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Found 14 results

  1. Upon the death of the late Grand King, had the respective clans of the Dwarven Kingdom rose amongst themselves, in their strife, had two leaders emerged. In opposition to one another, the lesser lords took sides. In political warfare, words meant nothing, for the Dwarves were creatures of bloodshed, warfare, they would have no say with a rebellion- it must be dealt with an axe to the neck, to severe the snake's head from its body. However, the new Kingdom army, heralded by the Frostbeard, Kerwyr, did indeed rally his brethren. In doing so, he successfully took the city, leaving in his wake those who would oppose him. His reign was imminent, he would rule the sovereign nation of the Dwarves with an iron fist. An iron fist that would lead them to a successful future, a future without fret or fear. Assembling his rally before the throne, adorning the great cast crown atop the mantle which was his head. A double-sided axe raised high, shaking violently in the air as he spoke aloud to his kinsmen. A voice of reason, some would say, a voice of tyranny, to others, albeit to the majority- they knew it, change was incoming, change, which they so desperately wanted. The Dwarves would no longer suffer against the ever encroaching plight of banditry, self-conflict, and greed no more. He would do away with the Ibleesian curse, he would do his men proud, and his nation prouder. With the best interests of his sovereign nation at heart, he would step forth, intermingling with his very own people before marching onward. War dawned upon the horizon, the anvils clanked fierce, and molten liquid flowed throughout its respective areas. All smithes were put to the test, to provide The Legion with as many armaments as possible. Albeit it wouldn’t change a thing, still, whether they were with, or without armour, Kerwyr Frostbeard would ensure his reign would succeed. In the name of honour, progression, and strength. WARCLAIM Tier Chosen: 1 Type of battle: Conquest Date And Time: Saturday 3 EST Side A: The Grand Kingdom of Urguan Side B: Dwarven Rebels Location and boundaries: Direct Area: https://gyazo.com/8a2667012d5f0228b67eb132f639e535 (to better clarify, the island on the water is where we’re conquesting.) Surrounding area of battlefield for reference to location: https://gyazo.com/8a2667012d5f0228b67eb132f639e535 Siege will either be naval or land-based, will be discussed with opposition in a war chat. Terms of Victory VICTORY FOR ATTACKERS Defending forces are killed or driven from the field of battle. VICTORY FOR DEFENDERS Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: The Dwarven Legion may continue on to siege the island. Side B: The attacking side is henceforth unable to attack for the next two weeks. Rules: All LoTC rules. If a side does not show they forfeit. No one day alts. Status switching explicitly allowed. No golden apples.
  2. The Order of Noctis "If you must take your sword from its sheath, return it bloody." "Seeking your Destiny is like looking into a mirror. You see an image, however blurred, in whatever light exists at the time. But if the light ever changes, so will the image itself. And if the light ever vanishes, the mirror will be empty. That is why the truest mirror is the one that needs no light at all." -The Order of Noctis motto’s Welcome to The Order of the Noctis. This is a guild based on working together, building, trading, and training to be a soldier in a time of need. The Story We were formed to fight for the Courland rebellion, but when they were destroyed we were exiled out of the kingdom. Now we have been reformed in the dreadlands. The Transcript of the Order You shall never attack, injure, or kill another Order member or an ally of the guild. You shall never steal from the Order. You shall never disobey the orders of your superior in the Order. If there is an issue with another member of The Order of Noctis you will bring it up with your supervisor or if it is a large issue you will come to the overseer. If there is a need to fight you must come to the aid of the guild. Your loyalties lie with the Overseer first, then to your brothers and sisters in the Order, then to your home country. Positions Ranger Rangers are the archers and tactical minds of The Order of Noctis military. They will hide in the shadows until the time is right then burst out and let rain a fly of accurate, deadly arrows. There can also only be 50 active rangers at once ( non-gold leafs) Trainee - You are new and are being trained by a higher ranking Ranger (usually one on one). Bronze Leaf - You are a fully-fledged Ranger and you now don't have to be accompanied by an older Ranger when on missions. Silver Leaf - You are an older Ranger and you can now take on apprentices and will be part of the inner circle of rangers making decisions with the leader. Gold Leaf - You are a retired Ranger who helps documenting and other non-field assignments ( If there is a serious requirement you can be requested to do a field assignment). Leader - you are in charge of the Rangers and you give out missions either for the Overseer or from peasants (other players) requesting help. Assassin Assassins are the unsung heroes behind every win. As they sneak by and take down the enemy before they even know what is happening, and they let the others do what they do. Initiate - You are new and haven't proven yourself as a good agent. Proven - You have proven you are a loyal and well deserving agent. Accepted - You can now lead missions that were given by your Up-incoming. Up-incoming - you lead a group of accepted and give them tasks from the leader. You may be next in line to be a leader. Leader - you give Assassins missions from the Overseer. Or if there are no missions you can send them on scouting missions to enemy territory. Warrior Warriors are the backbone of the The Order of Noctis's military. They are the foot soldiers and the people who charge head first into battle seeking glory and honor. Recruit - You are new and still need training to become a soldier. Soldier - You are no longer a recruit and are now a part of the Order of the Warrior’s Blade’s military. Sergeant - you lead a group of soldiers into battle and you also train the recruits in your party. Lieutenant - you lead the Sergeant's and give them orders for them to carry out to their groups. Leader - You command everybody and by giving orders to your Lieutenants you get your men to carry out these orders. Non-Battle Positions These are positions for things we need that aren't part of the military (you can have both) (an asterisk* will be by those you cannot have a war position with). Resource Collectors - (We need lots of them) They are the ones that go out and collect resources for us (miners, farmers, and woodcutters). Treasury Manager* - You take care of the funds and manage the Bankers (you will not get this job strait of the bat you need to be trusted, on LOTC a lot, and very well known). Banker* - You are similar to the Treasury Manager you will manage some of the funds or paychecks, etc. Blacksmiths - To make armor, swords, etc. and to make thing to sell to make money for the guild. Woodworkers - To make bows, arrows, etc. and to make thing to sell to make money for the guild. Cook - To make food for us and to sell for the guild. Healer - You heal the injured of the guild (through magic, potions, etc.) on and off the battlefield. Alchemist* - To make us potions for us to use when we need (in war, to help collect resources, etc.) Wizards* - To use spells in battle or to help the guild in times of peace (Fi'hiiran'tanya is espcialy useful) (If you are applying for a wizard please put your specialty down too [alteration, illusion, etc.] Applications (Do not lie we will find out and you will be kicked from the guild.) OOC: Minecraft Name: Age: Why you want to join: Skype (optional): In Game: Name: Age: Race: Gender: Job(s) you are applying for: Why you (the character) wants to join:
  3. "Your Kub will provide great wealth for the Uzg, for he shall be born beneath Durnorksru." When the sun rests beneath the sands of the Uzg, a blanket of darkness, bejeweled with innumerable stars envelops the land. To the untrained eye it would appear as a series of scattered lights, but to the Ilzhonal, those that study the Ilzpaak (Constellations), there is much to be said about the formations found within the celestial sky. It is often said by students of this Zodiac that the constellations were created by the Immortal Spirits, and those born under specific Ilzpaak are attuned with the energy of the spirit that created it. Ilzhonal Ilzhonal, the great Star Watchers, those that dedicate a vast majority of their time to studying the grand constellations that adorn the night sky. They believe that the time of birth for a kub is extremely important, and the energy of the Spirit beneath which they are born will have a great influence on their personalities and life path. They often exclude themselves from Laz'Dur so that they may study in peace, and for a pregnant Orc to consult one of these masters is something of a pilgrimage. It is considered a great importance to know your kub's spirit alignment. Pregnancy: When a Fe-Uruk is nearing the time to give birth (or just as she has given birth) she will venture to the Ilzhonal to receive a blessing and details of what her offspring will be like. The Ilzhonal live in dainty, cramped tents scattered within a far region of the Uzg. Their homes are typically rife with smells of incense and herbs, and are adorned in all directions by fetishes and paintings. Their shelves are often chock to the brim with old, dusty tomes and great vials of red and yellow