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Dies Tenebrae (OOC/FanT/Signups)

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The Multiversal Library
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Dies Tenebrae (OOC/FanT/Signups)

Postby The Multiversal Library » Tue Nov 08, 2022 9:03 am

"And so Telaeus descended from Vasíleiotheón, and from Their union with Vatyatar, son of Hadacil, King of the Eiselenei, came the Divine Line of Kings."



The Great City of Eiselene stands strong! The last great city of humanity, the city of Eiselene lords over the various strongholds, holdfasts, and villages of the Isle of Avhasia. Ruled by the stalwart King Leoryx IV Telaíouyios, the Kingdom of Eiselene stands fast against the hordes of monsters and undead that seek to wipe humanity off the face of the planet. The reason that Eiselene stands while the rest of the kingdoms of humanity have fallen? The Divine Line of Eiselene, the Telaíouyios family. Descended from the god Telaeus and the first Eiselenei king Vetyatar, every monarch of Eiselene inherits the memories of the predecessor, along with the increased abilities that come with their divine blood.
However, rumors have reached the royal court that the dwarves, those mysterious allies of the Telaíouyios kings, have been pushed out of their deepest holds, and that the elves face some dark corruption within their sun-lit realm. As if that wasn't bad enough, Corrigan, Lord of Dún Thuaidh in the North and staunch ally of King Leoryx, has reported that the hill goblins have elected a king to lead them to conquer the bountiful South.
But not all news is bad, for Prince Aden Telaíouyios, fourth son of King Leoryx, has announced that through extensive searching of the Royal Archives, the location of the mythical city of Minascenae, thought sunken beneath the waves, has been found, and that he will be leading an expedition to bring back the treasures of the ancients. The fate of humanity rests in your hands, whoever you are. Will you be responsible for humanity's resurgence and ascendance, or its destruction? The choice is yours.


Hello, and welcome to the "Twilight of the Gods" fantasy RP! And while I'm loathe to be cliche, in this RP the fate of the world (or at least a few thousand lives) is in your hands! You can be anything from a Northern infantryman to a Eiselenei merchant prince, a dwarven miner to an elven lord. Defend the South from hordes of monsters intent on killing you, your family, and your dog in Dún Thuaidh, or search through the ruins of a most certainly not eldritch creature-infested ancient city. And without further ado, onto the rules!


Rules:
1. Don't be a dick (I don't think I have to state this but here it is)
2. No metagaming or godmodding (i.e. you know what someone is planning from their post but your character should not act on that knowledge if they have no way of knowing it/no "i instakill everyone in the town with this impossibly op ability)
3. A minimum of two paragraphs a post, unless you're involved in something that does not need a lot of fluff i.e. a conversation between your and another poster's character or some fights in which you are fighting but not much else is happening.
4. Proper grammar. I'm not asking for Shakespeare, but you're posts and application shouldn't have a grammatical error every other word.
5. Post at least once a week, and give notice if you won't be able to (no need for an explanation on why, that's your business)
6. My word, and any Co-OPs I may appoint, is law.
7. Have fun! (obviously the most important rule)


