Jump to content

Leaderboard

  1. Bromophobe

    Bromophobe

    Whitelisted


    • Points

      180

    • Content Count

      2,990


  2. Arcturio

    Arcturio

    Whitelisted


    • Points

      159

    • Content Count

      1,223


  3. Loremaster

    Loremaster

    +Loremaster


    • Points

      153

    • Content Count

      1,578


  4. TheHyperion

    TheHyperion

    Whitelisted


    • Points

      110

    • Content Count

      5,320



Popular Content

Showing content with the highest reputation since 5/5/2020 in all areas

  1. 21 points
    The Imperial prestige and knightly system The Imperial Unity https://www.aethier.co.uk/IPS/index.php?/topic/48512-❖-the-imperial-unity-❖/&tab=comments#comment-287600 “There is nothing noble in being superior to your fellow men. True Nobility lies in being superior to your former self” -Hemingway Although the Eastern Empire is a land of many cultures and ways where Merit is queen amongst values, the backbone of the Great Nation’s upbringing and stability remains the noble estates, those from whom the ownership of the land, the mastery of the mind and the leadership of blades most often derive from. To ensure that all kin remain equal and that the merit of all is judged adequately, it is in the Empire’s best interests to quantify, recognize and grant true legitimacy to its nobilities. For a land where the lowest bear no respect for the highest and the titles of one can be self-given is no true state at all. As they are recognized by the Imperial Throne, any and all bearers of titles listed below are to be recognized across the Empire as such with all due honors and deference; for the cult of Merit only survives through acknowledgement of the sacrifices and dedication to the Imperial Cause displayed by those bearing its weight on their shoulders. Let it be known that the Imperial Throne will henceforth legitimize all current noble landowners and kin, and henceforth bestow upon the deserving their newfound titles; so that all may treat rightful might and mutual respect with the deserved deference. In such a mindset, what is defined as “Noble” may be separated into three categories; The titles of the Land, of Virtue and of the Blade. The most conventional and feudal of the three, the titles of the Land define all current and soon-to-be landowners within the wide swathes of the Empire. From lowly samurais and knights to Daimyos and Dukes, all such rulers whom often bear land, lift military levies and own estates and castles are to be considered Titles of the Land. Titles of the Land are, unlike the other types, sometimes inherited through primogeniture, although such is usually frowned upon unless the heir apparent has proven their capacities and skill sufficiently beforehand. Landowner Dynasties, Clans and Houses of the Empire are often amongst the oldest running nobilities, yet must nonetheless constantly fight and endure to maintain their reputation and status. Those who cleave into history through virtue and merit claim hold to a set of titles that overwhelm even the most prude of aristocrats. Through action and deed one may become granted a position within the Imperial Court that reflects the prowess they truly earned. One that holds a Title of Virtue are the heart of the Empire; truly embodies what it means to hold prestige, unity, and honor. Amongst their ranks are ladies of the court, scholars, gentlemen and honored masters of arts and spirituality. These titles are seldom if ever inherited, but granted by royalties and the Imperial Throne itself for exception and excellence. The ancient paths of honor, and ways of the sword have been taught, trained, and practiced from the very ancients that united Honji, to the explorers that explored not land, but spirituality, honor, and techniques of war. The Imperial Army stands to not only protect the Empire, but bring forth the ideals that make the Titles of the Blade, much more than just military ranking. Granted through the ranks of the Imperial Army or from the Provincial Armies, titles bestowed are most honored and respected from their service. Obtaining rank, recognition or power in the Empire A meritocratic system, the Empire presents more straightforward paths to power, paths that by and large exclude dynastic plotting and familial cloak-and-daggery. If one settles on a path they wish to follow, seldom it is that they will be stopped in trying, should they prove to bear the skills and expertise necessary. Concretely, titles are bestowed unto one by the Emperor himself, at predetermined times or ceremonies to come. Such can include meetings of the Genkoshu [Privy Council], victory celebrations or state promotion events, and the deed is often accomplished in front of the entire Court, or most of the High Leadership. Imperial patronage is obtained through extraordinary feats of arms, of arts and of achievements, where one truly shines in the path and destiny they seek to pursue, outmatching any other challenger. Titles of the Land His Imperial Majesty; Ghazan I Khubilai Kayama Zheng Her Imperial Consort; --- His Highness, Shogun of Yamashiro; Ghazan I Khubilai Kayama Zheng Her Majesty, Queen of Duken and Ilysari; Ishani I Athanas Alfansia de Rios Noctis His Majesty, King-Consort of Ilysari; Perise de Noctis His Excellency, Duke of Gravemont; Duke Ungern O’duul-Byrza Her Excellency, Daimyo of Gunsan; Yuna Kim Daimyo His Excellency, Baron of Gallowgrave; Oberon von Galgenfels His Lordship, Lord of Aeternum; Lord Desmond Annex-Morgenstern His Lordship, Lord of Aeternum; Lord Maars Annex-Morgenstern His Lordship, Dynast of Azai Lord Masanao Azai Her Ladyship, Lady of Azai Lady Mashi Azai-Anayama His Lordship, regent Dynast of Jien Lord Samurai Subukai Jien Her Ladyship, Matriarch of Jien Lady Siv Jien-Lahti His Lordship, Dynast of Ardugon Lord Rune Ardugon Her Ladyship, Matriarch of Ardugon Lady Lyra Ardugon Titles of Virtue Imperial Minister of Spirituality, Scholar of Wisdom His excellency, Xiao Xinping Imperial Minister of the Interior, Security and Peace His excellency, Masanao Azai Imperial Minister of the Exterior, Diplomacy and Trade His excellency, Yu Xiao Imperial Minister of the Navy, of the Grand Admiralty Her excellency, Yuna Kim Imperial Physician Lady Moon Maika Zheng Imperial Court Madō-shi [Court Mage] ---- Imperial Steward ---- Imperial Princes and Princesses His excellency, Ryuji Xuefeng Zheng ---- ---- ---- Master of Ceremony Ungern O’duul-Byrza Master of Shrines ---- Master of Trade ---- Imperial Master Engineer ---- Imperial Chief Architect ---- Keepers of the Sacred Tree ---- Matron Okasan of the Imperial Maidens Lady Tomitsuru Otoko-Galgenfels Imperial Handmaidens Lady Aika Narengawa Lady Tomitsuru Otoko Court Calligrapher ---- Court Poet ---- Court Sensei ---- Imperial Herald ---- Imperial Lawspeaker ---- Member of the Honored Order of the Red Garden Ghazan Zheng Oberon von Galgenfels Chung Jien Ungern O’duul-Byrza --- --- --- Titles of the Blade Taishogun, Grand Marshal of the Imperial Armies Oberon von Galgenfels Imperial Minister of the Navy, of the Grand Admiralty Her excellency, Yuna Kim Shikikan [Regional Commander] Subukai Jien, Commander of the righteous wall Bastien di’Oridan, Commander of Duken’s stalwart ---- ---- Master of the Hunt ---- Master of Horses ---- Master of Hawks ---- Master of Knights ---- The Five Great Generals The Dragon General ---- The Demon General ---- The Tiger General Chung Jien The Wolf General ---- The Raven General ---- The Honored Samurai [Knights] Leng Kui Yamada Nagamasa Saito Mamoru Bolatev Zhou Yasei Akuma Timothy Artorius ----- ----- ----- [Titles are subject to be added and filled as time passes. Anyone sworn unto the Emperor has a path to gain any of them, with little restriction] This system is to work hand in hand with the Clan/House System, found here and soon to be applied across the Imperial Federation. https://www.aethier.co.uk/IPS/index.php?/topic/45542-the-clan-system/
  2. 17 points
    It was a cold, sunless winter morning, and the silence of the grave lay above Jacobin's Retreat. A great imperial army, ten tousand strong, surrounded the city. It was composed of men and women with a myriad cultures and heritages, yet all worked together towards a common goal- To dismantle The Coalition once and forevermore, and erase what was left of the Lich's influence in Adelona. South of the city, General Jien commanded a flanking maneuver targeting the city's artillery, while the main force prepared an assault from the north, commanded by General Oberon. The tension that lay in the air was thick, and the men were hesitant. "It's quiet. Too quiet." Said a cannoneer. The city was empty, save for piles upon piles of corpses that lay strewn about everywhere, an aerial scout reported. "A civil war?" One of the commanders inquired, to which the general responded "No. They are waiting for us. Let us make some noise and wake them up." And when the call for fire came, the thunderous roars of the imperial cannons were overshadowed by the blowing of a horn from deep within the city. The sky darkened, and sun's light faded as it darkened above. And with it rose the many soldiers that lay dead upon the battlements, and the counterattack began. The Imperial Army's morale did not suffer, however- For the Black Sun was their symbol: An omen of victory and conquest. Trebutchets launched flaming projectiles and clustered ghouls alike upon the attackers- Destroying cannons and killing soldiers. The artillery, under the command of Daimyo Kim Yuna, was quick to target their warmachines and fire into the city with mortars, while the cannoneers tore a great gash in the northern wall. "BANZAI!" came the battlecries from the south, indicating that General Jien had also been successful in breaching the city from the south and destroying their artillery. And so, the great imperial army charged through the breach to take the city. Many were the traps and ambushes lying in wait for them inside the city, but the infantry broke through with a fist of iron and a resolve of steel, and the healers worked more quickly than the defenders could tear wounds. In the city's square, Jien's and Oberon's forces regrouped for a final assault upon the castle- Where a seasoned Dullahan and a posse of devious apparitions prepared to make the final stand. The empire's finest came prepared however, and these malevolent beings were dispatched once and for all, but not without losses. The battle was over when the Grand Marshall presented the city commander's weapon to the Emperor, and glory was theirs that day. All the shambling soldiers in and around Jacobin's Retreat were slain, every straggler hunted down. Their remains were ground down and made into fertilizer, and used to enrichen the soil of farms across the Empire. Result: Decisive Victory Casualties: Minimal Resulting Situation: Optimal Recommendations for the Guntai of the Generals: - Improve discipline of Imperial vassal banners - Improve cohesion and respect for chain of command between vassal banners - Continue research and development Attending Vassals: The Shogunate Angouléme Gravemont Ilysari Accolades: Valour and Bravery: Aeson Brodielonde, Yasei Akuma, Xiao Bartzabel, Cahir du Angouléme and his squadron, Jien Subukai, Lazaar Angros Honourable Sacrifice: Yasei Akuma, Xiao Yu Ingenuity: Bryce Quintus Merit of the Medicus: Zheng Maika, Co'win Battle DMd by @HeraldOfNurgle and @Phantom; Huge thanks to you guys!
  3. 16 points
    Within the skies of the realm, the glitz and glamour of the divines begin to flourish like golden wisps, blessing the new lands. But all the wisps appear to be going into a certain direction, toward the spirit isle, and a strange glow near the nexus waypoint begins to form... What could it possibly be, or better yet-where could it possibly lead? All that is known is that the presence is heavily divine in origin.
  4. 13 points
    An Overview Within this thread, once will find a quick summary and listing of the Empire's various bases, mindsets and policies, as well as connected links to pertinent content elsewhere in the forum group and the forums overall. The Empire and Religion A cosmopolitan superstate, the Empire applies a mindset similar to the real life Mongol Empire when it comes to culture and Religion. Although the Imperial Throne has voiced beliefs of it's own before on faith and beliefs, the Empire concretely applies a division of state between Ministries and Priesthoods. There is no official central promoted religion, and no vassal member state of the Imperial Federation is imposed religious measures or a unified faith. The Imperial Ministry of Spirituality and Shrines is tasked with the recording of faiths, the bankrolling of the various shrines and temples across the lands, and the stern watch for true malevolent heresies, such as unwarranted, excessive Necromantic Profanity or the tidal, dark waves of the Void. Under the Imperial Throne, all faiths prosper, so long as prosyletizing is forbidden and given faiths do not intrude into the domains of civilian government and high power, hindering the Imperial Creed of Ambition. Although some would be quick to denounce the Emperor as a scion of the Father, Magu, one would need to be reminded that the Father's will is that opportunity, change and ambition reign- a paradoxical opposite to centralized and dogmatic Church. The Empire and Law Made of a multitude of different states, the Empire and it's complex nobility system may at first appear to not bear any direct organized law- for it's regulation system is a mixture of local rites, autonomous policies and Imperial customs. As many are the peoples that make it's core, imposing one unified law upon this group would prove for the time being impractical to the burgeoning Empire, and as such, the Emperor devised a set of rituals that can prove direct solutions to contentions amongst the nobility, such as the rite of the Akai Yoroza, also known in the common tongue in a simplified manner as a Red Duel, ceremony of Honor during which House wars can be avoided. For crimes committed within the walls of the designated Imperial Metropolises [Yamashiro - Gunsan - Gravemont - ____ ], authority is shared between the Interior Ministry, tasked with national security, and local authorities. As for petty or local crimes in the Imperial Daimyos and Duchies, authority is usually left to local authorities, depending on the individuals involved, the crime and the context. The Empire and Nobility Developing a rich, interconnected system of Nobility, Honor, Power and Merit, the Empire promotes the growth and rise of anyone who deserves respect to positions ever higher. Unshackled by pure laws of blood inheritance in favor of strength, excellence and success, the Empire regularly hosts events referred to as "Imperial Examinations" to thoroughly test it's ministers and generals, ensuring that only the best in each sphere are elected to positions of virtue. The in-depth listings and rankings of the Imperial nobility are found in the Imperial System, and are bound by the previously linked base principles of the Imperial Creed, which is one of the only rulings expected by the Imperial Throne to be upheld by all states and rulerships within the Imperial Federation. The Empire includes within it's sphere a wealth of diverse countries and cultures, and is currently ruled from the heights of Yamashiro Castle by the Zheng Dynasty and it's founding monarch, Ghazan the First. The Empire and War Officially, the Eastern Empire maintains both a Ministry of the Exterior and a Ministry of War, the Guntai. Inherited from the Zheng Shogunate, these institutions have been globalized to the Empire as a whole, involving new positions, such as Master of Trade and Imperial Chief Engineer & Architect. The modern Imperial army is a union of many cultures, military mindsets and ways, yet united by a unified and common command core, ensuring cohesion between the many units that compose it. Within the Empire, the law of Merit is also extended to military brilliance, and every commander must prove their skills, brilliance and the defense of their men before being allowed into command. The Empire and the World Amongst the peoples of the world, the Zheng Empire sees most as worthy of civilized life and imperial protection circumstantially, with a few exceptions. Listed here are Imperial positions on a few issues, social groups and species; The Empire is open to: - Humanity - Elfkind - Dwarfkin - Syrien - Draconid - Vallah Diplomats - Most other sentient species - Shaman of most elements The Empire is open, after individual approval: - Orckind - Danakovites - Local Vallah - Kumiho and Fae - Magi - Shaman of Aisha The Empire proscribes: - Profane Necromancy - Void servants and influence - Goblins Imperial member states are free within reason to refuse within their own lands additional groups or contexts. These policies apply to Imperial city-centers.
  5. 13 points
    - Yeosin - Nectar of the Lotus “Foli” “Oracle of Change ” “Mistress of Desire” “The Mother” Holy Symbol A lavender lotus made of seven petals representing the vices of mortal kind. Six orbs flowing around the lotus, representing the ever changing nature of the world in which Yeosin resides. Holy Colors Lavender, Violet, Black and Gold Alignment CG NG LG CN TN LN CE NE LE Common Worshippers Merchants, Hedonists, Artists, Courtesans, Inventors, Outcasts. Domains Change, Opportunity, Hedonism, Desire, Revenge Sub-Domains Luxury, Obsession, Lies, Pain Holy Lands N/A Favored Objects Kunai, Alcohol, Money, Demi-Servants Seueum - The Hiss Seueum is the favored servant of Yeosin. Once a mortal of Aethius, she lived a peaceful life as a peasant of ancient Honji, growing up in the countryside and becoming the wife of a kind farmer, bearing two children to carry his name and caring for them with pride and dignity as any mother would. Her life was filled with love, but time changed her fate. The daimyo of her fief, growing ever bloated with the power he had inherited, turned to corruption to live even more lavishly than he had. In turn his people suffered, and as they starved and fell to the plagues and winters, so too did Seueum lose her husband and her children. In her sorrow and grief she found her anger, and it alone fueled her weakened body as she scoured the lands, using every means at her disposal to rally an army of starved peasants and bannerless knights. Entering the castle of the greedy daimyo disguised as a geisha, she seduced the daimyo before the night’s end, allowing the greedy ruler to invite her into his chambers. There, under the sheets of his bed, she drove a dagger in his heart and cried mournfully for the first time; not for the bloated man she killed, but for the loss of her children. The army she had gathered to free her people stormed the castle at her wails, and a new sun rose over the castle, captured by the heroine the widow had become in her selfish act. Yet, the story of Seueum was no fiction. It did not take long for word to reach the other fiefs, and an army was raised to bring the witch to justice for her crimes against the nobles. She was burned alive at the stake, abandoned by the ones who admired her out of fear they would be next. Her screams of rage pierced the veil, drawing Yeosin to tear her spirit into her world, binding Seueum to her service for all of eternity. Serving as the speaker of Yeosin’s will, Seueum is little more than a whisper in the shape of the woman she once was. A lilac corruption threads where she walks, wilting plants and causing stone to crumble as she saps the strength of everything she touches. When she speaks, all can hear her voice as its presence bores deep into the minds of all that bear witness to her empty shadow. Amsalja - The Blade Amsalja is a name many are taught not to whisper in the darkness or the presence of shadow over the land. It is a story elders tell their children to force their obedience, and unfortunate hunters are said to drunkenly shout only by the safety of their campfires before vanishing in the night, never to be seen again. He is given many names by those afraid to draw his ire; frail attempts to trick it when they speak ill of Amsalja’s deeds. A creeping figure dressed in darkness, its violet eyes the only feature those who have seen it will recall. Unblinking, it stares at its prey like a rabid dog waiting to strike. Little is known of Amsalja, only that it serves loyally as the blade that strikes down those who would oppose Yeosin’s will. Many stories tell of Amsalja’s origin; a noble who tortured their own people just to feel emotion, a butcher who cooked and ate his own children out of an interest in human meat, or a far more twisted creation of Yeosin’s own mind that had cut out of her skull to revel in the joys of slaughter in this world. It isn’t certain how Amsalja kills, only that the remains of its victims are ripped apart and dismembered violently as a rabid animal would, but are left uneaten by any such beasts. All that is known is that those who have seen him scarcely tell his tale, driven to suicide by their paranoia long before they can gain the courage to speak. Yeosin’s Doctrine "Chaos is change, and change is necessary" “Live your life through desire; do what you want, without inhibition.” “Trust neither god nor mortal. Everyone lies.” Mythos Before Yeosin bore her name as a goddess, she was a mere mortal in service of the divine. Those many eons ago, before the continents existed as they do now, three deities ruled over the mortal world. He who kept the Balance, She who guided the Arcane, and She who gifted Life watched from far above as their children grew, yet unaware of their presence and unwilling to acknowledge what they had been given. Yet among them was a woman, so loyal and grateful for the gift of her life that she followed it blindly, announcing to all the existence of their Mother. She, who had given life to the barren lands was worthy of their praise and devotion. Without hesitation, the young woman proudly took the mantle of priestess, spreading the good word of the gods wherever she walked. She roamed the lands, gathering those who followed as she did and taking them under her guidance. Together, they paid tribute to life in every way they could, knowing it to be something so precious. Yet even as the gods saw the bountiful world grow, they were not satisfied. The Balancekeeper was the first to speak; the mortals did not deserve the gift they had been given, and so they would take it away from them. The three began to scheme, creating another of their own to dirty his hands in their place. The bringer of Death set to work swiftly. With a turn of his scythe, the dark figure reaped what the gods had sown, unfeeling and purposefully taking the lives of the oldest beings. The mortals, seeing an end on their path for the first time turned on each other to try and prevent such a fate, but those acts brought only more death, as the gods had so desired. Darkened by blood, the peace of the world crumbled by the will of the gods, and the priestess who had only been thankful was made to watch as her realm succumbed to war and chaos. As the fields of fire and death approached her people from the eight directions, the priestess turned to the skies, and pleaded to the gods for mercy for the first time in her life. She placed herself between the maddened hordes of men, asking for the grace of the gods to end the destruction that had befallen them. But the gods remained silent, even as her pleas turned to screams. They did not speak, as the land upon which she stood was drowned in the blood of those she had taught of the kindness of the gods. Dying as the last follower of the giver of life would be her fate, burned on the pyre by the greed and fear of man. Betrayed by all, her spirit finally rejected the gods as her body burned to ash. So powerful was her rage and grief, that even death itself dared not take her soul. Forged by the flames of the evil that had burned the world, she carried the hatred of man into her body and drank from it. The more they would despise their makers, the more her spirit would grow, and before long she stood as an equal to those she had once worshipped. She saw them then, for what they really were; no different from her, and far less worthy. The Fifth of their kind, freed from their wicked desires knew her place in their world. The gods cared not for the mortals, and she would strike them down for their arrogance. They would know fear, hatred and despair as she had, now and forever more. Arrival at the Zheng (wip) Foli is seen as the divine ambassador to the spirits. Her rejection of the pantheon earned her a place within the Xiaoist faith of the zheng. It is said that Magu represents the father figure of the empire and Foli the mother. The fundamental beliefs entail that of personal improvement. To seek out and improve oneself is to better society as a whole. The pursuit of bettering oneself is only natural for mortals. Foli herself is seen as the perfect example of such beliefs, for a moral to ascend to godhood. Through our pain and our suffering we only learn and improve. With each mistake we learn, change and improve. Relations Despises the three gods that forsook her; bears deep hatred for the Lifegiver most of all. Disapproves and carries a cold hatred for the gods that came after her. Has a mutual understanding with the Spirits and Magu especially. Myths and Speculation . Among her most loyal followers, Yeosin is said to be noble and pure-hearted, carrying a kindness and love for mortals unseen by many. Worship Common Prayer Praying to Yeosin is a simple act- those who wish to speak to her open their eyes wide so they can see most clearly, covering their left eye with a flat hand and speak, either as loudly or as quietly as they can manage while still moving their lips. It is said that Yeosin prefers chanting; the act of repeating one’s wish over and over in a singing voice. Though not all always pray in this fashion, it is commonly seen when making an offering to Yeosin. Offerings The most common way to worship Foli is to make an offering. Anything can be offered, so long as it is burned until it is ash. Money is the most common offering, though good food and art is accepted all the same. It is said that everything that burns is claimed by Yeosin, and discarded if she doesn’t favour it. The more extravagant and unique the work, the more likely Yeosin is to answer the prayers of her worshipper. Art in Yeosin’s Name A practice most common in the artists, courtesans and craftsmen that worship Yeosin is to dedicate a piece of art in Yeosin’s name. Those who worship by creating often do so with the intent of capturing Yeosin in their work, striving for a perfection unrestrained by that of common sense. Many painters, writers and dancers dedicate their most puzzling works to Yeosin, claiming them to be their muse. The most famous of these works are known to invoke strange, often primal feelings in those who watch them, and it is said these are the only works that are completed and loved by Yeosin. Artists feel encouraged to strive to be bold and different, striking out with new ideas to represent the ever changing nature of the world. For a great many artisans however, their attempts at capturing Yeosin’s heart often drive them towards obsession and madness, and those less approving of Yeosin’s teachings shun the practice as a dangerous path with no end in sight. Symbols There are three symbols most common to the worship of Yeosin; the Lotus, the Eye, and the Kris. The lotus is most commonly used to symbolize Yeosin’s extravagance and beauty. Sacraments(WIP) Initiation Marriage Burial Rites Traditions(WIP) Holidays Seueum day’s - Seueum’s day celebrates the overcoming of great odds and positive changes in the world. Celebrated by performing plays of the story of Seueum and other tales of personal victories where heroes overcome great odds. Amsalja On the day of Amsalja, people stay indoors, leaving offerings to the demi-servant at the gates of their towns and cities. It is a day on which the terror Amsalja strikes in the hearts of the people is on display, as it is said to be the only time Yeosin frees Amsalja to hunt as it pleases. The Pale Mare -
