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  1. Gods and Men ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ((Link to Roleplay Forum--- Gods and Men Basics In Gods and Men, you take the form of one of the gods, fighting and creating, learning and forgetting, possessing kings and nobles, and the most important, fighting and working together with the other gods. There are two ways of winning: 1: Creating a pantheon Afraid you might not be able to win? Want to play it safe? Well then, my friend, you've chosen the right path! In order to create a pantheon, you and your allies must be the sole remaining gods. If all enemies are defeated, you and your other gods rule the world, and over the races of the world. 2: Becoming the Ultragod Yes, that is what I'm calling it. Not one for alliances? Greedy as can be? Well then, my friend, you've chosen the right path! In order to become the Ultragod, you must destroy the other gods, claiming the throne for you, the one true king! Sadly, there is more to it than fighting the others. The path of the gods is not an easy one. There is much micro-managing involved: You have to take care of your people, nurturing them and helping them as much as possible. The others will obviously try and stop you, but you must prevail! Cities will fall in glorious battles, and new ones shall rise through the hard work and labor. But, be weary, for the only thing keeping you a god is the peoples faith in you. If they do not worship you, you simply fade. If none cares for you, you have none left to help. It's game over. You lose. The others can try and send missionaries and priests to convert your populace, but you may do the same as well. Keep your people happy, and they worship you as the righteous god you are! Torture them, and they shall turn you into a demonic figure. Send prophets to increase faith in your populace, missionaries to destroy your enemies, and inquisitors to remove the plague of heresies! But, you will not take this path alone. On your explorations, you will discover the others, and what route you take depends solely on...well, you! You could introduce this new god to your people, showing him as a great and glorious figure, or cast him into the abyss, slandering his name as the face of chaos. If you do decide on an alliance, there is benefits, and there is consequences. The benefits are increased worship all around. With more people, the more faith you inherit. But the consequence to this is that you must share it. It is dangerous, but necessary for a pantheon. An equally powerful enemy wouldn't prove too powerful, right? Alternatively, you could also destroy this enemy. The benefits are obvious. You gain lands, riches, and get to keep the faith all to yourself. Plus, you could inherit his/her symbols. The rewards are great, but the risk you take is not one to take lightly. Although you could win, there is a possibility you could lose. Losing means you become a taboo figure, losing all your power and your kingdom. You become nothing more than the god of a deranged cult, therefore eliminating you from the game, or fading you. There is also corruption. Corruption in your kingdom grows in the governments you do not pay close attention to. Too much corruption, and the people may go so far to rebel! At first it starts as unhappiness and unrest, but grows and spreads as your people anger. Perhaps you've heard me speak of micromanaging, and you wonder how you, such as yourself, could possibly even begin. This is where possession and creation come in place. You may create a hero, and observe your kingdom from it's political powerhouse. Create a peasant and control your kingdom from its rotten underbelly. Either way, you must be able to observe your kingdom, and you must be able to regulate laws. You may wonder "What's stopping me from making it illegal to not worship me?" and I will tell you. Nothing. But, be warned, if the people feel controlled, they may begin to grow unhappy. And do you remember what happens to unhappy people? Rebellions. Mass suicide to prove points. Uprisings and plunderings. Do you really want that? If you didn't notice by now, I have yet to use the word "Humanity" because there can be more than one race. You may create any race, and show them your ways. The only thing keeping you apart is a slight application. I'm afraid we can't have everyone going around creating new races. The way this works is you can take one of your pre-existing races, and modify them to your hearts content. Then post the application here, and wait for acceptance. Now you might be wondering how I might handle all this by myself. Truth is, I can't. I can't make events for everyone at the same time. That's where the playerbase comes in. You can apply to be a Story Master and help struggling nations, destroy powerful ones, and help with all the minor stuff like judging a nations corruption levels, happiness, riches, food, and advancement rate. I will need at least 3 Story Masters before we start, and a few nations. There are 3 stages during this roleplay: 1: The Growth Age During this age you have just founded a shard, world, etc. and you create your first people. You begin to grow your nation, and help your people prosper from barbarians and savages, to villages and twons. 2: The Discovery Age During this age you begin to explore, and discover the other gods. You find competition and friends. Your people begin to become civilized, developing a culture now. 3: The Peoples Age During this age, your people are now mature and play a major role in your survival. You begin to fend off the others, and join with other factions. This is the longest age, and ends when someone/a group wins. Note: Although I explicitly speak of faith to destroy your enemies, you must realize you may also destroy the others by destroying their kingdoms and nations. With no people, they will not survive. Now that all that is covered, time for the applications: God App Name: Symbol (Water, plants, fire, etc): Race (Default human): Nation Name: Nation Symbol: Nation Terrain (Plains, desert, etc): Race App Name: Originating Race: Features (hair colors, etc): Skin Color: Story Master App Do you have a god?: What experience do you have with leadership?: Give me a minor event for a prospering powerful city: Give me an event for a weak, failing city: Why should I pick you?: Do you promise to not cause events to your own nation, if applicable?: Please note that anyone breaking the rules will be warned. If it happens again, they will be blacklisted and are stripped of their characters. 1. No PG/PE/MGing 2. Be nice and respectful 3. Do not or try not to base your religion around IRL religions 4. Keep numbers realistic. If we find you are unable to do so, a Story Master will be assigned to give you the numbers. 5. Have fun! 6. You must follow the age limits. First age, no talking with the other gods. This isolation is so you can develop you're cultures. Second age, minimal meetings are to be held. These are strangers to you. In the third age, we are not restricting any meetings. Talk as you like Feel free to leave any questions in the comments. This is, after all, OOC. All other OOC posts will be posted here. There will be a few more coming, so please make sure to check in or Follow the post. Accepted Gods Re’Moara Kazotar Mhoric Birrh Repaiup Qhul Ark Accepted Races Sentori Naevian Muintiri Arginians Ternesian Arkelon Story Master List Kaun The Elder Stephensj Map (Will be continuously updated) Gods and Men 5 Maps My Information as example: God App Name: Re’Moara Symbol (Water, plants, fire, etc): Rebirth, Rejuvenation Race (Default human): Sentori Nation Name: Reju’Vena Nation Symbol: A flowering plant Nation Terrain (Plains, desert, etc): Open plains with plateaus, lakes, and rivers with forested areas at the edges. A singular mountain near the center of the terrain. Race App Name: Sentori Originating Race: Human Features (hair colors, etc): Naturally dyed hair with flowing colors and patterns. Enhanced lifespans and enhance birthrate. Physically weaker, but large numbers. Skin Color: Tan skin, occasionally pale/albino. Seen as a blessing. God App Name: Ark Symbol (Water, plants, fire, etc): A Mirror Race (Default human): Arkelon Nation Name: The Arks Nation Symbol: A Pillar of Salt Nation Terrain (Plains, desert, etc): A mountain range island surrounded by forest. The terrain is hard and difficult to traverse, and difficult to survive. Race App Name: Arkelon Originating Race: Golem Features (hair colors, etc): Stoney figures with humanoid features. They have no hair or mouths. Their eyes are emerald. They speak telepathically. Skin Color: Pure white quartz.
  2. BY ORDER OF THE GRAND MERCHANT For the benefit and prosperity of the sons of Urguan. All registered vendors (as per mandate M-002-OE) operating within all territories under the suzerainty of the Under-King of Urguan are required to file the following performance report with the Grand Treasury of Urguan at their earliest convenience. Failure to do so will result in a 100 mina late filing fee. The following form must be completed every stone month and delivered to the Grand Merchant. Failure to do so will result in standard taxation rates for your business, which are in most cases higher than adjusted taxes. Falsification of the material below is a punishable offense. VENDOR REPORT FORM [VF-K]: Owner Identification ((IGN)): Name of Owner: Major items sold: As of the current stone month ending [IG calendar date] Total Items in Shop Chest: Estimated Money Made from Shop(/sns receipts): Do you trade with non-dwarven businesses?: [YES] [NO] If yes, how much profit have you made from this trade?: If yes, how much items have you traded and for what?: Do you keep formal books?: [YES] [NO] If so you may be entitled to a tax break! *Note: Guilds must file separately from vendor businesses and do not fall under the jurisdiction of the Grand Treasury. Guilds are not eligible for tax subsidies from the Grand Treasury. IT IS SO ORDERED UNDER AUSPICE OF ARMAKAK Mandate Identification #: M-003-OE
