush Guild emerges as a silent force, navigating the murky waters of politics and treachery with lethal precision. Originating from the enigmatic mind of a halfling mastermind, this clandestine organization has carved a niche as the realm's foremost experts in assassination and covert operations. At the heart of The Hush Guild's operations lies a thriving economy of contracts and alliances. While their primary goal remains the purification of Aevos from corruption and tyranny, their services are sought after by kingdoms and factions alike, willing to pay a premium for their skills in eliminating rivals and securing strategic advantages. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Within their secretive enclave, nestled deep within the shadows of a bustling metropolis, guild members meticulously plan and execute missions that range from political assassinations to espionage and sabotage. The guild's headquarters, a labyrinth of concealed passages and fortified chambers, hums with activity as members prepare for their next assignment, each contract a carefully weighed decision between profit and principle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The guild's reputation for ruthlessness and efficiency precedes them, yet their allegiance lies not with coin alone but with a broader vision of justice and order. They carefully select contracts that align with their moral compass, targeting those whose actions threaten the fragile balance of power in Aevos. Whether they act as agents of change or as instruments of calculated retribution, each mission undertaken by The Hush Guild serves to further their cause and bolster their influence. In the volatile landscape of Aevos, where alliances shift like shadows and loyalties are as fleeting as the wind, The Hush Guild navigates with a keen sense of opportunism and foresight. They forge alliances with discerning rulers and powerful factions, leveraging their reputation and expertise to secure lucrative contracts and ensure their survival amidst the ever-changing currents of intrigue. Yet, beyond their mercenary facade, The Hush Guild remains a bastion of unity and purpose for its members. Bound by oaths of loyalty and secrecy, they operate as a tightly knit family, sharing in the risks and rewards of their perilous profession. Each member embodies the guild's ethos of skill, discretion, and unwavering resolve, ensuring that their legacy as silent guardians of Aevos endures in the annals of history. https://discord.gg/p6wvxXznD8
  13. A CANDIDACY DECLARED The City of Portoregne, Circa. 118 B.A. [!] Across the Kingdom of Balian, royal envoys pinned flyers scribed in the Prince of Monterosa's name. Youth of Balian - my dearest friends and kin, I come before you earnestly with a vision in mind, for we stand upon the precipice of a new era in which our combined voices may shape the future of our illustrious Kingdom. Our capital city, Portoregne, is a hub of trade and culture for both the heartlands of old and realms abroad, but where do we children stand amidst this wealth of opportunity? We shall be the ones to shape the Balian in the days to come, but why must we wait until we are grown to claim our destiny? We are the inheritors of our forefathers’ legacy - those who first bore the light of Saint Lothar upon the desert mound, and now is the time for us to act as a united host. Through the hard work of the fair lady Colette de Lyons, our generation now has a place in which to amass and discuss matters of great importance. Many of us have seized the opportunity to forge bonds of fellowship that may last a lifetime, but as our Kingdom grows, so does the need for a clear direction and strong leadership. Thus, I, John Casimir, announce my candidacy for the sovereign of Balian’s Kid-Kingdom. Years from now, I shall reign from the Skull of the Cloudbreaker, but there is still much work to do in preparation for that day, and I will not pretend it is a path I can undertake alone. As your Prince, I have the confidence to represent the youth of Balian and our allies, no matter who they are, and I intend to prove as much with grit and determination. Furthermore, I will do so with the close counsel of my people - my friends. Already, I have raised my sword in opposition to those who would dare question our strength. Good Baldric Vourkehardt bore the brunt of my fury in an honourable duel, and I will continue to fight as I did then, but I shall not do so alone. I ask you to follow me, children of Balian. Follow me, and we shall banish the darkness from Portoregne and beyond. We shall emerge triumphant! Signed, His Royal Highness, John Casimir, Prince of Monterosa and Duke of Atrus
  14. deth 💀 [this is an official announcement that Thalia Kaeronin has been killed off.]