  6. 12 points
    ❖ Imperial Applicants ❖ Results ❖ Master of Trade ❖ @Rhazort For the position of IMPERIAL MASTER OF TRADE, the Imperial Throne has chosen to nominate the thrifty DRAGAN ZIEBOG, Navy Captain. This assignment will endure until death, dishonor or until determined otherwise by the Imperial Throne. ❖ Master of Shrines ❖ @Boog For the position of IMPERIAL MASTER OF SHRINES, the Imperial Throne has chosen to nominate the honorable XIAO BARTZABEL, Samurai. This assignment will endure until death, dishonor or until determined otherwise by the Imperial Throne. The Imperial Throne additionally recommends the new Master of Shrines take under their wing the dryad applicant known as ENJI, to learn and help in their functions. ❖ Court Calligrapher ❖ @Tree For the position of IMPERIAL COURT CALLIGRAPHER, the Imperial Throne has chosen to nominate the studious AESON BRODIELONDE, Noble Lord. This assignment will endure until death, dishonor or until determined otherwise by the Imperial Throne. ❖ Court Poet ❖ @Ponypepper For the position of IMPERIAL COURT ARTIST-POET, the Imperial Throne has chosen to nominate the talented GENEVIÈVE D'ANGOULÊME, Noble Lady. This assignment will endure until death, dishonor or until determined otherwise by the Imperial Throne. ❖ Imperial Herald ❖ @Xedior For the position of IMPERIAL HERALD, the Imperial Throne has chosen to nominate the gregarious AURELIUS DE ROSARIO, Noble son. This assignment will endure until death, dishonor or until determined otherwise by the Imperial Throne. ❖ Master of Knights ❖ The Imperial Throne has decided to maintain this position VACANT for the time being. Existing applications remain valid, and this position will instead be bundled in the 3rd Imperial Examinations with other military positions, for ease of practice and to obtain a bigger pool of applicants. This is an administrative decision, which is unrelated to existing candidatures. ❖ Master of Horses ❖ @JKB22 For the position of MASTER OF HORSES, the Imperial Throne has chosen to nominate the hardworking LENG KUI, Samurai. This assignment will endure until death, dishonor or until determined otherwise by the Imperial Throne. All positions assigned are asked to present themselves when possible to the Emperor's hold in Yamashiro Castle, for further discussions and explanations on what is to come. The Imperial Throne would like to thank all applicants, and would like to celebrate all of their performances, expertises and outstanding achievements. We hope to see more of such in the coming times and the Empire's great prosperity.
  7. 11 points
    The greatsword makes a scraping noise as it slides into the top of hill. The bloodied man, with wounds covering him from head to toe smiles as he sighs and kneels down. Impaled into his back, five more weapons pronounce from his form, as his Segmentata was all but ruined plates and tatters. His skirt ripped and stained a darker red then that of his homelands color, he removes his helmet from his head, placing it to the side. As he gazes upon the cloudy sky, around him, stabbed deeply into the dirt lay millions of armaments, from swords to halberds and from axes to arrows the dried wastes stretch as far as the eye can see, filled with weapons of war. Each weapon carried with it a story and a motive he remembered vividly as he was forced to end their lives. A bandit lord dipping their toes into the magics of an ancient darkwell, killing the leader of an entire legion of his own people because of the dark weapon granted by foreign beings not of creations realm..each tempted by fate, desperation..and learning the truth of ones humanity. He did all of this, killed all of these people in the name of the gods themselves, and called it just. For who were the gods, if not the judges of everything that exists? . . . Vittalion Aramis Maximus was born a free womans son, a middle class of the first aestatian republic. Two cycles from our present, yet upon the same timeline of which the Heilig empire sprawled across Aversia. The son of a merchant woman, Vittalion grew up under the era of auspicious stars; for this was when the star of Aestas, that which the land Aestatia is named after, fell from the sky and disappeared upon his day of his birth. His mother was named Aria and was apparently known to be blessed with incredible beauty and intellect, and his father a strange, mysterious man of whom he only found the name of much later. His uneventful childhood was lead by the tutelage of a veteran, for his mother desired to see her son fight for his home and the greater world to protect it from evil, inspired by the deeds of his father before him. Despite this sudden change in lifestyle from what he was used to, when he was ten years of age it became quickly apparent that Vittalion had prowess and strength far beyond that of a normal boy, or even a man. A notion which spread like wildfire through his teenage years as he worked his way through soldiering. As he finalized his training at the age of sixteen by doing a pilgrimage to the shrine of the timekeeper, a place which lay at the summit of the tallest mountain in Aestatia, there he would find the end of his time on the mortal plane as a supposed mortal man. As he prayed for the timekeepers protection against age, he found himself in a different place. A land of marble pillars, with beings at a height taller then the largest buildings in the capital. Around him, these giants of power far beyond his imagination spoke in a resounding voice. They declared to him that he was a chosen of the gods, a being unique to this age, one that could save everything if it worked. He was a Demigod, a man born from the blood of a human woman and one of the pantheon. So many thoughts raced through the young boys mind about his true origins, though they seemed to be patient with him as he asked countless questions, many relating to what powers he may wield because of this, and if he could somehow use them to protect not only his homeland, but everyone in the world. During this conversation, he learned that his true father was not a regular man, but the All-Father of the pantheon itself, Vassas. He was born a man unlike any other-given powers even a demi-servant could not possibly hope to match. Upon seeing his creation grow into such a man, Vassas gladly awakened the dormant powers hidden within Vittalion, stating that he was the only one worth to carry the title champion of the pantheon. Armed with such knowledge and newfound strength, he gladly chose the life of a guardian to the people of the multiverse when it was offered to him, even if he would never know the faces of most past a glance. He was made for this, and now he would serve the greater calling that reached out to him. The people of the realms rejoiced at the miracle that now lay in their hands when the heavens opened to reveal their herald, giving them a supposed eternity of peace and prosperity. But miracles don't last forever. Fifty years after becoming the champion of the Pantheon, Vittalion returned home to visit his mother, whom he hadn't seen since that fateful day. Happiness on his face, and tears rolling from his eyes the man that was once but a child found his old home on the wayside road within the capital of the republic..but all that was left there was despair and hopelessness. Fresh on her face, a look of terror pervaded Aria, as she lay dead in a pool of her own fresh blood and her chest carved out in the symbol of the goddess of chaos. The violet wisps that exited the wounds laughed at his reaction and tears, which soon gave it away that this murder wasn't by a normal cultist or crazed maniac, but the divine of chaos herself. In a storm of grief and anger, Vittalion ran from the site of his desecrated home and returned to the seat of his father, demanding to know why that, in his all seeing power, he could not stop his mothers death. Despite his cold and unflinching stature which he is often known for, there was a terrible sadness that never again would form upon his face as he spoke to his son, and admitted the only two weaknesses he ever would possess. Aria, his mother, a link to mortalkind which could serve as the only way to prevent him from making decisions he believed was right..and her. One was for love, the other because only she possessed the power to evade his all seeing eyes. Vittalion despite his fathers clear sorrow, did not relent. His anger and his rage fueled from this invincible figure he called his father to be so weak as to be unable to see a half mortal girl in his vision resulted in the murder of their loved one. Vittalion was soon forced from the chamber by his father after a heated exchange of words, and for hundreds of years more Vittalion served, but remained infinitely at odds with him. The sept this rift opened, it can be said this seed lead to his eventual fall from grace. The entity known presently as the void began to whisper to him while he slept after that, trailing at the edges of his mind just enough to slowly and excruciatingly make him change his views without marring his memories of which he held so dear. It fed on his doubt, and exhausted him over eras. It was not long after the sixtieth era of his purpose before he began to seek something more than himself. He had a longing for a family, and a wife, one to fill the void lost by his fathers poor protection and loss of true family since that fateful sept. . . . It was another decade before he found a woman named Anastasia who was serving as a tavern wench down on her luck, whom he quickly chatted up, betrothed and fell for beyond that which he thought was possible for someone of his stature. They spoke and laughed and dance together on countless nights, and he told her of his life and the terrors he was forced to face down every sept. Instead of running, like many whom he had tried and failed with before, she accepted him for who he was, but she had sympathy beyond just that. His life had enough terror and pain in her eyes-it was time for him to settle down, start a family if he wanted to. Sixty Eras was long enough to serve anyone, even the gods themselves. Though she was a religious woman, like anyone at the time, a strange black envy began to pull at her mind, making her desire to see him and drift away from anyone who posed a threat to her love with him. The influence of the void that racked his mind pulled him toward this lethargic state as well, and so he requested from the pantheon, the first time he had done so since his inception, to be released from his services and immortality, and to live out his days with his soon-to-be wife. Appalled by his sudden shift in behavior from his diligent son, Vassas and the rest of the pantheon declined, for it was him who prevented the inner worlds from falling to anarchy, and they had not a replacement for one of his stature. In addition, it was made clear that links to mortals was only weakness in cases such as these, as Vassas had shown him so long ago. Before he let his rage overcome his form, he requested to meet with the ever merciful goddess of life, Arvora. In all respects, she had attempted to become his mother figure since the passing of his first, and so in his last vestiges of sanity attempted to cling to her for a false hope he thought would set him free. When Arvora declined to go against the will of the pantheon, she stated the same reasons as when she had originally agreed with his father. The worlds needed him-they needed a guardian..and there was simply no-one better. Vittalion stormed from the room of his so-called mother figure, condemning her in his yelling as tears streamed from his face. She was disappointed in this, but understood that despite his anger, it should have been for the best. Should have been, had something else not had other plans. Returning home in anger from their judgement, the whispers grew in strength and addled at his mind. Anger toward his father, anger toward the gods injustice toward his desires, and most importantly, anger that he could not be with the person he loved until they both peacefully passed away. When he told his wife the judgement of the gods, he saw in her a dark rage that was far beyond her character, which wailed about the wrongdoings of the gods and how they kept him chained to their will purely so that she could be cursed to a life of despair and loneliness. In his tampered mind, she was right about it all. He was just a tool, one that the gods used and took advantage of as they pleased without remorse or care. Though inevitably afterwards she relented on her condition and agreed to marry him regardless of what had happened, his work continued for another ten tsels. Every time he struck down another enemy of the pantheon, his doubt only grew..and so did the whispers. Every fiber in his being eventually screamed that he was just fulfilling a will not his own, and that he should fight back against his creators..and most importantly, his father, so that he could live the life he so desperately desired. The last mortal weapon used by his hand dug into the dirt before him. As he returned home from another day of endless protections, he found the house in a strange, cloudy and slime-like mess. Every piece of it was covered by a strange layer of muck that drained the very divine energies from his body. He was repusled, scared-and most importantly, terrified of the possible status of his wife. His eyes searched the twisting room desperately..and in the corner of the house, hidden away from the windows and moonlight of Ombra, his wife awaited in a chair with open arms. The Muck that covered the home seemed to create a pocket for her to stay, not harming or approaching her seemingly as if she herself controlled its very will. A small shrine to a foreign being was hastily created where the small pantheistic shrine was before, and his wife spoke to him in a clear and happy fashion that he hadn't seen in a long time. The walls, despite the muck were covers in stains of blood and scratch marks, and messages written in the ink of madness scrawled over the home. He soon looked to his wife once again, asking what the meaning of this strange..thing, was. She responded joyfully, as her mind had finally been overtaken by the truth of the darkness beyond the veil. "You have a guest, my love. One that promises to finally set you free." And for the first time since creation split into pieces, Absence spoke.
  8. 10 points
    Because of the scale of the next update that has been planned within the team, we feel it necessary to inform the community of the changes coming to a few of the systems that affect quite a few people. For the sake of simplicity and helping to make other systems easier to understand, as well as streamline and make applications vastly easier for both the player and the applicator. These changes will be rolling out at the end of June, and will affect pretty much everyone who has characters within the mana category. These changes and the scale of changes will vary depending on the system, but magic will be the most affected. One of the biggest changes that will be universally effecting mana is costs. Feyspeak, runesmithing and Magic will all have their values changed and compressed, though this is primarily just for magic. While the final numbers for how much you will have are not finished, the costs and new format for spells, runes and incantations are. You will have to reapply for all of your spells across all platforms which is obnoxious and we know such, but we are giving you the format and spell costs for scaling now so you can work on it over the month instead of suddenly losing all progression. We think it feels like a good way to do it. A change to note for magic and runesmithing in advance, planes and space have merged; Chronomancy has been removed as a discipline, as its just alteration with clock flavor, barring a few circumstances. While it seemed like a good idea, we just have too many issues with it to continue. Golemancy is being removed as a discipline and will become core. The new disciplines are as follows; Deciding Costs 5 - Powerful: Heroic Spirits, Possibly Lethal, Large Scale, etc. 4 - Strong: Teleport, Summon Creature, Mana Clone, etc. 3 - Average: Fireball, Probe, Binding etc. 2 - Lesser: Telekinesis, Blink, Shield, etc. 1 - Cantrips: Magelight, Move Elements, Arcane Eye, etc. Runesmithing: Name: The name of the rune. Mana: How much mana the rune costs to make. Disciplines: All elements the rune is composed of. A rune may have at max three different elements. Activation: How the rune is activated. Cast Time: How long it takes until the rune activates after its activation requirement is met. Duration: How long the rune lasts once activated. Range: How far the rune's effects can reach once activated. Effect: The details of how the rune’s effects work. This includes its range if it has one as well as its intensity, etc. Magic: Name: The name of the spell. Mana: How much the spell costs. This is where if a spell would be able to be used over multiple turns or other extra costs would also be stated. Disciplines: Which branch(es) of magic does the spell use? Concentration: How much concentration the spell needs to be cast. Cast Time: The shortest amount of time the spell can be cast. Duration: How long the effects of magical effects of the spell remains after its cast. If the effects are permanent, but the magic fades, thus making it not able to be unweavable or counterable, then state the limit. Range: How far the spell can affect past the caster. Effect: What the spell does. Feyspeak: Name: Name of Incantation, These are the words spoken to cast the spell Mana: How much mana it costs to use the ability. Archfey: [Spring, Summer..] Concentration: How much concentration the spell needs to be cast. Cast Time: How long it takes to say the incantation. Duration: How long the incantation lasts for Range: How far the incantation reaches Effect: What the incantation does.
  9. 9 points
    The deep run expands with a host of new updates, and more! Deep Run Releases; The Judicariate of Mignuhm has been discovered in the dwarf run below, and the Legend about them released to the world above! Landmarks; The Dwarfrun turns itself on once again.. Animals; The Moline burrow their way to the surface. Mites infest the deep run, unique in nature but ever hungry and growing in number. Event Monsters; The Mechanical Hydra cries out! Tracatori begin to emerge, stalking the deep run. The Puyltr finally open their eyes. The Baonus crawl from the depths! The Kitol fly through the caves! Event Races; The Chulduri chitter from the magma. Plants; Dreaming Lily. Mechanized Flytrap. Glammori. Flint Moss. Stones; Deep Crystals. Non-Deep Run Releases; The Matriarch stings through the competition! The Dagon sneaks through the shadows. The Waters of Salvation appear! The Bogs of Arkolos spread their dread. Deaths Euphoria spreads from the fungal biome, and the deep run itself.. True Ice begins to form, perhaps a result of Eldredlars influence or something else.. Biomancy and Sanguimancy have been split, and Profane Sanguimancy has been established. Dragon Related; The Elder Dragons Hurzava and Ezikia awaken! The Demons have corrupted the Danakov, making them begin to mutate, and lose their draconian ancestry..[Players who already have Danakov can choose to adopt the new form, or remain legacy in Aesthetic only.] Yet the Dragons soon after revive their old pets who once died out from a cataclysmic event. Speaking their own primordial language, the Draxgar appear! With the entrance of the new Elders, some new materials appear because of their power, such as Jenium and Durum. Last but not least, the Primordial dragons now have unleashed their Dragonmarked into the world with a while new system, far more similar to shamanism due to its ties with Shakti, the spiritual energies of the earth.
  10. 8 points
    https://docs.google.com/spreadsheets/d/1fAHt6AujyxJx6U_fxk9fOUvVdgVDMkYGGN2n4N2Kmc8/edit#gid=0 With the following spreadsheet for 2 vs 2's and 3 vs 3's released, starting this week we will be beginning the 2 v 2's. IF your character is in another circumstance, such as dead and cannot attend, please PM @Tree or Tree#5946 to let them know; Otherwise, over the course of this week, weekend and next week, the 2 vs 2's will take place by player initiative, starting tomorrow. Prizes for the winners of the brackets, overall bracket and grand prizes will be up very soon! Please let @Kyle13222 or @Tree know the results of your match when it is finished. 2 v 2's are until YIELD, though death is optional by technicality of them refusing to yield. Being knocked unconscious also counts as auto yielding in this case. Because of wibbly wobbly timezones, we are trusting you with this to arrange against your opponents and with your teammates, and don't forget, anyone can go and watch it happen live when it does by using /warp event. If you need the rules of the Mundane bracket, they are simple; All magical, divine or otherwise abilities are suppressed. Holy relics, etc also do not work. One designated magic item per character of their choice [NOT artifact] is allowed.
  11. 8 points
    Fliers waive across the realm, put up by criers who seem as if they had seen the Gods themselves. They cry out in fervor as they also post them across every board in every part of town. "The great God of Adventure, and the whole of the Pantheon invite you, from across them Multiverse-to come to the grand Banquet of the Gods. Within this banquet lies games, gambling, activities, and the best show across the infinite. The divine blessed pitched in heavy competition against one another in a series of activities created by the Pantheon to test their mettle. Not to mention, anyone can enter and participate!" On the bottom of the Fliers, the holy Symbol of Oklamat radiates divine power..and below are a list of the activities to sign up in. ------------------------------------------------------------------------------------------------ OOC: Hey everyone! The first campaign arc is close to starting, and so signups naturally will follow suit, as the Banquet of the gods is the first, peaceful tournament arc to grace us before the real damage starts to get done. The tournament itself will take place in three stages, starting with the Mundane where anyone can join, the Magical bracket which is everybody with a special trait barring profane or divinity, and then the divine bracket for those with divinity. The top 3 of each of the first 2 brackets will also be able to participate in the divine bracket, if they are not blessed themselves. IF a blessed takes one of the top 3 spots, then the 4th place will take such a spot for them, etc, but they will still be able to participate. The first bracket signups are below for the following five activities that will be taking place. Each comes with a point allotment that will count toward the prizes for all those categories, and the total tournament itself. Prizes are to be revealed later on, but I can assure you they are just as gaudy as the god of adventure himself. All details will be discussed in game when the schedules are released, but the TL;DR's are all there. Keep in mind you can apply for as many of these as you so desire! Mundane (Allows all Participants); [170 Pts Total.] (Combat) CRP (2 v 2, One Magic Item Allowed.) [15 Pts for winners, 10 Pts for second, 5 Pts for third.] CRP (3 v 3, Protect Objective, One Magic Item Allowed.) [15 Pts for winners, 10 Pts for second, 5 Pts for third.] Hunger games (FFA) [25 Pts for winner, 15 Pts for second, 10 Pts for third.] (Non-Combat) Riddles and Puzzles Solo [15 Pts for top 3, 4-5th place 10 Pts, 6-10th 5 Pts.] Escape Room Puzzle, groups of 3. [Winners 15 Pts, 10 Pts for second, 5 Pts for third.] Username: Character Name: Which Activity(s) In the Mundane Bracket: SIGNUPS CLOSE ON THE 16th
  12. 7 points
  13. 7 points