  3. World In Flames 1933 The Reboot! Prologue 12 years ago, the War to End all Wars officially concluded with the Treaty of Versailles. However its name was far from misleading. Its end only brought about more bloodshed than ever before. The great empires of Europe had been exhausted and depleted from the fighting, drained of much of their strength; Their public weary of war. Coupled with the extreme economic downturn of the 1920s, the world was plunged into chaos. In China, the disintegration had long preceded the conclusion of the Great War. Following the death of Yuan Shikai in 1916, the country was torn apart by competing warlords and political movements. In the north the Fengtian Clique makes massive gain, against both what remains of the central government, as well as Communist guerillas based in Taiyuan. In the south, the government loses ever more influence as the warlords of Guangxi, Fujian, and Jiangsu tighten their grip on the more industrial and developed region of the country. In The United States, extreme economic hardships brought on by the Great Depression bred radicalism and contempt for the government, this came to a head in October of 1930 when radical communist, syndicalist, and socialist rebels stormed the capital in Washington DC. Though the rebellion had little sustenance, it prompted a chain reaction that rippled through much of the industrial north and rustbelt. In a matter of months, the rebels had dealt devastating defeats to demoralized and disheartened federal troops. With faith in the federal government eroding rapidly, southern and west coast states systematically broke off from the failing government. Though on the verge of collapse, the rebel onslaught was eventually halted at the Mississippi and a stalemate set in. After roughly 2 years of fighting, a shaky peace sets in across the former United States. In Europe a new ideology rises across the former central powers. Sweden, after being robbed of honor and territory during the Great War is toppled, a fascist dictatorship taking its place. Italy, Hungary, and Germany are no exceptions either; as all three see rise in similar regimes. The Balkans too remain ever heated, as Austrian and Hungarian claims to the old empire remain ever prevalent and their bitter rivalry continues. The British isles are engulfed in chaos, similar to that of the United States as Ireland and Scotland declare separation from the Empire amidst extreme hardship. Their rebellions have proved relatively successful, the Irish have liberated all but a few ports, where only the might of the Royal Navy cements British influence. Scottish forces to have pushed past their own boundaries, dealing a series of surprising defeats to the British. In The Middle East tensions rise, an Egyptian revolt forces the British out of the suez and much of the province itself. The Empire in scrambles can do little at present to stop it. In Ottoman Arabia, the decaying Empire’s grip continues to loosen as independence, and Arabian nationalists threaten to boot the Turks from the region entirely. Chapter I: The Clouds Gather Going into the new year The British Empire: The pressure of economic hardships brought on by the Great Depression has pushed the long dominant British Empire to its edge. Even the vast wealth of the colonies cannot blunt the damage. The British Isles are where this is felt the hardest. Though recent economic trends show that the worst is behind them, the Scottish and Irish are still in stalwart rebellion! All while the average man suffers from hunger and unemployment. Despite all of this, British military might is no less formidable. With chaos in the Americas, the British are left as the sole and undisputed global naval power. Truly, Britannia rules the waves! On land, the British Army is still at its core a hardened and elite force, though it is overwhelmed with conscripts and volunteers in recent years.. Mechanization in the army is also rather lacking, and tanks are far and few between. The German Reich: With the ascension to Adolf Hitler to the Chancellorship, he has spent no time putting the suffering German economy to work. The unemployed are now sent to factories where ‘tractors’ and ‘convoys’ are pumped out on an industrial scale. Though the effects of the Depression are slowly being overturned, the country is far from where the leadership deems ‘ready’ The German Wehrmacht continues its massive expansion programs, despite the Treaty of Versailles. Though It is far from ready for any war, it shows promise. Interesting and new doctrine shows even more. The army also has new and interesting levels of mechanization, with new and advanced tank as well as armored personnel carriers debuting this year. Svenska Riket: The transition of power to the new fascist government in the previous years had been nearly bloodless. The people, ashamed of their countries performance in the previous war, and scorned by the treaty of Versailles, were in full support of the rhetoric spewed out by the new regime! Economic and military reforms had also seen the country nearly untouched by the Depression, making her the envy of her neighbors, and an ever tempting lure to other Scandinavians. Naval buildup and the modernization of Svierge-class battleships had also established the fledgling regime as a premier naval power in the Baltic, on par with or even exceeding the German Kriegsmarine. On the ground, the Swedish army had swelled far larger in size than any of her neighbors, though the military complex was in little position to support it. Hungary: The previous decades had not been kind to the Hungarians, a defeat in the Great War, and the dissolution of her Empire had left many scorn. Further more so as the Austrians continued to gobble up more and more of it in, first in Dalmatia and Bohemia, next in the establishment of a puppet regime in Slovakia. The Hungarians were sorely losing the race to re consolidate the Empire… Kingdom of Sicily: Fed up with the authoritarian nature of Mussolini’s rule, the Kingdom of Sicily finds herself in an interesting position. Her ground forces, though better trained and equipped at present will find themselves in trouble should a long protracted war set in, as the areas controlled currently lacks much of the capabilities to sustain the army. Sultanate of Egypt: The Sultanate currently sits in a period of prosperity, with the British firmly booted from the province, and control of the Suez established, the wealth of Egypt and commerce flows into the Sultan’s treasury. All of this and a population dedicated, even radical for their Sultan, a relatively modern and veteran army sculpts Egypt into a formidable enemy to anyone who might wish to oppose them. Empire of Japan: With the chaos in America, the Empire of the Rising Sun finds itself in a strong position. It’s greatest threat to East Asian supremacy in turmoil. The civil war in China presenting many opportunities for Imperial expansion. At present, the Empire is undisputed in its prevalence over the continent, how it will use this influence and power remains to be seen. The extreme independence and autonomy of the various branches of the Japanese Armed Forces is both a strength and a weakness. On one hand, it allows them to take the initiative and enact crucial reforms, on the other, the divisions also lead to inter branch rivalry and the hoarding of valuable war material from the other. Norway: After its victories in the Great War, and the acquisition of land lost to the Swedish ages ago, the country had entered a period of relative stagnation. The Great Depression had hit the country with a blunted blade, and thus the fallout was not nearly as devastating as it was elsewhere. However, the Norwegian armed forces were far from up to date, mostly stagnant from the Great War. Despite all this, the splendour of victory remained, and faith in the current regime and ruling party was better than ever! Austria: Unlike her Hungarian counterpart, the Austrians had been experiencing a series of successes in the previous years. First the industrial and mineral rich areas of Bohemia were captured, then the Dalmatian coast. In recent news, the establishment of a puppet-regime in Slovakia has pushed Austria one step closer to reuniting the Empire. Austria’s armed forces at present are fairly modern and fairly mechanized, despite their small size. They boast premier tank forces designed and maintained by Skoda works, based in Bohemia. However Austria’s small population heavily restricts the size of her armed forces, and could be seen as one of her biggest shortcomings. Zhili Clique Composed of some of the largest and best equipped sections of the former Beiyang army, the Zhili Clique holds its iron grip on Beijing and the surrounding areas. Support from western business and corporations also helps to pay the bills and arm the men. However this does not alleviate them from their current crisis. The staunch anti-communist, anti-Japanese power finds itself surrounded on most sides. The Fengtian army bearing down from the north, the People’s Liberation Army ever ready in the west, and the shadow of the Japanese looming over it all. United Syndicates of America Since the start of the Revolution nearly 3 years ago, the United Syndicates have been in an almost constant state of war. The deadly conflict against the Federal government had left thousands dead, cities scorched, and infrastructure in ruins. Apart from the east coast and New England, the heartlands of the new nation, much of the Rustbelt and great lake states were in ruins. Furthermore, loyalist guerrillas and insurgents still operated within these states, making the Syndicates hold on them shaky at best. On land, the Syndicate’s military is the largest in north america, however that does not speak much for its quality. The army is largely composed of poorly trained, conscript-esc troops equipped with outdated weaponry and led by questionably experienced officers. At sea, the nation’s navy is one of the biggest, after commandeering much of the Federal Atlantic squadron, though it suffers from the same problems as the army.
  4. Bananasaurus