sands. Parents will take a great note on the teachings of the Ilzhonal, for they will use his warnings to prevent their offspring from becoming victim to the unhealthy aspects of their alignments. The Importance of Sand: When a kub is born, the time of their birth is just as important as the constellations above them. There are two periods in which an Uruk can be born, and each period will have a varying effect upon the spiritual energy they receive from the Ilzpaak they are born beneath; they are categorized by the presence of the larger bodies in the sky. When the Sun is up, Uruk are born of the yellow sand. When they are born of the Moon, they are of the red sand. When the Ilzhonal determines this, they cover the kub in the sand specific to them, partaking in a great ritiual of blessing. Yellow Sand: Those born during the Yellow sand are alert individuals, those with a keen awareness for their environment and the factors within it. However, they focus so intensely on the outside world that they often forget to take note of themselves and how they are feeling. For this reason, they are more prone to emotional stimuli, and can be easily influenced into anger, or happiness in many situations. Uruk of the yellow sand are more inclined to action, and have a greater energy toward all things physical, such as fighting, building and dancing. Those assigned to the path of the Yellow sand are often destined for greatness in factors of war and building. They make up among the greatest fighters and builders the Uzg has seen, and are also more noted for their dynamic personalities. Red Sand: The Uruk born of the Red sand are more relaxed in their approach to life, having a more reticent view of the world. They only speak on matters of importance when they have a great passion for it. They are more inward focusing than outward, and can often fall into lapses of self-pity or greed. However, their perspective of introversion allows them to be less precarious than their counterparts, and they can become keen learners and intellectuals with the right guidance. Those assigned to the path of the Red sand are typically more inclined to become great teachers and sources of Wisdom for those of the Uzg. They are especially good at inventing new technologies and ways of living. Both: If an Uruk is born when the Sun rises, they are adorned in a mixture of both sands, but will be more inclined toward the traits of the Yellow Sand. Likewise, when the sun sets, those born are more inclined to the Red sand. It is said that it is optimum to be born with a meshing of the two sands, and that those born within these periods will lead lives of greatness. The Rising Sun Uruks are said to be great leaders, with many having the opportunity to claim Rexdom. Those of Sunset are destined for great paths of Shamanism and heightened connections to the Spirits. Ilzpaak and their assigned Spirits: As every month comes around, so too does a constellation assigned to that period. Those born within these times will be greatly influenced by the Spirits that created the Ilzpaak, and combined with their Sand Path, will follow the destiny written for them amidst the stars. Snow's Maiden - Daumanlob Spirit: Urin - The Immortal Spirit of Weather, Seasons and Climate. This constellation appears as the claw of a Raven. An Uruk born beneath Urin is subject to great inner turmoil. At any moment, they can change from great happiness to destructive rage. As those born within Daumanlob age, they will learn to hone their inner energy to draw on their heightened emotional states when they are needed the most. For this reason, they can go on to become great performers, warriors and inventors. Yellow: Those of Urin, with the path of the Yellow sand will become extremely precarious individuals. Their lives will consist of great struggle as they attempt to balance themselves in all things. They are also prone to extremes in all things, whether it be gambling or competition. Those of Yellow are more inclined to become great warriors and story tellers, relying on their ability to over-exaggerate everything. Red: Those of Urin, with the path of the Red sand will have less of a struggle with their inner machinations, but will still be liable to an inner conflict. They will have a great many idea for projects, but will struggle to settle upon a final design. They are essentially perfectionists, who will very rarely find satisfaction in their endeavors. Krug's Welcome - Krugbroshan Spirit: Akezo - The Immortal Spirit of Health, Vitality and Healing. This constellation appears as a wing. Uruk born beneath Akezo are very energetic individuals, with a great ability to heal internally from great emotional trauma. They are not easily angered by outside influence, and they are quite capable of flowing through life without much inner-turmoil, but can also lose sight of what is important. Uruk born within Krugbroshan are well known for their ressilience, and can become wise and great teachers of life. They also make exceptional healers and potion brewers. Yellow: Those of Akezo, with the path of the Yellow sand will have a profound influence on the future of the Uzg, for it is within them to provide kubs of great strength. It is highly recommended for those of Yellow to pursue lives of hunting and War, for they have a great capability to withstand the harshness and solitude that comes with it. However, they can also become too familiar with being alone, and can segregate themselves from the rest of the Uzg as they recline into a life of self-sufficiency. Red: Those of Akezo, with the path of the Red sand will also provide healthy kubs. Additionally, those of this path are more prone to extending their healing capabilities into others. It is for this reason that they pursue professions of healing. This desire to help others extends into all aspects of life, and they can be rather naive in assisting people. Those of the Red sand assume an inner-good in all creatures, and put themselves at great risk. First Seed - Ashblûg Spirit: Ublulhar - The Immortal Spirit of Hope and New Beginnings. This constellation appears in the shape of a seed. When you are born in alignment with Ublulhar, you will have an unquenchable desire to accumulate new skills. Many of the Uruk born within Ashblûg are destined to become a Jacks of all trades, but master of none. They will spend some times involved within a certain pursuit, and will them drop it for something else. For this reason, they are bad leaders and parents. However, they will continue to have a great birth of knowledge, which will at many points in their live become useful to them. Yellow: Those of Ublulhar, with the path of the Yellow sand are less dedicated to the many interests in their lives. They will go on to have a great number of mates and hobbies, and this can lead to them being viewed rather negatively by other Uruk. Despite this, they are quick to take on news tasks and with their heightened energy, can finish them before they run the risk of losing interest. They can become very influencing in the Uzg, typically among the more productive members of society. Red: Those of Ublulhar, with the path of the Red sand are inclined to hold onto their interests for greater lengths of time. They have a propensity, given the right environment, to become masters of the fields they are interested in. However, they can become so obsessed with their interests that they can often grow without families or friends, and if they are not careful, may live in relative solitude. Grand Harvest - Durnorksru Spirit: Arwa - The Immortal Spirit of Fertility, Harvesting and Farming. This constellation appears as a womb. Interestingly, Uruk born within Durnorksru are more often born twins than the other Uruk of the War Uzg, and at the very least will have extremely large families. They place a great importance on child rearing and working as a team, and can find their place within many crowds and professions. However, Uruk of Arwa can lose sight of their own inner power as they rely too heavily on group efforts. These Uruk are also inclined to over-eating, and can become particularly gluttonous. Yellow: Those of Arwa, with the path of the Yellow sand are keen farmers, working the fields with little to no complaint as they provide for their family, the Uzg. They are happy to work in any way that can better the society in which they live, and they can also become great parents, rearing many offspring. Due to their reliance on a team effort, they can struggle in their personal lives to follow pursuits that require their own abilities. As great a parents as many can become, they can also fall into the trap of not having the self-confidence to pursue mates. Red: Those of Arwa, with the path of the Red sand are in great risk of becoming obese. Due to their relative introversion, they tend to become gluttonous as they focus intently on food. Many of those born uner Durnorksru pursue carreers of food preparing, whether to provide for others or to sate their own hunger is a factor of much debate. Sun's smile - Aanzrii Spirit: Paxahru - The Immortal Spirit of Arrogance and Stupidity. This constellation appears as a grin. It is often said that arrogance and stupidity are usually twinned together, and the Uruk born under Paxahru are perfect examples of this. They typically over-estimate their abilities, and this blind confidence can often lead to many tribulations within their life. However, this arrogance allows them to bully other Uruk into helping them achieve their goals. Yellow: Those of Paxahru, with the path of the Yellow sand are very outwardly confident, waltzing across the Uzg with a keen awareness of how great they are. They expect others to perceive this as