  15. Published; Upon the12th of the Grand Harvest of the year 187, amidst the Second Age _____ In the days to come, a joyous occasion shall commence in the Northern region, within the Kingdom of Ravenmire. A formal union, a royal wedding of His Highness, Crown Prince, Allerick Fyodor Rostova, and former Viscountess Cosima Victoria Tesmech et Martiel of Balian shall be held in the wake of God in union within Ravenmiran church Born children of war and conflict, these two individuals began their tale within the city of Vallagne, formerly known as Petra. A chance meeting within the streets, a gathered group seeking any chance of socialization and friendship amidst the chaos which had become routine. Through the years, the two shared their ons and offs with communication as their lives forged their own paths, but ultimately intertwined some decades later. This union is forged on perseverance and a strong will, and the couple hope that friends and family will offer their prayers for such to continue as they traverse this path together. _____ Formal Invitations are Sent to the Following: His Royal Majesty, Bo Rostova I, King of Ravenmire, and his royal pedigree, His Royal Majesty, Alexander II, King of Balian and his royal pedigree, His Apostolic Majesty, Charles II, King of Aaun, and his royal pedigree, Her Royal Majesty, Adelia I, Queen of the Petra, and her royal pedigree, Her Royal Majesty, Ramona de Pelear, Soberana of Hyspia, and her royal pedigree, The Most Honorable August Benedict Temesch et Martiel and his noble pedigree, His Grace, Henry Arthur Haverlock, Duke of Blackworth and his noble pedigree, The Most Honorable Margrave of the Rhosmark, and the people of Rhosmark. Personal Invitations are Sent to the Following: Her Royal Highness, Santana Leya de Pelear, Crown-Princess of Hyspia and her family, Her Royal Highness, Renata Alba, Princes-Royal of Hyspia and her family, Lady Esfir Artemesia Amador, Lord Sigmar Var Ruthern, Mister Avindor Divadri, Váli Freysson Ruric, and family, Rostova Lineage Penned and Signed; His Highness, Crown Prince of Ravenmire, His Holy Lordship, Allerick Fyodor Rostova, Lady, Cosima Victoria Temesch et Martiel,
  16. Published; On the 9th of the Amber Cold, upon the year 186. Amidst the Second Age. “ilMaehr'sae Ilkun'ehya” _______ In recent times, we have been hit by a great tragedy, something of sinister threat roaring into our precious lands with a goal in mind, goal for destruction. Destroying all in its path, which was achieved by this sinister threat. With a heavy heart filled with sorrow, I am to publicly announce that a greater part of our precious city, Leyu'sil, has suffered. White towering buildings that once stood tall, collapsed with their rubble within our streets, fire burning itself out on collapsing roof tops; destruction miles for the eye to see- “From my youth and now, I reminisce on the fond memories once shared within our white marbled walls, cherished laughter filling the streets from our tavern, local shops, or simply from those passing through briefly. The inexplicable feeling now shredding through one’s heart at the sight of such destruction falls silent to any word spoken.” - Iryne Ibarellan While in the darkness of the destruction a light can always be seen, a light from the stars above. At the festival grounds a series of events shall be hosted for our people. Tournaments, where the Celia’Diraar, citizens, and visitors can show off their strength. Stalls which can, will be temporarily used to be available to sell basic goods for a small cost. Additionally, there will be a great opportunity for anyone who can find it within themselves to donate some funds either through a raffle, or separately of such, to assist more after the great calamity. ✵ _______ AY’PUERAN; Her Excellency, the Honourable Princess Royarch, Illyria Ibarellan, The Prophesied, The Reclaimer and Phoenix of the Principality of Celia’nor Her Grace, the Honorable, Iryne Ibarellan, The Royal Heir of the Principality of Celia’nor
  17. THE BOUNTY OF THE SOLDIERS DAS KOPFGELT DER SOLDATEN SÖHNE UND TÖCHTER VON REINMAR, THE FIRST BOUNTY OF THE SOLDIERS TOBIAS’ BOUNTY, YEAR OF OUR LORD 1983. THE BATTLE OF THE ELFENFELD During Tobias' Bounty in the year of our lord 1982, the Host of Saint Johann and the Order of Saint Tylos heeded the call of His Holiness CAIUS I. With swift steed and Owyn's flame as our guide, we rode hard for Celia'nor, arriving a day and a half before the battle would rage. During this time, the Banners of Reinmar and the knights of the Order of Saint Jude camped out in the streets, waiting for the clamor of battle. The Pontiff took the time to speak to us and keep our spirits high. All the while, the world around them continued with Sir Stanton and myself passing around rations and any weapons that could be spared as the hour of battle drew closer. After waiting and waiting, the call to action was heard, and the Reinmaren were ready for action first. We took positions along the southern wall where we waited and watched until a cry broke out from the main gate. The enemy had arrived. After observing the enemy's movements for some time, we decided we would not serve much purpose on the walls. The Reinmaren descended to the southern gate alongside their commander the arch prelate of Celia’nor. I watched from the battlements as the Reinmaren gathered their mounts and made to charge alongside the Pontiff into the gathering of darkspawn. They rode hard, but before they could clash with the enemy, the world opened up and unleashed a horror the likes I