    Rangers of the Wild

    A conservationist guild of like-minded individuals from all races and walks of life. They take mercenary contracts as well, like some other ranger guilds, but their main goal is to patrol the wilds of Atlas and preserve the balance of nature and peace between the peoples, animals, and plants of the world. Pursuant to their creed, Rangers of the Wild fill many roles. Some, the Ranger-Sentinels, prefer to walk the lonely roads at night, defending travelers from aggressive and over-populated spiders and undead. Some, the Ranger-Wildsmen, prefer to hunt wild game and feral farm animals to maintain and curtail invasive or otherwise detrimental populations. The latter serves as secondary source of food for the Rangers, as well. Some Rangers prefer to avoid conflict as much as possible, either tending to the Rangers’ crops and animals (Ranger-Keepers), or serving as diplomats for the Rangers and/or the individual’s race in locations where tensions are high. These Ranger Envoys are the mediators and welcoming hand of the Rangers, and are certainly not looked down upon for wishing to stay clear of bloodshed. Another non-combatant rank of the Rangers are the Ranger-Scribes, who collect lore, both fact and fiction, from around the land. Any and all subjects are accepted into the library, even those that some might consider… untoward. Finally, any and all fully inducted Rangers may take quests or task, such as clearing out monstrous beasts from a cavern for a treasure hunter (serving as a sort of body-gaurd or guide), exploring unknown areas and creating maps for cartographers unable to traverse the extremes of the land themselves, hunting down bandits that have preyed upon the weak, et cetera, et cetera. RANKS Ranger-Master: Lythorien Banebow Ranger-Captains: None Ranger-Sentinels: None Ranger Envoys: None Ranger Scribes: None Ranger Keepers: None Ranger-Wildsmen: None Recruits: Illondr (Ranger-Sentinel-in-Training) Aragwen Arcanscape (Ranger-Wildsman-in-Training) Stevron Gollick (Ranger-Envoy-in-Training) Gray Fullhood (Ranger-Sentinel-in-Training) Daisy Applefoot (Ranger-Wildsman-in-Training) Elawynn Caerme’onn (Ranger-Keeper-in-Training) Former Members: Karren Myrsta (Ranger-Scribe-in-Training) (Deceased) Jarsek Myrsta (Ranger-Sentinel-in-Training) (Deceased) Sarah Boliver (Maiden Name: Thompson) (Ranger-Keeper-in-Training) (Missing/Likely Deceased) Kayen (Ranger-Scribe-in-Training) (Missing) Alsulf Venari (Ranger-Sentinel) (Missing/Likely Deceased) Aladar Viathran (Ranger-Envoy-in-Training) (Left of Their Own Volition) The Rangers of the Wild Creed "I swear to abide by the by-laws of the Rangers of the Wild. I relinquish my former station if it conflicts with Ranger tenets, and swear to uphold to balance of peace and nature in our world." OUT of CHARACTER REGULATIONS Don’t be a d**k. No making jokes about sensitive topics, such as suicide, or racial, political, religious, ethnic, and other kinds of slurs (don’t say f***ot or tranny. Just don’t), no accusing someone of being a special snowflake or a cuck. If you don’t like something and have nothing nice to say, don’t say anything at all. If someone says something you are doing is bothering them (like repeatedly referencing something that triggers panic episodes or flashbacks in said person), and earnestly means it, just drop it. It’s not worth them reporting you to higher-ups and getting booted That’s pretty much it. Just tell us if you’re going away for a while if you can, but activity is not required. Not every character that joins is going to be played every day. We get that. Just give us some common courtesy and don’t dip out of a RP or plot in progress without some warning. These regulations are subject to change, be added to, or removed at any time without warning. IN-CHARACTER BY-LAWS: All races, Descendant or no, are welcome in the ranks of the Rangers of the Wild so long as they abide by the tenets set forth here, and do not cause trouble with others of races differing form them. Any Ranger found to be practicing xenophobic activities or using slurs or unequal treatment due to race, gender, social status, sexuality, et cetera, will be subject to a verbal warning, then a monetary fine, then imprisonment, then banishment. Any Ranger caught acting violently to another Ranger or neutral person is subject to imprisonment and/or banishment depending on the severity. Murder will warrant banishment and possible handing over to the authorities of the nation wronged. Relating to By-Law 1, recruits must relinquish their titles and rights held within their native nations if said titles conflict with Ranger custom. All recruits must denounce their allegiances if they conflict with Ranger practices (i.e. Mali’fenn Rangers may not continue to be aligned with the Fenn because this would mean they would be duty-bound to harm other races). Recruits may, however, maintain contact and relationships with members of their former allegiances, as well as protect the cities, towns, and settlements they live in from attackers, so long as said relationships do not conflict with Ranger values in other ways. You must NEVER contribute to attacks, raids, territorial disputes, or any other aggressions associated with a nation or other organization. Such activities invite ire upon the Rangers, and go against our ways. Rangers caught revealing sensitive information or aligning themselves with a specific nation against another nation, are subject to banishment without prior warnings. One must not intentionally harm any animal, plant, or person not actively threatening one’s self, the Rangers, or the balance of nature. Rangers seen breaking this rule are subject to verbal warnings, monetary fines, imprisonment, and banishment, in order of number of offenses. Regardless of intent, all Rangers must train in the basic skills of a Ranger: bowmanship, swordplay, animal behavior studies, flora and fauna studies, and basic diplomacy. Illiterate recruits will be taught to read and write before they are inducted. These by-laws are subject to change, be added to, or have tenets removed without warning, though Rangers and recruits will be notified once they are in place. **(To apply, copy and paste-this format into a a reply on this thread. An example of a filled-out application is below the form)** APPLICATION for RANGERS of the WILD OoC Information Minecraft Username: (Required) Discord Username: (Required) Skype Username: (Optional) Nickname Preferred: (If any. State whether you’d like to be referred to by your character or player name) Real-Life Age: (Required) Preferred Pronoun(s): (He/him, she/her, they/them, etc.) Activity Level: (Rangers will not be kicked for inactivity, but they will be assumed lost or killed until they return) Main Character or Secondary Character?: (Required) RP Sample As Applying Persona: (Required) IC Information Character’s Full Name: (First name, middle, last name, and, if you wish, maiden name) Current and/or Former Titles Held: (Titles from other factions and nations) Notable Connections Within a Nation or Other Organization: (Including but not limited to: a guard or noble) Race: (Main/most predominant race) Sub-Race: (If your character has any blood from another race. If not applicable, say N/A) Sex & Gender: (if they are the same, simply state one) Birth Year/Current Age: (Please use in-character LoTC year) Birthplace: (If a character is unwilling to give this information, or does not know, state so in-character) Desired Rank: (Please only choose one Ranger rank) Training Known: (Any skills, including swordsmanship, archery, writing, tracking game, atc) Training Desired/Needed: (I.e. if your character can’t read or write, someone is obviously helping them do this application or it’s being done in person. They’d ask for help with learning that skill in-character) Character's For Wishing to Join the RotW: (Please write in-character using quotation marks) "By signing this document, you agree to the by-laws above and any the Ranger-Master and Ranger-Captains deem worthy of adding. You agree to relinquish your former station if it conflicts with Ranger tenets, and swear to uphold to balance of peace and nature in our world." (State yes or no in-character, and type their full name without their title)
  5. IAmYourSalvation

    The Passing Of Catherine

    [!] Birds flying across the Lands of the empire passings letters to all nobles [!] [!] A announcement to all the Noble Families of the Empire [!] To all it may concern, Catherine Marie O’Hara Nee’ Windsor has Passed on the night of the 14th of The Deep Cold, year of 1711, support the houses that the young women has brought together through marriage, (Houses O’Hara and Windsor) in there period of grief. So we ask all Nobles of the empire, Family Members and close friends to join us in the Cathedral of Helena, for the funeral of the talented, beautiful, smart young women. Please do wear something black. PLEASE AND THANK YOU! Signed by: - Members House Windsor and House O’hara [!] A Picture of the lovely young women would be here at the bottom of the page [!] :OOC: Date and Time: Saturday 27th/4:35 (EST) Place: Helena Cathedral
  6. BY ORDER OF THE GRAND MERCHANT For the benefit and prosperity of the sons of Urguan. All vendors operating within the territories under the suzerainty of the Under-King of Urguan are required to register their shops at their earliest convenience. The purpose of this registration is to gauge the state of Urguani industry for all registering vendors. Failure to register your shop within one stone week of its creation constitutes a violation of Treasury laws and may be grounds for mina penalties. Operations currently active in the Under Realms are encouraged to fill out the following form as soon as possible to avoid late penalties. It is imperative that all active vendors register with the Treasury to take advantage of upcoming bond issuances, tax breaks and government subsidies. VENDOR REGISTRATION FORM [VF-R]: Owner Identification ((IGN)): Name of Owner: Name of Shop: Location of Shop: What Items do you Sell?: After your form has been processed, please speak to the Grand Merchant or the Officer of Operations to confirm. IT IS SO ORDERED UNDER AUSPICE OF ARMAKAK Mandate Identification #: M-002-OE
  7. BY ORDER OF THE GRAND MERCHANT For the benefits of the regal purse and the national coffers. The Grand Treasury declares that a new taxation system is in effect, meant to facilitate the burden of taxes on the sons of Urguan. All registered citizens of mature age must purchase tax papers at the end of every stone week. Taxation collection shall be on [SATURDAY]. Taxation papers can be bought from the office of the Grand Treasury, located above the Legion Hall in the old Grandaxe Clan Hall. Once you have purchased taxation papers, please place them in the appropriate chest designated with your address– also located in the grand treasury. Taxation is 100 minas per house-holding citizen, 50 minas per legionnaire (Note: tax paper purchases made by legionnaires shall be effective for two weeks at 100 minas). Vendors must buy shop tax papers in addition to housing taxation papers. Shop tax papers cost 100 minas per each double-chest in the shop. Shop designation has been given either to the left or right of your shop tarp. Failure to pay your housing tax obligations after two stone weeks will result in eviction [unless the property has been purchased]. Failure to pay your shop taxes after two stone weeks will result in eviction. NOTE ON PREPAYMENTS: unless you own the house you are residing in, prepayment of taxes beyond two stone weeks does not protect against eviction beyond those two stone weeks if the government-leased home is found to be vacant and inactively used. IT IS SO ORDERED UNDER AUSPICE OF ARMAKAK Mandate Identification #: M-002-GM
  8. NotEvilAtAll