Lore Dumps
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The Kingdom of Eiselene and the Divine Line. Two things which could not exist without the other. Ever since its founding as a colony of the Minascenae Aristocheia, Eiselene has been a city split in two. On one hand there are the old blood of Minascenae, the korónatorikoí, who believe that Eiselene, and specifically themselves, are the rightful heirs of the Aristocheia. On the other hand are the assimilated natives, the chamilókrátes, who believe that the traditions and ways of the old kingdoms should take precedent over the laws of the fallen Aristocheia.
Tensions within Eiselene itself are high, with the young korónatorikoí Calemos Laskareton, having thrown the established order into chaos with his grand speeches of "emancipation for the slaves" and "equality for the chamilókrátes", spurring violence from the lower classes and slaves against the korónatorikoí, who in turn have deployed the Kyradímonas, the Golden Guard, to suppress the threat to their power.
With the nobility divided and the people rioting in the streets, many have sought to escape across the sea with Prince Aden's expedition. Like most of the Telaíouyios family, Prince Aden can trace his bloodline back to the union between Telaeus, the Descended God, and Vatyatar, first King of the Eiselenei. As such, he has always felt more comfortable around the native Avhasians then the old families, and due to the current tension between the two groups he has decided to try and bring back the legendary artifacts of Minascenae to unite the people, and has found many who wish to join him to avoid being caught in the inevitable storm.
In the palace itself, the Divine Line is turned against each other. King Leoryx IV, while publicly still the great warrior king of his youth, is slowly dying of an unknown disease that leaves him sapped of energy and weakens his heart. All in the palace know it is only a matter of time before Leoryx dies, and two camps have formed. The first, led by Leoryx's eldest son Prince Codarion, seek to embrace the ideals espoused by Calemos Laskareton, and finally break the stranglehold the korónatorikoí have over the kingdom's military power so that they may take the fight to the hordes beyond the North. The second is led by Prince Tharlimon, the second son of King Leoryx. He wishes to maintain the status quo, and ensure that the ancient traditions and technology of Minascenae is not lost to the angry mobs spurred on by dangerous orators such as Calemos, and focus all efforts on fortifying Eiselene itself, forsaking its allies to ensure its own survival. While the two elder princes squabble, Princess Leiana has been seeking out a power thought lost when the Aristocheia's legions conquered Avhasia; the Theurgic Order, an ancient order who could control the very elements. Founded by the god Telaeus when They became mortal, They taught the theurges the secrets of magic, but the Order was assumed to be destroyed following the conquest of Avhasia and the Sack of Eiselene.
Korónatorikoí Eiselenei Name Examples: (Greco-Roman) Serys, Nicamos, Adamios, Astoneus, Menandus, Antamedes, Uthyros, Calemos, Hylia, Penolope, Ilyros, Helena, etc.
Chamilókrátes Eiselenei Name Examples: (Ancient Greek/Generic Fantasy) Mithagor, Selciryan, Eocir, Hadacil, Vatyatar, Tharlimon, Leoryx, Leiana, Aden, Codarion, Atna, Zonia, Ataren, etc.


The Descended God, the Twin-God, the Mortal God. All these titles and more are granted to Telaeus, the principal god of the Eiselenei pantheon. According to legend, Telaeus descended from the heavenly realm of Vasíleiotheón after hearing the pleas of a tribal chieftain by the name of Vatyatar for help saving his tribe from a greenskin horde. Moved by this, Telaeus abandoned Their godhood, becoming merely an incredibly powerful mortal, and led the people who would become the Eiselenei to conquer the lands of the greenskins, founding the city of Isera, which would become Eiselene following the arrival of the Aristocheia, over the ruins of the ruins of the greenskin citadel.
Telaeus is often depicted as having two forms; a feminine form clad in midnight-black armor wielding a sword, and a masculine form wearing a long robe and holding a scroll. The feminine form is often invoked by warriors and generals for strength and battle, but also by those undergoing a trial or challenge in the hope of imitating the Mortal God's success in battle. The masculine form is the patron of administrators, jurists, authors, theurges, and all those who pursue more mental occupations. There are also two widely accepted canons of worship; the Royal Canon, which says that Telaeus is dead and that the other gods are at best apathetic and at worst malicious, and the Church Canon, which states that Telaeus returned to heaven upon Their "death" to rule as Sovereign of the Gods.
Royal Canon is the canon endorsed by the House of Telaíouyios, and is followed by the korónatorikoí aristocracy, the royal family, and some of the Eiselenei middle and upper class. While Royal Canon declares the only god worth worshiping as having already died, it states that humanity should strive to follow in Telaeus' footsteps, and work to constantly improve and to help those in need. In contrast, Church Canon is espoused by the various temples that are members of the Sýnodou Theóskópios, the Synod of Temples, and is followed by most of the chamilókrátes aristocracy (barring the royal family), the Eiselenei lower classes, and some of the Eiselenei upper and middle class. According to Church Canon, Telaeus never truly died, instead ascending into Vasíleiotheón as the Sovereign of the Gods. Church Canon declares that only through pious fealty, humble charity, and prayer to Telaeus and the lesser gods of the Eiselenei pantheon can one achieve eternal life alongside Telaeus. The struggle between the royal family and the Synod over which canon is correct has caused many temples not loyal to the royal family to quietly support various malcontents and dissidents.