have not seen since the Mori unleashed their great arthropods. A massive maw opened in the earth, large enough to consume a tower of any great keep. The Reinmaren were forced to call off their charge for fear of being dragged into the gaping maw. The battle continued to rage as the Reinmaren did all they could to hold back the forces of Iblees. Many a javelin was thrown, and many spears cracked. However, even the greatest of our number, Sir Stanton, was unable to find his mark as the cowardly spawn of Iblees sent their horrid magics and powers to do their fighting. Even the great daemon of their ranks, larger than five men put together, ran, rather than face honorable death at the hands of the Reinmaren. I heard of this secondhand, as the portion of the wall from where I made my observations was torn asunder by a blast. While I was far enough from the blast to live, I was thrown to a nearby roof where I was rendered unconscious for many hours before recovering my senses and rendering what aid I could before riding out of the ruined gates back towards Reinmar and home. I now sit to write this short chronicle of the events I was able to piece together from my own observations and the accounts of my soldiers. I tell the story of Die Schlacht auf dem Elfenfeld, or the Battle of the Elfenfeld. A short telling of the events of Tobias 1982 from the perspective of Feldmarschall Wilhelm von Berkhoven. THE BOUNTY OF THE SOLDIERS The Battle of the Elfenfeld was a serious test of the resolve of the sons and daughters of Reinmar. As such, even if the battle resulted in a draw that saw the enemy forces retreat after destroying a good chunk of Celia’nor, the Reinmaren answered the call of the Mother Church and fought bravely. As such, it is declared that a special Summoning of the Spears is to be held; the first of its kind in the Principality of Reinmar. This is called the Bounty of the Soldiers. A celebration of Reinmar’s resolve and remembrance for those Reinmaren who have passed. The Bounty of the Soldiers shall consist of three major parts. The Summoning of the Spears The Traditional Gathering of the Host for Promotions and Orders. The Feast of the Great Hunt The Feast of the Great Hunt a special ceremony in which the Host gathers to feast upon the game found aplenty in the Ferdenwald, and to receive special honors relating to the correlated campaign. The Ride of the Fallen A special Reinmaren Service, in which the known and unknown fallen of Reinmar are honored in Reinmaren tradition by the burning of a pyre. If any Reinmaren warriors were unable to be recovered, an empty pyre will burn in honor of all Reinmaren who have already taken their final ride to the Skies. The Bounty of the Soldiers shall henceforth be called on special sessions of the Summoning of the Spears to honor great actions done by the Host of Saint Johann, and as a way to welcome all of Reinmar into the celebrations of our dutiful soldiers, such as the grand battle at the Elfenfeld, in which great sacrifice and toil was called upon and the Reinmaren stood to answer. All Members of the Host of Saint Johann and All Peoples of Reinmar are called to attend to honor our soldiers, on TOBIAS’ BOUNTY, YEAR OF OUR LORD 1983 May Owyn’s flame always guide the Reinmaren ever homeward. WER RASTET, DER ROSTET HIS EXCELLENCY, Wilhelm von Berkhoven, Feldmarschall von Reinmar
  18. -= In defence of Ulfar =- As elections loom and our kin vote for the future of our nation, it came to our mutual notice that not all candidates play fair, one candidate threw dirt by means of propagandizing Ulfar’s name to mock, defame and lie towards the citizens of Urguan. Comparing him to the second coming of the Ironborns. This claim alone is enough to start a grudge to end one clan for good. Most clans are as young as a beardling, they are lucky to not have witnessed what we Frostbeards and Grandaxes did, during the times darker than the Khorvadic Empire, The War of The Beards, where brothers slew each other for power, to become a petty king of a nation in turmoil. Both of our clans stood on opposite sides during that time, division brought nothing but loss, regression and suffering. Now we stand united as two mountain clans that share Ulfar’s vision to shape Urguan as our ancestral Father aimed it to be, a mutual House where we all live together. We publicly state our support for Ulfar Starbreaker as the worthy candidate to ascend the throne. For he does not need to sully the other candidate's name to prove a point. Signed Grungot Frostbeard, Clan Father of the Frostbeards, Skeleton-Bane, Veteran of Kaz’Ulrah Thumbrindal Grandaxe, Clan Father of the Grandaxes, Captain of the Aelsling, Thane-I Meatfists, Priest of Dungrim
  19. 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 god 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, Jarl, Courtier, King’s Councillor, Clan Councillor, 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 four, 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 3/4 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. Once an Elder has been appointed, they cannot be challenged to an honour duel for their position for the duration of one stone month. If an Elder has been challenged for their position and successfully wins an honour duel, they cannot be challenged again by a blooded member of the clan for the duration of one stone month. 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. A Clan Father cannot be challenged for their position for the duration of one stone month after their appointment. If a Clan Father successfully wins an honour duel after having been challenged for their position, they cannot be challenged again by an Elder of the clan for the duration of one stone month. 