    ~The Applefoot Halfling Family~

    ~The Great Applefoot Family~ The Applefoots are one of the newest families of halflings, having been formed by a merger between the Applebrook and Withfoot families when Madeline Applebrook and Harold Withfoot got married (becoming Madeline Applefoot and Harold Applefoot respectively) . The Applefoot family has provided the halflings with great leadership figures from the moment it was created, and it is claimed that the village can never go wrong with an Applefoot in charge, although that claim is still debated. ~The Applefoot Culture and Tradition~ The Applefoots are a simple folk, following all the cultural traditions of the halflings such as not wearing shoes, not using weapons, and not using minas (Mostly). On top of this, Applefoots usually drink to excess whenever possible, and are not ones to back down from a shogging match. From the Applebrook side of the family comes a deep love of orcharding, farming, brewing, and cooking, and from the Withfoot side of the family comes a love of chopping trees, smoking, and eating. With all of these tendencies, the Applefoots are both the ultimate producers of farm goods and the ultimate consumers. Due to this, it is rare to see an Applefoot without food in their hands. ~The Look of the Applefoot~ With a smidge of Dwarven genes coming from Harold Withfoot, the Applefoots stand a bit taller than most other halflings. In weight, however, the Applefoots are slightly less than the average, since the Applebrooks were well known for being slim around the waist. Their eyes are usually blue to blueish green, and their hair is either red or reddish brown. This is assuming that they aren’t a Druid like Harold is, and thus do not have a tree as their body. ~Applefoot Religion~ As for Religion, the Applefoots are a varied bunch. Harold Applefoot, the father of the Applefoot family, is a well-known Druid and worshipper of the Aspects, whereas his wife was a devout Knoxist for all her life. Daisy Applefoot worships the Harvest Spirits and Knox, whereas her sisters and brother are all Knoxists as well. There is no one religion of the Applefoots, and it's likely it will remain that way for centuries. ~Family Recipes~ Since all the old Applebrook and Withfoot recipes have been passed down to the Applefoot family, the Applefoots have a wide variety of foods and boozes to choose from. Here are a few Applebrook Porter: a booze produced with a secret ingredient that only the Applefoots know. It tastes deep and rich, and is very alcoholic. Withfoot Cider: an all around good cider to drink, produced from only the finest apples and a few other ingredients that are also heavily guarded secrets of the Applefoot family. The Applefoot Haggis: Produced by Madeline Applefoot, this haggis was a true masterpiece and can only be made by some of the top chefs in the world. While its recipe is not a secret, it is said that only an Applefoot can produce the haggis the way it was meant to be made. Pipes & Pipeweed: From the Withfoot side of the family came a vast knowledge of pipes and pipeweed. The majority of the halflings' pipeweed comes from the Applefoots, and the Applefoots also make most of the pipes they are smoked in. Bunny Beer: A lovely beer that combines the taste of carrots and melons with the sweetness and darkness of sugar and hops. Named “Bunny Beer” due to the carrots and the hop content. ~Family Heirlooms~ The Applefoots have few heirlooms to their name, sadly. The few that they do have are shrouded in mystery, dirt, or both. These Heirlooms await the day that they are discovered once more. Madeline's Cherry-wood Pipe: Said to be the best pipe ever made, this cherry-wood pipe produced the best smoke-rings, smoke-squares, and smoke-ovals ever seen. When Madeline died, her pipe was lost, presumably dropped into somewhere around the village of Dunshire, where it waits to be uncovered to this day. Rumor has it that Harold Applefoot has recently found the infamous Cherry-wood Pipe, although such rumors are not confirmed The Arcane Pumpkin: This Pumpkin was plucked straight out of the depths of the darkest, coldest, and perilous place in Axios by the ex-Elder Gerald. When Gerald died, the Pumpkin technically should've passed on to his close friend and associate, Merridolph Applebrook, who technically is a part of the Applefoot family ever since the two were merged. Since Merridolph Applebrook is dead and the Pumpkin was stolen, the Arcane Pumpkin's location is completely unknown. It may never be found again, but if it is, it would change halfling life forever. ~Current and Deceased family members~ Merridolph Applebrook, great uncle - DECEASED Harold Applefoot, grandfather - ALIVE Madeline Applefoot, grandmother - DECEASED Merry Applefoot, son of Madeline - DECEASED Carolina Applefoot, daughter of Madeline - PRESUMED DEAD Daisy Applefoot, daughter of Madeline- ALIVE Unnamed twin of Daisy Applefoot, daughter of Madeline - ALIVE ((not played)) Rollo Applefoot, husband of Daisy- ALIVE Almond Applefoot, twin daughter of Daisy - ALIVE Opal Applefoot, twin daughter of Daisy - ALIVE Rolando Applefoot, son of Daisy – ALIVE Liesl Applefoot, daughter of Daisy – ALIVE Unnamed, twin son of Daisy – ALIVE ((not played)) Unnamed, twin son of Daisy – ALIVE ((not played)) ~How to play an Applefoot~ Just message me or @dkink14 on the forums, and we'll be with you shortly! Alternatively, you can ping our Discords, which are NotEvilAtAll#2321 and dkink14#7136 respectively. Happy travels!
  9. [!] [Two scrolls had been handed to a druid and requested to be pinned on the stone noticeboard inside the Mother Grove, where announcements are usually placed. The first reads as follows, while the second is a description of the Rangers of the Wild and their tenets.] To My Rangers, We have been graciously granted temporary rest in the Druids' inn/social area. You are to respect their laws, not cause disruptions, aid them under the leadership of the Archdruids, and protect them when called upon (if you are capable of doing so). Make your faces familiar, and by extension, the Rangers a known guild. For the time being, we have no safer haven than here. Do not breech the Druids' trust, and do not create or attract enemies to this sacred place. The penalties of not following the laws of the Druids will be steep. You have been warned. To My Druid Allies, Your kindness and understanding will not be forgotten. If any of your lot should find any of my Rangers misbehaving (breaking either your laws or our tenets posted below, please send a bird to me and they will be dealt with swiftly, but without violence unless direly needed and outside the Grove’s borders. Tobias, my red-tailed hawk and the Ranger’s official letter-carrier, will send my reply in due fashion. Regards, Ranger-Master Lythorien Banebow
  10. ((OOC: Sorry for posting this in a doc, but I wanted to use footnotes. My favourite passage I have posted here : ) )) ’Assembled brethren, let us make this our maxim: that whilst the STRONG do what they will, the WEAK suffer what they must. And them that are righteous are weak men. We should have it that we do our share of willing, and that others do the ‘suffering’ part - for a strong man is greater than a wise man, and it is workers of iniquity that are exalted on Earth. Therefore, let us kill this Guy, who in his righteousness is weak, just as we are in our ruthlessness strong. And so shall we rape Savoy of its laws and people, vanquish its customs and traditions, and say, in short, that whatsoever should prevail upon the Earth: Savoy must be destroyed.’-Chronici Sapaudia, 2.7 FRIENDS, let it be known that I have published the great work of my father, a most excellent historian of the highest quality, and have translated it into the Common language in order that it might be for the benefit of the whole Commonwealth. I urge you to read this most valuable and excellent work, which I have, with God’s help, faithfully and diligently translated. Erwin von Manstein. FULL Chronicle here enclosed. ((https://docs.google.com/document/d/1Oq--XHhFluH4mDD8pWIz7C00K2T-KCJa4KxHx_dvTKw/edit))
  11. Imperium