    The Imperial Throne is absolute. --- All shall be judged by Merit alone. --- All peoples shall be equal under the Divine Mandate. --- All peoples shall compete and cooperate to prosperity unhindered, for in Change lies inevitability. - The Founding Creed Lo and behold, the Empire. A Federation of Nations of Adelona, bound together by the laboring of it's founding Emperor, and by a common desire for prosperity, wealth, peace and power. This Zheng Empire seeks not the cultural assimilation, brutal repression or unjust treatment of it's members, but merely for mutual advancement and protection. Born of willing participants and a multitude of cultural Kingdoms, the Dukes, Lords, Daimyos and Monarchs of the Empire apply not hierarchy upon one another, but only loyalty and fealty to the Imperial Throne itself, and it's holder. Betwixt the multicultural ranks of the Empire, there is but one request, one metric by which the might and respect one may obtain positions of power, no matter how wealthy their family or how purple their blood. Merit. This Meritocratic state of feudal lords ensures as such that all Lords and Ladies will obtain the just reward of their labor, and this beneath the sanctified gaze of the Mandate of Heaven's bearer. Right to Rule is to be determined by it's members upon their own demesnes, and military commanderies awarded regardless of cultural background, but based on strategical prowess. Amongst the Empire rests the wise, whomst have long understood that the true Heavens lay amongst the planar elements, and not in the hands of the squabbling Deities- yet also are found amongst the Empire's ranks some faithful of many Divines; for the Zheng Empire sees all as Equals beneath the Divine Mandate, so long as the authority of the Imperial Throne is paid in respect and service. Forever in remembrance of Honji's inexorable decay beneath the everliving empress, and of the stories of many past imperial ventures which inevitably saw a Golden Age and a subsequent downfall, the Zheng Empire will forever remain an arbiter of change and evolution; for the disgraced of today may yet become the magnates of tomorrow. It is within the history of Ancestors, Clans and Families that the brightest examples of such exist; a proof that history is not to be dogmatically followed as sacrosanct, but used to inspire and teach the generations that follow. For even once upon a time, the sacred Emperor himself was but a mere bandit of low birth; a fact that the Eastern Empire would not seek to hide to history, and is a proof of the true potential of Man. Although the cultures and customs of the Empire's united parts area many, two base sacrosanct values serve to determine worth and value within it's societies, promulgated by the Imperial Throne. On one part, all amongst the imperial circles are expected to be elected, chosen or named to positions of administrative and military authority by Merit alone. The stability of the nation's foundational pillars depend on it, for many and great are the stories of the downfall of kingdoms due to incompetence or madness. From guard captains to Generals and Ministers, on is expected to outdo themselves in both skill and dedication to their function, or bring dishonor upon their name and blood. This code of merit is seconded not by an honor of words and traditions, but by an honor of courage. Although the wise and learned are one step closer to success, only one's dedication and courage hangs in the balance of fate when faced with insurmountable odds. As strict is the ancient Hanese tradition of Dynastic pride and seppuku, it remains a powerful means to demonstrate how dangerous cowardice, cravenly behaviors and laxity can be to a growing and prospering state. Within the Zheng Empire, one can expect aid and support in their endeavors, so long as they remain focused forwards, never hesitating, looking back or questioning their own potential. There is no place, no future for the Cowardly, even in the face of certain death. Of Blood and Kin The adulation of Merit does not however mean the abandonment of Family. As kin of blood has and always will be a sacred thing, it's purpose evolves amongst imperial society. From a group one could before name into positions of power in a basis of trust, the dynasty now becomes a pillar of prestige and reputation one must preserve. From the most humble of farmer households to the Imperial Dynasty itself, the achievements of one of its members becomes a source of pride and honor for the bloodline; one to inspire other members to follow in the same footsteps, from the lowest to the highest ranks. On the flip side, a Lord who would be found abusing his power to bestow statuses upon those verily inexperienced or incompetent will find only disdain and dishonor.
  14. 6 points
    THEMATIC "A samurai chooses to serve a master and does it out of respect and love, not because they are forced. Service to them is not demeaning; service is an expression of their prowess and their pride; they serve because only they are strong enough to serve with such flawless perfection and such consummate ability. It is a source of pride to them." - Alexei Maxim Russell The Zheng Shogunate; it's blood ties of the warrior runs deep, at the first bedrock layers of Honji, where the concepts of the warrior is indeed strong. Bushido in its essence is a creed, a code, chivalry if one must put it simply. It encompasses every aspect of what a warrior within the Shogunate must behave- for they are a step above any normal citizen. When a Samurai takes upon Bushido, it is not some code that can be simply cast aside at earliest convenience, it stays with the Samurai until death or otherwise. If a Samurai must chose Bushido or their loved one, they shall chose Bushido- if a Samurai must chose Bushido or life, they shall chose Bushido. For Bushido is the path to the true power of the Vaya, for each virtue means strength and philosophy to the soul. In essence, there FIVE virtues that Bushido encompasses, which shall be discussed below. A Samurai, in simple overview, is a Knight-Warrior that takes upon the code of Bushido in initiation before serving their specific Daiymo or family Clan. They act as their own independent entities of these Clans, sometimes only taking on personal colors or sometimes more extensively personal Uniforms. During times of war, they will serve under their Daiymo, however above them one of the FIVE GENERALS that take on a virtue and excel in such prowess. If a Samurai does not show the virtues of Bushido, they may be stripped of the title and exiled from the Military and sometimes the Shogunate entirely. This could be for a number of reasons. THE DRAGON THE DEMON THE TIGER THE WOLF THE RAVEN Strength It takes strength to fight against the enemy, and enforce the Mandate of Heaven against those who wish it null. Violence It takes violence and the ability to enact it to ensure the enemy of the Shogunate face overwhelming force.. Courage It takes courage of both mind and body to face against odds most deadly; and to live life to its fullest. Loyalty It takes loyalty to see the fight through, and have compassion and love to one's home. Loyalty to the Empire, and family. Cunning It takes cunning to fight against those who wield pen and not sword. For they are equally dangerous. One may notice that each of these virtues are also the titles of 5 generals in the Zheng; this is no mistake. Each general takes up a certain virtue and maximizes upon it- so that each General has strengths and weaknesses that balance out the other- reaching harmony in the Art of War and its application. For the Samurai him or herself, they may chose to follow each of these virtues equally- for this is the true essence of Bushido. However, one must ensure themselves disciplined, accountable- or else face slight that may result in their doom. For breaking these virtues, such as cowardice or fatigue, will have dire consequences. The answer you seek is indeed simple; easier said than done. They must first enlist as an Ashigaru or be elected by their Daiymo; then, they will endure several tests and observations from Zheng Military Command to ensure that they deserve the title. After these rigors are complete, the Ashigaru is either send by messenger or directed by an Officer to the Emperor himself. The Emperor must approve of it final in all cases, and from then through ceremony will he be granted the title of Samurai. This is not the end however, for a Samurai may strive to be an Officer himself; or something far more greater. Perhaps you will earn one of the five titles of General, perhaps you will become a General remembered through the history of the Zheng.
  15. 6 points
    The Riovanni bloodline is something kept close and in high regard within the Riovanni territories. While it is not a strict hierarchy, the older generations are commonly held in a higher regard, better respected, and all around more experienced. Blood Progenitor: Alastar Riovanni First Generation: Airen Riovanni Second Generation: Orias Sinclair Third Generation: This will continue to be updated as characters are solidified.
  16. 6 points
    Standard Fire Description: Fire is abundant among the common folk of the world as it is a source of heat, light and part of daily life. Mechanics: Standard real life fire mechanics and degrees of effect. Dragonfire Description: Dragonfire is hotter than normal fire, and it’s color is a vermillion red. Dragonfire is limited directly to the dragon of Rohana, or other dragons that breathe fire similar to her. Mechanics: Only typically able to be made by Rohana. Hotter than normal fire, capable of having burn levels that would be normally induced by regular fire up by one degree. Can melt through structures if concentrated on one area for a long amount of time. Capable of melting Cindium after a couple turns. May be put out by mundane means. Hellfire Description: Hellfire is hotter than dragonfire and appears to be a sickly green in coloration. Hellfire is sticky and can stick to surfaces that would otherwise be spread to, causing its spreadability to be much lower than that of other types of fire. Mechanics: Hotter than dragonfire. Only able to be made by demons and their fiends or branded. Hellfire can only be put out by holy water until it has died down, then it may be put out mundanely. Limited spread, Hellfire is sticky and therefore sticks to where it lands rather than naturally spreading. Hurts the divine by an extra level of burn. Holy Fire Description: Holy Fire is limited exclusively to the divines, more in specific, to the deity Sol. Sol is the only divine who can create holy fire, whereas Domm is capable of manipulating this fire or other fires, he cannot create it. Holy fire is a bright golden color. Mechanics: Capable of regular degrees of natural fire, however is the hottest type of fire possible, outranging all of its predecessors. Capable of rendering things to ash. Extremely effective against profane and cursed entities, drastically upping the severity of the fire that would otherwise be cooler to non-profane entities. Cancels out all other forms of fire. Can only be put out with holy water while it is still active, but otherwise once it has died down may be put out by mundane means.
  17. 5 points
    The Duchy of Valdier O V E R V I E W The Duchy of Valdier was created by Lola du Faucon after wishing to reinstate the legacy of House du Faucon while also forging the path for a new, independent land that celebrated art and Valois culture, as well as a pragmatic, harsh doctrine of self-preservation and achieving that which you desire. Etiquette and Provisionalism are upheld vigorously throughout the classes and a sense of realistic opportunism is championed from the lowest farmer to the highest artist as a shared belief amongst the Citizens of Valdier. P A S T L E G A C Y : H O U S E D U F A U C O N The House of du Faucon was created by Sigfrid du Faucon when he established the County of Fortvoie in the third-realm. Fortvoie was a small County to the East of Vikerne and the Duchy of Heimat. Located along the long beaches of the central sea, it’s climate was warm and temperate, similar to the climates of real-world southern France. It was a valley rich in soils and resources, where the culture of wine and other crops promised bountiful harvests that cultivated a strong wealth for the Nobles there. The Marquis of Fortvoie ruled the land alongside the table of Ten Knights. This image of chivalrous and glorified knighthood created the idea of a Realm of fantasy, prosperity and righteousness. It was no surprise to other nations that Fortvoie fell after Sigrid’s son - Kaladin du Faucon was unable to hold his own against the Empire and various traitors who turned against the unrealistic idealism that the County stood for. Lola du Faucon, with the creation of the new Duchy of Valdier, has broken from this idea of the Faucon legacy, wishing to not condone such idealism in the House of Valdier. T H E C H Â T E A U D E V A L D I E R The Château de Valdier, or ‘The Chateau’ as it is more commonly referred to by its inhabitants, is considered the crown jewel of the Duchy. The exuberant and glamorous palace acts as a symbol of wealth and desire for the serfs and Nobility alike. The gold interior of the Chateau is said to be unlike any other Palace - greatly dividing the opinions of visitors; some seeing it as wasteful or excessive and others seeing it as opulent, luxurious and grandiose. Either way it is a great talking point amongst visitors and the common folk of the land, serving as thankless publicity for the Chateau and its message of Aspiration. The Architecture of the Chateau in today's standards would be a mix between French-Baroque and Russian styles with the interior also mirroring such high standards. High ceilings and expansive rooms are laced with gold embellishments, crystal chandeliers and ceiling murals that have never been seen on such a scale before in Aversia. The Chateau is publicly known to have an art and sculpture gallery, a luxurious ballroom, an exclusive orchestra, a tower dedicated to servant staff and even a large Opera theatre on the top floor. The Chateau and the Duchy enjoy the comfortable climate of the southernmost tip of Ardemon. Despite being upon the Northern continent, the climate of the Duchy is almost on par with the temperate and benign weather of regions to the south. It’s expansive grasslands are uninterrupted and perfect for the pastures of animal farmland that surround the Chateau, bringing in bountiful harvests for its inaugural year. Along the southern coast of the Duchy is also a favoured place for game hunting when it is in season, the area entirely secluded and a haven for the refreshing sea breeze to revitalise those standing on the steep cliffs above the ocean’s edge. In the hottest of menses the children of Valdier, peasants and nobles alike, can be seen launching themselves from the cliffs into the salty water below, spending the bright evenings in prosperous merriment all at the encouragement of the Duchess. In the colder times the air is crisp and invigorating with a chilled sharpness taking over in the evenings, a time for art and reflection next to the warmth of a glowing fireplace. C L A S S E S A N D C U L T U R E There are two distinct tiers of livelihood within the Duchy. Those that are considered of a Noble lineage, finer upbringing and class, and those that are workers, born low but with a desire to rise with hard work, respect and tact. Nobility and Artists Within the glamour and exuberance of the Chateau Nobles are encouraged to discuss diplomacy, art and philosophy. Artists are offered great respect within the Chateau and the Duchess is appreciative of all forms ; Music, Painting, Theatre, Fashion and Architecture to name a few. So much so, that if an Artist’s talent is of a high enough level, whether they be of noble or common birth, the Duchess will bestow upon them residency within the palace. They shall pay nothing towards their livelihood expenses, shall dine and live alongside the nobility, and will be given the resources they need to further exercise and expand their great talent. It is because of this that the Chateau has become a hub of talented artists with a wealth of opportunities for those wishing to achieve more. Commonfolk Farmers Making most of the fertile, expansive plains around the Chateau, the Duchy boasts an expanding farmland that specialises in animal farming and slaughter, wheat and potato fields and the training and dressage of horses. When seen around the mines or marketplace, they seem stoic yet content. A doctrine of respect is given both ways between the workers and the nobility. In return for their service and work on the lands, the common folk are offered many advantages in exchange. They are explicitly allowed to consume all that they desire from the crops or animals they work upon- as such, hunger amongst the commoners is nonexistent. They are also firm believers of the Duchy’s doctrine with regards to bettering their position and achieving that which they desire. Should they work-hard, develop useful skills and prove themselves to the Duchess or her nobility, they will be granted the chance to rise in the world and better their position. This sense of desire and opportunity within the commonfolk is abundant and it is this ideology that encourages them to harbour a respect for the nobles that grant them this option; the freedom to aspiration, and the stage on which to prove themselves worthy, R E L I G I O N Despite the heavy religious tendencies of the old Faucon house, the Duchy of Valdier exhibits no affiliation or worship of any of the Divine. It’s citizens are often agnostic or atheist themselves but are still free to worship should they desire to, a public church situated in front of the Chateau for any believers of the Pantheon. Higher Nobles within the Duchy believe that ardent and Devout worship, no matter what the God, often exposes one to intense hatred or can blind them into stupid or weak acts. The Duchy believes that those whose lives are designed to please a Divine being that really cares very little about their livelihood or bettering their success, hold themselves to strict expectations that get in the way of realistic, pragmatic politics. Devout faith blinds. P O L I T I C A L P E R C E P T I O N S With the Duchy only just inaugurated, the Matriarch is currently neutral with political ties- wishing to retain independence and local sovereignty. Good relations will be formed through informal discussions with the Duchess wishing to establish ties across the entirety of the continents, disregarding any previous political loyalties. The expansive farms upon its rich grasslands provide huge support for those that the Duchy wishes to endorse. The bottom line being that the Duchy will help only those that benefit it in doing so. L A W A N D P U N I S H M E N T The Duchy practices a standard code-of-law that intends to keep street crime and violence to a minimum. As of right now, the laws of the land are not written down but should citizens abuse this openly, then a constitution of laws will be written. Common sense and word of mouth are relied upon to keep others in check. Citizens wishing to further themselves in the Duchy and acquire more successful opportunities are often seen keeping their peers in line, turning them in to gain favour with the Court. Laws are lax when it comes to commoner's personal goods and their protection. The owners of assets -whether it be farmland, buildings or more expensive goods, are entirely responsible for the safety and future of their wealth and possessions. Bartering amongst the farmers and commonfolk is not only common, but actively encouraged. A key doctrine of the land is- if you want something, you should be able to get it. Providing that you offer something in return, or can tactfully persuade others for your desire. This is not the same for the Nobility, whose materialistic and lavish lifestyle is owned and protected by the Duchy and acts as a constant reminder to the common folk of the life they may achieve. The hypocrisy here is acknowledged as necessary and is widely accepted by the commoners wishing to ascend. Although these passive laws are lax, a harsh punishment is pursued after any acts of violence. It is less out of compassion for the victim of the crime but more for the punishment of the culprit for he was unable to get what he wanted without having to resort to the lowly effort of violence and therefore is of no use or fit for the Duchy. For both the commoners and Nobility within the Chateau the highest standards of etiquette are adhered to rigidly and if one was to insult or disrespect the higher Nobles of the Duchy, who bring them such success, food and an ability to ascend, then they are not worth the grain they are given, and they shall be punished and expelled. E T I Q U E T T E A N D R O L E S T B A [ W I P ]
  18. 5 points
    A couple things that have been released alongside these updates are a few changes. The Mountgle now roams Adelona, relaxing and doing mountgle things. Alchemicals have now been somewhat standardized to decrease the load of both the alchemical team and the CiT, as well as the players making 200 different coagulants. All alchemicals of the categories that exist can and will be converted into the current format that this carries. Any alchemicals that are out of date or are simply standard versions that fall within this will be moved to the declined archive for cleaning purposes. Sanguimancy now has a standard tree. Nodes have received an update that we believe will allow for a more balanced, fun and approachable change that will allow the economy to remain sustained, while also not being super grindy. While wild nodes will stay the same, applied for nodes will have the following changes; All applied nodes are now guaranteed drops. Ores: 1 week 0.5 kg rare Plants, trees, stones: 2 weeks, 1 rare The same follows for commons, except it drops double. Common ore is 1kg guaranteed, etc.. All junk items now will not spawn in applied for nodes due to this change.
  19. 5 points
    Due to a lore confusion regarding Oberon's demonic mount summoning ability "The First Horseman of the Apocalypse", all instances in which Oberon has summoned this mount has been voided by Moderation Team. Thank you for your understanding and we apologize for any inconvenience this may cause. @SocialDarwinist
  20. 5 points
    - Draxgar - The Returned History The Draxgar were one of the first races to walk among the realms of men before written history even. This ancient race was known to go extinct for unknown reasons, leading for the Elder Dragons to go and create the race of the Danakov. At the corruption of the Danakov though, the Draxgar were returned, not from death but as a creation of the dragons to walk the mortal plane. The Draxgar are mostly unaware of their previous ancestry in the world. Though it has been known that even though the dragons sought to hide the history of their demise, some have begun to discover this storied legacy. The Draxgar were known to worship their Elder Dragons as gods and superior beings, even the dragons above them. A great combination of factors had destroyed their predecessors ranging from drought, fasting, and finally a cataclysmic event which whipped them and the memory of them from the world. The Draxgar of today though as if infants re-entering the world, wishing to discover the legacy they know they have left behind. Many of them remain strictly loyal to their currently slumbering Elder forms, acting as just a figment of their power on the mortal plane. Much of them have formed their own broods exclusive of the others. The Elder Dragons carefully have them monitored from their slumber and have transformed their most willing of followers into this draconic race. Physical Description The Draxgar are a reptilian race. Their bodies resemble that of humanoid lizards. Typically, Draxgar are large and muscular, covered in scales with a lighter colored underbelly like that of most reptiles. Their tongue represents that of their Elder Dragon as well as their face shape and general physicality. The Draxgar do have two main variations in size though, that being large and small. The larger Draxgar are the muscular and strong ones, known to tower over most races of men. Their smaller cousins are only about three feet in height and act usually more as auxiliaries in their tribes and structures. Draxgar are cold blooded and are known to have reptilian eyes. The feet and hands of Draxgar have five fingers and toes each like that of a normal human, though theirs have curved claws instead of nails which aid them in balance but also act as strong tools. The Draxgar for means of clothing usually wear little. The Draxgar are known however for ornate jewels or prized pelts of creatures they have hunted. Because of this, many other races view them as rather opulent because they are said to wear some of the greatest riches around them typically. The Draxgar's hide protects them against most of the elements of their native territory and thus they find little need in clothing as other races have. They are known to wear enough clothing to be considered modest enough and for protection. Common Height: Male: 3'5" - 7'0" Female: 3'2"- 7'2" Common Build: Mesomorph, Endomorph Common Eyes: Black, Yellow, Green Common Scale Tone: Sand: Tan, Pale Green Fire: Red, Orange, Black Ice: Blue, Dark Purple Poison: Dark Blue, Dark Green, Black Sky: Pale Yellow, White, Light Blue Culture The Draxgar despite their relatively disparate clans, maintain relatively similar cultures between them. They are known for amassing impressive pyramids and having a strong sense of ancestral worship, believing enlightenment comes from those who have since become deceased. Because of this, Draxgar are known from time to time to wear the bones of the dead who could not be embalmed, or of their kills. The bodies of animals, monsters, and men are viewed as sacred things which should be revered, each portion being inherently sacred and imbued with natural powers. The Draxgar in particular are known to embalm their dead and store them within great tombs which detail the accomplishments of their life upon the walls and are stored with their greatest possessions. Many Draxgar find that becoming a martyr for their Elder Dragon or Chosen is perhaps one of the greatest things they could achieve. A common misconception is that Draxgar eat sentient creatures. This remains untrue as part of the Draxgar's strict diet is that they shall refuse to eat anything strong enough to have consciousness and be able to communicate. The Draxgar are a primarily carnivorous race, not eating much or really any plant life. They tend to be semi-nomadic, either cultivating herds of livestock which they keep within large enclosed areas like a ranch of sorts, or by being more fully nomadic and following their prey around. Each Draxgar's lifestyle is heavily shaped by their Elder Dragon's habits. A Draxgar of Ezikia for example might be inclined to horde things for the excellence of their Brood Mother. A Draxgar of Hurzava might be more inclined to help others and rest among high mountaintops and trees whereas a Draxgar of Rohana might be known to have a more fiery personality. Draxgar as a commonality are known to be incredibly proud and strive to achieve the best at whatever they seek out, certainly not known for their sloth. Mechanics Lifespan: 150-225 years old on average. Depending on the Elder Dragon brood, the Draxgar are given differing abilities at birth based on this lineage: Sand: A layered eyelid which has two layers. These layers protect them from sandstorms and from other particle based eye-damage. This also prevents Draxgar from being blinded through external means. (Removal of their eyes still results in blindness. Mind magic could also make a Draxgar believe they are blind, etc.) Immune to heat exhaustion. Fire: Immunity to normal Fire, Lava and Dragonfire. This includes those manipulated by supernatural means. This does not include Hellfire or Holy Fire. Ice: Immunity to the cold and the effects of freezing. This includes those manipulated by supernatural means. Poison: Immunity to acids and poisons. These Draxgar are also granted dark vision due to their native origins. These Draxgar do see less efficiently in bright lights though. Sky: Immunity to lightning. This includes lightning manipulated by supernatural means. These Draxgar are granted wings which attach to their arms directly which allow them to fly. This race can be either tall and strong, or small, agile, and weak. Both forms have incredibly sharp claws on their hands and feet and strong jaws which can be used to rip and tear flesh. Should a member of the Draxgar obtain Dragonmarks or Shamanism, their innate ties to the land grant them the ability to manipulate an additional 5 Shakti. Dragons tend to see Draxgar not as kin, but as pawns. Dragons of the same brood might be more inclined not to attack a Draxgar of their lineage.