well, and will often spark fights when they are met with resistance. Those of the Yellow path often succumb to irreparable damage as they strive to single-handedly slay beasts or jump great distances. Red: Those of Paxahru, with the path of the Red sand are far more cranial than their counterparts, often sparking discussions among other Uruk to mock them. They believe that their views are unequivocally true and this almost invariably leads to them being beaten into submission. Nevertheless, the debates that they spark can have an ability to provoke life-changing thought as the Uruk of the War Uzg discuss their lives. Amber cold - Agongraz Spirit: Ghorza - The Immortal Spirit of Spirit, Travel, Movement and Fortune both Bad and Good. This constellation appears as a walking cane. When you are born in alignment with the Spirit of Travel, you are helpless to resist the wanderlust that guides your life. The Uruk born in Agongraz are no happier than when they are exploring the world. Whether it be with peaceful or villainous means, those of Ghorza are rarely seen within the sands of the Uzg. They are so encapsulated with movement that they are rarely comfortable in themselves. They are consistently faced with tribulation, and their levels of luck seem to vary in great extremes. Yellow: Those of Ghorza, with the path of the Yellow sand take a great interest in exploring the world, and will often do this through the opportunities that raiding and War provide. For this reason, when they are of age, they are usually the first to sign up for the Krug-hai and raiding parties. Due to this, they do not often live to an old age, and will often be slain in their travels as in their keenness, they under prepare for the world outside of the Uzg. Red: Those of Ghorza, with the path of the Red sand are interested in map charting and sea faring, and will often take to great vessels in search of new land. It is usually the dream of those of the Red path to be famed for their great adventures and charms that they can return to the Uzg. They are usually more cautious than their counterparts, and will take the time to prepare. Some can take longer than others, and this can come at a great cost as they feel as though they have not explored as much as they would have wished. Deep cold - Bûrzgraz Spirit: Ixli - The Immortal Spirit of Truth and Judgement and Forbidden Knowledge. This constellation appears as an eye. Perhaps the most controversial of all Ilzpaak, those born in alignment with Ixli are viewed with great suspicion. They are generally good hearted individuals, but can be misguided by their own thirsts for knowledge. It is said that an Uruk born under Ixli will sacrifice his own mental well-being in the pursuit of understanding. These Uruk are typically judgemental of others, and this can be their greatest downfall. Yellow: Those of Ixli, with the path of the Yellow sand seek to understand their environment in more physical ways. They will often take on apprenticeships in building and exploration in order to gain the vast knowledge they strive to gather. Those of the Yellow path are said to be less sane than their counterparts, often appearing out of place among their brothers. Red: Those of Ixli, with the path of the Red sand are great conjurers of conspiracy, and search far and wide for the hidden knowledge they believe is lost to them for a sinister purpose. They will often sacrifice their inner-peace to discover what they can about their suspicons, and are very mistrusting of those they come into contact with. They are known to sacrifice their honour in some instances, as they become so wracked in exposing the "truth", whatever that may be for them.
  4. a scout look over the sea and he hears the drums of war. "what in the name of godfrey is that!" he runs to the town "he-e-elp!" Type of Battle: battle Time and Date: may 6th 12pm to 12am Attacking forces: the orc clans of yar, lur and lak. Defending forces: humans and elfs Location and boundaries: a small island near the main land Terms of Victory: humans and elfs will win if all orc runaway the orcs will win if all human and elf are killed of retreated or they have killed the elders. Rewards for each side: the plot of land that the humans live on and for the humans the orc tribes elders heads rules: no op stuff and no enemy teaming
  5. At the crack of dawn, a young Qalasheen girl waves her handkerchief from the edge of Al-Wakhrah’s docks. A sad farewell with a feeling of longing - already wanting her father to come back home. The fleet was almost out of sight, vanishing in the thick mist that blanketed the horizon. A group of men and women gathered into the captain’s quarters of the HMS Temp Thersist. The Oberdiktator sits at his desk, looking to those among him. To his left, the Caliph Faiz Kharadeen of Al-Wakhrah. To his right, Marshal Richard Revlis of The Horde of Dunamis. Across from him are some of the men and women of Hallowvale. “Gentlemen…-.” The Oberdiktator nods to everyone in attendance. “I do not call myself a conqueror. I do, however, call myself someone not to **** with!” The Oberdiktator slams his balled fist upon the desk. “My patience has been tried for too long. I restrained myself when these degenerates dared lay hand upon my business affiliates. I warned them to never disrespect the laws of our land again. And what do I get for showing patience? ****. They literally reached out and gave me a handful of their pagan ****. And what do they expect me to do with their ****? Stand there and hold it like some sort of yoctogram? SOME HECTOPASCAL? Nae, I will toss it back into their faces and put them down like the disobedient dogs they are.” “Frederick, listen.” Caliph Faiz Kharadeen speaks softly in a calm voice. “The Red Brothers are enemies of the Reich. They’re enemies to us all. While I do not condone wanton killing, Allah favors us for our cause is just. Here, come outside.” The Caliph leads the way outside as the Oberdiktator and others follow. As the fleet of ships continued on, they come towards a massive battleship with red sails emerging from the mist. Of eastern work, the ship’s grandeur was unparalleled to other naval vessels in Vailor. Though perhaps it was a bit eccentric and flamboyant in style. “What the ****…?” The Oberdiktator gawks at the ship with his voice trailing off. “Here it is, Frederick. I once served your grandfather Voron loyally. And now I give this gift to the Reich.” The Caliph smiles to the Oberdiktator, happy with his shocked reaction. “What do we call it?” He ***** an eyebrow up, looking to the Caliph. “HMS Beltran's mutinium, also known as HMS Make it Reich. It reminds me of a slantie who once served your grandfather. Perhaps one day, you will find a comrade who will display loyalty equivalent to that man.” The Oberdiktator breaks out into a smile as he pats the Caliph on the back. Others from all across the fleet gazed upon the battleship and broke out into their own individual chants representing where they were from. For the first time since the Ducal War, the men and women of what was once only Khalestine were united. Karakatua, Sutica, Al-Wakhrah, Blackwater Bay, and Hallowvale. All other faction chants were drowned out as one chant emerged victorious, unifying the people. “FIDAI FIDAI FIDAI FIDAI - FREE THE CAMELS!” The suns breaks through the mist, lighting the fleet’s way to Norland. ______________________________________________________________________ For the wanton disrespect for the laws of Vandoria and Her vassals including but not limited to attacking men and women of the military and civilians, attempted assassinations on various nobles, property damage while attempting to break and enter closed off places, attempting to incite traitorous behavior within Vandoria and her lands, attacking allies and business partners, banditing on Vandoria’s roads and marching their armies through Vandorian land, the Königreich of Vandoria has decided to purge the “Norlandese” and the Red Brothers. Having been warned several times about their trespasses in Vandoria and disrespect towards the sovereignty of Vandoria, the Oberdiktator is left we no other option but to seek retribution in order to protect his people. With permission from the Grand Kingdom of Urguan to sail around their western coast and move north to strike Norland as well as permission to dock Königreich of Vandoria declares war on Norland. ______________________________________________________________________ WARCLAIM DETAILS TYPE OF BATTLE: Beach Landing (Skirmish) TIME: Sunday the 3rd of January, 10 PM GMT, 5 PM EST, 2 PM PST (Proposed) ATTACKERS: The Königreich of Vandoria DEFENDERS: Norland and the band known as “The Red Brothers” LOCATION: This is Vandoria’s path. Given permission by the Dwarven Clan Grandaxe, Vandoria’s ships will dock at the first rectangle, and then move south. They will then head east to assault Norland. This will be the skirmish location. (Proposed). TERMS OF VICTORY: VICTORY FOR ATTACKERS- If all defending forces are killed or routed. VICTORY FOR DEFENDERS- If all attacking forces are killed or routed. REWARDS: Vandoria victory: Ability to conquest and lay siege to Norland’s port city as seen in the picture. A siege camp outside of Norland’s city will be established. Norland victory: The area will be non-war claimable for a month. RULES: -No status switching. -No golden apples. -No altering of terrain or construction of new fortifications after this WC is posted. -All LOTC rules. I request a skype chat be made by the overseeing GMs including both the Vandorian and Norland / Red Brothers leadership. The Vandorian Leadership shall include Zhulik, Shady_Tales ymbninjakiller, and Sir_Niccum. Locations and times remain negotiable.