    Brotherhood of Saint Karl

    THE BROTHERHOOD OF SAINT KARL VE OROENIR SANT KARLEO ________________________________________ His Majesty’s Host of the Czena From the frigid, rocky peaks of the snow clad Greyspine to the immense forests of the Wickwald lies the ancient Kingdom of Haense, the homeland of the highlander peoples. Ruled by the heirs of Sigismund, Haense stands the bastion of tradition and order in the landscape of chaos surrounding the lands of humanity, a bulwark of light in the dimming darkness. And even if all fires devolve to embers, the flames will to kindled anew, and in the waning years of the seventeenth century Haense sees its regrowth, led by the newly installed House of Bihar, and reformed to follow once more its customs and bring order to the unruly lands. It is by God’s own Will that Haense be protected, and even in the darkest of days, it will continue to stand stalwart from the forces which aim to destroy it. Enemies surround the nation, yet Haense will continue to growth, and by the golden crow’s wings it soars farther than it ever did before. This is the coming era of a golden age, and with the heralds come a need for a new shield to protect its fair maiden. Under the guidance of the Our nation’s patron saint and founder, the brave and pious Saint Karl, this new brotherhood will harken the days of old yet create a new legacy which will shape the world for years to come. This is the era of regrowth and retribution, to which Haense will yet again carve itself into the annals of history. Let every man of Saint Karl reach the heights of glory and fame, for their shall not falter in the wake, and let every man who faces them rue the day. As said in the prayer of Saint Karl, “For though we live in the world, We do not wage war as the world does. The weapons we fight with Are not of this world. They have divine power To demolish the strongholds of man. We decimate arguments and every pretension That sets itself up against thee. As Saint Karl stood tall in the wake Of the sin and debauchery, Let us take captive every thought To make it obedient to Him. So say we all.” May Saint Karl guide the men forward to the dawn of the new age. RANKING [SENIOR COMMAND] GREAT CROWN MARSHAL | HAUCHMARSAL He who is leader of the brotherhood, the first brother of brothers, and chief general to the King. If it is his will and the will of our gracious monarch, then the brotherhood will dole it forward. Incumbent - Lord Rhys Ruthern, Herzen var Vidaus | Ave_Imperium FIELD MARSHAL | ZWEINMARSAL He who commands the men on the battlefield, to bring glory to his nation and defeat upon their wretched enemies. Woe to those who must face them upon the fields of toil and despair. Incumbent - Ser Godrik var Helmholtz | Ticklemonster MASTER OF THE CAMP | VALKHERZEN He who is lord of the camps, general of the quartermasters, and master of logistics. It is he who delivers the crushing blow on the enemy not through their own fisted iron, but supplying his brothers with the devilish kit. Incumbent -Andrei | Nectorist [HIGH COMMAND] MAJOR | OBERNIK He who leads his own true regiment of men, drilled in the art of war, sworn to protect the gracious lands of his homeland. It is he who is the backbone of the brotherhood’s bureaucracy. CAPTAIN | KOSSIN He who keeps diligent watch and fights as his brothers do, maintaining order and file in the thick of bloodshed and making sure no man falters. LIEUTENANT | LEYTNANT He who is second, yet not last, in the order of battle, supplying his wise wisdom and courage to his superiors. They are the hands of the Kossins and Obernik, their position unreplaceable. [ENLISTED] ARMIGER | BRUSTYA He who is the greatest of the veterans, wisened from years of battle and service to his fair nation. Any man to face the dreaded Brustyae would weep for their coming death. SERGEANT |SERZHANT He who leads from the front, his brothers behind him in rule, following his every example. While men look to the officers for orders, they truly look to the Serzhant for the prime example of a highlander warrior. CORPORAL | KOPRAL He who has survived their first battles and wars, showing leadership in the face of chaos, and impressing his elder enlisted. ARMSMAN | OXTZEN He who is the bulk of the brotherhood, though no less important, and fights for his nation and family. They bring glory to their name and their home-ridden wives sing songs of their victorious return. FOOTMAN | NAUSANGKRUV He who has only just joined the brotherhood, and is not himself a full brother. Their mettle requires testing, and must prove themselves in order to be considered a true man of Saint Karl. INITIATE | NAUMAAN He who has not even trained under the same roof as the men of Saint Karl, and barely can call himself even apart of the brotherhood, for they have only started their journey. THE OTHAMAN OATH The oath which is said as induction to the brotherhood, something which is never taken lightly, and will forever cement one as a man of Saint Karl, ‘To my left I see my fellow brothers, to the right I see the same. For all in the world, we fight for the peace of this land. Through God, he gave us stewardship of the realm. Through stewardship, we gained the knowledge of diligence and prudence. Through diligence, we may conquer all without fault. And if I should falter in my course, send me never to the skies above. If I should succeed, bestow unto me His blessings, forevermore. For, now I march into a valley through which there is no path. And the stones cascade behind me, to seal my retreat. Though in this valley, I find my Brothers; Now I am named Guardian of My Homeland. Should I falter, my shield shall turn to ash; But I shall not falter.’ It is these words which bound the man to his home, to his family, and to his King. As Othaman swore to Siguine in the face of desolation upon the fields of Barrowyk, so too does everyman swear, so that even in the darkest of hours, no brother will ever falter. APPLICATION Below lies the written application for the brotherhood, in hopes for one to join its prestigious rank. Though remember, not all are accepted in its file, and only those with pure heart and mind are accepted, and even then fewer are truly accepted as a man of Saint Karl. NAME: NOBILITY (Y/N): if not, GENTRY (Y/N): AGE: DATE OF BIRTH (if known): PLACE OF BIRTH (if known): RACE: ETHNICITY (Haeseni, Adrian, etc.): PAST MILITARY/COMBAT EXPERIENCE: PAST LABOUR EXPERIENCE: SIGNED NAME:
  12. TheGayGuardian2

    Sutican Medical Core

    [!] A flier with a set of sheets is stapled up "The Sutican watchman have recently presented this great city with a new core to help tend and protect its citizens- the medical core. If you wish to help be a part of this service to your fellow citizens fill out the form below.” ~ MA [RP] Persona Name: Do you have prior medical experience? All other allegiances: Are you willing to take lessons and learn more about the medical field? Do you accept a required course that will outline your responsibilities and various techniques? Understand that with the signing of this application, you will be receiving lessons based on your test scores and will only perform upon what you are taught or approved. [OOC] Username: Race: Discord:
  13. NotEvilAtAll

    Brandybrook Shogging Tournament!

    [!] A page of paper is nailed to the Brandybrook Notice Board or found floating about in the wind. Brandybrook Shogging Tournament! ~The docks of Brandybrook~ Earlier t’is year, we tried ter do some shogging with a bundle of bigguns. Sadly, they were too busy jokin’ around ter actualleh play the game correctly! Since all of us halflings were left disappointed by the lack of shogging, we ought to have an entire party focused on shogging in order ter set thin’s right! Contents: ~Time and other matters~ ~Drinking in the Toady Traveler Tavern!~ ~Shogging Tournament in Dinkle River~ ~Darts & Fishing!~ ~Time and other matters~ ~How to get to Brandybrook from the Cloud Temple~ What: A shogging tournament + drinking night! Where: In Brandybrook, the home of the halfling race! When: Close to the end o’ this Elven Week! ((3 PM EST, Sunday the 21th of April)) Who is invited: Everyone who doesn’t cause trouble! Drinking in the Toady Traveler Tavern! ~The halflings gather in the Toady Traveler Tavern~ We’ll be brewin’ the best of boozes fer ye to drink, nay worries! All the booze will be provided at NO COST ter ye, ‘n free food will be provided to help wash it all down! Spend this time to chat with those ye’ll be shogging against later! ~Shogging Tournament in Dinkle River!~ ~Shogging with weird bigguns~ Onto the main event! This will be a shogging competition where the person who comes out on top wins a very nice GOLDEN SHOVEL to serve as a trophy, as well as a small prize of 1,000 minas that the monks keep shoving down our throats! Please sign up for the Shogging Tournament with the following form: Name: Race: Tell us more about yourself: Why do you want to win this Tournament: Below is t’a official guide ter Shoggin’. ~Darts & Fishing~ ~Fishing during the Brandybrook River Festival~ After t’is all beh done, we’ll play some Darts and quietly fish until we all get bored and go home! Here be the rules fer darts: Long Live Brandybrook! Praised be Lord Knox! -Daisy Applefoot [!] The page ends with the official seal of Brandybrook
  14. Elsillumiran ‘The Weeping Blades’ In the time of Larihei was formed an order whose purity and loyalty went without question. These stouthearted individuals are the enforcers of the rule of law, protecting Mali’thill from all manner of threats, foreign and domestic. In times of war they are our army, and in times of peace they are our guardians. They don armour and masks as to remain anonymous, avoiding the great shame that would otherwise befall them for actions unbecoming. No matter the circumstances, we remember and adhere to the greatest of philosophies, maehr’sae hiylun’ehya. It is that phrase that guides us all, it is that way of life that is ever safeguarded by the Sillumiran. Code of the Sillumir Oem | I live and die for the Silver Enclave of Haelun’or. Niut | I will protect the innocent against deception, the weak against oppression and intimidation, and the peaceful against violence and disorder. Hael | I will not risk the life of another to safeguard my own. Vailu | I will never permit personal feelings, aspirations, animosities, or friendships to influence my decisions. Kulin | I will not fall prey to weakness, insubordination, or disloyalty. Banih | I will remain anonymous, from now until the end of my life. Echelons of the Sillumir Eldivkinal’ir -- The Amaranthine Okarir’tir | Lawkeeper and administrative leader of the Sillumir and Amaranthine. They are a member of the Silver Council and the authority on purity regulation, second only to the Laurir and Maheral. This individual is the only member of the Sillumir who does not adhere to the sixth code. Tilruir’tir | Hand of the Okarir’tir and the field commander of the Sillumir. Their authority to command the Sillumir is absolute, second only to the Okarir’tir. They are responsible for training, discipline, armaments, and promotion of the Haelrir. Eldivkinal | An officer of the Sillumir and member of the Amaranthine. These are the elite senior members whose adherence to the strictest definitions of purity and loyalty is without question. Whether in-city or on the battlefield, these individuals possess the authority to issue orders to all Sillumir. Elsillumiran -- The Weeping Blades Sillumir | Full-fledged melee-focused members of the Sillumir, tasked with enforcing the laws, regulations, and purity restrictions of Haelun’or. In times of peace or war they are eternally tasked with safeguarding the citizens of the Silver Enclave. Diraar | Full-fledged magic-focused members of the Sillumir, tasked with enforcing the laws, regulations, and purity restrictions of Haelun’or. In times of peace or war they are eternally tasked with safeguarding the citizens of the Silver Enclave. Haelrir | Unlearned and unproven. These individuals are the recruits of the Sillumir, held under great scrutiny as they progress through these initial stages of acceptance into the order. Alternatively, in times of war, this rank also refers to auxiliary members of the Sillumir, those creatures of lesser races. Identification All Sillumiran can be identified by their identical half-plate/chain-mail armour. Application All applications are to be submitted privately to the Okarir’tir Out-Of-Character Minecraft Account: Discord Name: Ban History (if applicable): Average hours active daily: In-Character Given Name: Surname: Age: Gender: Are you a citizen of the Silver Enclave of Haelun’or?: Briefly describe your martial ability and training, if any: Briefly describe your magical ability and training, if any: Briefly describe your education, and any special skills you possess: - Those of unsound mind, or impure origin, need not apply -
  15. theldryn