Image
Dún Thuaidh was no more than a pile of ruins 50 years ago when Cormac, Chieftain of the Caraithe, together with King Osgorn, father of Leoryx IV, claimed it from the (supposedly) last hill goblin king, Morokewahn fin Laadpaalwah. Cormac then built the fortress of Dún Thuaidh over the ancient ruins, swearing fealty to his friend King Osgorn as the first Lord of Dún Thuaidh. After Cormac's death, his son Corrigan ruled and fought off the undead army of the necromancer Alfverr Ottsung, and much like his father before him he fought alongside King Leoryx, becoming fast friends. Dún Thuaidh itself is home to nearly five thousand people, as well as a sizable population of adventurers who have even formed an Adventurers' Guild to better organize expeditions into the North.
A proud people, the denizens of Dún Thuaidh pride themselves on their warrior culture and role as the defenders of the North. Therefore, it came as quite a surprise when the hill goblins surged out of their mountain holds, led by the so-called "King Aazvaaz ok Sahrot." It came as an even greater surprise when Lord Corrigan sent his daughter and heir, Maeve, south with a contingent of soldiers to speak with King Leoryx.
(All lore after this is courtesy of Ovstylap) In the lands north of the Great City of Eiselene, there are many groups of men, often living in clans and tribes, who live with myriad ties to the city. While some rely on trade with Eiselene to survive, others further north have made friends with the greenskins, or pay tribute to groups of them in exchange for mercy or protection. Collectively, these peoples are known as Northmen, with those that either live completely independently, by raiding from others, or by having good relations with the greenskins being known as Wildmen.

Of all of the tribes of the Northmen, the Caraithe came to be one of the most powerful, aided by good trading and cultural relations with Eiselene, without being completely subordinate to them. Over 50 years ago, Cheiftain Cormac in alliance with King Osgorn launched a campaign to take the old ruins from Morokewahn fin Laadpaalwah, who was thought to be the last king of the hill goblins. Once it was taken, the fortress of Dún Thuaidh was built, and Cormac swore alleigance to King Osgorn.

From this point on, the Chieftains of the Caraithe received the title of Lord of Dún Thuaidh, though in most ways they are autonomous from Eiselene. Dún Thuaidh is the capital of the Caraithe's peoples, and is their largest settlement. It is the center of administration, justice, culture, trade, faith, and raising war parties. They hold two motte-and-bailey castles, one of which has a stone keep, a hill fortress, and three hill forts. They hold several dozen smaller settlements ranging from holdfasts with attached farmsteads, to villages, hamlets, isolated farmsteads, and forest settlements which serve as areas for hunting, foraging, and gathering from, as well as preventing hunting parties from other tribes or greenskins. Around 4700 people dwell in and immediately around Dún Thuaidh, in addition to between 200-300 adventurers at any one time, of whom normally three or four in every five are in the guild. In total, with all of the other settlements and those who owe alleigance however strong to the Caraithe, there are some twenty-three or four thousand.

Leadership
Lord Corrigan is a well-regarded and moderate leader, favoring compromise and justice, as well as the keeping of internal peace. He has particularly acted to limit feuding between the various clans and tribes sworn to the Caraithe. He has shown on previous occasions that he will honor his alliance with the leaders of Eiselene, and his sent his daughter Maeve, with an escort of troops, to call for aid now that the greenskins are once again rallying under the "King Aazvaaz ok Sahrot."

As Chieftain of the Caraithe, Lord Corrigan has the ultimate say in resolving disputes and passing legal judgements, however he appoints a number of others to assist him. Typically, the Chieftain has a council of seven advisors chosen by himself, and also appoints up to thirty-five Teulus, though sometimes less are appointed. Teulus give up (nominally) for the duration of their service their loyalties to their clans and other groups, and serve as the voice of the Chieftain. Teulu's may serve as judges, leaders of war parties, or as commanders of the hill forts and any other border posts. Councillors may also be Teulus.