  6. THE BROTHERHOOD OF THE GOLDEN CROW From the Highlands of the Old North rose the first Highlander Brotherhood, composed of the Raev and Hansetians of the Lahy, which destroyed the armies of Prince Nicholas the ‘Heathen’ and established the One True Faith, the Canonist Faith, into the hearts of the Highlanders for years to come. But now, after years of different revivals, infighting amongst the original Highlanders such as the Raevir and Hansetian peoples, and eons of cultural mish-mash with the Heartlanders, the order that defended the Highlandic peoples as a whole is firmly re-established to safeguard and uphold the original purpose of the band: protect the Northern Peoples and their culture and do so with the fires of the Creator’s Will in their hearts. RANKS OF HIGH COMMAND -Marshal- “..what do ye mean you /retreated/? Who be these of the Hetmanate, demons in man’s skin?” Prince Nicholas of Dules, the Siege of Lahy, 780? The autocratic authority over the brotherhood’s entirety, the Marshal, called in the Hetman in centuries past, commands the order to fulfill his mission and goal: defend the Highlandic Plains at all cost. To the Lords and Men of the Northern Realm, his name is respected, to Southern Lordlings and their folk, his name is awed, and to heathens that sucumb the earth to their debauchery, his name is feared. -THE CURRENT MARSHAL REIGNING- Tarcell Othaman [Eddywilson2] -Velky-Hussar- “We [the Lahy] shall ney fall, my Hussars, for they do not carry [the Creator] in their feeble hearts.” Jan Yeremi, the Siege of the Lahy, 780? The Velky-Hussars, senior knights of the March, are known for their steadfast and long-service to the Commonwealth and the Highlandic peoples. Given the title of ‘Great Ser’, the Velky-Hussars are mainly ceremonial, carrying the tasks of the normal knights of the realm while remaining highly regarded, not just in their skill of combat but in their chivalry and actions for the betterment of the Highlanders as a whole. The Velky-Hussars are situated with a seat at the table of the Lord and Marshal, along with their own private quarters within the keep. Velky-Hussars wear the same equipment as the normal knights of the March, although some carry a ceremonial sash of Kha fur to display their status. KNIGHTS OF THE MARCH -Hussar- From years of contact and influence from the larger Heartlander culture, Hussars have evolved from their predecessors, forming the crucial role of heavy infantry and de facto role models of the Host itself. The Hussar is expected to follow the Code of Chivalry, akin to the nominal Heartlander Code of Chivalry, and is granted the title ‘Ser’. The Knight, as with the Hetman, is granted special rooming, seating, and proper arms and armor to fit their position. The Huscarl is also granted gentry within the autonomous Northern Commonwealth as well, receiving all rights, duties, and benefits that befall from it. -Thane- Contrary to its Heartlander counterpart, a Thane carries a quite large amount of power within the Brotherhood, being the second-in-commands of the Hussar’s Company requires wit and intelligence. It is also the Thane's duty to carry out battle preparations and other tasks sent by the Hussar himself, whereas to prove the Esquire for one day becoming a Knight of the March. Thanes dine with the enlisted, while commonly invited to sit amongst the Hussars and Atamani. Thanes are granted housing within the barracks, which depends on each situation. The Thane also carries his Hussar’s banner, an honor which is never squandered. RANKS OF FOOT -Serjeant- "Send the Serjeants in to deal with them. Never have they fallen nor shall they here." Karl Barbanov, the Destruction of the Storm-Swords The Serjeant is a grizzled soldier of the Host, proving his capabilities in and off the field countless times. It is the pool of Serjeants that new officers are pulled from, and in itself Serjeant is considered the first stage of leadership within the host. May it be known, the Serjeant is known to deal the final blow in many an occasion. Contrary to his lower peers, the Serjeant is provided more choices with weaponry. It is not uncommon to see a Serjeant wielding a mace or flail. Serjeants tend to be more armored having built themselves to a physical capability in which they can fight with it with ease. -Drengr- "You are the best of the best. You do not resist pain; rather you accept it and make it your own." Unnamed Disciplinary, 1497 Renowned for their fierce fighting ability, Drengrs are elite Huscarls who show prowess in battle. Commonly known for going beserk in battles, Drengrs ensure the enemy falls before them. Often an assortment of mushrooms are eaten before battle to send the Drengrs into a state of madness which leaves them sick for a few days afterwards. Drengrs enjoy seniority perks over the Huscarls and Initiates often taking the best bunks and food. Drengrs are the Alpha-Males of the group and train daily to ensure that stays. -Huscarl- "You are full brothers now. Trust the man to your left and right and die for him for he shall do the same." Tarcell Othaman, 1502 The title attained after completing initiative trials and proving martial prowess to the Brotherhood, those known as Huscarls, or Brothers, compile the backbone bulk of the band. Brothers have been trained in sword and shield, taught in the ways of faith, and have shown undying loyalty to the mission and cause of the Brotherhood. When the thought of the Order comes to mind, it should be the thought of the host of brothers that live in piety, fight zealously, and brave the unstoppable odds. A Brother wears the full uniform of chainmail and leather, with the white-furred Hansetian Bear pelt donning their shoulders. Weapons of a Brother can range from the simple Kaedreni Longsword, to the Hansetian Zweihander, or to the ranged weaponry of the Hunting Bow or Rhosweni Arbalest. A Brother is situated in the traditional barracks with a bed and two single chests. - Initiate - “..and when I say shite, ye will shite. When I say piss, ye will piss. This ain’t yer mama’s home no more, lads, nay… Ye are the bulwark of the North, the legion of angry pricks that will castrate any nonhuman that steps on OUR soil…” Unnamed Drillmaster, 13th of the Deep Cold of 1496. Although any order or band takes great pride in their well trained veterans and warriors, it is the fresh bloods who join that truly allow the Brotherhood to continue and prosper. From the Piscatorian Coastline to the mountain clans of Old Hanseti, boys and young men are