  21. 5 points
    - Hurzava - The Mistral Dragon Color Sky Blue Domain Storms, Wind, Healing Chosen Ulmai: Ulmai is a precarious and rather shy being, only 5'0 in height, and extremely lanky in terms of stature. Brittle to his core, Ulmai prefers to use diplomacy and tact to solve any tense situations, compared to his other chosen brethren. A master in regenerative arts, he is unparalleled in his ability to bring back even the most destroyed and unrecognizable corpses there is. While he does have power of the wind, he often has no need for it, as he avoids not only violence, but people in general when he is not out on a task for his Dragon. Description Hurzava is a unique creature among the Elder Dragons for being remarkably different in shape and size compared to his counterparts. While a lanky 106m in length, Hurzava's body doesn't thicken and spread like the other dragons, and takes the shape of the more insectoid dragonfly, with an extremely long and loose length, and only 70m in width. This is markedly pronounced by his unique wingspan, which is actually a large pair of dragon wings split in two, resulting in four wings which flap and move at different times then one another. Because of this change, his four legs are rather stumpy, but Hurzava only needs to land once every few hundred years to rest. His scales are covered ina dazzling sky blue all across his form, and on his underbelly a pale white shines in the shaded and often dark exterior of the night. Often seen as a bolt in the sky, Hurzava is stated as a bringer of storms, and one who is rather hot tempered. His lightning breath and infinite storms can bring even the most robust civilizations to their knees. Despite this, in some cultures he is seen as the opposite, and few in ancient times have supposedly witnessed his approach to land to provide healing and kindness to those deserving, and death to those not.
  22. 5 points
    A Dynasty of bandits, vagrants and exiles, once thought to be mere dregs of society and pride, the Zheng Dynasty has risen from nothing, building an empire from rags to riches. It’s murky origins finding their beginnings in Honji, the name of Zheng was yet unknown, part of a multitude of commoners amongst a sprawling, stagnant Empire. The true founder of the Dynasty, a man whose personal name is long forgotten, even by his very son, put the gears of history in motion when he embarked in minor banditry and piracy with other downthrodden peasantries. After an unfruitful and short life of scoundrel endeavors in Honji, the tale says that he eventually embarked unto an odyssey of pillaging and raiding towards Aversia, the fought-for, ripe and divided land to the far West, beyond Aestatia. It was upon the shores of Aversia that the marauding raiders would find new grounds to hunt, and new peoples to terrorize. Following a particularly brutal village raid, a son would be born to the unnamed ravager and a local woman in unknown circumstances. From a rough, perilous upbringing, this young man went on from early battle to early battle, eventually easily outliving his biological father, the unnamed raider whom passed away when the boy was only four, leaving sparse, if any memories of his passing. With no living parents, the boy survived on scraps left by the roaming bandit gang until he himself reached early adulthood, picking up the only trade he knew well; war, conquest and despoilation. It was then that the first Zheng Clan saw it’s birth, when prolonged skirmishes for the title of leader, or Khan, struck the bandit clans; although young, the one named Khubilai, now Ghazan I, maneuvered his way to the leading sphere of the Zheng Clan of northern Aversia, some two thousand years ago. A series of wars, conquests and skirmishes followed his ascension, with the Zheng gradually becoming more then just nomadic raiders, settling their first nomadic tent town, the legendary Magutaar. From Magutaar, the Clans grew in numbers and might, Magutaar joined by many more lesser tribes and lineages, as the Zheng proved stronger then the great Bolnicar and his Hordes. Upon the might of Vinnagard did the Hordes crash, and upon the breaking of the world were the Zheng forced to adapt. Brought to near-extinction by Cataclysm, the Dynasts and Ancestors swore never again to suffer an Exodus, reaffirming the Dynasty’s disgust of the western Gods. The rest is common history and future to come, as Shogunate soon was followed by Empire, the Divine Mandate proving the great supremacy of Zheng and its ideal; that only merit and ambition would bring solace to Man. Once firmly suspicious, history has taught the Zheng to be distrusting of foreigners at first glance, and only those which proved honesty and integrity have managed to gain the esteem of Zheng. As is a common base of their society, the Zheng have developed a high degree of resourcefulness, ambition and adaptability, surrounded by hostile grounds and several threats, their lifestyle of once-nomadism remaining alive and well in heart, now ornate with power, wealth and divine might. If diplomacy needs to be established, it is often expected of the Hanese Zheng to be the ones making the first moves, and such sparingly- for the Myth of Blood is best maintained amongst privacy and legend. A kin of many backgrounds and arts, the Zheng pride themselves upon their adaptation and their ruthlessness. Unlike their nemesis in the form of the immortal Empress of Jolok and her kin, the Western Zheng dynasty has adapted to it’s new land, making dealings and consorting with peoples once thought lesser or barbaric, and have learned to treat each man and woman as a whole. Firmly rooted in a military past, most, if not all of the blood of Zheng are skilled warrior-scholars, leading the hanese of Aversia by utmost example. Even the Great Conqueror, Ghazan Zheng, will not live forever, and this, the Dynasty knows, making strides in the legitimization of a divine rule to last generations. From every Zheng is expected respect, decorum and pride; for they must always seek to preserve the sanctified repute of blood. Daughters of Zheng are mothers of the Nation; Sons are heroes and role models for the commonfolk; Both are indeed conquerors. This creed every Zheng is expected to remember and bring along to their very grave. The blood of Zheng runs deep. Within the Dynasty, there are several unique customs, proper only to the family itself. Chief amongst those would be the worship of the “Father”, the familial patron and Ancestor, a being most would recognize as Magu, lord of Ambition. Although this forced belief is not enforced across the Empire or even the Shogunate, every member of the Blood of Zheng or it’s adoptive members at the very least is expected to respect the Father, with such being expected even more from bloodline descendants then from dynastic servants. Long perceived as the literal Father of the imperial lineage, Magu is rumored to maintain close ties with the Zheng Dynasty, having blessed the faithful blood with relics and favor tenfold across the years, as the name of Zheng passed from ignorance to imperial dominance, it’s army unmatched in Aversia. It is the tradition of ordered Chaos that motivates the Zheng. Each of it’s members is expected to play every possible game of state, intrigue, war and discord. A Zheng who would be humble, complacent and simple would be no Zheng at all, a disgrace worthy only of death by the blade and an unnamed grave, to be forgotten by history. It is often said that the strength of a nation derives from the integrity of the home. Such is what binds the ties of those blessed by Heaven’s Mandate. The Zheng Dynasty is above all the patriarcal bloodline of it’s founder and Dynast, Ghazan Zheng. Founded in the blood of conquest of the Khanate, in a different world entirely, the Zheng name was once upon a time just as every other name, that of small time bandits and vain men. It was through the glory of it’s founders that the Blood of the Dragon gained it’s prestige, through fealty to the Celestial Father. Taught the bindings of men and hearts, those few of the Blood of Zheng and it’s adopted kin are born into power, in manners as irrevocable as Western Kings might be; yet they must fight like wolves for the respect and awe that power should bring. Born atop an heavily meritocratic society, bearing the blood of Zheng does not mean one is free of law, constraints or responsibilities; if anything, utter severity, perfection and strength are to be expected by the Zheng Patriarch of his spawn, lest they quickly find disgrace and disowning. Below are listed the honorable heirs of the divine blood, worthy enough to yet adorn it, for heavy are the shoulders of those who bear the mantle of royalty. Blood Dynasty Ghazan Zheng, 70, son of ??? @Arcturio [Wife name and info goes here soon...] Ryuji Zheng, 27, son of Ghazan @Umami__ Shuren Zheng, [Unborn], son of Ghazan [Unplayable/Unavailable] Meili Zheng, [Unborn], daughter of Ghazan Nari Zheng. [Unborn], daughter of Ghazan Isei Zheng, [Unborn], son of Ghazan Zhelan Zheng, [Unborn], daughter of Ghazan Hiro Zheng, [Unborn], son of Ghazan Shino Zheng, [Unborn], son of Ghazan Sun Zheng, [Unborn], son of Ghazan Tamira Zheng, [Unborn], daughter of Ghazan Adopted members Maika Hyun-Zheng, 27, daughter of Kim @Liluwu “Honji, long divided, must unite. Honji, long united, must divide.” A concept both old and new, the Mandate of Heaven is the sacred right to rule ordained upon the Imperial Throne by the Father. In his might and ambition, the Sacred Conqueror bestowed upon Zheng the power and legitimacy necessary to create and command the Empire, it’s vast legions and unparalleled wealth. Although no one knows truly when the mention of such a concept began, where it’s religious or legal basis were established or exactly by which metric it is considered, one can simply observe the sheer amounts of mentions this concept gains in Imperial politics to understand the gravity by which it is considered. If one was to lose the Divine Mandate, by Earthly and Heavenly accord, then it would mean true misfortune had fallen upon a Dynasty. Within Aversia, the Western Zheng Dynasty has adapted the Mandate as a justification of it’s burgeoning might; both a tool and a societal pillar that is to define the Imperial Throne and the respect due to it’s function. The Mandate of Heaven is above all a demonstration of strength and merit. By itself, it is utterly worthless, yet when compounded with might and glory, it is eternal. Clan Name: Clan Azai Opinion: Overlord - Esteemed Reason: Although rocky at it’s start, the Zheng Dynasty sees the services rendered by the Azai Clan as gracious and vital to the continued wellbeing of the Nation. Clan Azai has the potential to rise even higher. Clan Name: Clan Kim Opinion: Overlord - Esteemed Reason: One of the first Clans to rally Zheng Khan’s original cause, the Kim engineers have long served faithfully and without dishonor the Dynasty’s cause, ultimately awarded with the city of Gunsan for their good deeds. Clan Name: Clan Jien Opinion: Overlord - Esteemed Reason: Brothers of blood of the very first tribulations of the Zheng, the Tiger Jien and his warrior lineage are one of the Nation’s pillars. Their warriors are stalwart in the defence of the Empire. Clan Name: Clan Od’uul-Byrza Opinion: Overlord - Esteemed Reason: Although younger on the political scene then Jien or Kim, it could be said that the Dynast Byrza, Ungern, was amongst the first first to adopt the path of Zheng. A long standing ally, friend and covert collaborator, the House of Byrza and the House of Zheng will likely stand undivided until the very end. Clan Name: House Galgenfels Opinion: Overlord - Respected Reason: One of the newest additions to the Empire, House Galgenfels, it’s expansive family, unique customs and staunch members have seen a sudden, yet impressive rise within the Empire. With their patriarch now bearing the rank of Grand Marshal, Taishogun, the Galgenfels have had great expectations placed on their shoulders. Clan Name: House de Noctis Opinion: Overlord - Respected Reason: A once-neighbor to the South and now partner, House de Noctis rules with no challengers the isle of Duken, South of the Imperial core lands. The Zheng Dynasty and it’s Emperor has seen eye to eye with the Matriarch on many ideals, and that collaboration is hoped to continue for years to come. Clan Name: House Morgenstern Opinion: Overlord - Respected Reason: A recently-vassalized land, the Court of Aeternum and it’s brother-rulers have proven earnest and truthful in their dealings, and the Zheng Dynasty will continue it’s support of their cause. Clan Name: House Ardugon Opinion: Overlord - Amicable Reason: A yet-unmet minor house of Duken, the Ardugon name has seen proeminence within the Dynasty’s Empire through the favor of it’s suzerain house de Noctis. The Emperor looks forwards to what they may provide in the distant future.
  23. 5 points
    [Contact the Loremaster if you desire to add or input anything.] Era One (First World) 96 BE; First written language found, start of the Era calendar and the new Cycle. 94 BE; First civilization emerges with the coming of the Demi-Servant Erika. 92 BE; City of Haven established, Harry of House Lancelyn crowned first King of Aethius. 89 BE; Harry Lancelyn deposed shortly after ascension, Duncan Steelfist crowned second King of Aethius. 87-86 BE; First noted history of a major bandit raid, city of haven razed by the "Alverton Bandits." 85 BE; City of Stormfall is founded, Duncan remains as the second King of Aethius. 85 BE; Magic is once again found and mortals embrace it, the first mages in millenia are raised from nothing. 84 BE; Popularity of King Duncan plummets, and he abdicates the throne, shattering the crown into three pieces. 84-80 BE; Chaos overtakes the continent of Aversus, and many warlords pop up and form noble houses across the realm. 79 BE; Azuran Mal'arn recovers the three pieces of Duncan's crown and with the help of Erika reforges them. Azuran is crowned King. 78 BE; Azuran's harsh policy on the growing populace of Vallah forces them into exile, led by Rune Ardugon. 78-76 BE; Stable period within the kingdom, but rising dissent risks the crown being deposed once again. 75-74 BE; Rebellion shook the Kingdom as thousands died from riots and battles across the continent. Warlords rise and fall in the process. Much of written history is lost. 73 BE; Erika destroys Stormfall, ceasing the fight for it and gathers the remaining warlords. 72 BE; Erika triggers the first EXODUS, as the world becomes too unstable to remain within. Everyone escaped through a portal. Era Two (Second World) 71 BE; Arrival in the second world, the beginning of the second Era. 71 BE; A council is gathered lead by Felix Belmonte known as the first Triumvirate, Felix is crowned King and Sonaris declared the capital of the Kingdom. 70-65 BE; Rebuilding efforts begin to re-create stormfall, stable period for the new kingdom. 64 BE; House Eridiahl established by the exiled Ex-King Harry, The god Dahriim declaring the city of Ulntroth his sanctuary and Harry his champion. 63 BE; Christian Ardugon declared disciple of Belek, the Lucem-Ira wars begin. The Kingdom of Belmonte collapses from rebellion, the council of houses formed. 62-58 BE; Lucem-Ira Wars draw to a close with a stalemate, both deities revoke their blessings due to external pressure from Vassas. 57 BE; The purple plague created by the Black council ravages Aversus. 56 BE; The lich Khisa appears, turning Althalos into his minion who wreaks havoc and destroys many cities. Is later stopped by Ryuko and Apollyon, and the plague ceased as well. 55 BE; Khisa is stopped with the help of the realm and the council of houses. 54 BE; Ombra followers desecrate Sol holy site, Vallahism re-emerged. 53 BE; Enur overtakes the council of houses, is crowned King of Aversus. Taxes, infastructure and feudalism form. 52 BE; Enur abdicated the throne to Ester Carina, unrest followers. 51 BE; Ester Carina abdicated to Duncan Steelfist, rebellion and secession follow with the formation of the Enclave. 50 BE; Cold War ensues, Arendan, leader of the enclave assisted the King Duncan in faking his death. 50 BE; Enclave declares independence, Archontas of House Deskalos ascends with the backing of the Enclave. 49 BE; Archontas reigns in the unrest of the noble houses, appearance of mysterious being known as Fovamai. 49 BE; House Kolchrave is formed. 48 BE; Fovamai decimates the population, unleashing old villains upon the world, beginning the second EXODUS. 47 BE; Authority falls apart, Iris and Erika form a last minute portal and evacuate the remaining denizens to a new world. Era Three (Third World) 48 BE; Arrival in the third world, the beginning of the Third Era. 48 BE; Formation/Reformation of the following houses: Lohegrin, Hollowgale, Kolchrave, Deskalos, Culnax, Eridiahl, Ivengarde, de Leon, Karanus, Adeste, Huntly, Quintus, Ardugon and Vandgriz. 46 BE; Colonization begins, warlords vie for territories scattered over the 3 continents: Argione in the East, Aeoressa in the West, Anion in the north. The spirit isles lay in the center. 45 BE; The Rhosaen confederacy is born, led by house Karanus in the west, with house Culnax and Kolchrave as subordinates. The Citadel declared the Capital. 45 BE; The Kingdom of Malstellas is formed in the north, led by house Deskalos with house Lohegrin in the west and house Adeste and Ardugon in the north. Sonaris declared the Capital. 45 BE; The Kingdom of Eridiahl forms with house Eridiahl at its head in the east, with house Huntly in the west, house Ivengarde and Quintus in the east. Lucille declared capital. 45 BE; Kingdom of de Leon formed with no subordinates on the Isle of Makorath near Aoressa. 44 BE; Colonization ends, organized expansion begins. House Vandgriz forms vallah kingdom underground in the north. 44 BE; House Hollowgale colonizes the northern wastes, grows in status to regional power and shares Anion with the Kingdom of Malstellas. 43 BE; Aymer, lord of house Adeste attempts to defect to the Rhosaen confederacy. Is jailed and imprisoned, and put to death for treason. House Deskalos directly annexes their lands. 43 BE; Diplomatic Insult delivered by the Kingdom of Eridiahl when house Huntly expanded into Rhosaen lands without permission, Rhosaen Confederacy declares war when Eridiahl denies such claims in a reconquest war. Malstellas and the Confederacy signs a formal alliance. 43 BE; Kingdom of de Leon joins the war on the side of the Rhosaens after a temporary alliance, referred to as the "Coalition." Mercenaries hired on the side of the Coalition. 42 BE; The fall of Lucielle and overwhelming victory for the coalition. Every city was seized in a three pronged assault that lasted less than three mense. House Huntly and Eridiahl disbanded. Kingdom of de Leon annexes northern Argione and vassalizes Ivengarde and Quintus. Kolchrave military might shown on full display. 41 BE; Tiberius, King of house de Leon formally joins the confederacy and pushes to take leadership with its expanded power. 40 BE; Called to the Citadel by the ruler of the confederacy, Tiberius is assassinated by the alchemist Grauzu Dojjur on the orders of Anthal Karanus. War is declared on de Leon and Makorath is occupied by the confederacy. 39 BE; Hollowgale joins the kingdom of Malstellas. 39 BE; The confederacy falls when an ancient being known as "The Mimic" destroys citadel, Anthal Karanus assumed dead, makes the city its home. 39 BE; Makorath liberated by de Leon forces. Beginning of the Mimic war. 38 BE; House Lohegrin declares independence, colonizes southern Argione and moves the capital to the East. Becomes a regional power. 38 BE; House Kolchrave solidifies small Barony of Vikerne, establishes the village of Redrock. 37 BE; Hollowgale successfully usurps the Kingdom of Malstellas from house Deskalos by vassal vote. Civil conflict ensues for a long period of time. 37 BE; Mimic war casualties rising for every nation, holes in the veil appeared leading to different realms. Long lost sister of Mimic found, recovered from native world. 36-34 BE; Mimic war continues, ending with the battle of the Citadel where Albrecht, Karl and Tiberius destroy the void corrupted being, banishing it to its orb. 34-33 BE; Peace reigns across the realm, colonization and development continues. Citadel lays abandoned as a monument to the mistakes of the past. 32 BE; House de Leon and Kolchrave declare war on Vandgriz, destroying it and establishing the independent Sol kingdom of house Hawklight, led by Kraven Hawklight. 32 BE; Rise of the Heilig Empire; The first Vikerne award unlawfully annexes Lohegrin lands in the west. Pressure from de Leon on the side of Kolchrave prevents Lohegrin from declaring war. 32 BE; Kolchrave annexes Aoressa under the second Vikerne award, any rebels are swiftly put down in police action. 32 BE; Ravinius, lord of house Lohegrin assassinated in the north by Emmeline for illegal poaching. The Kingdom Corlica led by Eblis Indigo comes to power, vassalizes under The Heilig Empire. 31 BE; Kingdom of Arcturus holdings in the east annexed after swift invasion, to save more lives Tiberius bends the knee, relinquishing all but the Isle of Makorath holdings to the Kingdom of Kolchrave. All de Leon vassals taken by Kolchrave. 31 BE; Kingdom of Malstellas falls, house Hollowgale directly annexes the north under vassal rule. Bends the knee to Kolchrave by way of Royal marriage to the heir apparent Waymar Kolchrave. 31 BE; Construction begins on the hidden isle in the north for the worlds capital, named Miklagaard. 31-30 BE; The Red Plague infects the northern province of the empire, "The Red War" ensues, resulting in Albrechts death against a plagued matekai. Regency for Waymar held by the champion of Sol, Desimir. 30 BE; House Sindora on the isle of Carcenatorum forms, house Faucon forms on the coastal banks of Aeoressa. House Kolchrave, Sindora, Faucon, Corlica, Hollowgale, Luniath, Hawklight, Arcturus, Ivengarde, Quintus and Nerine remain as the current empire, with Kolchrave at its head. 29 BE; Siegfried attempts to influence politics of the empire, is purged by Kolchrave and Kaladin du Faucon rises to power. 29 BE; Waymar ascends the throne as the second Emperor of the Heilig empire. 29 BE; Infiltrators from Aestatia Destabilize and falsify plans relating to an Invasion of Aoressa, causing the emperor to focus his troops in the west. Ivengarde falls due to internal strife when Desimir marries Kyrie after Enzo commits suicide. Quintus takes the lands. 28 BE; The Aestatian invasion begins, the Spirit isle is occupied, Southern Aoressa comes under contest by the Aestatian Empire. 28 BE; The Aestatian War. Argione falls in a matter of months, South Anion and Aoressa fall swiftly along with the nearby isles. Resistance by the Empire leads to the battle of Darkwater, the current capital, resulting in the death of General Halicarnus, the champion of Sterk. Emmeline declared champion by striking the killing blow. In Anion, general Ausalis is slain by Emmeline after prolonged guerrilla conflict. Fortvoie is built and becomes the largest city in the empire led by Kaladin du Faucon. Miklagard, the new capital, finishes construction and is moved. 27 BE; End of the Aestatian war. Argione is detonated by the misuse of a darkwell which linked to the void causing the continent to shatter, forming the Aeklast. The final surrender is signed by general Cornelius and his one remaining legion left in southern Aeoressa, lead by Karl's forces. Brief exploration begins. Kaladin goes insane after Fortvoie was destroyed by the new house of Naveira and Hollowgale, becomes a pirate lord and is later killed in the Aeklast. 26 BE; The void invades extremely early due to the detonation of the darkwell. The void war begins and ends with a decisive void victory against the weakened empire. 26 BE; The citadel of the Void appears in the center of Aoressa, Vindicus created through the use of Halicarnus body starts the beginning of the end after a failed assault by the mortals. 26 BE; After decisive defeats in Aoressa, The empire is forced to pull out after the fall of Ebenen when Vindicus consumed Arvora's powers. 26 BE; The remaining survivors of Aoressa briefly occupy and evacuate via the ruined port of Fortvoie. The Mimic fails to stop Vindicus, but buys enough time for the mortals to evacuate and fight on in Anion and Miklagard. 26 BE; The spirit isle resists a void assault via the powers of Erika and the defenders. 25 BE; Laru'lael defenses finally collapse, the void begins the invasion of Anion in full force as the capital of Norheim collapses. Al'sel remains as the last bastion on Anion. 25 BE; An overwhelming void force invades the spirit tree, attempts to corrupt the heart via the enslavement of Foli. Mortals manage to get Foli to betray Vindicus, has her godly powers consumed by Vindicus, but lives. The heart remains safe, but everyone evacuates the isles as it falls to the void. 25 BE; Miklagard is assaulted by overwhelming forces, the Empire's capital falls in a matter of days. 25 BE; Remnants of everyone gather in Al'sel, learn of a way out buried deep beneath the Imperial capital, the heart of the voidlands. 