Society is very much organised around families, with each family having its own head, typically this being the oldest member, provided the rest of the family is willing to agree. Families often arrange into clans, with clans arranged into tribes, and these tribes typically grow to between 150-450 people before clans start to split off from them. The senior clan head typically becomes the tribal chieftain, though these may be contested by either majority votes, or direct challenges. The Caraithe are seen as the most senior of clans and tribes, and as such, Lord Corrigan also holds the title of 'Chieftain above all.'

Leadership of Dún Thuaidh also has two other components- the role of the Druids and that of the Stewards. The druids choose to adopt whom they will, if those people are willing, and often take on orphans. The druids are responsible for the running and maintaining of the temples, and the running of festivals. The Stewards are administrators, and they look after and update the records, collect taxes, and attempt to determine what is established has been established as legal precedent.

Lord Corrigan's Council therefore will usually consist of at least a Teulu, a Steward, and a Druid, as well as other trusted persons, though he may favour the Teulus in times of war, the Druids in time of cultural uncertainty, or the Stewards in times of poverty for instance.

Class System
Although the society of the Dún Thuaidh under the leadership of the Caraithe roughly has what one might describe as a class system, it is not necessarily hierarchical. People may marry between the classes, and they are not necessarily hereditary, although most children do follow in the footsteps of their parents.

Overall, the society can be described as being arranged in this way:

Lord Corrigan --> Council --> Teulus, senior Druids, Stewards, and Chieftains --> Other remaining rulers and leaders, the remainder of the Druids and Stewards, Senior Warriors, senior merchants and artisans --> The Oathsworn --> Professional warriors, artisans and craftsmen --> Farmstead owners, village elders, holdfast rulers etc --> remaining peasants, hunters, and the like.

Military
Sworn to the Chieftain of the Caraithe and their immediate clan are the Oathsworn, who are sometimes known as Oathkeepers. These full-time warriors are selected from among volunteers or those whom they believe have the potential to be one. No Oathsworn may be less than 24 years of age, but those who are likely to join may be Oath-Seekers. Oathsworn may stay directly with the Caraithe clan, or be assigned to the various Teulus. In total there are usually less than two hundred Oathsworn, with perhaps fifty Oath-Seekers. These Oath-Seekers have to undergo various trials and selections before they are able to join. The nature of these are only revealed to the Oath-Seekers.

In exchange for placing their loyalty first to the Caraithe and to one another, the Oathsworn are granted a place to live in the Hall of the Trusted, which only they, the Caraithe, and those they select able to enter. They are granted a mail vest, a horse, and a sword. After four years of loyal service, they begin to receive a salary too. Their granted items are typically returned when they step down from their oaths and move into other roles- and so each vest and weapon may have a great amount of history behind them.

Often, the Teulus who run the various hill forts and watchposts may hire men to be professional warriors, and in the larger of the villages and the holdfasts, there may even be someone who is a permanent professional warrior- referred to simply as Warriors. Likewise, Clan leaders often have their own household warriors. Others still are part-time warriors, and are referred to as Watchmen. In total however, all able-bodied men are eligble to be called up as militia, though as 80-90% of the population is needed for food production, this pool is highly limited for most of the year. If in theory, all garrisons, clans, tribes, and those sworn to Dún Thuaidh were summoned, around 150-250 Oathkeepers/seekers, 500-750 warriors, and 700-1500 Watchmen, and 3600-4800 militia would be available. This would only happen in the most desperate of circumstances, as it would cripple food production.

Therefore, if one were to say that things were not desperate, and that the harvest had been brought in and was healthy, perhaps 5% of the population would be called together under arms. This would provide perhaps 1100-1200 men. Given the requirements of many of the various troops to be garrisoning, patrolling, and guarding various places, alongside other obligations, the force might consist of a dozen Teulu, 100-150 Oathkeepers/Oath-Seekers, 500 Warriors/Watchmen, and 500-650 militia. Of course these proportions might vary.