called to Brotherhood in service of country and faith. Coming from all tracks of life, an Initiate will be trained, tempered, and groomed to become the next line of the Order’s hordes, or be cast aside and deemed as weak. Nicknamed ‘Fresh-Bloods’, Initiates are given the basic armor: leather with chainmail. A sword is commissioned to each Initiate, though all equipment is heavily regulated by the Quartermaster. Initiates bunk in a designated wing of the keep, where four initiates are assigned to the same room. An Initiate goes through some of the most harsh and effective training within the Brotherhood, with lashings being the most commonly heard sound during a drill. SPECIALIZED RANKS -Wandering Crow- The Wandering Crow spends more time away from the Brotherhood then anyone else. They are typically more skilled in the tongue and are sent out to bring in fresh recruits. Wandering Crows must first attain the rank of Huscarl and show prowess in speech and attitude. -Quartermaster- The Quartermaster, keen in numbers and tactful in supplies, ensures the Host’s continued flow of arms, armor, and resources to fund its ever growing needs in and off the field of battle. It is the duty of the Quartermaster to ensure all men under the Burgundian Cross is equipped to the fullest, holding in their hands the tools of death and destruction, with the plates of steel and mail covering their bosom from any and all attacks by their plentiful enemies. The Quartermaster is usually taken from the ranks of the Hussars, in which they are well respected and well known throughout the host. The Quartermaster receives the arms and armor dictated by their rank, and is given their own room within the Commandery barracks. -Disciplinary- It is the Disciplinary that is the true hero behind the Brother, for it is by his whip that is the Brotherhood is formed to become a force to be reckoned with. Using the ancient tactics of drilling and training, the Disciplinary molds initiates to become bitter and fierce warriors, to teach them the values of the Highlandic Peoples and how to crush their heathen and pagan enemies. The Disciplinary is taken from the Hussars, in which their names are feared throughout the entire brotherhood. The Disciplinary receives the iconic whip upon his promotion to the rank, and is expected to always carry it wherever he goes. He also receives special rooming within the enlisted barracks, sleeping among the men themselves. TRIALS Killing of the Bear The Hansetian Bear, white of pelt and native to the Grendock Range, is a beast of both majestic and terrifying grace. For an Initiate to become a full-fledged brother of the lodge, he must slay the beast in a single-man hunt and skin its tough and bountiful hide. Making of the Cloak With the newly-skinned pelt, the Initiate must make the customary Bear Cloak that is adorned on every member’s shoulders, be them in uniform dress or in casual attire. This would include drying and tanning the fur, cutting and crafting it to appropriate length, and eventually presenting it to the Standard-Bearer. Baptism of Ashes When Saint Joren was anointed underneath the full moon in the name of the Creator, he was done so in ashes, symbolizing rebirth and renewal of his life. Following the holy legend, all Initiates must gather the wood of the Haensian Spruce and burn ‘till there is only ashes. With their cloak of bear fur, the Initiate is then fully prepared to be baptised by the ashes and fully inducted into the Brotherhood. COMPANIES The First Company Led by Hussar Roric Volik, the First Company focuses on infantry tactics. Typically armed with a shield in order to help in the shield wall, the First Company soldiers are trained to follow commands quickly and efficiently in battle. First Company members are often used as the main bulk of the forces and are trained to never break in battle. The Second Company Led by Velky-Hussar Ecthallion, the Second Company focuses on archery tactics. Armed with studded leather and the best bows possible, Second Company soldiers are used as supporting units. Generally, Second Company soldiers are given a set of chainmail as well if they are needed to help in the charge. The Third Company Led by Hussar Sarus Mallister, the Third Company focuses on cavalry tactics. Given horses and heavy weaponry, the Third Company leads the charge and acts as shock units in battle. Third Company soldiers are sent out to do hit and run raids on the enemy in order to disrupt them. REWARDS OF SERVICE After 30 years of service in the order or 10 years of service with being forced to retire due to an injury, Brothers of the Golden Crow are granted a 25x25 piece of land. Soldiers are provided the best iron plate and weaponry available. Bunks and storage are provided as well with food, drink and other things needed upon request. MEDALS -Medal of Bravery- Only given to a member of the Golden Crow when they have accomplished a heroic deed, the Medal of Bravery is a prized possession within the Crow. The Medal of Bravery is given to those who sacrificed or put their life in danger for the survival of another brother. Only 3 Medals of Bravery have been given out in the entire history of the Golden Crow, none of which took place in present day. -Medal of Service- Given to those who have worked hard to supply the Golden Crow with necessary materials, the Medal of Service represents the dedication one gives to the Golden Crow. The Medal of Service is worn proudly in the Golden Crow by someone who has dedicated their life to the well-being of the brotherhood. -Medal of Sacrifice- Commonly referred to as "the bad medal", the Medal of Sacrifice is given to those seriously wounded or who have died in service to the brotherhood. The Medal of Sacrifice represents the dedication brothers give for one another and for the defense of others. With the Medal of Sacrifice comes retirement and the receival of the veteran plot. JOINING THE BROTHERHOOD OOC MC Name: Skype: Do you have TS? If not, are you willing to get one? IC [!] An old man, wearing the standard of the Golden Crow, looks upon you with dull eyes. Tapping the paper with the end of his quill,, he asked: “Name, boy?”: “Hrmph, so be it. Where ye be from?”: Clearing his throat, he then asked, “Any experience fightin’? O’ at anything, really?”: “Mhrmm.. what be yer reason for joining?”: "Do ye have a profession, lad?”: “Anything else ye wanna add, lad?”: Once finished, the old man nodded and gave a wave of dismissal to you, beckoning the next in line to follow suit. [!]