25 BE; The final assault for Miklagard begins, they manage to get access to the tunnel and escape. Grauzu, the Mimic and Eliza stay behind to hold Vindicus off. 25 BE; The third EXODUS, and a new cycle. Vamaer sacrifices himself and stays behind. Era Four (Fourth World) 24 BE; Arrival in the Fourth world, the beginning of the Fourth Era. 23 BE; Founding of the Kingdoms of Norheim, Mittelreik, Verseiva, Florentia, Folset and the Luk'Mali tribes. From north to south, respectively. 22 BE; Luk'Mali tribes attack and conquer a minor greenskin tribe in the southern islands, annexing and exiling/executring the orcish leader, Oaklum. 19 BE; Beginning of the great Elven wall to encircle the lands they control. 19 BE; City of Byrgenmyre burned to the ground by Verseivan and Florentian forces due to the presence of necromancers. Annexed into Verseiva shortly after. 18 BE; Aestatian colony Revenhault assaulted by expanding Mittelreik forces, the siege was repulsed after a decisive Aestatian victory. 18 BE; Rise of the tribe of Hatiblut, lead by a powerful Lycanthrope named Ake and begins harassing the settling Norheim. 17 BE; Second assault of Revenhault results in a Mittelreik victory, city is occupied and annexed into the Kingdom. 17 BE; Folset purges and settles the last of the goblin infestation within the grand walls. 16 BE; Failed magecraft experiment in Mittelreik causes widespread damage in Verseiva, threatening the kingdom with famine. Tensions rise. 16-13 BE; The Dark elf civil war begins, with the reigning kingdom attempting to exterminate their mutated, crystalline cousins. 15 BE; On the brink of war the newly named Reiklands (Formerly Mittelreik) meets with Verseiva, concessions granted as the Reiklands lose the city of Holzgard and border adjustments finalize at the natural bend of a river. 15 BE; Holzgard renamed to Palmela following its annexation. 14 BE; Dark Elves call for aid from mercenaries of the surface, roving bands of soldiers flood into the depths to assist in ending the civil war. 14 BE; Revenhault seized by the former Aestatian soldiers in a revolt, causing a brief bout to retake the city. 13 BE; Dark Elf civil war ended, Kingdom wipes out the mutants and peace returns to the underground. 12 BE; Exiled Hanese soldiers set up a new country in the north to challenge Norheim; the Zheng Khanate. 12 BE; Ake is slain by Freydis in a final battle, ending the Lycan threat in the north. 11-9 BE; Taking advantage of perceived weakness, the Khanate declares war upon Norheim. The Duchy of Rivedora within Verseiva joins the war on Norheim's side due to the Duque Gabriel being married to the ruling Jarl Hilda. 10 BE; Near the plains of Yan'Sha, a 3 day battle occurred, ending in the retreat of the Zheng from the city of Yan'Sha after it was rigged with explosives. 10 BE; Yan'Sha is detonated, the city burns to the ground, taking the Duque Gabriel with it. 9 BE; A silent Armistice is made, unknown causes collapse the Khanate from within, the people scatter to the winds. 9-4 BE; Beginning of the Foli war against mortalkind. 8 BE; Twelve pillars erupt from the land, causing divine energies to be blocked to the mortal realm. 7 BE; Battles at the pillars ensue, resulting in defeats for the mortals as they can't get access to the pillars to destroy them. 6 BE; The first pillar crumbles under the combined weight of Folset and the Reiklands, the battle for the other pillars continues. 6 BE; Revenhault is leveled by a massive skeleton known as Gargantua created by Foli. 5 BE; Battle of Oleiros occurs as a pillar rises within the city. Sterk and Veltes lead the way with the Mortals vs Foli, results in the capturing of Sterk and severe wounding of Veltes, but the Pillar is destroyed. 5 BE; The last pillars are destroyed, and the final tower forms in the center of the world. 4 BE; The mass assault on the tower begins, Gargantua is defeated and the people rush inside. Some stay behind as Sterk's forces surround the tower and lay siege from the outside. 4 BE; Foli is defeated by Alavara by betraying her trust and harming her invincibility with the forged weapon Sunspear, is turned to a shard and banished to Vikret's realm by Mikael Merrigold. 3 BE; Instability and tensions rise between Folset and Verseiva. Nothing comes of it. 3-1 BE; The Dragons reawaken from their slumber and split the continents into three, causing the fourth EXODUS. 3 BE; It is decided the only way out is to re-activate the twelve pillars, and use the world creation tool Foli held in the tower. 2 BE; A campaign takes place by the Reiklands in the north to reestablish six pillars. The dragons attempt to stop them, to no avail. 1 BE; The last pillars are erupted despite the resistance of Vassas. The portal to the tower reopens, and after losing to Tempis are allowed through after the outside is advanced 2000 years into the future to re-establish habitability in their old home. The Interregnum and Post Revitalization (BE to AE) The Dragons continue their fight as the world around them shatters to pieces. As the conflict escalates further to engulf the other continents, the Pantheon steps in and silences them, putting them back into their slumber. The chosen remain alive and awakened as punishment for their interference with the mortals. The other nations of the world focus internally, attempting to solve their problems so as to not suffer the same fate as Aversia. A large period of unmoving events occur, as everyone looks upon the ruined Aversia with terror. Life continues for many centuries uneventfully across the world, until the cogs begin to turn. Generation after generation of Pharaohs pass in Ayinar with the greenskin threat only growing more severe. In response, Pharaoh Atum re-institutes slavery for greenskin races only, in an attempt to cull their numbers. Honji undergoes its centuries of peace with the Empress for a long, long time. Eventually, all good things must come to an end, even for the rising sun of the empire. Internal court conflicts begin to start due to uppity and complacent nobles worrying about the now rapidly aging Empress. In the lands of Bannesiel, The von Ruden family has been overthrown by a Hestark family, lead by a man named Otto von Einar. Pharaoh Atum's policies carry success, fit with his more militaristic style of ruling, many old abandoned settlements infested with greenskin tribes are pushed out, and the settlements rebuilt with orcish labor for Yusati hands. The nobles of Honji begin to take more local power, while the aging empress becomes less and less capable of doing administrative work within the empire due to her advanced age and focus upon the capital city. With his newly found powers, King Otto begins a full scale inquisition of the cursed people within his lands, but this quickly leads to a civil war when most of the nobility is found to be just as cursed as their old king. Two major battle are fought, both in favor of the King. Battle of Lugengrad, King Otto I [11,000 Infantry, 5,000 Cavalry, 2,000 Archers.] - Rebel King Raul [8,000 Infantry, 2,000 Cavalry, 1,500 Skirmishers, 750 Lycanthropes.] Pyrrhic Victory: King Otto. NOTE: Major casualties caused by unknown threat of Lycanthropes. Battle of Sifeldorf, General Aldert [4,000 Infantry, 2,000 Cavalry, 1,500 Archers.] - Rebel King Raul [7,500 Infantry, 1,500 Cavalry, 500 Skirmishers, 200 Lycanthropes.] Decisive Victory: General Aldert NOTE: Raul slain in battle by Aldert in a duel. [*]As peace and prosperity begins to set in through multiple generations, the people of Ayinar see an unprecedented level of power that has not been reached since ancient times, and Atum is heralded as the mortal aspect of Vikret, and the people's salvation. [*]Within Honji, a small revolt erupts within the empire-the first in over three-thousand years, and marks the end of the Hanese golden age. Many forces within the courts now begin to no longer unite together for the favor of the empress, but work against as they gather support for their local powers. One battle is fought. Battle of Tianjui, Daejang Dae-Hyun [120,000 Infantry, 40,000 Cavalry, 75,000 Archers.] Rebel Warlord Jung-Hwa [23,000 Infantry, 8,000 Cavalry, 5,000 Archers.] Overwhelming Victory: General Dae-Hyun NOTE: Overwhelming numbers in the Grand Hanese Army snuffed out the revolt before it could ever take off. [*]While the King Otto inevitably wins, he does so with extreme losses to manpower, and depopulation is rife throughout the land as much of the population was purged due to their curses. [*]Aestatia solves its internal civil war, with the republic emerging victorious. The top general, a man named Octavian is named the first Consul of the second Aestatian Republic. The battle of Eretnum seals the fate of the empires forces. Battle of Eretnum, General Octavian [16,000 Infantry, 4,000 Cavalry, 4,750 Skirmishers.] Emperor Marcus [23,000 Infantry, 8,000 Cavalry, 6,000 Skirmishers.] Decisive Victory: General Octavian NOTE: Use of higher ground and out-pacing the Empire's forces allowed the exhausted men to fall like ants when the battle truly began. Emperor Marcus Slain on battlefield. [*]In Belinard, merchant and pirate lords rise and fall every day. Even after two thousand years, not much ever changes in this chaotic archipelago. [*]The renewed militaristic identity burns in the Aestatian people, and the invasion of a far away land called Mycthenia is undertaken, with the lands being partially annexed into the Republic after the battles of Hieraclia, Tarsopolis and Caledocia. Battle of Hieraclia, General Octavian [20,000 Infantry, 8,000 Cavalry, 12,000 Skirmishers, 6,000 Mycthenian Auxiliaries.] General Koltrad [12,000 Infantry, 4,000 Cavalry, 6,000 Archers.] Close Victory: General Octavian NOTE: Mycthenian army inflicted major casualties and managed to retreat in order with moderate losses. Battle of Tarsopolis, General Atrius [16,000 Infantry, 6,000 Cavalry, 9,000 Skirmishers, 1,250 Mycthenian Auxiliaries.] General Koltrad [10,000 Infantry, 2,000 Cavalry, 4,000 Archers.] Decisive Victory: General Koltrad NOTE: Ambushed the Aestatian forces as they neared the city of Tarsopolis. Only 2,000 Survivors. Battle of Caledocia, General Octavian [15,000 Infantry, 5,000 Cavalry, 7,500 Skirmishers.] General Koltrad [8,000 Infantry, 3,500 Cavalry, 5,000 Archers.] Close Victory: General Koltrad NOTE: General Octavian called an organized withdrawl as the crown of Mycthenia signed a treaty annexing the western shores to Aestatian control. [*]Returning home with a triumph, internal strife within the senate while he was away begins to have light murmurs of another civil war, and Octavian is named Dictator for life by the loyal senators to deal with the problem as he sees fit. A purge begins within the senate and ends only when Aestatia is safe to his mind. This decimates the aristocracy. [*]Generations later, all the power built within Ayinar turns to naught when during the rule of Pharaoh Kutal, the greenskin slaves revolt, and the now ill-trained and complacent military fails to stop them as multiple new settlements are razed to the ground. Massive damage occurs within the capital city, killing thousands before the threat is quelled within it. [*]A son is born to Octavian, named Trajanus. [*]The final conquest of Mycthenia begins for the Aestatians, with General Octavian bringing an overwhelming force to defeat the legendary General Koltrad. Mycthenia is annexed into the Republic after the siege of Mycthen. Siege of Mycthen, General Octavian [65,000 Infantry, 24,000 Cavalry, 36,000 Skirmishers, 20,000 Mychtenian Auxiliaries.] General Koltrad [24,000 Infantry, 10,000 Cavalry, 12,000 Archers.] Close Victory: General Octavian NOTE: Most of General Octavian's army was defeated, but traitorous generals within the walls opened the gates for the better trained Aestatian forces. General Koltrad died after ten stab wounds pierced his body, and thirteen Aestatians lay dead. [*]While still mostly stable and unmoving like the great meteor which makes its capital since the revolt, instability begins to draw cracks in the eternal empire from within. The Empress is managing to keep it together with the last of her power. [*]The Pharaoh executes all greenskins, revolting or not and bans their slavery. Civil unrest follows as construction and work slows to a halt. The Pharaoh is soon deposed in favor of his brother who renews the laws, but this does not stop the rapid collapse of centuries of progress. [*]Only fourteen years of age, Octavian is assassinated by traitorous senators, and Trajanus is thrust forth as the heir to an already dying republic due to the corruption within the senate. [*]King Otto passes away in his sleep peacefully, though there is the suspicion of foul play. His son, Konrad ascends to the throne, and recovery efforts continue within the continent. [*]The new emperor of the second Aestatian Empire is born into the realm at age fifteen by the senate. Stability and internal peace rapidly rebuilds the battered nation due to the policies of Trajanus himself and his loyal advisers, and they return to a status and symbol of great power, rivaling that of Honji itself. [*]The Pharaoh is assassinated, and his brother, once deposed-becomes Pharaoh once again. Under his leadership they salvage some of what was lost, and begin a period of internal stability once more. [*]War breaks out between Aestatia and Bannesiel for conquest of fertile islands rich with resources between the two, and ends after two decisive naval victories in Aestatias favor. The treaty of Grundorf is signed, and the islands are annexed into the Empire. Battle of Ultgard Coast, Admiral Earnest [125 Ships.] Admiral Maximus [75 Ships, 50 Transports.] Decisive Victory: Admiral Maximus NOTE: Aestatian ships were much stronger due to the addition of Cannons in most of their Quadrireme ships. Second Battle of Ultgard Coast, Admiral Earnest [67 Ships.] Admiral Maximus [72 Ships, 50 Transports.] Decisive Victory: Admiral Maximus NOTE: The entire Bannesiel fleet was sunk during this battle, ending any contest for the region. [*]Soon after this humiliating loss, Resistance movements of cursed entities results in massive cults spreading all across Bannesiel, and the fate of the continent yet again hangs in a precarious balance. [*]War between Honji and Aestatia seemed inevitable as outlying islands began to be seized by Imperial forces, but due to turbulence within the court of the Empress, nothing comes of it and the islands are integrated into the Empire without resistance. [*]Seeing the vast amount of time it is taking to re-create the split land, Arvora unleashes her divine power to re-seed the blasted lands, and life takes shape once more. Settlers across the world begin to make their way back. The colonies of Drakonspyre, Sarweald and Cin-Je are created. Post Revitalization The Kingdom of Sarweald establishes coastal colonies along Arkolos, and Cin-Je expands across the continent of Ardemor to create the Kingdom of the Dawn. The first raids from Angarvunde destroy Sarweald colonies in Adelona, causing them to expand with greater security and effort. Sarweald colonies grow more ambitious within Arkolos, as they venture west to set a new frontier..they do not return, and further expeditions are halted when all that remained were piles of ash when others went to see the survivors. The rumors of dragons throughout Arkolos becomes persistent in all the colonies, and soon, a dragon the size of a town makes its way over to the city of Sarweald. Upon it a single knight in armor, and a declaration of war. This mysterious place, only known as the lands of Drakon, now embark on a war of eternal conquest. These missives soon arrive at Kingdom of Dawn as well. Within the span of a sept, five colonies disappear from the map, with nothing but ash remaining where they once stood. Sarweald sends a medium force to the continent to attempt to defend their final colony of Ebonsport, which leads to a battle. Battle of Ebonsport, Hezard, The Silent Second [One Dragon, Hezard.] Commander Haiden [6,000 Infantry, 2,000 Cavalry, 3,000 Archers.] Decisive Victory: Hezard The Silent Second. NOTE: The city itself was mostly spared, but every soldier was wiped out by Hezard or his dragon Liqwd with previously unseen power. [*]Ebonsport was conquered, and made the first hold of Drakonspyre that was not the capital itself. The first of many conquests, with Arkolos secured, the Emperor looked northward to the Kingdom of Dawn. [*]Wasting no time, The emperor himself on his Dragon Jango arrives in the only port city in the Kingdom of Dawn, Haizhou, and initiates battle with the garrisoned forces there. Battle of Haizhou, Aurelion [One Dragon, Aurelion] Commander Shan [2,000 Infantry, 4,000 Archers, 5,000 Aervani Warriors.] Decisive Victory: Aurelion NOTE: The city of Haizhou was razed to the ground by Jango, Aurelion's dragon, and all survivors slaughtered soon after as he was allowed to feast within the city. [*]Seeing the destruction capable by a single man, the leader of the Kingdom of Dawn, who's name has been lost to history due to the scorching of any record of him, created the largest force the continent would ever see on its own soil to march and defeat Aurelion, who now rested in Haizhou's ruins. In response, and perhaps a show of power, all of the twelve Drakonspyre knights arrived for the battle. 2nd Battle of Haizhou, Emperor Aurelion [12 Dragons, 12 Riders] King of the Kingdom of Dawn [20,000 Infantry, 12,000 Cavalry, 30,000 Archers, 15,000 Aervani Infantry.] Decisive Victory, Emperor Aurelion NOTE: Eight dragon riders were used in the battle, including Hezard. All enemy forces were destroyed or routed. The King did not survive. Three dragons were wounded. [*]Following the 2nd battle of Haizhou, Aurelion ordered the forced relocation of all Kingdom of Dawn settlements to the now reconstructing Haizhou. The cities themselves were to be destroyed and all history of the kingdom was to go with it. Upon inspecting the utterly defeated Kingdom, Hezard spoke three words to Aurelion. "Kingdom of Dusk." One of the few times Aurelion was noted to smile, and even breath a chuckle. [*]As the Kingdom of Dawn was utterly defeated to the north, a small enclave managed to hide and create a village deep within the pines of the northern forests. They remain alive to this day. [*]Sarweald, seeing the final defeat of the Kingdom did not sit idle. Ever since the defeat of Arkolos, it invested heavily into ballistae and archer-based garrisons all around the colonies, including the city itself. They were never able to be tested properly. [*]Aurelion sought to finish the fight with Sarweald as simply as the Kingdom of Dusk. The Dragon riders bypassed the colonies, heading straight for the capital. King Harren saw this, and rallied every mercenary and soldier-militia, even, he could find. Together, south of the now aptly named river of fire, the battle was fought for control of Adelona. Battle of the River of Fire, Emperor Aurelion [12 Dragons, 12 Riders.] King Harren [12,000 Infantry, 6,000 Cavalry, 16,000 Archers, 20,000 Militia.] Decisive Victory: Emperor Aurelion NOTE: The bodies and ash that layered the ground after the defeat is rumored to have caused the fungal biome to appear near the mountain range. [*]After the defeat, Sarweald submitted to Drakonspyre rule, and all of their colonies were relegated back to the city itself. The provinces were now ruled under a single, ambitious banner of the Drakonspyre Empire. The river where the battle was fought was then aptly named by the people of Sarweald, as they could see the reflections of the battle from the city itself..including the aftermath. [*]In the northern wastes, the survivors of the split cover the fields, mutated and disillusioned toward the terrifying reality they now live as they awake from a long slumber. The settlement of Angarvunde is built to centralize their people, whom soon adopt the identity of notorious, mutated raiders. [*]For over three centuries, nothing changed. Drakonspyre consolidated its rule, and colonists from the capital formed villages and cities all over Aversia. That was, until the day known simply as the Great Destruction, when the Prime-Evil K'Daai erupted from the largest volcano in the nine circles. The empire after the fall of the capital was devastated, and the Emperor assumed dead. Everything began to fall apart. [*]Sarweald, about a Tsel later, declared its independence, and forcefully relocated all Danakov of Drakonspyre from Adelona and Ardemor back to Arkolos. Not long after, a decree from the emperor, within the ruins of the capital, called all citizens back home. Somehow, the Prime-Evil was contained beneath the circles once more, and the Emperor alive and well. [*]From this point on, Sarweald assumed the Empire destroyed and instituted a republic government to better run the nation, as a monarch could not be agreed upon to rule it. For a century, peace ruled, except for the occasional raids of Angarvunde, whom blossomed into a threat that kept anyone and everyone out of the northern wastes. Era Five (Fifth World) 1 AE; The Aversians arrive once more into the world at the Spirit Isle after two-thousand years, whom are greeted by the Avatar of Arvora and the Demi-Servant Erika. They are told the brief summary of the past two-thousand years since they were away. 1 AE; Erika makes a deal with the Republic of Sarweald, selling her a few ships to allow the Aversians to explore their new home. The first leads to Adelona, and to the port of Sarweald itself. In the lands of Adelona, the Reiklands, Shogunate of Zheng, The Heartlands and the Duchy of Gravemont are formed, alongside a small hamlet named Sanctuary. 1 AE; Expeditions to Ardemor find the lost Pine Village, the Aversians are met with surprise and some hostility. Further colonization allows the creation of the Kingdom of Boleira, The Skjøldfólk and the Mundas'Ranaz tribe. 1 AE; Drake Annex, the leader of Sanctuary, and a high ranking officer of the Shogunate duel due to a dispute about a punishment dealt to his son. This leads to increased tensions between the two factions. 2 AE; An expedition to Arkolos discovers the empire alive and well within the city of Drakonspyre, and the Sarweald forces are wiped out. Further colonization of the continant forms the Archduchy of Avalon, the Kingdom of Ara'Sil and the County of Holmsgard. 2 AE; The Islands surrounding the continents are then settled last, with the Vallis Academy, and secretive Illysari. 2 AE; A brief skirmish erupts between the Heartlands and Duchy of Gravemont, resulting in minor casualties over military access issues. This ends in a stalemate, with Gravemont eventually repulsing the Heartlands. 2 AE; The increased tensions following a variety of other minor issues and reasons hidden behind closed doors results in the beginning of the Zheng-Sanctuary war, with the Heartlands, Illysari and men purchased from the Duchy of Gravemont supporting them. Sanctuary reached out, and the Archduchy of Aveyron, the Reiklands and minor support of Ara'sil in the form of selling ships to Aveyron.
  24. 4 points
    The Imperial Alliance The following accord was struck between the Kingdom of Boleira and the Kingdom of Ara’sil in order to foster prosperity between our kingdoms and to secure a formal alliance. Should these terms be broken at any point this document is considered null and void. Should renewal or renegotiation of these terms be needed, the same parties will need to reconvene to negotiate terms to better suit the state of the alliance. Term One The Kingdom’s of Boleira and Ara’sil both agree to terms of non-aggression with one another. In unison with this, both Kingdoms will come to another's aid in times of war in the form of a defensive pact. Term Two The borders of the Kingdom of Boleira shall remain on the northern continent of Ardemor while the borders of the Kingdom of Ara’sil shall remain on the western continent of Arkolos. Term Three Trade shall be opened between the Kingdom of Boleira and the Kingdom of Ara’sil, allowing for resources to be traded between one another safely and securely, including the safe passage of merchants from both kingdoms to freely sell their goods in either Kingdom.
  25. 4 points
    Fal’Merek Festival of the Union (30th of May) Ceremony Overseer Shel Dreambinder Description The Festival of the Union is a celebration of Kal’gorah’s formation. It serves as an important reminder of the tribe’s past struggles while celebrating the union of their culture. On Fal’Merek, all the Kalgoran clans return home, decorating the streets and bringing their bounties as tribute. They form together, holding a large feast across the tribe and coming together by the fires, telling the stories passed down by their peoples until deep into the evening. It is a cultural festival celebrating common ground where it can be found, praising the Spirits, the Leadership and the Castes and Clans of Kal’gorah working together as one. Ceremonies On the day of the festival, tribe members are allowed to set up shop in front of their huts and anywhere in the market streets, often by laying out cloth and sitting on it. It is the only day in the year in which tribe members are allowed to sell whatever they are willing to part with, peddling freely on the streets, and this courtesy is often extended to outsiders recognized by the tribe. Outsiders are welcomed to attend the festival, and bartering is heavily encouraged. On the night of the festival, a large feast is held in the ceremonial halls of the tribe. Here, the Chieftain speaks to the tribe on the matters of the last year, acknowledging the new clans that have been formed and addressing the problems to come before motivating the tribe. The speech is informal and followed by a toast, often with allies of the tribe present. Customs Knowing the least customs of all the Festivals, the Festival of Union is about finding common ground between all participants and members of the tribes. Stories are told by the fires, with the better stories told at each campfire often being rewarded with coin and drinks. Games and gambling is allowed and encouraged, and where drinks are sold they’ll often be cheaper than usual.
  26. 4 points