In terms of how the people of Dún Thuaidh fight, this might be seen as follows:
Teulu: Typically serving in positions of leadership, the Teulu might fight as heavy cavalrymen, as they are often wealthy enough to have mail armour.

Oathsworn: Typically, many Oathsworn are capable of fighting either mounted or dismounted, but predominantly tend to fight in melee. Though a few bows and javelins may be used here and there, predominantly they get up close and in the faces of bandits and greenskins, either holding the line so that the more numerous lighter troops can outflank the enemy, or breaking through their opponents. They thus tend to fight as either medium cavalry, or heavy infantry.

Oath-Seekers: Those who seek to join the Oathsworn are often professional warriors by origin, and thus fight in their preferred style, though it is much less likely for them to have mail or swords than those they seek to join. As such, they fight as medium infantry.

Warriors: Those who are able to be warriors full time, whether as household warriors of chieftains and clan leaders, or as guardsmen hired by the Teulus, often equip themselves, or have been given some equipment by those they serve. A few might fight as longbowmen- Saethwyr. A handful may have secured mail, perhaps from the dead, or as rewards for valour. The majority however will fight as medium or light infantry, depending on their equipment. That said, there are some who are scouts, borderers, and the like, used to patrolling the borders and fighting off any raiders.

Watchmen: As part-time warriors, used to defending settlements, a good number of the watchmen fight from range, as skirmishers perhaps, or archers, especially as many may be hunters. Other fight as light infantry, or the very lightest of cavalry. They are a mixture, but are predominantly lightly equipped.

Militia: They come with what they bring. The hunters bring their bows. Some bring their tools. Others bring hand-me down equipment, or that which they purchase when they are levied for campaigns or war parties. Of course, a good number have some weapons or equipment, especially those who live outside of Dún Thuaidh itself, due to the threat of raiders, rivalries with clans, or Greenskin incursions.

Economy
Overall then, many of the people of Dún Thuaidh survive on a subsistence-based economy, with much exchange occurring through sharing, barter, and requisition and redistribution. They trade smithed goods, furs, skins, meat, amber, mead, ale, honey, herbs, and their mercenary services with Eiselene, in exchange for grain, clothing, wine, luxury items, coin, and metals.
Northern Name Examples: (Brythonic/Gaelic) Corrigan, Cormac, Logan, Teagan, Maeve, Morrigan, Maric, Osric, Andraste, etc.


Greenskins in General: Goblins, orcs, trolls, and ogres; all of these creatures are labeled as greenskins. While they obviously share the characteristic green skin that gave them their names, they are also labeled as such because of their ability to regenerate any non-fatal wound. Even dismembered limbs will regrow if given enough time.

Goblins: The most civilized of the greenskin races, goblins inhabit the mountains and hills around Dún Thuaidh. Though smaller than their hulking cousins, goblins stand at about the size of an average adult man, with small tusks jutting out of their otherwise human-like mouths.

Orcs: Hulking and savage, the orcs roam the Northern wilderness in groups ranging from a few young warriors to rampaging hordes numbering in the thousands. Considered barely sapient by the scholars of humanity, orcs organize themselves loosely around warlords and chieftains based on their pure physical strength. Things such as "tactics" and "strategy" beyond throwing howling masses of orcs against anything and everything is considered un-orclike at best and a death sentence at worst.

Trolls: Trolls are great and terrible beasts, but luckily for everyone they are solitary creatures. Considered descendants of the ancient titans and giants, young trolls are around the size of a small house, while the eldest troll yet recorded (Tarolk the Mountainous) was around 1,500 meters tall. While trolls often live deep underground in caves or hidden away in ancient forests, when other greenskins happen upon them they often leverage their immense size to rule over their smaller cousins. This has led to several conflicts between troll-kings and their orcish and goblin subjects over the years, much to the benefit of the people of Dún Thuaidh.