  7. The Scions started out as a simple secretive guild in Anthos, passing information of the scourge to the Nations in order to help them better defend themselves. The Scions stood as a Bolstering force, meant to only assist in war efforts against the Scourge under the banners of other nations. Victory after victory, defeat after defeat, the Scions waged on until the Scourge were slain by the Golden Lance. The Scions having been spread thin in the fight that ended Setherien’s life. With the Scourge gone, Naeri had immediately called for the Scions to dismantle the ranks and walk normal lives once more. However as time went on, Naeri felt the need to bring them back, as other evils had begun to show themselves. The Ikuras Cult, their intentions to summon their greater spirit into the Realm, Naeri decided it was now or never to reunite her group and fight once more alongside them. To this end, the Scions had found a new purpose. However, with the ascended becoming more and more interested with the Scions, Naeri decided to hand the Scions over to them, Renaming the the Knights of Aerial, which Naeri was not to pleased about, Naeri left and pursued other interests. Time passed, both the knights and the Scions fell to inactivity without a proper threat to chase. But now, the Scions face a formidable foe in the shape of a unknown Daemon Asura, Kyral, formerly known as Naeri, decided to bring the group back to purge this enemy before another tragedy could occur like it did in the Father grove. The Scions purpose is to simply end the Asura threat within the realm of Athera, to destroy their sanctuaries. To rally allies and bring a force unstoppable. We are temporary, as always, but we shall not cease until our enemies do. It is also noted that if you belong to a nation's millitary or part of the government of a nation joining us means to sever all ties to any nation you are part of. We are not to be swayed by international politics, for those conflicts we must remain neutral. However those with national ties (Leaders, ect) may find it easy to ally with the Scions for only their purpose. The Head Scion is the leader and diplomat of the group, seeking nothing more than the assistance of the nations to try and oust cultists or those of Asura. The Leader of the Scions may call for Meetings or Training, and may remove any rank of Scion from the group. This Rank is held by The Scroll Druid, Kyral Winterleaf, formerly Naeri Evaglno. The Elder Scion is a rank given to veterans of the Third age, those who assisted in the war against Setherien. The rank they hold is Honorary, and their assistance in any guild matters is optional. This rank can not be given out, and no more may be made. They are the fighters, the miners, the hunters and gatherers, the Scions come from all walks of life, in an attempt to protect those who can not from any and all threats. They can be non-combative as well as not working (either or). For all that is needed to become a Scion is the ability to either fight, or gather rations for any needed missions. They are all on equal standing with each other, there are no one Scion more high ranking then the other. Simple! Fill out the application below, then rply a bird will be sent to my character with your information so she can approve or deny you. Otherwise, Kyral will invite anyone she deems fit by talking to them. Scion Nation/Guild Alliance
  8. The Levy Force of Saltstone-by-the-Sea The Levy are the trained soldiers and guards of the Province and receive free food beds and supplies upon enlistment. They serve Ser Garahel Varodyr (Raptorious/Royim) in both war and peace, as soldiers or guards. They are expected to keep up in training and be loyal to a man They are armed with the best equipment the Province can provide, and training seen only in smaller and more elite armed forces to keep them relevant and useful to the Realm rather than become a burden to maintain full time as Levy forces can be. A small force of soldiers stationed within the castle, charged with keeping the King's peace in the surrounding lands. Bearing the banners of Varodyr, they are a smaller force yet well equipped and well trained. They are both well trained in combat and peacekeeping, serving as guards and soldiers as the needs of the Province and Kingdom arise. -Sentinel of Saltstone-by-the-Sea- The force commander of the fortress, the Sentinel has overall command of the soldiers and distributes assignment, pay, and equipment. He is expected to maintain the professionalism and fitness of the standing force at all times. As part of his regalia, the Sentinel carries a thick ring of keys upon his belt which are said to unlock every door in the castle, as well as parts forgotten and in decay. -Sergeant- The Sergeant is responsible for maintaining troop formations in combat, and leading small groups of soldiers in patrols and such. They are veteran warriors and very skilled in combat. They have the honor of carrying the House Banner. Equipment: Half-plate, helm, pauldrons, gauntlets, greaves, tabard, shield, longsword, dagger, banner, fur cloak -Armsman- An Armsman is the basic foot levy of the force. Tasked with keeping the peace, defending the castle and the Night Gate, they are fairly well equipped and trained well to make up for the relatively small size of the levy. Receiving extensive training, Armsmen are skilled with both swords and spears with a basic understanding of shortbows in dire circumstances. Equipment: Chainmail, helm, single pauldron, mail mittens, greaves, tabard, shield, Longsword, dagger, fur cloak, shortbow, arrows, tar, matches -Archers- Archers are bowmen who have dedicated years of training to proper use of a longbow. They are very accurate and very deadly due to the skill required in proper use of a longbow. Due to their training needs, outside contractors are often hired to train new recruits or help keep the troops in good condition. Equipment: Chainmail and leather, helm, leather gloves, bracers, leather boots, shortsword, Longbow, arrows, rags, tar, matches, fur cloak OOC MC Name: Skype Name: Do you have/can obtain Teamspeak 3?: Professions?: Past RP achievements/events you are proud of?: IC Name: Age(roughly): Race: Skills (professions): Are you prepared to swear a binding oath of fealty?:
  9. The Peacekeepers Under the warm southern sun and the flutter of the blue and gold banners above Leone Hold the stamping of feet and yelling of orders can be heard echoing through the city.- their chatter soon stops. In view are the Peacekeepers, the protectors and loyal guards of Salvus. They stand tall, decorated in their blue and gold tabards, laiden with the symbol of Salvus, the lion. The Peacekeepers are the active guard force of Salvus, and work to keep the peace in and around our great Republic. We are not referred to as a military force, but moreover a guard force- protectors of people, keepers of liberty. The Peacekeepers work towards and focus on enforcing laws, deterring any hostile threats to Salvus, and of course, keeping the peace. The Peacekeepers recruit simple men, but forge them in the fires of Leone Hold, breaking them and rebuilding them into true foundations of peace and stability. The Peacekeepers take in all who wish to pledge their lives to protect Salvus and uphold the values and laws of the Republic. As a Peacekeeper, one can climb through the ranks as a Valet, Guardian, Sentinel, and eventually a Praetor if one has proved themselves worthy of leading the guard force in the protection of Salvus. As one climbs the ranks, their tabard becomes more decorated, more noteworthy, it becoming a true representation of the Salvian face of Peace and Liberty. Service and accomplishment medals will be awarded to those who complete their training and show dedication and service. Ranks Upon becoming a Guardian, the Peacekeeper is evaluated overall, and then placed among one of three divisions. Sworn, Ranger or Ironshield. Divisions Current Leadership Chancellor: David Campos Praetor: Tahjeet Mubdee Sentinels: Ehsan Mubdee- Defenses, Sanctus D’Archis- Recruitment, Dagr Vanir- Training, K’amo Shadd- Rangers Application Any new recruits should be reminded that the Peacekeeper force is here to protect and serve the fair Salvians, and any weak or lesser than us. You will not abuse your power as a Peacekeeper. Anyone who believes they have the right to do this, will be punished for their actions.