    Kalgoran Society Of Councils, Castes and Clans The Kalgoran society knows a system of hierarchy unique to its tribe. Like all other tribes, bloodlines hold some significance, but the actions of an individual matter the most to reputation. Where most Orcish tribes would simply place their trust in one’s ability as they display it, those of Kal’gorah hold extensive trials to educate and maintain the amount of professions among its people. Through a system of societal castes, all members of the tribe are taught the common ways of their elder’s profession, allowing the tribe to grow beyond the occupation of ruined settlements and aiding them in forging their own cities and dominions. These families often create larger clans by forming together, to maintain their family’s traditions and so prevent themselves from failing their trials, ever seeking new members to marry into their clans. Leaders are chosen from among the highest rank of each of the castes, seated at the council and led by the Chieftain of the Dominion. The Castes of Kal’gorah The caste system of the tribe is determined by birth first and foremost; each newborn is taken into their family’s caste and taught the profession of their clan until they come of age. There, upon their 15th winter they will undergo a trial to determine if they will stay in their current social standing or be lowered to another one. Any may take a trial of their choosing upon their coming of age, but it is often one that can not be done without the aid of a mentor, and so it is much more likely that those taught within a caste will succeed, while the only ones to successfully pass from lower castes would be the ones with exceptional skill, or those tutored under the prospect of an arranged marriage. Regardless of which Caste a member of the tribe enters, it is often a position held for life. To change castes past the coming of age is possible, but carries great risk with it, for the trials involved in changing one’s caste past the first trial are as arduous as they are dangerous. The Shamans The top of the caste system consists of the Shamanic clans of the tribe. The Shamans are considered by all in the Tribe to be its rulers, championing wisdom, judgment and spiritual guidance as their contribution to the tribe. From birth, they are taught the vast histories of various orcish clans, including a great many oral histories that may not be written down. Expected to intricately know of the tribe’s origins and hardships, they are taught every detail until they can recite each of the stories without fail. They are taught how to speak and how to judge, and how to conduct the rituals necessary to maintain the tribe’s prosperity and good fortunes by honoring the spirits of the land. Many take up an Artisanal profession as well, as few born into a shamanic clan are fit to take part in its trials, and it is much more common for one born in a shamanic caste to choose tutelage under an artisanal clan instead. Past their coming of age, a Shaman can most often be found in the temples of the Kalgorah. There, they form the backbone of the tribe, teaching younger shamans, overseeing the trials of the tribe’s adolescents, judging its criminals and offering guidance to those who are troubled within the tribe, aiding them where necessary. Those who find themselves bound to spirits commune with the land, forming the bridge between the world of the spirits and the wishes of the tribe, ensuring both prosper together. It is among the Shamans of the tribe that the Chieftain is chosen to lead for life. This shaman joins the leadership council and stands at the head of all matters that concern the tribe as a whole, and Shamans are often revered as a whole for their place in society. The Artisans Just below the Shamans, the Artisans of Kal’gorah make up the second caste of the tribe. Members of this caste are more numerous than the Shamans, consisting of skilled laborers and specialized workers. They form the lifeblood of the city’s commerce and pride themselves on precision and mastery of their respective crafts. From the day they are strong enough to hold a tool, they are taught by their elders to use it to make what is necessary for the tribe. Learning all the tricks of their trade and the most common forms of their crafts, it is the task of the Artisan to build upon the ideas of their forefathers, a task in which they take great pride.. After their coming of age, their work has them overseeing the laborers of the tribe in the construction of the city, as well as establishing themselves for their unique crafts and conducting and managing trade within the lands of the tribe. Artisans are often in strong competition with others of their craft to create something to call their own with which to expand their businesses. From newer medicine for the sick to better ploughs for farmers, the Artisans labour and innovate for the good of the tribe and are rewarded for their efforts in turn. Artisanal goods made by a member of the tribe may not be remade by another unless the creator allows for it, or it is judged to be necessary to further the prosperity of the tribe, and Artisans are often respected for the intricate weapons and tools they make. The Warriors The third layer of the Kalgoran Caste is made up of the warriors of the tribe. Acting as the tribe’s blade against would-be conquerors, they consist primarily of those who have taken to a life of fighting. Honing their skill with their chosen weapon, they pride themselves on their strength and discipline. Those who grow up in the Warrior caste often know the harshest lives, taught to test themselves again and again, whether at the blades of their elders or the animals in the wilds around the tribe. After their trial, they can most commonly be seen around the walls of the city where they maintain the city’s defenses, or honing their craft in contests against other warriors in one of the dueling grounds around the tribe’s domain. Warriors are often taught to seek ever greater foes, whether among their own or in the lands around Kalgorah. The Workers Making up the largest group within the castes, the workers are the fourth and bottom layer of the tribe. Working arduously and often tirelessly, they provide the tribe with the very base of its needs. Stonemasons, Miners, Farmers, Woodcutters and other simple, yet essential labors are practiced in loose clans, though more importance is placed on family than a larger whole. The ones within these groups pride themselves on their endurance and strength of will, competing in contests with each other only when their honor is on the line. After their first trial, workers can often be found in their places of work, prospecting and harvesting from the land as they labour in the days to meet the needs of the tribe, and feasting and drinking in the nights when the work is done. Workers often live without the stresses of ever pushing themselves, considering a hard day’s work to be a craft to master all its own. The Pariah Outside the caste system live the Pariah; though they remain members of the tribe, they are not a true part of its society. They often live day by day, picking up the work no others would want to do in return for coin. Some rare Pariah take pride in their work, fashioning themselves as peddlers and grifters, but most prefer to keep their heads low- for to be an outcast is a punishment, all too often the results of crimes committed by the Pariah or their ancestors. Pariah are not allowed to participate in trials, not allowed to marry, and may only attend festivals as servants or with the express permission of a Shaman. Relations between Castes The difference between the various castes and their rigidity often means that there is dissent among the different groups. Though much is done to mitigate this difference within the laws, leadership and culture of the tribe, there are an equal amount of customs that shape the stark differences between them. While Shamans are generally revered universally and given the respect deserved by the tribe, their stance on peaceful isolation and their stance against expansion outside the needs of the tribe often puts them at odds with Warriors who often seek to fight strong opponents and achieve merit in their efforts. Though this creates dissent between the two castes, Warriors tend to be taught the necessity of peace and the avoidance of war, while Shamans will often create opportunities for warriors to fight by declaring contests of strength, hunts and expeditions in which the Warriors may compete. Oftentimes, Artisans find themselves at odds with Workers who they often look down upon, although unity within the Worker caste equally often repays this aggression by refusing to work for said Artisans. Similarly, a Worker may consider an Artisan to be arrogant and greedy, though such notions are often met with a challenge for the Worker and Artisan to switch trades for a day. This challenge often humbles both parties to the work of the other, though the contest slightly favors the skilled worker, as the work of a Worker tends to be simple and monotonous. Warriors tend to be at odds with Artisans for the same reasons Workers oppose them, though in these instances the situation is reversed; Artisans may collectively choose to deny the Warrior’s repairs, making it difficult for the Warrior to properly practice their craft. As such, the Warriors often begrudgingly respect the Artisans even through such prejudice, recognising their necessity and ensuring they remain untouched in spite of their sneers. Though the castes are often separated by their virtues, each recognises the necessity of the other in their daily lives. Disputes between the castes are often settled peacefully first, only escalating to a duel when neither side can agree, and though tension rises and falls with the stresses placed upon the tribe, the laws remain sacred to all that seek to avoid becoming Pariah to the tribe. Outsiders Outsiders are those considered to never have been part of the tribe. Those who come from outside of the Kalgoran dominion are not part of the castes, and until they choose to become a part of the tribe are treated as such. Outsiders are still considered as capable as the castes they would be part of within the tribe, provided they are considered such by those they speak to. Foreign kings are revered as one would a Shaman, and given the same respect. Craftsmen from outside are given respect becoming of an Artisan within the clan, and Farmers from foreign lands greeted as kindly as one would the Workers of Kalgorah. In spite of this respect, their rights are no different from those of Pariah when it comes to the work within the dominion; foreigners are barred from the workstations and the temple, unable to participate in the trials of the tribe, and unable to attend the festivals of the dominion unless approved by the Shamans of the tribe. They are not allowed to trade, though exceptions exist within those considered worthy by the tribe. Regardless of their limitations, Outsiders are not subject to the dismissal experienced by the Pariah; in all their actions that go against the wishes of the tribe they are asked cordially to refrain, and educated as one would a child in the tribe, with the threat of violence only suggested as a last resort to the unruly few. The Leadership of Kal’gorah The Leadership of Kalgorah lies just above the castes of its society. Though day to day decisions are made by the Shamans, there are matters that affect the tribe as a whole, which can not be judged by a shaman alone. To decide on these, the Kal’gorah gather in a Council known as Oru’kal to deliberate on the best choice. The Oru’kal is made up of a body of the most important members of the tribe. It consists of eight positions: The Chieftain, chosen among the Shamans; five Councillors, chosen among the Artisans; the Warchief, chosen among the Warriors and the Taskmaster, chosen among the Workers. Each receives a single vote, but the weight of the vote is determined by the Chieftain. As such, while seeming outwardly lead by a council of its tribe, the council functions only in an advisory capacity, with the Chieftain ultimately making each decision. Even so, the council is an important ground to debate on matters of the tribe, and those within it are respected as trusted advisors to the Chieftain. The Chieftain The head of the tribe, the chieftain is to be a wise and experienced leader ready to bear the great burden of leading the tribe to the future. They will often be the head of important trials, ceremonies and special events of the tribe. They work with the Council to create laws, coordinate events and oversee trials. They are chosen by a vote among all the Shamans of the tribe, set to lead for life. Though they answer to the Council, they also have the sole right to lead the tribe; should they choose to, they may ignore the advice of their Council. Ultimately, they carry the weight of the entire tribe upon their shoulders. The Councillors The advisors of the tribe, these highly respected individuals are often the masters in their craft and the heads of an Artisanal clan. Their role is to advise the Chieftain on all matters of the city and commerce, form laws with the Chieftain, conduct events, and act as judges for the tribe’s trials. They are chosen through merit once every year at varying times, in a contest of craftsmanship between every Artisan choosing to participate within their respective crafts. Five councillors exist within the Council: The Councillor of the Loom, chosen among the tailors and leatherworkers. The Councillor of the Hammer, chosen among the blacksmiths and weaponsmiths. The Councillor of the Shield, chosen among the armorers and siege engineers. The Councillor of the Saw, chosen among the woodworkers and carpenters. The Councillor of the Mortar, chosen among the alchemists and doctors. The Warchief Chosen as warriors, generals and great duelists, these individuals of high honor serve as the tacticians for the Chieftain on all matters involved in the field of combat and weaponry. The warchief will oversee tribe duels in the arena, coordinate events and manage the training of the tribe’s guard and troops, always preparing for the eventuality of war. They are chosen through combat, with the strongest warrior of the tribe replacing the previous warchief every year at the end of winter. The Taskmaster Among the Workers of the tribe, a Taskmaster is chosen every year. They are concerned with the needs of the people and have the important task of overseeing the happiness of the workers and the tribe as a whole, as well as ensuring the material demands made by the council remain reasonable. The Taskmaster is generally the most amiable and caring among the Workers, chosen by popular vote among the tribe’s workers in an election once every year. The Clans of Kalgorah As Kal’gorah grew, different people from former tribes collected under its banner. They had been tribes in their own right once, and their practices often matched poorly with one another. Though all could agree on the appeasement of the spirits, the purpose with which their tribesmen worked and the laws and peaceful coexistence they would abide by, some held fast to their own personal traditions, philosophies and practices, not wishing to share them with others in the newfound tribe. To signify these divides and their importance, the clans were created so that their practices would not be lost. Existing as extended families, a clan shares a name under their founder. They form communities within Kal’gorah of their own and under the oversight of the Council, reporting their activities and keeping careful records of those they initiate with the aid of the Shamans. They are allowed to hold their own private rituals and initiations so long as these abide by the laws of the tribe, and achievements made by its members are often shared with the clan as a whole. Clans of Kal’gorah abide by strict rules set by the tribe. These laws, known collectively as clan law, exist to ensure the autonomy within the clans doesn’t clash with the tribe’s authority. Under these laws, clans enjoy authority over members of their clan, capable of punishing them under circumstances for breaking their creeds. Initiation There are only two ways one may enter a clan after its founding, regardless of one’s origin and stature within the tribe. The first is to be born into a clan, or to have been raised by it before one speaks their first words. The second is to marry into a clan under the understanding that children must be born from the union in the clan’s name. Because clans often stake their reputations on those they initiate, it isn’t uncommon for a clan to conduct its own initiation rites. As such, initiation varies wildly from clan to clan, with some only celebrating a marriage and others often subjecting neophytes to gruesome hardships. Leadership A clan is always led by a single person, often the head of the family and its oldest living relative. This leader, known as the clan elder, holds ultimate authority over the clan in the eyes of Kal’gorah. Regardless of how the clan is ruled internally, when it comes to matters between a clan and the tribe, the elder acts as speaker for the clan. Outside of such matters, clan leadership tends to vary, though in most instances the elder remains an important member of the clan. Creeds Clans have varying philosophies, often resulting in leading lives in which they inhibit themselves or otherwise forbid certain things. To organise these philosophies, and to enforce them among their members, each clan knows a scroll of creeds. Creeds are absolute rules with absolute consequences for breaking them. Oftentimes, the punishments are harsh; though the tribe forbids maiming that inhibits work and death as punishments for breaking creeds, there are few rules in place to stop clans from acting on their own clansmen. Every law a clan has is to be known and accepted by the council of Kal’gorah before being recognised as a creed. Clan Feuds On rare occasions, clans may have issues with one another. Be it unpaid dues, or more personal quarrels, these conflicts can quickly escalate into feuds. Within Kal’gorah, there are two ways to deal with this strife among clans. The first is a duel for the clan’s honor, in which each clan provides a champion and duel for their honor. The second, more common among Artisanal clans, is a contest between craftsmen. Prominent Clans Many minor clans exist within Kal’gorah. Oftentimes, these clans may be little more than families. More notable clans are common knowledge among the tribe. They are listed here, with descriptions and scrolls where applicable.
  27. 4 points
    CODEX OF THE KAISERREIK First Edict on Criminal Conduct 1. Subject of Meager Crimes (Tier One): 1(a). The following crimes are deemed to be ‘Meager’ Crimes, the first class of offences: Lesser Impersonation, Minor Theft & Distribution, Public Disturbance, Trespassing, Unlawful Physical Assault or Brawling, Unlawful Possession of Arms, Vandalism, Minor Fraud and Vigilantism 1(b). The following are the potential consequences for committing to any one or more of these crimes: Fines, Light Incarceration, Mild Beatings and Warnings 2. Subject of Serious Crimes (Tier Two): 2(a). The following crimes are deemed to be ‘Serious’ Crimes, the second class of offences: Adultery, Illegal Possession of Heretical Items, Major Theft and Distribution, Sexual Harassment, Impersonation of Nobility or Military, Public Slander, Unregistered Lit Sparks, Vallahism/Lycanthropy, Unregistered Possession of ‘Dangerous’ Creatures. 2(b). The following are the potential consequences for committing to any one or more of these crimes: Branding, Extended Incarceration, Head Shaving and more Public Beatings or Floggings 3. Subject of Heinous Crimes (Tier Three): 3(a). The following crimes are deemed to be ‘Heinous’ Crimes, the third class of offences: Conspiracy Against the State, Desertion, Treason, Heresy, Murder, , Unlawful Physical Assault on Nobility or Political Figures, Unlawfully Consuming Reikvolk Blood or Flesh, Slander of Reiksheer Officials and Heads of State. 3(b). The following are the potential consequences for committing to any one or more of these crimes: Court Trial Within the Capital, Execution, Extended Incarcerations, Maiming, Sundered Spark 4(a). Obstruction of Justice and State: The obstruction of any judicial matter, including the hindrance of any official in the correction or punishment of a crime and the impedance of investigation and legal process shall be accountable as a crime under the same tier of the obstructed offence. Any intrusion upon official meetings of the Reiksheer or nobility shall be deemed as obstruction of state and punished accordingly as a tier two offence. 5(a). Definition of terms of law: Lesser Impersonation: Impersonation of a civilian not of noble or military designation. Minor Theft & Distribution: The theft of non-magical objects with a value of 1,000 Arunes or less. Distribution is the fencing of knowingly stolen objects of this same value. Public Disturbance: When one’s words or actions jeopardizes the right to peace of other Reiklands citizens. This includes the intentional irritation of other persons, excessive noise or profanity in public, or an unlawful public assembly. Trespassing: The intrusion on private property without the landlord’s permission. Unlawful Physical Assault or Brawling: An unsanctioned fight involving a non-consenting, law-abiding citizen who may be acting in self-defense. Unlawful Possession of Arms: The possession of a weapon by a citizen without a permit from the Crown. Vandalism: The deliberate destruction of or damage to public or private property. Minor Fraud: Unlawful deception intended for financial gain to the value of 1,000 Arunes or less. Vigilantism: Acting in the stead of a soldaten to enforce the law with self-appointed authority. Adultery: Voluntary intimate relations between a married person and a person who is not their spouse. Illegal Possession of Heretical Items: The presence of a heretical item in one’s property and ownership. A heretical item may include cultist paraphernalia or a shrine to Foli. Major Theft & Distribution: The theft of non-magical objects with a value of more than 1,000 Arunes. Distribution is the fencing of knowingly stolen objects of this same value. Impersonation of Nobility: Impersonation of a noble or military person, or a person of political significance. Public Slander: The pronunciation of a negative falsehood intended to disparage an individual or group. Exceptions may be made if the statement possesses factual truth and integrity, or if there has been some degree of a misunderstanding. Subject to court evaluations. Unregistered Lit Sparks/Vallahism/Lycanthropy: A person cursed with a lit spark, Vallahism or Lycanthropy must be known to and sanctioned by the government. If they maintain the curse, they must adhere to any and all orders from the Crown concerning their curse. Unregistered Possession of Dangerous Creatures: A person in possession of a creature with the potential to cause significant harm to a Reiklands civilian. Conspiracy Against the State: The formation of plans against the State, the Reiklands or the Crown with the intention of weakening the integrity of the nation. Desertion: Leaving the Reiklands military forces without sanctioned approval. Treason: The act of betraying the Reiklands, the Crown, or the government. Heresy: An attack on the deities of the Reiklands, the well-being of the common citizen, or the engagement in heretical practices and worship. Murder: The intentional causation of death to a law-abiding citizen. Unlawful Physical Assault on Nobility or Political Figures: A fight involving a non-consenting nobleman or noblewoman, or a political figure, who may be acting in self-defense. Unlawfully Consuming Reikvolk Blood or Flesh: Consuming the blood or flesh of a Reiklands citizen without their permission. Slander of Reiksheer Officials and Heads of State: The pronunciation of a negative falsehood intended to disparage a member of the Reiksheer or Head of State by a person without these ranks. Exceptions may be made if the statement possesses factual truth and integrity. Second Edict on Civil Union 6. Subject of Noble Romance and Adoption Upon the occasion that any one Reiklander noble desires to engage in legally binding unification of two parties, such as Marriage or Adoption, it must be: 6(a). Brought up to the ruling crown overseeing the current affairs of nobles within the kingdom of the Reiklands. As such, proper documentation is meant to be signed by both the noble overseer: the individual who desires to wed, and said future fiancé, 6(b). It is also customary that before said hearing, that a rehearsal dinner with said overseer be held within the home of the noble with the desired fiancé present to appraise their suitability to serve the Reiklands in the capacity of noble affairs. 6(c). In the case of marriages and adoptions done outside of this specification, said individuals that are brought into the noble family will not be granted the rights of nobility. If said noble perishes, all of the land and property either goes to next of kin, to state, or to any party specified in that noble’s last will and testament. 6(d). In the event that adoption occurs within the Reiklands and the child being adopted does not yet have the capacity to make their own choices (be of sixteen years of age) the parent of said child is allowed to sign for them in that event, though on the event that the child reach actual adulthood (eighteen years of age)- they must come in for a reintegration into the system as they are now viewed as their own independent entity and not an extension of the noble. 6(e). The Reikstag reserves any and all rights to annul the marriages of any nobility within the Reiklands as it sees fit upon a majority vote. 7. Subject of Ascending Nobility 7(a). The position of nobility may be bestowed upon any individual by the Crown or by the majority decision of the Reikstag if that individual is seen to be deserving after an official examination. 7(b). The Reikstag reserves any and all rights to ascend or descend any and all nobility in the Reiklands as it sees fit. 8. Subject of Bastards 8(a). Bastards are defined as children born into the realm out of wedlock, 8(b). Until otherwise stated in an official document from the Reikstag, or by the Crown in the case that the bastard is of noble origin. Bastards shall bear the surname of 'Fritz' until officially legitimized, regardless of their parent’s status. 8(c). Parental figures are in no way inherently responsible for the bastard’s lodging, well-being, or general care. Nor will they be held responsible for any crime committed by the bastard unless they are claimed. 