    Sweet Beat Bread These perfectly made buns of bread are made for commoners and royalty alike. The bread is made out of very smooth flower, sieved to perfection. The flower is so smooth, it rolls off one's fingers without feeling a thing. The yeast inside is so fine that one can see that is has been harvested with much love and care. The honeyed water inside is so special, only one has the knowledge of how to create it. The honeyed water is said to be the best mixture of both honey, ale, and water. Made into a dough with almost godlike hands, grabbing every piece of it as it is done. Sodium chloride as small as one's hair is found within the bread, harvested from the south sea only. Several powders are also used in the baking process, but that knowledge is only for the maker to know. After the dough is finished it goes into a hot and wet chamber where it will be laid to rest. After is done in the chamber, several buns are to be made with such precision and love it is said that the gods made them. Then they will go back into the chamber to rise to twice their size. It is covered in egg yolk and egg white as it goes out of the chamber, such fine sugar is powdered on top that it is to smelt in the mouth. The perfect combination of love, hate, and skill went into making these pieces of bread. The combination of sweet and savory makes most water their mouths if they enter a tavern or ones home. Every bun is so special and precious that it is to be wrapped in paper with care to protect it. Currently, the only one who knows how to make divine pieces of bread is a high elf by the name of Melkor.
  16. MangoArt

    Da Nazty Zkulkaz

    Da Nazty Zkulkaz Throughout Krugmar, messengers covertly spread word of a new, budding group. Covertly would be an understatement, the snaga couriers specifically approaching Krugmar-affiliated goblins and them alone, the slaves not even being allowed to read what is on the paper. Should they read what is on the paper, they are executed. The bodies of such curious snagas clog the shores of Krugmar. : ((OOC: This is knowledge ONLY KRUGMAR GOBLINS HAVE. If your character knows this information, then you are metagaming. So please, hold your ‘The orcs are at it again, better stay off the road’ comments.)) General Information Da Nazty Zkulkaz is a private group of goblins unaffiliated with the official Krugmar Military. Instead, they are a company of covert ops/guerilla warfare specialists willing to work for the highest bidder, unless the current diplomatic situation of the War Nation would forbid them from doing so. They are known to utilize three primary tactics -Ranged Warfare -Stealth -Ambush tactics Let those honorable goblins among you not be dissuaded, for even among the Nazty Zkulkaz there is honor. Read further if you are interested. Tactics Although it is common knowledge that the Nazty Zkulkaz utilise stealth, ranged warfare, and ambush tactics, the specifics of these tactics are a well guarded secret. Those that are inducted are sworn to secrecy before being told the strategy of the band. Thus, only those who are members or those for whom it is far too late will ever know just how the Nazty Zkulkaz operate. Join, and you may discover. Ranks Unlike the majority of this nation, we do not bloat our ranks with pointless titles. Instead, there are simply 3 titles within our group. Boss- The leader of the group, currently held by Snikkit. Although they make the rules and decisions for the band, every decision they make can be overruled if the 2 Nobs can agree on it. These position can be klomped for, but only by Nobs. Nobs- As above, they are both those who rule in the Boss’s stead, but they also are able to overrule his decisions should they be able to agree. They are also there to keep order among the Skulkers. This position can also be klomped for, but there can only be 2 at maximum. This is subject to change. Skulkers- The rank and file of the band. That is all. Honor Code Despite the fact that we use tactics our larger brothers might call dishonorable, that does not mean that we are. Honor is a matter left up to an individual or a group, and thus we have drawn an Honor Code so that the falsehood that we lack honor utterly may be dispelled. -Do not abandon your brothers. Just because we use tactics revolving around stealth and speed of foot, does not mean we can abandon our allies. -Do not steal from your fellow Orc. Stealing from pink-skins is perfectly fine, as it furthers the cause of the nation. -Do not lie. Lying is dishonorable. Silence does not count, however. -Disputes among brothers that cannot be solved with logic should be solved via a physical or mental contest. Might makes right, but might is not just in the muscle and the bone. It may reside in the spirit or the brain. -Never go back on a pact. This falls under lying, but should be added for emphasis. A contract is sacred. Application to Join RP Name: Age:: Combat Experience: Useful Skills: OOC: Username: Discord:
  17. Salty

    The Green Cloaks

    The Green Cloaks Talks fill the taverns all over Arcas of a new group of folk wandering the roads, tales of heroism and bravery, the likes of which have not been heard of yet in this realm. They tell of men and women who had all come together to fight back against the bandit oppressors, those who go by the name of Green Cloak. Est. on the 15th of Snow’s Maiden, The Green Cloaks are a Guild of vigilantes united under one banner from all nations and creeds to defend each other and those who can't defend themselves from the bandit threat. They range anywhere from common-folk to soldiers, and there are many roles inside of the group that can be filled in order to better suit the guild. What does the guild do? The primary focus of the guild is to focus on defending folk from bandits. This will range far and wide, between Patrolling roads, reinforcing cities who are being raided, rescuing slaves, and much more. They will also partake in much more mundane tasks, such as scouting and patrolling cities, guarding common trade routes, and protecting folk from evils that may plague the land, such as undead and the like. As a member of the Green Cloaks, you'll be expected to attend training and mock raids. even though we do not get paid necessarily, all donations, all bandits loot, is split between the Green cloaks, with the organization taking a small share for supplies Ranks and Positions There are several ranks among the Green Cloaks, and as you work with the Guild you can go higher up in the ranks High Ranger The High Ranger is the leader of the Green Cloaks, and represents them in public matters. Though the elders of the guild may veto something if he goes out of line, the High Ranger’s word is law Green Cloak Elder The Elders of the Green Cloaks are those who have proven on multiple occasions to be trustworthy. They are the longest standing members of the guild, and have shown utmost loyalty to the cause. Green Cloak These are the soldiers of the force. Known by their signature green cloaks, these men are those who patrol the streets, participate in rescue raids, and garrison defensive raids Home-bound These people are folk who, although cannot help in the military aspect of the Green Coats, aid the Green Cloaks with information, monetarily, and with supplies. These are some of the most valued of all of us, for they are the lifeblood of the Green Cloaks. The Laws of the vigilant We do not kill, rob, or injure the innocent, they are those we wish to protect We do not enslave or torture those we capture, they are sent to the kingdoms for proper trial We never leave someone behind, we must stay together, or we will perish We accept donations, but we do not expect them. We do what we do for those who can't. We help those in need, no matter what the risk We are here for the common folk, and we will protect them from any oppressors, no matter from what side the oppression comes We do not take sides in wars, we are not mercenaries, we are vigilantes. We do what the law cant, we bring justice to the realms where none exist. But we do not break the laws to do so unless absolutely necessary. In order to join the Green Cloaks you must fill and reply with the application below Role play Name: Race: Age: IC Reason for applying OOC Username: Discord Tag (Example#1111): Timezone: After applying, you will receive a message on discord (in RP this would be a letter under your bed one night) of a location to meet the High Ranger in order to have a interview
  18. Fimlin