  10. https://www.youtube.com/watch?v=H-elyK2cnxI THE BROTHERHOOD OF THE GOLDEN CROW From the Highlands of the Old North rose the first Highlander Brotherhood, composed of the Raev and Hansetians of the Lahy, which destroyed the armies of Prince Nicholas the ‘Heathen’ and established the One True Faith, the Canonist Faith, into the hearts of the Highlanders for years to come. But now, after years of different revivals, infighting amongst the original Highlanders such as the Raevir and Hansetian peoples, and eons of cultural mish-mash with the Heartlanders, the Order that defended the Highlandic peoples as a whole is firmly re-established to safeguard and uphold the original purpose of the band: protect the Northern Peoples and their culture and do so with the fires of the Creator’s Will in their hearts. RANKS OF HIGH COMMAND -Marshal- “..what do ye mean you /retreated/? Who be these of the Hetmanate, demons in man’s skin?” Prince Nicholas of Dules, the Siege of Lahy, 780? The autocratic authority over the brotherhood’s entirety, the Marshal, called in the Hetman in centuries past, commands the order to fulfill his mission and goal: defend the Highlandic Plains at all cost. To the Lords and Men of the Northern Realm, his name is respected, to Southern Lordlings and their folk, his name is awed, and to heathens that sucumb the earth to their debauchery, his name is feared. -THE CURRENT MARSHAL REIGNING- Tarcell Othaman [Eddywilson2] -Standard-Bearer- “Lift the banner high, my men, for this be the day we have proven ourselves as a true brotherhood!” Lord Vasili Vanir, the Battle of Savoy Fields, 1456 Carrier of the Banner of the Burgundian upon the Golden Crow, the Standard-Bearer is the watchful eye of all the enlisted and March in their training and combat. It is the Standard-Bearer who leads the charge of the Burgundians against their foe, and it is the Standard-Bearer who declares victory for the band. It is also custom that the band never retreats until the Standard-Bearer has fallen, a custom which has given the Brotherhood a fierce reputation. The Standard-Bearer is situated with a seat at the table of the Lord and Marshal, along with their own private quarters within the keep. The Standard-Bearer is expected to be the figurehead of the enlisted and March, dressing properly and accordingly in arms, armor, and casual wear. He is also given leadership over the knights who have been knighted by Lord Barbanov, given the title ‘Grand Ser’. -THE CURRENT STANDARD-BEARER CHOSEN- Vacant [Vacant] -Velky-Hussar- “We [the Lahy] shall ney fall, my Hussars, for they do not carry [the Creator] in their feeble hearts.” Jan Yeremi, the Siege of the Lahy, 780? The Velky-Hussars, senior knights of the March, are known for their steadfast and long-service to the Commonwealth and the Highlandic peoples. Given the title of ‘Great Ser’, the Velky-Hussars are mainly ceremonial, carrying the tasks of the normal knights of the realm while remaining highly regarded, not just in their skill of combat but in their chivalry and actions for the betterment of the Highlanders as a whole. The Velky-Hussars are situated with a seat at the table of the Lord and Marshal, along with their own private quarters within the keep. Velky-Hussars wear the same equipment as the normal knights of the March, although some carry a ceremonial sash of Kha fur to display their status. KNIGHTS OF THE MARCH -Hussar- From years of contact and influence from the larger Heartlander culture, Hussars have evolved from their predecessors, forming the crucial role of heavy infantry and de facto role models of the Host itself. The Hussar is expected to follow the Code of Chivalry, akin to the nominal Heartlander Code of Chivalry, and is granted the title ‘Ser’. The Knight, as with the Hetman, is granted special rooming, seating, and proper arms and armor to fit their position. The Huscarl is also granted gentry within the autonomous Northern Commonwealth as well, receiving all rights, duties, and benefits that befall from it. -Esquire- Contrary to its Heartlander counterpart, an Esquire carries a quite large amount of power within the Brotherhood, being the second-in-commands of the Hussar’s Banner requires wit and intelligence. It is also the Esquire’s duty to carry out battle preparations and other tasks sent by the Hussar himself, whereas to prove the Esquire for one day becoming a Knight of the March. Esquires dine with the enlisted, while commonly invited to sit amongst the Hussars and Atamani. Esquires are granted rooming within the barracks, which depends on each situation. The Esquire also carries his Hussar’s banner, an honor which is never squandered. RANKS OF FOOT -Serjeant- “..what do ye mean you /retreated/? Who be these of the Hetmanate, demons in man’s skin?” Prince Nicholas of Dules, the Siege of Lahy, 780? The Serjeant is a grizzled soldier of the Host, proving his capabilities in and off the field countless times. It is the pool of Serjeants that new officers are pulled from, and in itself Serjeant is considered the first stage of leadership within the host. May it be known, the Serjeant is known to deal the final blow in many an occasion. Carrying the iconic pelt cap upon their heads, the Serjeant, contrary to his lower peers, wears plate and mail upon their body. Serjeants also receive better choice in weaponry and equipment, with many of the more dangerous and lethal given to their hands. It is not uncommon to see a Serjeant wielding a warhammer, mace, or even the deadly flail. - Huscarl - “We [the Lahy] shall ney fall, my Atamani, for they do not carry [the Creator] in their feeble hearts.” Jan Yeremi, the Siege of the Lahy, 780? The title attained after completing initiative trials and proving martial prowess to the Brotherhood, those known as Huscarls, or Brothers, compile the backbone bulk of the band. Brothers have been trained in sword and shield, taught in the ways of faith, and have shown undying loyalty to the mission and cause of the Brotherhood. When the thought of the Order comes to mind, it should be the thought of the host of brothers that live in piety, fight zealously, and brave the unstoppable odds. A Brother wears the full uniform of chainmail and leather, with the white-furred Hansetian Bear pelt donning their shoulders. Weapons of a Brother can range from the simple Kaedreni Longsword, to the Hansetian Zweihander, or to the ranged weaponry of the Hunting Bow or Rhosweni Arbalest. A Brother is situated in the traditional barracks with a bed and two single chests. - Initiate - “..and when I say shite, ye will shite. When I say piss, ye will piss. This ain’t yer mama’s home no more, lads, nay… Ye are the bulwark of the North, the legion of angry pricks that will castrate any nonhuman that steps on OUR soil…” Unnamed Drillmaster, 13th of the Deep Cold of 1496. Although any order or band takes great pride in their well-trained veterans and warriors, it is the fresh bloods who join that truly allow the Brotherhood to continue and prosper. From the Piscatorian Coastline to the mountain clans of Old Hanseti, boys and young men are called to Brotherhood in service of country and faith. Coming from all tracks of life, an Initiate will be trained, tempered, and groomed to become the next line of the Order’s hordes, or be cast aside and deemed as weak. Nicknamed ‘Fresh-Bloods’, Initiates are given the basic armor: leather with chainmail. A sword is commissioned to each Initiate, though all equipment is heavily regulated by the Quartermaster. Initiates bunk in a special wing of the keep, where four initiates are assigned to the same room. An Initiate goes through some of the most harsh and effective training within the Brotherhood, with lashings being the most commonly heard sound during a drill. SPECIALIZED RANKS -Quartermaster- The Quartermaster, keen in numbers and tactful in supplies, ensures the Host’s continued flow of arms, armor, and resources to fund its ever growing needs in and off the field of battle. It is the duty of the Quartermaster to ensure all men under the Burgundian Cross is equipped to the fullest, holding in their hands the tools of death and destruction, with the plates of steel and mail covering their bosom from any and all attacks by their plentiful enemies. The Quartermaster is usually taken from the ranks of the Hussars, in which they are well respected and well known throughout the host. The Quartermaster receives the arms and armor dictated by their rank, and is given their own room within the Commandery barracks. -Disciplinary- It is the Disciplinary that is the true hero behind the Brother, for it is by his whip that is the Brotherhood is formed to become a force to be reckoned with. Using the ancient tactics of drilling and training, the Disciplinary molds initiates to become bitter and fierce warriors, to teach them the values of the Highlandic Peoples and how to crush their heathen and pagan enemies. The Disciplinary is taken from the Hussars, in which their names are feared throughout the entire brotherhood. The Disciplinary receives the iconic whip upon his promotion to the rank, and is expected to always carry it wherever he goes. He also receives special rooming within the enlisted barracks, sleeping among the men themselves. TRIALS Killing of the Bear The Hansetian Bear, white of pelt and native to the Grendock Range, is a beast of both majestic and terrifying grace. For an Initiate to become a full-fledged brother of the lodge, he must slay the beast in a single-man hunt and skin its tough and bountiful hide. Making of the Cloak With the newly-skinned pelt, the Initiate must make the customary Bear Cloak that is adorned on every member’s shoulders, be them in uniform dress or in casual attire. This would include drying and tanning the fur, cutting and crafting it to appropriate length, and eventually presenting it to the Standard-Bearer. Baptism of Ashes When Saint Joren was anointed underneath the full moon in the name of the Creator, he was done so in ashes, symbolizing rebirth and renewal of his life. Following the holy legend, all Initiates must gather the wood of the Haensian Spruce and burn ‘till there is only ashes. With their cloak of bear fur, the Initiate is then fully prepared to be baptised by the ashes and fully inducted into the Brotherhood. Rewards of Service Payment Initiates are paid 100 minas a week if they are actively around and participate in training and events. Every other rank is paid 150 minas a week that they are actively around. Supplies Soldiers are given a set of chainmail armor and a sword immediately upon joining the Brotherhood. Iron is plentiful and made by the finest smiths so lost armor can be replaced. Food and ale is available as well. JOINING THE BROTHERHOOD OOC MC Name: Skype: Do you have TS? If not, are you willing to get one? IC [!] An old man, wearing the standard of the Golden Crow, looks upon you with dull eyes. Tapping the paper with the end of his quill,, he asked: “Name, boy?”: “Hrmph, so be it. Where ye be from?”: Clearing his throat, he then asked, “Any experience fightin’? O’ at anything, really?”: “Mhrmm.. what be yer reason for joining?”: Do ya have ah profession?”: “Anything else ye wanna add, lad?”: Once finished, the old man nodded and gave a wave of dismissal to you, beckoning the next in line to follow suit. [!]