8(d). The Crown and the Reikstag reserves the right to recognise a bastard and can choose to revoke the legitimization of a bastard it has otherwise granted legitimacy should the parents be deceased. 8(e). The Crown and the Reikstag may recognise bastards in the stead of living parents, however only if the situation deems such an action is appropriate. Third Edict on Nobility 9. Subject of Titles: 9(a). The Crown recognises the familial titles of both legacy and ascending nobility by their documentation and legal authorities conferred onto them by the governing body, 9(b). The Crown reserves all rights to give onto any worthy person a title of nobility, 9(c). The Crown or majority vote of the Reikstag may retract the title of misbehaving or unlawful nobles at its own discretion, 9(d). The Crown demands of landed nobility to make forward the appropriate payments of taxation where and when due based on the worth of the title conferred onto them, 9(e). Noble ranks may only be awarded and revoked by the Crown or by a majority decision by the Reikstag. 10. Subject of Disputes: In the event that a dispute should arise between noble houses: 10(a). The issue at hand shall be brought forth to the Reikstag to be heard and expressed so that both sides may say their peace, 10(b). The Reikstag may hear of the dispute and provide advice where appropriate, 10(c). In the event that the parties cannot resolve the matter on their own, the Reikstag will ultimately mediate the situation and their determination by a majority vote shall be final, 10(d). In the event that a majority vote cannot be reached, the Kaiser’s decision shall be final. Fourth Edict on Reikstag The Reikstag is a council composed of educated and informed individuals with the utmost loyalty to their nation. Their purpose is to guide the Reiklands through matters relevant to their expertise, and to prevent tyranny from taking root. 11. Subject of Reikstag Powers: 11(a). The Reikstag’s powers are limited to those afforded at Reikstag meetings, 11(b). These powers include the deposition of unfit or corrupt sovereigns and nobles, the sanctioning of bills, addressing foreign and domestic policy and advising the Kaiser in matters of stately concern, as well as those mentioned in this codex. These powers may be pushed amongst the Reikstag by majority vote. 11(c). In the event of a deposed sovereign house, or the death of a sovereign where no legitimate heir can be found, the Reikstag will convene to determine the new regent by majority vote, with a high value being given to the input of any one province’s people. 12. Subject of Reikstag Composition, Appointment and Disqualification: 12(a). To qualify for the Reikstag the person must be a recognised member of nobility. 12(b). Those that may participate in the Reikstag are as follows; the Kaiser, Lord Chancellor, Lord General, High Court Magus, one representative determined by vote of the Landgrafen, and two determined by a majority vote of the former mentioned. This totals a maximum of seven members at any one time. 12(c). The meeting of the Reikstag shall be held once every two Quarta and additional meetings may be held at any time should the need arise. 12(d). A member of the Reikstag may be disqualified should they lose their noble title, should they be in significant violation of the law, or by majority decision by the remainder of the Reikstag. Fifth Edict on Reiksheer 13. Subject of Uniform and Service: 13(a). Soldaten of the Reiksheer while on duty, within the regions recognised as the Reiklands, shall be armed and dressed in at least the suitable standard issue attire to be readily available for deployment should the need arise. 13(b). Soldaten of the Reiksheer shall have these equipment supplied to them by the upper-echelon of the standing army, 13(c). Soldaten of the Reiksheer begin their employment under the Reiklands upon enlisting and their term of service concludes either by way of retirement of age or injury, death or dishonourable discharge, 13(d). Any informal leave from the Reiksheer may be considered to be desertion, 13(e). Soldaten of the Reiksheer are eligible to a wage of 10,000 arunes per (month), with a 5,000 arune increase per advancement within the established hierarchy. 14. Subject of Conduct and Loyalty: 14(a). Soldaten of the Reiksheer are expected to comply and submit to the established hierarchy and conform to the standards set by the administration, 14(b). Soldaten of the Reiksheer owe their loyalty to the Crown, The Reikvolk and a Greater Reiklands 14(c). Any acts of disloyalty, treason, mutiny or espionage must be reported to the highest leading Military officer. 15. Subject of Duty, Discipline and Responsibility: 15(a). Soldaten of the Reiksheer owe a duty to protect the Crown, the Reikvolk and The Reikland in whole, 15(b). This includes a duty onto them to grow strong and distinguish themselves to the best of their abilities to ascend beyond the expectations originally set out by them, 15(c). Soldaten of the Reiksheer must also obey and submit to the hierarchical structure that has been established by the upper-echelon and are encouraged to work within it during their service, 15(d). Soldaten that do not submit to orders from the chain of command shall receive the appropriate punishments or penalties, insubordination shall not be entertained, for thy soul shall submit immortal, 15(e). Soldaten of the Reiksheer must also routinely train amongst themselves and abide by the standards set out of which are expected of them to keep their bodies and mind in check and shape, 15(f). Responsibilities such as patrols, participations in field expeditions and reactionary response to dire situations are mandatory and the judgement of involvement is left to reasonable interpretation. Sixth Edict on Youth 16. Subject of Youth and Living: 16(a).Youth aged 1-11 shall enjoy the following benefits indiscriminately, 16(b). Parents are to provide, nurture and adequately discipline their child to the Heilig standard, This includes and is not limited to appropriate usage of rations for feeding, clothing and mannerisms of their child to be respectable members of society, 16(c). Youth who infringe upon the law to the degree of a single tier two crime or above, or commit three tier one crimes, shall be taken from their parentage and placed under state care for an appropriate amount of time. 16(d). Children of walking age and stage of life are to enjoy the baseline minimum of 4 hour leisure time to actively participate in social and exercise activities to later be fit and healthy for work, 16(e). Children aged 1-11 are exempt from manual labour until their 12th name day. 16(f). From the 16th name day youth shall formally be recognized as adults, 16(g). Youth from the 12th name day to 16th name day are expected to work in the fields of their respective parents to shadow under, be it in a specific field, manual labour or within the Reiksheer. 16(h). Youths may not submit themselves or be submitted by their parentage or any other party for marriage. 17. Subject of Youth and Education: 17(a). Children are to awaken at daybreak, at least five days per sept, to attend formal education at the designated churches, 17(b). Literacy and numeracy lessons will be overseen by the designated appointed clergymen, as well as extensive Reikland geography and rudimentary geography of the known world and map. Historical lessons are mandatory in any and all syllabuses to highlight the importance of one's origin and uphold Heilig values. Religious studies too are to be conducted with a strict emphasis on the deities approved by the Crown. 17(c). Children are subject to appropriate levels of disciplinary means to which the clergymen deem efficient at their own discretion. These disciplinary practices may not exceed the bounds of the law. 17(d). Children shall enjoy regular hourly breaks in their education. Any deviance or irresponsible acts carried out by the children under the clergymen’s supervision is of their own responsibility and shall be appropriately held accountable. 17(e). Clergymen must provide an adequate report of educational development to the designated governmental officers. 18. Subject of Youth and Self Discipline: 18(a). Youth must uphold Reikland law. Failure to do so may result in the adequate distribution of punishment. Consideration of the child’s age will be taken into account in judgement of the transgression. 18(b). Youth must cooperate with local authority, including and not limited to any person aged to the minimum of 1 year older than them, adults, seniors, any official of the Reiksheer, Clergymen, appointed Mayors and nobility. 18(c). Youth must reject heresy and degenerate views and ideologies, including any ideology conflicting with the Hestark and Heilig way of life, 18(d). Youth must report crime to local authorities wherever it may be, even if familial or otherwise. Seventh Edict on Familial Rights 19. Subject of Matriarchal Living: Married women within the regions of The Reiklands are to enjoy the following marital living benefits: 19(a). They may choose to withdraw from militant or physically laborious activities. However they then must prioritize the upbringing of their children. Those who are incapable of giving birth may then choose to take a specialization of their choosing. 19(b). Mothers who are not wed are expected to find an appropriate suitor. 19(c). Mothers who are not wed are provided lodging for themselves and their children until they are matched with an appropriate suitor. 20. Subject of Widows: Widows of either Reiksheer Soldaten and officers or labour workers are entitled to: 20(a). An allowance gifted from the Crown to provide for their family, 20(b). Permission to remarry to an appropriate suitor, 20(c). Mothers of whom are widowed are entitled to the home of their husbands to raise their child to whom may later inherit. 21. Subject of Lineage and Inheritance: On the occasion of a death within the family, the following conditions determine the fate of that person’s fortune and worldly possessions: 21(a). The Last Will and Testament must have been written by the deceased’s hand and presided over by a notary or member of government. 21(b). The Last Will and Testament must grant a minimum of ten percent of the deceased’s fortune to their children. If the children are entirely disinherited by the parentage they may dispute this following the parent’s death to the Crown. 21(c). If a Last Will and Testament is not specified for the deceased, their fortune and property shall pass to their eldest living son, if one is not present then it shall pass to their spouse, or otherwise to their eldest living daughter. If none of these are present, it shall be passed to the oldest living male of the family, and then the oldest living female. If the deceased had no living or recognized family, their fortune and worldly possessions shall pass to the Crown. Their circumstances are subject to change in regards to nobles. 21(d). Heirs specified in the Last Will and Testament or by natural inheritance may be deposed by the Crown if they are guilty of a Tier Three crime.
  28. 4 points
    After some discussion with LT and private concerns in Pms brought to us, LT has reverted the change of Shifters back into an event race. This means those who did the player polymorph policy, barring Redattendant and Sozoski as they carry an exception previously spoken upon and agreed, are voided and returned to their regular races. Feel free to apply, however! Two major changes that are staying however are as follows; Shifters CANNOT turn into animals or monsters. Supians no longer turn people into shifters. Feel free to come up with creative reasons, just not too terribly out there. In addition to this, we are clarifying the "Legacy Rule" that while not explicitly written is now entirely written and understandable. Forest Elves have received a minor tweak; They can no longer walk on water but their empathy has been upgraded, they can now tell the next action of an animal once every 4 OOC hours.
  29. 4 points
    - The King Slime - Description: Often confused as an entity from outer space, the King slime is a deep run creature that has a jump height of enormous potential, causing it to sometimes shoot itself into the darkness. When it comes down, the slime is often mistaken for a meteor or asteroid due to its size, but after impact it often returns to the underground after minor exploration on the surface. While it often comes in different sizes depending on what it has recently eaten, it is always somewhere within the 8-16m wide range, and often just as tall, as it likes to keep as spherical as possible for travel. Seen in a very distinctive royal blue color, the translucent slime hides a single strange object within its body at all times that reforms upon destruction, known as the Slime crown. Its true effects and nature are a mystery to everyone but itself, but it seems to grant it extreme regenerative properties more so then that of a regular slime. In addition, legends believe that the crown allows the King slime to be able to command other slimes while it is wielding it, and that it may use it one day to invade the overworld. Distribution: The King Slime is a Unique creature, and is rarely seen the deep run, but can end up anywhere. Habitat: The King Slime ventures anywhere, and thus doesn't have a particular habitat. Diet: The King slime feeds on primarily organic materials such as flora and fauna, though can eat minerals if desperate. Relations: The King Slime is generally a passive creature unless provoked or hungry. Its lack of sentience does mean it is unpredictable in these two habits, however. Mechanics: The King slime is immune to blunt weaponry, and often reflects it backwards toward the person who hit them with it. The King slime can be cut into pieces, but each forms an independent slime that is just as strong. This can quickly overwhelm opponents. Breaking the crown causes it to become aggressive, and the crown regenerates after 5 emotes. During this time the Slime is far more vulnerable, and cutting off its pieces does NOT result in splitting. The King slime is capable of changing its shape and body to any number of shapes and sizes if it so desires. The King slime is capable of absorbing and melting all but the most acidic resistant materials within seconds if consumed. The King slime is capable of holding in magic and bouncing it back out at others, as well as possessing minor magic itself. Material Properties: The crown of the slime king can be looted from its body if it dies, and while the Slime King returns to the earth to reform, the crown itself is a powerful tool that allows passive regeneration. Minor wounds take 3 emotes to heal, mild takes 4, moderate takes 5, severe takes 6, and lethal wounds will not heal in time regardless.
  30. 3 points
    Kalgoran Tribal Naming The Kalgoran naming system, while seeming rather simple to outsiders, is given great meaning within the tribe. Naming is separated by three systems, each change in the name of a tribe member signifying an important milestone in their life. The Given Name One’s first name is given, often by the parents of a child. When no parents are able to name the child, a shaman is given the task of naming in their stead. Given names are typically short, occupying a single syllable with great variety among them. Often, these names are either a favored ‘thing’, but more often they honor an ancestral act or the name of an ancestor. In naming, the direct name of one’s ancestor may never be given- for to do so would weaken the spirit of the child to the temptation of evil spirits. Rarely, a second syllable is given to a name. Typically, this happens when the parents of a child can not agree on a name, which is resolved by simply giving the child both names. Examples: Shel, Argg, Brall, Cher, Gern, Pogg, Arr’Thar, Merrlur The Burdened Name One’s second name is earned upon the coming of age. It is appended to the given name, and represents the positive aspect of a person’s greatest flaw. It is given by their mentor, who presents it to a shaman for consideration. The second name is hardly spoken, serving only as a name shared personally. It is a punishment to be called by one’s full name in public, and often represents a great failing in honor when such a thing is done. As such, being called by full name in public unwarranted is often retaliated with by a duel. When a member of the tribe is cast out, their first name is stripped from them, leaving only this name to call them by. List of names: The Earned Name One’s familial name is ever in flux, changing with one’s deeds and merits, both personal and familial. Representing one’s surname, it can take shape in three forms; the first is a surname given to denote one’s lineage. This takes the classic form of denoting one’s most prominent parent and appending it with ‘son’ or ‘daughter’. It is used to identify someone through their line of birth, and often ends at the name of an ancestor well-known by the tribe. Second is an ancestral deed celebrated by the head of a prominent family leading to them taking the name of their ancestor, passing on the tale of the deed. These names often denote a clan of orcs, and is a name that may only be passed on once the first bearer of the name is dead. The third is a surname associated with a great feat, often one with great effect on the tribe’s own living conditions. These surnames are extremely precarious to take on, and an orc announces their surname only when they deem it is fit to do so. It is a name that is taken rather than given, unlike any of the names before it, and as such must be one that will be accepted by the tribe once announced. A surname given too hastily may dishonor one’s prior lineage, while a surname taken on too late may diminish the worth of the deed itself. A taken name accepted by the tribe will enjoy merit, as no one else may bear that name until the orc passes on. Of note is that one’s surname will always know an orcish and common variant. To simplify this process, names often directly refer to the deed in clearest terms to avoid confusion, and orcs will make attempts to know their surname in as many languages as they can muster. Examples: Son of Grak, Daughter of Ul, Stoneweaver, Tuskfiler, Skullcrusher
  31. 3 points
    Signups are now closed.
  32. 3 points
    The Mountgle Description: The Mountgle is a gigantic Romgle, the entire size of a mountain. It has snowy peaks on its back and moves frequently yet slowly. Oftentimes people will settle atop of the Mountgle, completely unaware of its sentient form. It has no real ears, nor nose, and its eyes appear on the base of its being, usually closed and covered with a thick layer of stone and earth. Unlike its smaller counterparts, the Mountgle has six limbs that are well spread out instead of four, simply due to its massive size. The maw of the Mountgle is large, capable of sucking in entire cities simultaneously, its teeth large and jagged. In order to suck things in, the mouth seems to rotate and spins at rapid speeds, tearing things up inside. The Mountgle speaks with high pitched squeaks, and tends to nuzzle the earth in order to communicate. While the Mountgle can breathe through its mouth, it can also breathe out through the top of its mountainous form, allowing it to wade across oceans if it wishes. Rumor has it that the Mountgle was created by Domm himself due to its rather large frame and seemingly pet-like mannerisms. Distribution: Unique. The Mountgle is one of a kind. Habitat: Adelona, the Mountgle calls the eastern continent its home. Diet: It eats the rock underneath it as it moves, though can consume truly anything. The Mountgle prefers to eat organic matter such as trees or different plants, but finds itself disgusted at the taste of flesh, causing it to rarely try to eat trees due to the heavy animal life presence. Relations: Passive, the Mountgle acts like their smaller Romgle counterparts, and is passive until provoked. Mechanics: Curiously enough, the Mountgle seems to be tamed? By who is unknown. Capable of inhaling a large amount of things with its mouth at high velocities. This will rapidly destroy things that it inhales. Moves slowly and steadily, its limbs large enough to crush a great amount of things at one time. Each step of the Mountgle causes an earthquake of a varying size. Like its smaller cousin, the Mountgle is able to spit things out as a smaller version than it was previously.
  33. 3 points
    - Danakov - The Corrupted History The Danakov were a proud race of Draconic beings at first. Their persons had been developed to the various Elder Dragons in order to further carry out their will upon the realms of Aversia. Originally though, the race was crafted as the second attempt for the dragons to make a race of mortalkind. The Elder Dragons as sentient and ancient creatures oversaw this creation and propagated their growth. Their first attempt had failed and the Elder Dragons had sought something better. And so, the race persisted on the outskirts of other societies, remaining relatively outcast by them for their oddities. The race remained mostly nomadic, acting as a more savage people usually, though some did seek the natural decadence of civilization as akin to their draconic blood. It was overtime though that the Demons had found the dragonkin to be able to be molded to their whim. Many of the Danakov were known for their fiery passions and deep desires and the demons found this easy to exploit in their race. The Elder Dragons, not being of divine nature could easily befoul their creations and thus they had incidentally left them susceptible to manipulations by powerful beings and those who sought to profit. And so it was with this that the Greater Demon of Sloth organized the other Greater Demons and in a rare act of co-operations each Prime Evil instilled into the Danakov all of their great sins and tainted their bloodlines with their powerful energies. Though the Danakov are not inherently profane, their race in its entirety had been corrupted by these powers. Each Prime Evil shaped the Danakov into their images and left the race in shambles, tearing them away from their draconic masters. The Elder Dragons grieved this loss greatly and sought to destroy demonkin for their transgressions against their once blood. Since this time, the Danakov's reproduction has furthered this demonic lineage. Though they are not themselves demonic in nature, they certainly possess features that would cause one hardly informed of this to be paranoid of their relation to sin. Physical Description The Danakov are a proud race, one highly whom value material wealth. Depending on their area, they crown their decadence on their bodies, often wearing gemstones, and are also noted to be 'savage' due to many of them having dark tattoos as well as their piercings. Their clothing and coloration often befits that of their environment and adaptations due to their Greater Demons, whom they hold deepened ties to. Sprouting from their head is their horns, which either come from the base of the temple, or near the top of their skull. These horns are reinforced at their base as well as are apart of a hardened front, made to be capable of bashing. Despite this, the faces of the Danakov are seen as elegant or regal, with sharp and pointed features. Their ears are also pointed, reminiscent of Elves. Behind them at the base of their vertebrae comes a long yet thin tail which extends outwards from their bodice, usually the length of half of their leg. Danakov are usually seen wearing clothes of a more practical make. These people being more tied to the land do wish to show the beauty of it, their clothes often no doubt being an adaptation of their conditions. Due to the large variance of climates between broods it is difficult to classify a standardized garb between all parties of the Danakov, this being one of their largest differences. Danakov lack eye whites unlike most other races, but retain shared colors between the two. Common Height: Male: 5'5" - 6'0" Female: 5'2"- 5'10" Common Build: Ectomorph, Mesomorph, Endomorph Common Eyes: Yellow, Red, Lilac, Brown, Black, Light Blue Common Hair: Black, Brown, White, Red Common Skin Tone: Pride: Purple, Blue Envy: Green Wrath: Red, Black Sloth: Grey, Brown Greed: Yellow, White Gluttony: Orange Lust: Pink Culture The Danakov as a culture are a highly nomadic people. This has been retained since their days of Draconic origins. Most the Danakov remain secluded from the rest of the world, refusing to interact with it for fear of the damages it might bring them. Many Danakov understand the relative fear that there are those that would wish to hunt them and mistake them for being actually profane. Because of this, many Danakov live humble lives and refuse to have much interaction with other races. Many Danakov also tend to be rather xenophobic in demeanor, leaving them much more akin to acting among their own people rather than others. Most Danakov by proxy of their newfound origins are not worshipers of the Gods, many Danakov believe that the Gods and their Elder Dragons have abandoned them thoroughly since they allowed this to happen to them. Little do many know that these beings were powerless to aid in their plight. There is another smaller segment of Danakov. This smaller segment actually goes to travel amongst men and mortals. These Danakov are known to act just as men do. Many go to try and wear normal clothes and blend into the cultures they fit into. Some even go to adhere to the Divines themselves, feeling they could shoulder the weight of their race being shunned and try to bring them back into the Gods' favor. Though this does not behold to all Danakov. Some Danakov fall into the temptations and pleasures that were put into their hearts and under their skin by their demonic masters. Some believe that the demons have instilled them with great powers and that they are the champions of their demonic kin. Many of their kin however despise those who accept the demonic energies into their hearts and minds. Mechanics Lifespan: 275-325 years old on average. Due to Danakov's Infernal Origins, Danakov have immunity to Hellfire and normal Fire. Danakov are able to passively detect profane artifacts or profane magics while they are being cast. Danakov are not able to detect profane creatures though. This only works at a close range of around five meters around the Danakov. The horns of the Danakov are rather tough and strong. Like their bone they are rather difficult to break, especially in comparison to human bone.