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 Kill)) 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”. Dol'Kavgar Dol'Kavgar (Town of the Undead) was a small village owned by the Ireheart's in Arcas. The settlement had been previously overrun by undead Ironborn minions. After Axel Ireheart's (The incumbent Clan Father) nephew, Wilhelm Ireheart was kidnapped alongside Falk Irongut and High Prophet Norli Starbreaker by the Ironborn and held ransom in Dol'Kavgar's hidden caverns, Axel personally lead a rescue party in order to free them. He rooted out the Ireheart, with help from the legion and clan, saving his nephew's life, aswell as the other two dwedmar. In return for this great deed, the Ireheart's were granted the town by Grand King Jorvin Starbreaker, in order to protect the mountains and keep the caverns secured from any further threats. CLAN RELICS Gutbuster Mail Gutbuster Mail is a specific type of spiked armor forged by 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) Utak Ireheart (Mickaelhz) Gror Ireheart (Pancakehz) Clan Members: Thorgrim Ireheart (PrinceOfTheRhine) Aghuid Ireheart (Cheezzy_Garlik) Azorius Ireheart (chrisoulis777) Stomar Ireheart (Mirvam) Merrak Ireheart (Titanium430) Grimnir Ireheart (wwwdotfreesmiley) Dagura Ireheart (NeonStarlight) Urist Ireheart (Juhti) Odrin Ireheart (Sir_Niccum) Sturla Ireheart (banditry) Thorgran Ireheart (skippy369) 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_), or Durorn (masouri) 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:
  20. ON THE NINTH OF THOROK’AINDAR, 186 of THE SILVER AGE ISSUED BY UNRI DOOMFORGED ᛒᚤ ᛏᚺᛖ ᚹᛁᛚᛚ ᛟᚠ ᛏᚺᛖ ᚨᚾᚲᛁᛖᚾᛏ ᚲᛚᚨᚾ ᛞᛟᛟᛗᚠᛟᚱᚷᛖ ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ A clan of mysterious and secretive Dark Dwarves, the Doomforged Clan has stood nearly as long as the elder clans of Urguan. Infamous for their fiery gaze, and their more molten attitudes, they have garnered respect amongst their fellow Dwedmar, no matter the Clan’s state. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ ORIGINS The Doomforge Clan has been able to trace its roots all the way back to the final age of Aegis. The progenitor, and Paragon, Urir Ireheart had a shaky union with a dark elf named Feyin Kelzyr. Together, they had three sons, Hodir, Iban and Yorri. These three brothers would be raised by King Thorik Braveaxe, after their Father’s sacrifice. As they grew older, they wished to find purpose in their lives and traveled to the abandoned and desolate lands of Hanseti. The lands had been destroyed by some poisonous fog, which had led to the umgi nation’s downfall. It is here, within this ruined civilization, that the brothers discovered an entrance to an ancient hold. The entrance was carved with runes, older than themselves, and upon entering the three would discover the very city of Asgol, and all of its relics. Here, the three brothers made their home, learning the secrets and history of those who had once lived here before, and it was here that they found the Doom Forge. The relic that has become the namesake of the Clan, a large anvil which sat upon a large altar. The three swore to themselves to safekeep it from evil. To this day, their legacy has shaped and formed the Doomforge Clan, from the sacrifice of Paragon Urir and his fight against the Undead, to the safeguarding of ancient knowledge from the hands of evil. One may see their ashen skin and fiery eyes, and assume many things, but these children of Urir have dedicated themselves to the safety of Urguan, and their Clan. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ THE BLOODLINES HODIR’S LINE: Well known for producing notable political figures, Hodir’s line have a mid-tone skin color, compared to their fellow doomforged. They are lighter than Iban’s line, but darker than Yorri’s.This line sports brown hair of all ranges, and uncommonly dark blonde. Their eyes glow a deep, ruby red, similar to the amulets the Doomforged wear. IBAN’S LINE: The line of Iban are well known for their dark skin and darker hair, usually having a dark gray skin tone and black hair. Their eyes are an orange color, not unlike the lava that flows through the Clan’s Halls. Iban’s line tends to produce warriors of all kinds, stalwart fighters who have dedicated themselves to the clan in some way. This, of course, is not always the case. YORRI’S LINE: A unique difference from his brethren, Yorri’s line tends to be the lightest skinned of the three, with a light purple undertone. Their eyes glow yellow, like the tips of the flames of the torches in their halls. They have bright, fiery ginger hair as well, a unique difference from the darker coloration of the other two lines. Yorri’s line tends to produce scholars of all kinds, from lorekeepers to religious figures. DORMIN’S LINE: The line of Dormin is a descendant line to Hodir, with some unique traits. Dormin’s line tends to have the same, deep red eye color, but with a more reddish hair color. Their skin is pale and ashen, much like the Hodir line. They have the unique trait of incredible height, with the tallest of them being nearly 5’6, but tend to be around 5’0. The Onyxheart Clan was born from Dormin’s Line, and thus has familial connection to the Doomforge Clan. DRAAKOPF’S LINE: Fiery eyes have become the notable marker of Draakopf’s line, a descendant line to Iban. Similar to Iban’s, they have ashen skin, and coal-black hair. In a unique trait, due to their elven heritage they tend to be taller than most other lines, roughly around 4’5 - 5’0. The children of Draakopf have become infamous for their tendency to hoard treasure and relics of some kind. His line has produced many strong warriors and mystical smiths. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ VALUES OF THE DOOMFORGED The values of the Clan have shifted over the centuries of its founding, but many core tenets have stayed the same. The current values have been reformed and created to better reflect the clan’s position and thinking within the world, and shall go as follows. CODE OF CONDUCT: I. You shall not hurt or harm another Doomforged, unless they have become a threat to the safety of the clan, its property or descendents as a whole. II. The safety of the Clan must be ensured, and the knowledge we hold is to be kept hidden, and our property protected from outsiders for as long as you live. III. Never defy the Clan Head, or the Clan Council, for their word is final. IV. Never defy the Grand Kingdom of Urguan, for it is our home. We shall protect it for as long as we live, unless it has been corrupted by the foul stench of darkspawn. V. For as long as there's Darkness in our world, you must swear yourself to the cause of destroying it. Be that through combat against them, research into their weaknesses or otherwise. Darkspawn, Azdrazi and other corrupted beings will NOT be tolerated. CODE OF POLITICS I. Avoid combat with other descendants at all costs, unless yourself or the Clan has been dishonored. For such, request a trial by combat or other necessary measures to redeem your or the Clan’s honor. Refer to the following clarifications. A. If dishonor occurs in another nation, abide by their laws, or write a grudge so that it may properly be handled. B. If dishonor occurs amongst your fellow dwed, it is expected to be handled swiftly and humanely. II. Do not get involved in the politics of other Clans, for it is not our place to shift the ideals of our fellow brothers and sisters. Our way is our own, and theirs is their own. Maintain that respect. III. Clan Wars should never be declared, unless a Clan has betrayed the Kingdom, or fallen to the foul stench of darkspawn. IV. Respect the politics of other Nations, for you represent not only the Clan, but Urguan as a whole. When you travel, keep such respect about yourself, and maintain dignity amongst all descendants. This information has been made public to all other Clans, in hopes that we may maintain our honor and respect amongst our fellow kin. It is also expected that our fellow Clans respect our own codes and values. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ PUBLICLY KNOWN TRADITIONS WARFORGING: Once a tightly kept secret of the Clan, Warforging has since spread beyond their halls, and become popular amongst the other clans. By the use of Alchemy, the clan is able to produce notable different effects of various elements, with Lava Forging being the most popular amongst the Doomforged clan. In a unique note, some Doomforged have begun to tattoo over their flesh runes with Lava Tattoos, adding a peculiar glow to the engraved runes upon their skin. FLESH RUNES: In the current age, little is known about the practice of Flesh Runes, other than the fact they exist. Perhaps in past centuries, these runes functioned in some mystical way, but now that too has been lost. Notably, many Doomforged continue to carve the runes into their skin, refusing to elaborate on their meaning beyond the fact it is a tradition. Further prying into the history of the practice will only lead to a rather angry Doomforged. BRIGHTIRON EXILES: It has become rather well known amongst the dwedmar, that a Doomforged declared Brightiron has been exiled in some shape or form. The original Doomforged who were forced to take this name, had been exiled for becoming Darkstalkers, a grave sin against the clan and Paragon Urir. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ HIERARCHY OF THE CLAN The hierarchy of the Clan shall be public information, so that our fellow Dwedmar kin may be able to properly understand who to contact and connect with should the need arise. CLAN FATHER/MOTHER CLAN COUNCIL DOOMFORGED LONGBEARDS DOOMFORGED DOOMFORGED BEARDLINGS Specifics about each level shall NOT be disclosed, as that is for the clan to know. Our fellow Dwedmar shall know who is of what role, however. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ SIGNED, ᚢᚾᚱᛁ ᛞᛟᛟᛗᚠᛟᚱᚷᛖᛞ UNRI DOOMFORGED, ᚲᚺᚨᚱᛊᛁ ᛞᛟᛟᛗᚠᛟᚱᚷᛖᛞ CHARSI DOOMFORGED
  21. ON THE NINTH OF THOROK’AINDAR, 186 of THE SILVER AGE ISSUED BY UNRI DOOMFORGED ᛒᚤ ᛏᚺᛖ ᚹᛁᛚᛚ ᛟᚠ ᛏᚺᛖ ᚨᚾᚲᛁᛖᚾᛏ ᚲᛚᚨᚾ ᛞᛟᛟᛗᚠᛟᚱᚷᛖ ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ The Doomforged have laid dormant beneath the mountain for too long. As our brothers and sisters of Urguan toil, our forges run cold and our kegs dry. No laughter echoes through our clan halls, nor is there even a squabble. Our kin have scattered and divided—a wrong that we should make right. I, Unri Doomforged, son of Rhaezaiil Doomforged, summon you, kin of Urir. Heed my call in the name of our ancestors, so that we may shoulder our burdens together and uplift our clan to glory once more, under the Kingdom of Urguan. Whether it is slaying the evil forces that plague our lands, or flooding stalls with the fruits of our labor, there is nothing our clan cannot achieve if we work together. We shall outfit the Doomforged that return to us with all that they need in order to see our goals fulfilled. ⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘ SIGNED, ᚢᚾᚱᛁ ᛞᛟᛟᛗᚠᛟᚱᚷᛖᛞ UNRI DOOMFORGED