  11. A forceful de-militarization of the South, Naval Superiority ​ ​ The abandonment of the Dwarvish naval port in the East meant the expansion of the Kingdom’s power over their enemies’ water. Thanks to the colonists sent by Lord Franz I of Vladovic, the port town and fort was taken. However, all the ships that were previously at bay were now long gone. They now sit at the closed and vulnerable bay near the Grand Kingdom’s capital. And so it had begun, the counts, barons, and dukes of the Kingdom all took it upon themselves to construct a broad navy spanning to massive galleons to a new breed of warships, the Steam Boat. ​ ​ ​ For strategic purposes, these warships are faster than their predecessors while taking up large amounts of coal to power them. They pack a punch for those witnessing its might, the HMS King Daniel. So therefore, those of the Kingdom of Oren’s mass arsenal set sail for the bay of the vulnerable Dwarvish warships for King and Country, for the Canonist faith, and for Glory! ​ The skies fill with smoke in the Southern Isles as the fleet makes its journey towards the defenseless ships, trapped in the bay. After the passing of Port Davier, the Orenian fleet closes in on its prey. Ever so closely, the fleet makes anchor around a few isles, out of vision, to plot. In the next hour, they raise anchors and perfect the steam engines, rams, ballistas, and catapults, and men-at-arms ready to seize the day. Type of Battle: Pillage Time & Date: 3/8/2015 5 P.M. EST Attacking Forces: Reformed Kingdom of Oren and Allies. Defending Forces: Grand Kingdom of Urguan and Allies Location and Boundaries: Dwarven Naval Port ​ Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area. Or. If the defender’s ships are destroyed or occupied by attackers. Victory for the defending team: If the attackers are all killed or driven out of the battle area. Or. If the attacker’s ships are destroyed or occupied by defenders. Battle area terms will be discussed on by the leaders of both sides. Rewards: Victory for the attackers means the attacking force can willingly do what they want with the spoils of war. That includes the remaining ships and structures around the base. (For 1 Hour) Victory for the defenders means the region may not be war claimed for a time based off the suggestions of non affiliated Game Moderators with the consent of both sides. This also includes that they can do what they want willingly to captured ships. Rules: Server rules TNT is allowed Swimming in armor is allowed (For the sake of decency) Ships may be boarded by ladders No new modifications to defenses or ships No team killing No fake statuses No returning to battle No meta-gaming ​ ​All items in this location may not be transferred to another, starting now.
  12. Urolem and Urim are seen squatted down between the jungle’s foliage, the two look down at the map the Rex has given them and nod in unison. Shortly after they quickly scurry back to the city in order to gather their chosen 20, the warband of Orcs ready their blades, spears and axes as they head out towards the bordering island, preparing themselves to ambush the foreign region and it's inhabitants. OOC: Warclaim Type of Battle: Conquest, ambush. Time & Date: Saturday the 14th of February, 6pm EST. Manpower: 20 on each side. Attackers: Orcish Warband Defenders: Thesserion[?] Location: Thesserion[?] Terms: Attacker Victory: If the defenders are all killed or driven out of the battle area. Defender Victory: If the attackers are all killed or driven out of the battle area. Rewards: Attacker Victory: Conquest of the region. Defender Victory: Region may not be warclaimed for a month by the Orcs Rules: Server rules apply No falsifying status
  13. Draydon's county leader, lord Dain Hanover, with Baron Greyhame all sit at the main hall enjoying their meal along with the bannermen, then suddenly one of their spies arrives upon his horse. "My Lords, he said while at the same time he catches his breath. I have news about an old enemy of these lands, Invictus company is sharping their swords and cleaning their shields once more, against you my Lords. They might be mercenaries and having contracts but I heard no such thing of a contract against them my Lords." Dain Hanover looks Ulfric at the eye and Ulfric otherwise, then Ulfric Rises his voice towards the Bannermen and Lord Dain. "Men of Draydon County it seems the enemy is planning to attack us, but this time, Ulfric raises his voice louder, I say this time! We will make the first move and make sure this time those savages will end up with no lands! For lord Hanover!” Women and men started to sing war songs. Commander Jason Blade, a man of trustness started to train the bannermen and prepare them for the upcoming siege. Ulfric was honored to lead the assault and the rewards were told to be big and mighty. The blacksmiths started smithing swords and armour. The Craftsmen started to craft bows and arrows, the bannermen where finnaly ready for the assault. OOC: WARCLAIM Type of Battle Siege (Battle via Land) Time & Date Tuesday 30th (4pm est) Manpower Attackers: Hanovers+ Allies Defenders: Invictus+ Allies Location and Boundaries: At their castle called Kythera and around their town. ((Sorry for the color mistakes and line number, its my first warclaim, thanks. ALL ALLIES AND OF HANOVERS MEET UP AT KAROVIA ONE HOUR BEFORE THE BATTLE, THANKS!))
  14. http://www.youtube.com/watch?v=zCTWp7heCaU Marching through the meadows in which the Anthos Crossroad was inlaid, the many soldiers of varying rank and file within the Dwarven Legion and the varying Oren militaries had crossed the Rubicon finally as war broke out along Central Anthos. Axe met sword and the heavy infantries and archers did away with the calm loamy soil one pluck at a time as arrow upon arrow tilled the earth; readying to be fed the blood money as man and dwarf collided in a match of wit and strength. Through hours of grueling tactical maneuvers, the sun pleading with skin-prickling rays of light upon and through layers of armor for the spawn of Urguan and Horen to not cross the point of no return; soldiers of varying heights and mettle clashed in time. As sword and board danced along the Cloudwater Bridge, Man had planted heel and pushed, it's numbers making for the harshest charge to finally open the crevices of the Dwarven lines and inevitably led to the routing of the Dwarves back to which they felt safer. As Man marched to and fro, firstly in a reckless and endearing charge, then back from whence they came. The strewn bodies of dwarf and man laid for vultures to partake in feast, where man earns haughty impressions of himself and the sword of his fallen foe; vultures do commit to a charitable feast in which they need not be invited. The scene, especially at the Dwarven end of Cloudwater Bridge, is a most gruesome one not for the ones unsettled by the lifeless. The Perished Meadows have now adapted to it's new dress of bones, blood, and unsightly things; the odor rank and the sight tinging many with tears and haunting dreams. Will the denizens of Anthos hearken to what symbolism this may portray? ((I would like to state that some bodies are out and about, you do NOT need a VA to loot them))
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