    A Drunk Dwarf in an Empty Tavern

    The dwed slumped drunkenly over the expanse of table before him. The hour was long past midnight and the tavern had been closed for- in fact the tavern had barely even opened. And for that reason a tired and low-spirited Fimlin chose his lonely seat in the back of the Bearded Lady. The Under-Realm had been doing fairly well, the Legion was on the rise, and there were many plans Fimlin had laid out for the success of the dwedmar. But it wasn’t enough, the dwedmar remain far from the vision he had for their prosperity. The state of the nation had all the hallmarks of the failed Urguan state before, and this troubled Fimlin dearly. With a burst of drunken anger and self-loathing, Fimlin began to speak to himself in the tavern; “T’is is fock’n madness, all of it t’is load of ‘orsehoite tha’ weh’ve, tha’ ah’ve gotten us into.” “This is nae wot ah intended fer me kin, bloodeh ‘ell. The Under-Realm was supposed to be different t’en the Grand Kingdom, and ‘ere ah am lead’n down the same path.” “Tryin’ to rebuild ah fallen administration all ah ended up doin’ was expanden the reach, an’ control of the Urguan government. And all tha’ ‘as done is place ah chokehold over our people.” “We’ve become ah government tha’ exists only to say “Nae” or “Don’t” an’ offer nothin’ bu’ emptiness to our people.” “Ah cannae look a young beardlin’ in the eyes an’ tell him ‘ey can be w’oever ‘ey wants to, an’ go and do as ‘is heart takes him. Nae instead all ah can say is “Nae, weh’ve not got an Engineer’s guild, but ye can join the Legion, the Legion is vereh important to ensurin’ tha’ this system stays in place.” “Ah may ‘ave grown up in the era of control, an’ large dwarven government, and those days are long gone. The large dwarven government focked up an’ is nothin’ but ah failed model.” “Ah’ll be damned if ah let this go the way it ‘as in the past, ah’ll be damned if ah screw up this chance fer the resurgence of our people because ah had ah failure of imagination.” “Ah spent ah fair ‘mount of me toime recently puttin’ resitrctions on dwarven freedoms. Bloodeh ‘ell ahm goin to spend the rest o’ me reign expand’n the liberties an’ freedoms of the dwedmar and nae longer the control an’ oppression.” With the rant having ended, Fimlin’s drunken body let out a deep sigh before passing out on the table. [[For those of you don't know, the Dwarven nation is struggling with activity at the moment and is under the threat of being removed as a nation. We have very little time to correct this and thus our plans for bringing a revival of the dwarves cannot pan out in time. I’d ask that anyone willing to come to the Dwarven capital Kal’Varoth please do and help us out, so that we may remain as one of the core communities on LotC. To get to the capital follow the signs that say Agnarum and or Urguan and the coords are x: -1075 and z: -858]]
  19. Burnsy

    What's Under the Under-Realm?

    What’s Under the Under-Realm? by Burnsy In a small, musty storage room at the entrance to the mines within the halls of Kal’Varoth, a group of eight dwarves stand around a table in the center of the room in total silence. Various pieces of well-kept mining equipment are organized by shelf, but the dwarves are already outfitted in their own personal equipment. The echoes of hammers clanging on black iron, and the crackling of the fires in the forges can be heard; however, the typical hustle and energy of life in the Under-Realm of Urguan is absent in this compact storage room. The dwarves standing around the table study a map of the known tunnels in the Under-Realm, but they plan to venture deeper than any map could take them. The previous day, whilst working deep in the mines, a clan elder and his beardling happened to break into an uncharted section of the cave. The Grand Prospector, Dwarger Silvervein, was informed by the elder, and so he dispatched a crew of highly experienced miners to chart the new system. Any changes in the known cave system could pose a threat to the safety of the Under-Realm, as nobody knows what could be lurking deep within Arcas. Because of this potential danger, only the best would dare take up the challenge of exploring the vast subterranean maze. All the dwed standing in the storage room understood that even the slightest mistake could mean the cave becoming a crypt for them all. After the last of the crew had arrived in the storage room, a final check was conducted to ensure all present were ready for the expedition. With the preparations complete, the crew began their journey deep into the mines of the Under-Realm. The trip took the dwed through massive caverns filled with a multitude of scaffolding and machines used by the general mine workers; however, the presence of other dwarves became less and less apparent as the crew went deeper. Finally, the dwed reached the breach discovered by the elder and beardling, and so they entered. The sounds of the city of Kal’Varoth had long since faded away, and now the only noise present was the gentle dripping of water from overhead stalagmites. Torches carried by the crew of dwed reflected off the untouched walls of the cavern; gemstones and ores projected beautiful red, blues, and greens off the cavern walls. The dwed marched on in silence, knowing they were venturing into darkness that rivaled even the deepest caves the city of Kal’Azgaryum had to offer. The subterrestrial voyagers continued down through the winding passageways and enormous chambers, keeping their eyes sharp for any sign of danger, and marking their personal maps to compare at the end of the voyage. At the far end of a particularly large chamber, the dwarves were stunned by the presence of a thick, silvery moss that seemed to sprout out of the wall. It coated a majority of the back wall, and there was neither an apparent source of water, nor a way around. The leader of the expedition ordered two of the dwarves to draw their axes and inspect the moss as the rest of the group provided adequate light. The two axe-wielding dwed prodded cautiously at the moss with their axes before taking a hefty swing each into the silvery barrier of moss. The axes dug into the moss, and together the two dwed were able to remove a sizeable patch from the wall. Before the dwed now stood another passageway even deeper into the mine. The entrance was blacker than the smoke of the coal fires that raged within the forges of Kal’Varoth. The crew of dwed stood frozen in front of the entrance as a gentle breeze caressed their beards. As the breeze faded, the deafening silence of the chamber became apparent, as not even the sound of dropping water could be heard. The crew then carried on through the breach, torches and axes drawn. Not a single dwed would dare admit to his fear of what could be in the tunnels, but the strained breathing of everyone present spoke the words the dwed could not. Many times in the past had dwedmar run into horrible beings residing deep underground, and many times before had there been great loss of life due to the beasts that resided in the shadows of the caverns the dwedmar called home. The crew found themselves in a narrow passageway, covered top to bottom in the same moss they had broken through a moment ago, but there was yet to be an indication of any waterways this deep. As the dwarves progressed further down the passageway, small buds began appearing on the moss, dotting the walls and ceiling of the passage. One of the dwarves tapped a bud with his axe and picked it off the wall. Upon inspection, the bud showed nothing of interest, almost as if it could belong to a regular flower on the surface. After what seemed like an eon of walking down the long passageway, the company of dwarves stopped for a small rest. The dwarves sat eating small provisions they had packed for the journey, making sure to keep torches around the passage to ensure they would not be interrupted in the middle of their meal. After finishing up their allotted provisions, the crew began assembling their gear to continue forward. The gentle rustling of rucksacks being packed and closed was interrupted by the clatter of a small rock knocked down the passageway by one of the crew. The rock tumbled down into the endless darkness, the sounds echoing back until a small splash cut off the echoes entirely. The company headed further to inspect the source of the splash. The buds that had been dotting the passageway now gave way to dazzling jade colored flowers, a very faint glow surrounded each of the flowers, but before any of the dwed could further inspect the strange below ground blossoms the sound of rushing water filled everyone’s ears. What waited for the dwarves at the end of the seemingly endless passageway was an underground river. It intersected the narrow passageway, and ran down into an even deeper section of the cave out of the sight of the dwarves. The water came from under a wall to the right of the passageway, but the water was clearly too deep for the crew to safely traverse. Despite numerous attempts at lighting the way, the dwarves failed to see past the edge of the water; darkness swallowed any light past the river. The dwarves had struck a dead end. The company stood befuddled at the presence of a waterway so deep. One dwarf knelt down and ran their hand through the water. It glistened in the light of the torches, and was so pure and calm that the dwarf kneeling down could see his own reflection. It was cool and smooth to the touch, and a sense of calm enveloped the dwarf with his hand in the water. When the dwarf attempted to stand back up, his hand got caught in the water at the wrist as if he got it stuck in a long tube. He pulled harder, but to no avail, his hand remained firmly under the water. Confusion turned to panic as the continued efforts of escape only began dragging the dwarf along with the current. Other members of the company attempted to pull their companion back to safety, but the current only began picking up, roaring louder and louder until getting to such a point that the dwarf whose hand was stuck in the water was ripped down the waterway into a blanket of blackness. Not even a scream could be heard from down the waterway as the dwarves stood in awe at what they had witnessed. The current calmed down once again, and the company was left one member short, and devoid of a rational explanation for what they had just experienced.
  20. ItsMyWorld66