  22. [!] Over the past few weeks, a yosei in Oyashi garb had travelled to most of the major population centres, placing up small handwritten documents written with quill and ink wherever he could. The below information can be taken in character and addressed as such. Nameo wa Kiyoshi, To my friends, companions and most importantly those who regard me as a 'yokai associator', this letter exists to hopefully clarify some of the events that have taken place when it comes to me acting poorly. For those who still feel some contempt for myself after reading this, there are tabs you can tear off at the bottom of this missive and burn. If there are no longer any tabs, then if necessary, take the entire missive and cast it onto flame. . . if it will help you. I politely request it is left up however, so others may make their own decisions. Starting with the history, many of you know that my adoptive mother is Sermi; murderer of the queen of Haense late Amaya, demon and otherwise evil schemer. Now going by O'zen, a spirt that refuses death. She was not always like this, Iie, long ago she adopted me out of a terrible situation and presented herself as a wholly positive influence on my life. She encouraged me to do better, got me a place in the Ak'vei academy, which eventually allowed me to meet my now-mentor Atsuko. I would have done anything for her, which clouded my judgement for years to come. Back then, hai, I admit that I worked with the Inferi and completed tasks for them. I provided myself with plenty of excuses to mark what I was doing as acceptable. It was not, but hindsight is often clearer. Eventually, I reached a crossroads in my life. I still believed I could 'save' Sermi, but she was not a woman that wished to be saved. I misled myself into believing that if I stayed by her side I could one day rescue her from the clutches of the Inferi. Being the idiot I once was, I fell into the same trap with Naya. I threw myself at the Inferi over and over again, did what I could to try and rescue the above pair from destruction, demo, as the saying goes. . . You can lead a horse to water, but you can never make it drink. Sermi was drunk on the power the White Cat, Sarryn, provided. I do not blame Sarryn for this, everyone is free to make their own decisions even if they are absolutely terrible. The day came when my mother tried to murder me. I told her that I couldn't do it anymore, that I couldn't exist around her while she was a warlock. The pain and suffering I saw was breaking my heart and ruining the other relationships I was starting to form. Sermi offered me a hug with open arms, told me she understood my decision. . .and then drove my own Tanto into my back. If I had not been wearing armor, I surely would have perished that evening. Sarryn, in disguise, offered to help treat my wound after my mother had been subdued. I thanked the 'stranger', who promptly set me alight with malflame. I don't know if they took pity in me or decided I wasn't worth killing. . .but Sarryn and Sermi left me there which taught me the most valuable of lessons. If you love a demon, the only thing the demon will ever love back is the climb for power. They lust over it - there is nothing else they desire. Any affection or care they have for you is false and if you are reading this and thinking to yourself 'well, my inferi is different, they love me' you're an idiot. They will discard you the second you are no longer useful. After this, my then-partner's son tried to assassinate me by shoving me into a drydock. The move was dishonourable and completely unexpected. In fact, I had taken him to one side to say I hoped to be more present for him and his mother. . .the war in Koyo-Kuni was taking its toll and requiring my presence. I was coming back refreshed, with a new positive outlook. That was the one thing he managed to kill that evening. Now, I remain a Retainer of the Ugokoyama Clan, with Ugokoyama Atsuko as my sensei and Ugokoyama Danzen as the clan head. I will serve the Shugo, my clan and Koyo-Kuni within the Ashigaru with hope to repay the mistakes I made in the past. For anyone I have hurt with my foolishness, take this as an official apology. I have cut all ties with anyone with any Yokai relations and hereby present myself as an upstanding citizen. To those that doubt me, I will take any test you wish. For those that still take issue with me and refuse to believe this missive, I'm easy to find. If you take nothing else from this, at least take the following: Yokai (inferi, frost witches, undead etc) are largely irredeemable. They are not for you to try and show compassion to. They must be kept away from the people of the land, banished from our public spaces and exterminated when the opportunity presents itself. To those demons that wish for redemption and regret their decisions, falling on your own blade would have the most positive of outcomes one could hope for. (Note: Cursed Children do not count for the above - they did not ask for the situation they find themselves in and whilst it is smart to treat them with caution, compassion should keep them on the right path. Treating cursed children poorly simply results in others like Laelia and Sermi going down the wrong path) Concerns, questions, complaints to my bird, arigatou. Signed, Kiyoshi, Retainer of the Ugokoyama Clan [!] As promised, there would be eight small parchment tabs a person could tear off and do. . .well. . .whatever they liked with.