  34. 3 points
    Username: LakeLachrymose Character Name: Elzbieta Kasperek Which Activity(s) In the Mundane Bracket: CRP (2 v 2, One Magic Item Allowed.) [15 Pts for winners, 10 Pts for second, 5 Pts for third.] CRP (3 v 3, Protect Objective, One Magic Item Allowed.) [15 Pts for winners, 10 Pts for second, 5 Pts for third.] Riddles and Puzzles Solo [15 Pts for top 3, 4-5th place 10 Pts, 6-10th 5 Pts.] Escape Room Puzzle, groups of 3. [Winners 15 Pts, 10 Pts for second, 5 Pts for third.]
  35. 3 points
    Username: _oDaddy Character Name: Apollyon Blacktyde Which Activity(s) In the Mundane Bracket: HUNGER GAMES
  36. 3 points
    Hello everyone! Your friendly neighborhood Moderation Team is back with another update for you all. We recently realized we don't have a set system in place for handling players who have had their ban appeals declined, so we've written up an official system to help keep things fair across the board! As always, this system will not impact any players who have already been given appeal wait times and only applies to future instances. Additionally, in order to be a bit more clear about the purposes of warnings, bans, and appeals, I've added an overview section to the information thread we have up in the Rules & Policies section. All of this information has been updated on this thread and is also quoted below for your convenience. Overview section: Update to Bans, Appeals, & Unbans section regarding declined ban appeals:
  37. 3 points
    A small note would be tacked underneath. "For any and all whom wish to improve their mundane prowress and perhaps learn something new to be used against your enemy, send a letter to (My discord Ace19#0835)"
  38. 3 points
    Username: RedAttendant Character Name: Finn Patzer Activities In the Mundane Bracket: Hunger Games Riddles and Puzzles Escape Room
  39. 3 points
    Username: 0_Finny_0 Character Name: Braern Brodielonde Which Activity(s) In the Mundane Bracket: CRP (2 v 2, One Magic Item Allowed.) [15 Pts for winners, 10 Pts for second, 5 Pts for third.] CRP (3 v 3, Protect Objective, One Magic Item Allowed.) [15 Pts for winners, 10 Pts for second, 5 Pts for third.] Riddles and Puzzles Solo [15 Pts for top 3, 4-5th place 10 Pts, 6-10th 5 Pts.]
  40. 3 points
    Username: Exitiale_ Character Name: Stancis Xylander Which Activity(s) In the Mundane Bracket: CRP 2v2 Escape Room Puzzle (Group of 3)
  41. 3 points
    MILITARY HIERARCHY - Grandmaster; The Crusade is commanded by a single individual, kenned as the Grandmaster. This denomination holds the ascendancy over the entire Crusade, and virtually all subjects is under this title’s command. The Grandmaster decides on the priorities of the Crusade, oversees politics, military operations, and so forth. This rank holds the utmost reverence, and is in control of all economics, politics, logistics, and military. The current Grandmaster is Ludwig Godfrey Arden. Knight-Commander; A second-in-command of all knights, he or she has proven their worth as a leader and a Crusader; this coronation may only be given out by the Grandmaster, the anointed leader of the Crusade. The responsibilities of this Commander depends upon the involvement of the Grandmaster, and thus holds much responsibility over subordinates alike. The current Knight-Commander is Damien Aveylon. Brother/Sister Knight; After a Squire or Supporter proves their worth on the battlefield and consummated the requisites of the knighthood, the person is given the rank of Knight. This is done during a formal ceremony, or on the battlefield, after which the appointed knight was given his own coat of arms for identification. In the battlefield, a knight accommodates as the main fighting force of the Heiliger. Squire; Firstly, a Squire is baptized upon entryway- next, they are stricken to the confines of being under a Knight's following. They will learn how to fight, given an education and religious conversion to that of the Crusade. Squires must spend at least one quarter learning and studying the Crusade's code before they can swear initiation rites and become a Squire as well. Crusader; This position is a coined term used for supporters that are involved in the Military but not a fully fledged knight- mostly nobles or warriors that are more so involved with other factions. They are similar to a Man-At-Arms in stature. Supporter; Indeed, a friend of the Crusade and outside the organization; they must listen to the orders of Knights and above by all means, unless a knight them-self or a nobleman.
  42. 3 points
    Its not at the top middle of the screen. Sorry, i forgot to add the option to the editor. You'll see it now I have changed it so you now automatically follow threads you reply to or post yourself. You can change this also in your Notification Settings
  43. 3 points
    Is there a way to make it so you can see how many/who has viewed your thread again? It giving me like the ANXIETY not knowing lmao
  44. 3 points
    - Whats new section - new posts section (different from whats new) - players currently viewing/having viewed threads at the bottom of the page - opening the old forum for us to copypaste easily broken stuff - Change "Club" to "group", "Faction" or "Guild" - Improve/procure a better overall forum theme that fits more the vibe of the server - Reorganize the side menus / make them more ergonomic - fix custom titles and team ranks
  45. 3 points
    - Mana Mites - Description: Mana Mites start out as miniscule creatures no bigger than 1 centimeter in length. These creatures are so small that they can crawl inside of cracks in armor to continue feeding from their victims. As their name suggests, these animals feed off of mana. They are capable of consuming mana from their surroundings, but can also latch onto a mage like a tick and leech mana directly from the spark of the mage. When Mana Mites feed, they start to swell up as their bodies expand to accommodate for the growing supply of mana within them. These creatures do not often feed until full, especially if they would grow too big to escape through cracks in armor afterwards. Mana Mites that do feed until full may measure to be around 3 inches at the most and will appear rather plump. All forms of Deep Run Mites are incredibly fast creatures. They arrive, feed, and depart in quick succession, burrowing away in small holes and cracks of the caverns. They also tend to travel and feed in groups/waves, but it is rare for there to be more than one Mite variation (Mana, Shakti, Aura) among a wave of Mites. When a Mite finishes feeding, it will immediately detach itself from the food source and flee to avoid being discovered and killed. Deep Run Mites have a total of eight legs. They are teardrop shaped and feed through microscopic fangs that are capable of painlessly latching onto a target for those that cannot feed from their surroundings. Their heads have two large eyes and two smaller eyes directly beneath. The larger eyes can see in even pitch black darkness but may be temporarily blinded by bright flashes of light. The smaller eyes are able to see the food source of each particular type of Mite. In the case of Mana Mites, the second set of eyes are capable of identifying and locating sources of mana. Distribution: Mana Mites are found almost exclusively in the Deep Run. It is very rare for them to venture to the surface world as they can usually obtain everything they need to survive from the Deep Run. In the Deep Run itself, these creatures are relatively common. Habitat: Mana Mites are attracted to sources of mana and tend to crawl around nearby. They will also be drawn to mages. The more mages there are in a specific area and the more mana those mages have, the more likely it will be for Mana Mites to be lured out for feeding. Diet: Mana Mites strictly feed off of mana and nothing else. They are capable of feeding both from an area and from mages themselves. Relations: Mana Mites almost always travel in large groups made solely of other Mana Mites. It’s rare to see different types of Mites in the same area, but not completely unheard of. Mechanics: If there are Mana Mites currently feeding on mana in an area, or if Mana Mites have recently fed from the area, all Feyspeak abilities will have doubled cast times. Mana Mites that feed on mana by leaching from a mage directly will each consume 5 mana per turn from the mage. Each Mana Mite can carry a total of 10 mana at most. Material Properties: If a Mana Mite is eaten by a mage, it will restore 10 mana to the mage. If a Mana Mite is crushed, it will reduce the cooldowns of a Feyspeaker’s abilities by 1 turn. Alchemical Properties: When Mana Mites are crushed up by a skilled alchemist, the liquid from their insides can be distilled to produce 100 ML of liquid mana.
  46. 3 points
    - Aura Mites - Description: Aura Mites start out as miniscule creatures no bigger than 1 centimeter in length. These creatures are so small that they can crawl inside of cracks in armor to continue feeding from their victims. As their name suggests, these animals feed off of aura, both divine and demonic. They latch onto an aura user like a tick and leech aura directly from the victim. When Aura Mites feed, they start to swell up as their bodies expand to accommodate for the growing supply of aura within them. These creatures do not often feed until full, especially if they would grow too big to escape through cracks in armor afterwards. Aura Mites that do feed until full may measure to be around 3 inches at the most and will appear rather plump. All forms of Deep Run Mites are incredibly fast creatures. They arrive, feed, and depart in quick succession, burrowing away in small holes and cracks of the caverns. They also tend to travel and feed in groups/waves, but it is rare for there to be more than one Mite variation (Mana, Shakti, Aura) among a wave of Mites. When a Mite finishes feeding, it will immediately detach itself from the food source and flee to avoid being discovered and killed. Deep Run Mites have a total of eight legs. They are teardrop shaped and feed through microscopic fangs that are capable of painlessly latching onto targets. Their heads have two large eyes and two smaller eyes directly beneath. The larger eyes can see in even pitch black darkness but may be temporarily blinded by bright flashes of light. The smaller eyes are able to see the food source of each particular type of Mite. In the case of Aura Mites, the second set of eyes are capable of identifying and locating sources of aura. Distribution: Aura Mites are found almost exclusively in the Deep Run. It is very rare for them to venture to the surface world as they can usually obtain everything they need to survive from the Deep Run. With aura being one of the more scarce and difficult to obtain sources of power, Aura Mites are less common than their Mana and Shakti counterparts, and are considered to be rare. Habitat: Aura Mites are attracted to sources of aura and actively seek out aura users. The more aura users there are in a specific area and the more aura those users have, the more likely it will be for Aura Mites to be lured out for feeding. Diet: Aura Mites strictly feed off of aura and nothing else. Unlike their other Deep Run counterparts, Aura Mites cannot feed from an area, and require a host in order to obtain sustenance. Relations: Aura Mites almost always travel in large groups made solely of other Aura Mites. It’s rare to see different types of Mites in the same area, but not completely unheard of. Sporelings take a particular interest in Aura Mites, often catching them and using them to serve in their conversion rituals. Mechanics: Aura Mites feeding from an aura user will each consume 1 aura every other turn of feeding. Each Aura Mite can carry a total of 3 aura at most. Material Properties: If an Aura Mite is eaten by an aura user, it will restore 1-3 aura to the user, determined by rolling a 1d3.
  47. 3 points
    - Shakti Mites - Description: Shakti Mites start out as miniscule creatures no bigger than 1 centimeter in length. As their name suggests, these animals feed off of shakti, and are capable of consuming it from their surroundings. Similarly to the other forms of Deep Run Mites, when Shakti Mites feed, they start to swell up as their bodies expand to accommodate for the growing supply of shakti within them. Unlike Mana Mites and Aura Mites, Shakti Mites tend to stay feeding in one place for longer periods of time and will feed until entirely full before retreating. Shakti Mites are the smallest of the Deep Run Mites and will only measure up to around 1 inch at most when full. All forms of Deep Run Mites are incredibly fast creatures. They arrive, feed, and depart in quick succession, burrowing away in small holes and cracks of the caverns. They also tend to travel and feed in groups/waves, but it is rare for there to be more than one Mite variation (Mana, Shakti, Aura) among a wave of Mites. When a Mite finishes feeding, it will immediately detach itself from the food source and flee to avoid being discovered and killed. Deep Run Mites have a total of eight legs and are teardrop shaped. Their heads have two large eyes and two smaller eyes directly beneath. The larger eyes can see in even pitch black darkness but may be temporarily blinded by bright flashes of light. The smaller eyes are able to see the food source of each particular type of Mite. In the case of Shakti Mites, the second set of eyes are capable of identifying and locating sources of shakti. Distribution: Shakti Mites are found almost exclusively in the Deep Run. It is very rare for them to venture to the surface world as they can usually obtain everything they need to survive from the Deep Run. In the Deep Run itself, these creatures are relatively common. Habitat: Shakti Mites are attracted to sources of shakti and tend to crawl around nearby. Diet: Shakti Mites feed strictly off of shakti and nothing else. Relations: Shakti Mites almost always travel in large groups made solely of other Shakti Mites. It’s rare to see different types of Mites in the same area, but not completely unheard of. Mechanics: If there are Shakti Mites currently feeding on shakti in an area, or if Shakti Mites have recently fed from the area, all shakti users will be drained by 1 shakti per 3 turns. Each Shakti Mite can carry a total of 3 shakti at most. Material Properties: If a Shakti Mite is crushed by a shakti user, it will reduce the cost of their next ability by 1-3 shakti, determined by rolling a 1d3. Alchemical Properties: When Shakti Mites are crushed up by a skilled alchemist, they can be created into a shamanistic salve. When this salve is spread upon the body of a shaman, the alchemical will increase the shaman’s next merge duration by 1 turn. This alchemical cannot be layered and can only be used one dose at a time. This alchemical requires 1 turn to fully apply to the body.
  48. 3 points
    Golems The Created [Application Only, Sightings Must be Approved by Lore Team] History The Golems are ancient creatures, though their history is a simple one. Matael, Domm’s Demi-Servant of creation, was the first one to invent golems. Deep within the undergrounds of Aversia, Matael set off to work creating the first golem to exist. He found a rather large leyline and with it a large manifestation of arcamite. With this arcamite he created a core large enough to house the very first golem. Matael would fashion root of the mountain out of the very soil, fashioning the likeliness of a dwarf out of his Deity’s holy metal. He created one of this beings arms to be the shape of a hammer, while the other was to be that of an average hand. The demi-servant would forge runes over this body as he worked, using the ancient art of runesmithing in order to bring him to life. Matael would set the arcamite within the man's chest where a heart would usually be stored, and he spoke softly. “Welcome to Aversia, my creation.” The golem looked up with glowing green eyes, staring at the face of his creator with childish wonder. “You will assist me in my craft, a noble life, don’t you think?” He asked as he gently ran a hand back over the golems smooth head, a small smile forming over the golems expression. “...Yes!” The golem spoke it’s first words to Matael who looked at him as if this golem were his son, yet he spoke gently to him: “My child, your name is Thaugrin.” Thaugrin would smile and nod to Matael, lightly tapping his hammer arm against the wall as he looked to him expectantly. “And now, we begin our work.” The demi-servant spoke, before leading the newly created golem off with him to begin their studies. Physical Description Golems can be of any shape and size as they are crafted by the mage who wills them into existence. They can be humanoid, canine or otherwise animalistic, any sort of clockwork, or even draconic should someone have a core large enough. All golems have one characteristic that is universal amongst them all, being their arcamite core. This core must be large enough to support their size. Common Height: Small: 0’1” - 3’0”; Up to 1 Meter Medium: 3’ 1”- 6’0”; Up to 2 Meters Large: 6’1” - 13’0” ; Up to 4 Meters [*]Common Build: Ectomorph, Mesomorph, Endomorph [*]Common Eyes: Any. [*]Common Hair: None, Golems don’t tend to have any hair at all. [*]Common Skin Tone: Any; Dependent on Material. Culture The culture of golems depends entirely on their creator, allowing them to be diverse and unpredictable in terms of what they can or cannot act like. Mechanics Lifespan: Infinite. The creation of a golem follows the golemancy rules [HERE] Can be sentient or not. If these golems are played, they must be sentient. Bound to their creator, and can be set free. However, if their creator dies before being set free, they will slowly lose their sanity and will to function after 100~ years. Can repair themselves with material identical to what they’re created from, however, this process requires concentration and cannot be done in combat. The arcamite core of the golem does not always have to be exposed, but it’s location is always evident via some sort of runic symbol on the golem’s ‘skin.’ Golems, sentient or not, cannot act against the will of their master. Golems can be any element that the creator has an abundance of. Including, but not limited to, iron, steel, Root of the Mountain, lightning, wind, and fire. Golem cores have the same durability as glass. A cracked core can be repaired by a mage applying liquid mana to the cracks.
  49. 3 points
    - Tractatori - Description: Lurking far beneath the surface in the treacherous depths of the underground exists a foul and harrowing beast unlike most other creatures in its stead. This monster, named by the few who have come into contact with it and survived, is among the most complex creatures to reside in the caverns of the Deep Run. It all begins with the eerie appearance of a young child. At first, the child will stand alone before a group of explorers traversing into the cavernous depths. It will take after one of the more dominant races present in the group of adventurers and appear harmless enough. The child looks no different than an ordinary person of their race, barring the eyes. Instead of normal iris’, the child will appear to have eyes that glow a faint hue of green, indicative of soulsight. This soulsight provides the creature the ability to identify the power of its targets, based on the power of their souls. This soulsight helps the creature identify which threats to eliminate first. Shortly after the first child is sighted, more children will begin to emerge. They will take after only the races present in the adventurers and begin combat fairly quickly. The children can wield any number of weapons, and some of the older ones may even be mages, using catalysts as their weapons. Unsurprisingly, the children themselves are fairly weak in combat, as normal children are. Their fragile nature serves as an advantage to the true beast that creates these “children”. One blow to any of the children will instantly kill the child, leaving their corpse with glowing green eyes upon the ground. When any of the children die, the person who delivered the killing blow will be unable to move any part of their body for a short period of time, making attacks, defensive maneuvers, and even discussing strategy impossible for the duration of this stun. The more powerful the person is, the longer they are stunned. Additionally, once one child is felled, another will soon emerge from the stone or depths of the cave to replace the one that was killed. Wherever a group of children are present, an unseen monster lurks nearby. The Tractatori monster itself, when alive, is invisible in both body and soul. Anything that makes contact with a living Tractatori such as throwing a sheet over the creature, splashing liquid onto it, etc. will also cause the material in contact with the creature to become invisible as well. Relying on sound has been found to be the most effective means of combating such a beast. Once killed, the true form of the Tractatori will be revealed as the invisibility falls away. These creatures have four limbs that are seemingly identical in appearance. They are thick, veiny, and muscular, with three smaller appendages spanning out of the bottom. These appendages look similar to oversized fingers but have no nails present. Instead of relying on piercing or slashing with their attacks, Tractatori rely on the brute force power of their limbs. These creatures are capable of crushing armor with their strength, equivalent to that of a Minotaur. A single punch to an unarmored victim can completely and painfully shatter bone. Tractatori have short and stocky torsos, the majority of their body mass being found in their sturdy limbs. They have an oval shaped head that is capable of retracting, moving, and protruding from any location upon the torso of the creature. As a result, these monsters are incredibly good at navigating by scaling the walls and even ceiling of cavernous structures. The Tractatori itself will typically lay in wait as its “children” combat adventurers, and once a stunned and unprotected target is sighted, the Tractatori will move in to consume its prey. Distribution: These legendary monsters are found exclusively within the Deep Runs of the realm. They tend to reside far beneath the surface. Habitat: There are very few Tractatori in the Deep Run. As a result of this, they are not often found near others of their kind, however, Tractatori tend to have no issue co-existing with other creatures of the deep run due to their ability to generally remain unseen and unnoticed. Diet: It is believed that Tractatori feast on a combination of stone and the bones of their victims, but this remains to be confirmed. Relations: Tractatori are not tameable and are highly intelligent beings. They are both powerful and aggressive, a deadly combination against most other creatures that Tractatori view as potential threats or prey. Mechanics: The children have passive soulsight. The children do not have souls. The children typically wield weapons of people the Tractatori has killed in the past. The children can speak common, but Tractatori cannot speak. They can, however, make pained, animalistic noises. When a child is killed, the killer will be stunned. Mundane characters and Runesmiths are stunned for 1 Turn. Mages and Shaman are stunned for 2 Turns. Divine Blessed, Feyspeakers, Dragonmarked, and Demonbranded are stunned for 3 Turns. Child mages are no more powerful than Journeyman level. You can find more information on this here. Spells cast by these mages must be taken from the Trees section of the Magic forum found here. Tractatori are capable of latching onto stone and can move easily along any terrain in the Deep Run. These creatures are completely invisible in both body and soul and can only be tracked through sound and terrain movement. Tractatori try to move quietly, but cannot always do so. Anything that comes into contact with the body of the Tractatori itself will also become invisible so long as it is in contact with the beast. They have strength equivalent to that of a Minotaur and are capable of ripping limbs off their victims. They can crush most armor in 2 Turns. They can crush unarmored bone in 1 Turn. Material Properties: Skilled tailors can make use of Tractatori skin to create an invisibility cloak. If the head of a Tractatori is cut out of the torso, a bone-like core will be revealed within the body just beneath. This bone is thin and easily breakable. If it is broken at any point before being extracted, it will be rendered useless if harvested. This bone, when intact, looks similar to a wishbone. When two people take hold of either end of the wishbone-like core and break it, they will temporarily have access to one another’s abilities for ten turns. This means that, for example, if a divine blessed and a mundane both break the wishbone, the mundane is capable of using some of the divine blessed’s abilities temporarily at the cost of the blessed’s aura. Alchemical Properties: The eyes of the children can be harvested and used by alchemists to create soulsight potions lasting for ten turns.
  50. 3 points
    The Damned Bogs of Arkolos Amidst the swamps, Arkolos holds an unusually large amount of bogs. An already dangerous landscape made even more terrifying by the numerous disappearances into the unknown terrain of the swamplands that reside on the landmass. Yet, many of these people do not die from drowning. The Swamps themselves hold a different feeling to them, a heavy weight on the shoulders of those who walk through them; a malignant darkness that hangs on the shoulders of travelers and adventurers alike. Nobody knows for certain what causes this, but many have speculated that it has to do with the bogs themselves, somehow. Many report faces in the waters, ghastly and with their eyes closed, as if they have been dead for centuries. If one gets too close with their head, they have been noted to drag people's very souls with them into the bog, adding to their number. If one were to fall through the correct bog, they'd find themselves in an underground paradise, like a portion of the Fey Wilds had found its way to the wrong dimension. Yet, there is something that is causing this in specific. Something that tears the life away from above and forces its way down to fuel this rotten, decrepit paradise..but nobody knows what.
×
×
  • Create New...

Important Information

Terms of Use