    Tropical Fish of the Sea

    ~Tropical Fish of the Sea~ Flowing script is penned beneath a drawing of the sea, depicting sea life as seen under the great waters. “The ocean is a vast and mysterious stretch of underwater land, one many have not had the chance to behold their wonders. To those people in the great world around us I have brought to you what I have captured and recorded, the various beauties of the sea. Below is the current recorded that I have compiled, along with drawings to showcase their colors and design. I hope you all enjoy! -Damien” A scroll of each fish is drawn with their names printed with artwork showcasing their design and colors. Recorded and Drawn by Damien Menrow
  21. _CorruptedSoul_

    First Alcalde Elections of Avalain

    First Alcalde Elections of Avalain c. 1710 With the last years of Alcalde Reynauld Silversteed’s term in office finally coming to a close it is once again time for a new alcalde to be voted in by the people of the Kingdom. The alcalde is the person the people want to represent them within the council of the Kingdom of Curonia, bringing the people's concerns and worries to the council. Expectations of the Alcalde Stewardry: help assign housing and enforce evictions. Shop management: assist in managing shops and renting. Report to the council on concerns of the people. Host an event each saints week. Do you want to be the person the people can count on? Do you have ideas to improve the city? In a few saints days, candidates will be able to present a speech to the people. Voting shall be held immediately after all candidates have given their speeches. Note: Those wishing to be candidates must send their speeches to the council for approval beforehand Ooc Information Date: Saturday 13th of April Time: 4 pm EST Location: Ursus Square, Curonia Sign up below with the following format: Rp Name: Username: Discord:
  22. A DECREE FOR THE ROYAL DUMA: A NEW SPEAKER Issued and Confirmed by His Majesty King Marius II 14th of Horen’s Calling, 1711 Va Birodeo Herzenav e Edlervik, By decree of His Majesty the King, the Royal Duma of the Kingdom of Hanseti-Ruska shall be appointed a new Lord Speaker, thereby one who shall occupy the capacity of Herzen of the Duma. The Royal Administration imparts its sincere gratitude and appreciation for Lord Morris and the leadership he has provided for this most august body of peers. We furthermore thank him for his service to the Crown and its foregoing institutions. Furthermore, His Majesty the King duly assents his royal approbation to His Highness, Georg Stanimar of the House of Alimar to succeed to the Office of Herzen of the Duma, entitling him the powers and duties as the Lord Speaker of the House. IV JOVEO MAAN, Iv Joveo Ehr, 1711 HIS ROYAL MAJESTY, King Marius II of Hanseti and Ruska, Grand Hetman of the Army, Prince of Kusoraev, Dules, Ulgaard, Lahy, Sorbesborg and Slesvik, Duke of Adria, and Carnatia, Margrave of Rothswald, Count of Karikhov, Baranya, Kvasz, Kavat, Karovia, Kovachgrad, Torun, Turov, and Kaunas, Viscount of Alamar, Baron of Valwyk, Venzia, Esenstadt, Krepost and Kralta, Lord of the Westfolk, Lord of Markev, etcetera His Highness, Prince Georg Stanimar of the House of Alimar, Lord Speaker and Herzen of the Royal Duma of the Kingdom of Hanseti and Ruska
  23. The Royal Scholarship Act of 1710 Issued by the Royal Duma and Confirmed by His Majesty King Marius II 9th of Tobias’ Bounty, 1710 An Act To fund an expansion of Haeseni scholars for the purposes of promoting Highlander culture in the arts and literature. It shall be herein granted that the Royal Duma of the Kingdom of Hanseti-Ruska shall appropriate for three grants of 100 mina to three individuals who express a profound interest in studying and writing works based and inspired by Highlander culture. Provisions: Each award shall be granted every 4 years The recipients shall be approved by the Office of the Lord Palatine on the advice of the Duma The award is eligible for those who express interest in the following: Creating artworks inspired by Haeseni expressions and Highlander history Writings of literature, poetry, and history inspired by Haeseni expressions and Highlander history Biographies of notable Haeseni figures, both secular and religious Awardees shall be eligible to become Scribe-aspirants upon the completion of their work to continue a service of writing and cultural diffusion in His Majesty’s Royal Government The Royal Scholarship Act shall be sponsored with all rights, titles, privileges, and authority vested in the Crown for the sole purpose of promoting education, opportunity, culture, and civic responsibility. IV JOVEO MAAN, Iv Joveo Ehr, 1710 His Royal Majesty, King Marius II of Hanseti and Ruska, Grand Hetman of the Army, Prince of Kusoraev, Dules, Ulgaard, Lahy, Sorbesborg and Slesvik, Duke of Adria, and Carnatia, Margrave of Rothswald, Count of Karikhov, Baranya, Kvasz, Kavat, Karovia, Kovachgrad, Torun, Turov, and Kaunas, Viscount of Alamar, Baron of Valwyk, Venzia, Esenstadt, Krepost and Kralta, Lord of the Westfolk, Lord of Markev, Protector of the Highlanders, etcetera His Highness, Prince Georg Stanimar, Representative of the Duma for the House of Alimar
  24. sneakybandit

    Da Arkammar oz Zarhere

    Da Arkammar oz Zarhere The Legion of Mercy - Soldiers of the Brathmordakin “Da Arkammar oz Zarhere”, or Legion of Mercy, is a holy order founded in the year 1710 by old members of the defunct Kirja Dverga of the Grand Kingdom of Urguan, Dungrimm’s Folk, and the Khaz’Lordak. As faithful followers of the Brathmordakin, the Legion views itself as having been charged by the Brathmordakin with both the defense of the faithful and the complete obliteration of threats to Yemekar’s Creation. Hierarchy of The Legion Grand Master The Grand Master is one of the three ranking leaders of the Legion of Mercy. The duties of the Grand Master will include those of a religious nature, ensuring the legionnaires are well versed in Brathmordakin worship and temple teachings. Marshal As another of the three ranking leaders, the Marshal is charged with conducting the military affairs of the Legion and leads all conflicts he is present for. Seneschal While not a leadership role in the traditional sense, the Seneschal is in charge of the finances and funds of the Legion. Additionally, the Seneschal serves as the third and final member of the leadership triumvirate. Initiate Master The Initiate Master is not tied to any one specific Temple but is responsible for the training of the different Initiates and Disciples and is considered equal to a Temple Master. Siege Master The Siege Master is a skilled engineer who’s duties will include the construction and technological advancement of siege constructs as well as the improvement of standard issue gear. Temple Master A Temple Master is the first highest ranking official of a single Temple and serves as the leader for said Temple. Selected by the Grand Master from among that Temple’s Disciple’s, the Temple Master is responsible for carrying out the mission of the Legion in their respective Temple and ensuring the next generation of Legionnaires is prepared. Standard Bearer While not technically a ranking official, the Standard Bearer is a Disciple who has been given the honor of carrying one of the banners of the Legion into battle. Disciple A Disciple is a standard member of the Legion. Given that they’ve successfully completed the training as an initiate, the legionnaire will ascend to the rank of Disciple where they will be considered a full member of the Legion. Initiate When a faithful follower of the Brathmordakin first desires to join the Legion, they will enter as an Initiate. While not yet considered a full fledged member of the Legion, they will be responsible for completing the standard training of a legionnaire before they may be considered for the promotion of Disciple. Commandments of the Legion A legionnaire must be a faithful worshipper of the Brathmordakin. Betrayal of the Legion or heretical trespasses against the Brathmordakin shall warrant death. By Dungrimm’s Command, the Legion shall hunt Khorvadic spawn until their complete obliteration. As Anbella is the source of all mercy, so too shall the Legion follow her example by defending the weak and promoting faithful worship of the Brathmordakin. Faithful followers of the Brathmordakin may not be harmed by the Legion save for in self defence. Holdings of The Legion Varoth’Akvel - A massive fortress built into one of the support pillars of the Underrealm, the citadel is the primary defense of the capital of the Underrealms of Urguan and the primary Temple of Da Arkammar oz Zahrer. Ram Ranch Temple- Overseen by Temple Master Midgor Ireheart, Ram Ranch is one of the largest farmsteads supplying to the Underrealms and beyond. Khaz’Kadan Temple - Led by Temple Master Dimlin Irongut, Khaz’Kadan serves as a special retreat for the Legion with the only hot spring spas in the entire Underrealm. Oath of the Legion - Joining Our Ranks Seeking to serve the Brathmordakin? Desire to vanquish the undead? Send in the form below or seek out a Temple Master today! -===========- [MC Name] : RP Name : Race : Why do you desire to join? : -===========-
  25. [!] The Rosnian Seal is stamped onto this poster. To the Refugees of Adria, The Principality of Rosenyr cordially welcomes any who suffered the burning of Ves to take safe haven within the walls of Rosenyr. A new selection of homes have been built, and lie ready to be occupied. Speak with one of our stewards should you wish to stay. Signed, High Prince of Rosenyr, Count of the Bhaile of Baldrich, Lord of House Nria, Cassian Tobias Nria OOC: Coordinates |1780 x ; 41 y ; 1490 z