  23. The Moon and Stars Accord Published; On the 10th, of the Grand Harvest of the year 183 amidst the Second Age “ ilMaehr'sae Ilkun'ehya” ✵ ARTICLE II: NON-AGGRESSION The signatories mutually agree that any forces affiliated with their banner, nation, families-in-power, etc., will not engage in military action against the other party. If such an event occurs, diplomatic courses will be prioritized to resolve the issue. ARTICLE II: CULTURAL & ECONOMIC EXCHANGE The signatories mutually agree to collaborate on public activities with the intention of establishing stronger cultural ties. ARTICLE II MILITARY CORRESPONDENCE The signatories mutually agreed to train their militaries together when the chance arises to better invest themselves in maintaining good relations between the two parties. ARTICLE III : DURATION The signatories mutually agree that the pact is to last a period of 5 years with the option of renewal or abrogation once the duration has expired. ARTICLE IV: LANDS OF RECOGNITION The signatories mutually agree to recognize the Principality of Celia’nor and the current ruling Monarch as the proper Suzerain of the land that the Maehr resides in, ARTICLE V: AUTHORITY & EXTRADITION The signatories mutually agree the Maehr are to govern and police themselves in Darad Kezyah and the surrounding plains through the princely Voice of the Clans and its delegates. Both parties shall discuss terms of extradition should either side host a wanted criminal pursued by the other party. Discussions between both parties must preempt attempted arrest of said individuals in either party’s jurisdiction. ✵ _______ AY’PUERAN; Her Excellency, the Honourable Princess Royarch, Illyria Ibarellan, The Prophesied, The Reclaimer and Phoenix of the Principality of Celia’nor Her Grace, the Honorable, Iryne Ibarellan, The Royal Heir of the Principality of Celia’nor Malyrel aeth Nor-velyth, Prince of the Maehr, Voice of the Night Father, Mother Moon and the Clans, Bayde Thyone-Maiheiuh, On behalf of Udax Ulln Thyone of Darad Kezyah, Xutha Ularmys Oussana and Xutha Otellia Maiheiuh
  24. FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 13TH OF AMBER COLD OF THE S.A. 181 Heralds travel from the hills and cliffs of Garenbrig, spreading news that various duties and workers are in demand, to serve the town of Garenbrig, House Glennmaer, and the Kingdom of Númendil. With its recent expansion of numerous townhouses and farm cottages, businesses and farmland, the House may offer a great many jobs for the size to which it has grown. Any and all are welcome, so long as they fit the descriptions of the work. House Glennmaer bolsters an experienced group of leaders, so any workers employed may expect generous guidance, a yearly salary (saint’s week), hospitality and gratification for their quality efforts, along with medicinal care on behalf of Lord Glyndwr and any other Glennmaer Alchemists. The opportunities offered are as follows: FARM HANDS Farmers are expected to know their general way about the Garenbrig farmland, and how to keep them maintained. This entails harvesting products of the farm, tilling and planting the fields with seed, and sorting the harvested materials. There are currently [ 3 ] Farmhand positions open, though any wishing to live as such in Garenbrig, with no vacancies open, may request a new Farm Cottage be built, which is most likely to be accepted. Farm Hands receive the following payment & luxuries: I. A Farm cottage, with the farmer’s field at the doorstep (or close to it). II. Reduced taxes in exchange for Hay Bales. III. Free tools upon request, made of the sturdiest materials possible. GUARDSMEN, SOLDIERS, ARCHERS, AND SQUIRES House Glennmaer is a Militant house, having gained their position and lands through serving Númendil and its predecessor, Barrowton, as seasoned soldiers and Knights. Glennmaer Guardsmen are expected to be disciplined, well-trained, and fearless. Where many men make enemies of other descendants, or likewise, house Glennmaer has only ever called the servants of the Dark, and their conspirators enemies. There is no room for cowardice. However, a guard should be temperate, and entirely professional, refraining from wanton cruelty or aggression where possible. Their duties while employed under the Fiefdom of Garenbrig are to patrol its lands, be present at house meetings or functions, and be at the family’s disposal when house members venture on outings. This position has No Limit. Guardsmen, Archers and other Soldiery receive the following payment & luxuries: I. A yearly salary of 20 minas. II. Bonus payments of 10 minas per event, or special escort attended. III. Armour and weapons, provided so one’s job can be performed adequately. (PVP Gear and food, including RP weapons, and armor skins.) IV. Free housing within the Barracks or keep, should no housing be available in the town. Squires receive the following: I. All the benefits listed above for Soldiery. II. Training in the ways of the Knight, including: Weapon Use & Maintenance Armor Use & Maintenance Jousting Marksmanship Education of the Holy Scrolls Education of the Code of Chivalry Etiquette Education of Oaths and their Importance Horse Care & Advanced Riding Education III. Knighthood, on successfully completing their training and showing exceptional prowess. APOTHECARY AND PHYSICIANS An Apothecary, and their physicians, are expected to have knowledge on the use of Herbs, Alchemicals, or other materials of which they can make use of to treat those with injuries, illnesses, or other afflictions. The Apothecary must be a trained Alchemist with at least eight saint’s weeks of experience. Physicians need not know Alchemy at all, though should have knowledge of medical practice, such as surgery, balancing humors, and herbal remedies. Physicians will receive the following benefits: I. Access to the Castle hall and Infirmary. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. Free herbs, with excess, when taking requests from the Garenbrig military. (Providing the Physician is also an Alchemist). V. If interested, a role within the Guard as a Combat Physician, qualifying for all Guard benefits. The Apothecary will receive the following benefits: I. A designated Townhouse, with room for a free basement extension, and a ground-floor Shop space. II. Standard Townhouse tax, with no upcharge for business space. III. Free tools upon request, made of the sturdiest materials possible. IV. Free herbs, with excess, when taking requests from the Garenbrig military. V. A position within Garenbrig’s council. VI. All of the above benefits listed for Physicians. JESTER, FOOL, AND FUNNY PERSONS The Garenbrig Fool, or otherwise designated Jape-Master, should be funny, preferably. Knowing the limits as to when, what, and how to jest, in terms of the Númenedain Law and Scroll of Virtue. This position is mainly aimed towards those who can entertain House Children, Wards, or other young persons, though may also take on duties as a TOWN CRIER, delivering any important news, at their discretion, thus needing to be someone who can read the contents of Aevos missives. The Garenbrig Funny-Person will receive the following: I. Access to the Castle hall and Infirmary. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. A place within the Council. This benefit is not an opportunity for jokes, japes, or tricks. This is an advisory position aimed towards making sure good relations are kept through manners, friendliness, and reduced outwards adversity. Also, to make sure that things aren’t taken too seriously. V. Free housing within the Castle of Formindon. THIS POSITION WILL REQUIRE YOU TO BE TESTED. There have been far too many funny darkspawn in Númendil. MASTER OF FESTIVALS, INNKEEPER, AND BARKEEPS Barkeeps are expected to know good manners, be able to hold basic conversations, be friendly, and to be open to learning the systems of serving drinks. The Garenbrig Barkeeps will receive the following benefits: I. One free drink per saint’s day. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. 33% cut off all drink sales, using the automatic cellar system of Gnomish design. The Innkeeper or Master of Festivals is expected to carry out all duties of the Barkeep, however they must also manage the Inn Rooms, source stock, and manage any festivities within Garenbrig. Initiative should be taken to formulate ideas for festivities and proposed to the Garenbrig Council The Innkeeper or Master of Festivals will receive: I. All benefits listed above for Barkeeps. II. A Free room in the Tavern, or Castle, whichever is preferred. May also dig out a large basement chamber for themselves, should they wish, under the tavern. III. A Position within the Council of Garenbrig, along with access to the Castle Hall and Cellar. BREWER AND BEEKEEPER The Brewer of Garenbrig is expected to know how to brew beverages, specifically Mead, Whiskey, Ale, and their derivatives. Any other beverages are accepted also, though these drinks are required. The Garenbrig Brewer will receive: I. Free Housing in the Garenrbig Brewery, along with sole management of the building. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. One mina per bottle produced upon request. These drinks will be sold for a low price in the tavern, ensuring barkeeps can receive pay for service, and any further profit goes towards the upkeep of the tavern and town. V. A beekeeping yard, of which the Brewer may use to whatever end they fancy, as long as they are able to produce Mead for the tavern from gathered Honey. VI. Freedom to employ other brewers, limited to two. APPLYING To apply for any of the above positions, contact Lord Glyndwr of Formindon or Rhiannon of Garenbrig. Or fill out an application or stop by Garenbrig. All positions will come with training unless said otherwise. Application Form:
  25. I am looking for someone to play a dark elf mixed wood elf boy. He’ll be the son of Karuna Amal (Wood Elf) and Narithen Uialben (Dark Elf). The Child The child in question is named Benedict Amal Uialben, and is one years of age . he has a designed skin, an older brother, an older sister half-sibling, and various relatives amongst the Lurinite Uialbens and clan Amal. It will be completely up to you on how you wish to play him, we simply ask that you let us know beforehand on the direction you wish to take him in if you are planning to play them. We would prefer if the child is played by someone active and often around, but this is not a priority. The Parents of the child The mother is known as Karuna Amal and is engaged to Narithen Uialben. She is an architect working off of her own schedule and resources. When not dabbling with blueprints for builds or building the plan itself she is usually found dabbling with her herbs and alchemy. Being a skilled apothecary she often uses this skill set to give aid to those that may need it, endeavouring to increase her capability. She is also a recruit within Lurin and a tavern worker, having lots to do and honing her skills but becoming master of none. She is devoted to upholding justice and helping all. The Father is known as Narithen Uialben, betrothed of Karuna Amal is an excellent fighter being one of the centurions of Lurin, son of the Golden Lubba and Lubba Consort, Narithen is known to hunt having hunted amongs the undergrounds of the moonlit city whilst is was still standing, and is now pursuing his path to druidsm. What were looking for from you Looking for a roleplayer who is often active and has a love for family roleplay, if you are interested in playing this character please contact me on Discord (lav3nder_valleyy) or Dizzy (thegreenergrey)
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