Ogres: Perhaps the most brutal of the greenskins, ogres are infamous for devouring anything they can get their grubby hands on. From humans to dead trolls, ogres eat to satiate their near endless hunger. Fortunately for the world, ogres are rarely seen outside of the Far North. Because of this, their appearance is unknown.


History
Dwarven history prior to the “Great Retreat” is largely relegated to myth and legend, with some pieces of truth scattered here and there. What is known is that the Dwarves were one of the dominant races with longstanding alliances to humanity, controlled vast tracts of the underground portions of the world, and had substantial settlements above ground. A Greenskin invasion, supported by large numbers of elder trolls, would change all that as the settlements above were destroyed, the Dwarves inside routed or slaughtered, and the Dwarves forced entirely underground in the Great Retreat.

A schism would soon follow among the various strongholds. A rapid influx of refugees forced many of those closer to the surface, soon referred to as the Rhor Muror or Trade-Kin for their proliferative activities with the surface and humanity, to rapidly expand their walls and structures or face starvation and overcrowding. A rare few of the Rhor Muror strongholds would outright refuse entry to the refugees, declaring all not within their gates to be outsiders. The Rhor Agat, the Deep-Kin, were those dwarves who dwelled deepest in the mountains and tunnels, who had only concerned themselves with mining and trading with their fellow dwarven kin, and these were deeply angered by the Great Retreat and the failure of the Rhor Muror to support their above-dwelling folks. They were further angered by the failure of humanity, who the Rhor Muror had always said were friends of dwarvenkind, to halt the greenskin plague before it had overrun the dwarven settlements. Relations further broke down when some of the Rhor Muror, led by Khor Valguhr and Khor Kalduhr, continued to trade with the city of Eiselene.

Communication between the strongholds would slowly deteriorate until one of the Rhor Agat strongholds, coming under hard times and desperate for foodstuffs, began to attack Khor Kalduhr caravans. Accusations, increased security, tensions, and breaking of trade agreements soon followed left and right until relations completely broke down between Khor Kalduhr and the Rhor Agat. Religious zealots on both sides would call for war on a variety of bases and eventually outright war, the Long War, would follow.

For hundreds of years, a shifting series of wars would follow between the Rhor Muror and the Rhor Agat. Both sides would develop a number of weapons and sciences, intending to gain the upper hand, while the mages on either side would suffer extreme casualties during the first few decades as they were placed upon the vanguard, always intended to break the enemy, and always targeted by that same enemy. The World Above, as it was slowly known, would become an afterthought to many on both sides, only the initial casus belli of the Rhor Agat and the rare trade partner of the Rhor Muror holds, and while a class of its own was formed by those willing to traverse the lands there were many who would have such a place pass into legend and rumor. The wars between the Rhor Muror and Rhor Agat were far more pressing to both sides, the latter of which found itself further under sporadic attack by enemies deeper in the dark from corrupted elf-kin to monstrous spiders to eldritch abominations who had breached the gulfs between worlds. Massacres between all sides would become fairly common, though seldom boasted about.

Eventually, however, much of that changed with the rise and travels of Yalgurd, Prince of Khor Kalduhr, apparent Restorer of Dwarvenkind.

Military
In terms of formation, Dwarven units are organized in Undir of around four to five hundred, commanded by a Dwere Unguhr who is often a lord of considerable experience, and are often drawn up along geographic lines. These are then organized in Cadir of a hundred, commanded by Dwere Caguhr who is universally a military professional. Cadir are further divided for specific tasks in Boir.

Highly specialized, Dwarven military might is focused on tunnel fighting, destruction of enemy morale, and rapid movement through difficult terrain. Well motivated volunteers and zealots, Dwarven fighters universally wear heavier plate, either of steel or a chemically treated basalt equivalent, enclosed helmets, and often bear stylized Kin-Masks. Short-hand polearms make up the majority of their equipment, such as glaives, with longer pikes and halberds scattered in the ranks. Falchions and war cleavers are often also carried. In terms of ranged equipment, such are rare due to the more cramped conditions of Dwarven cave systems though can be found in the form of war darts, weighted javelins, and crossbows. Cavalry is not seen in Dwarven formations.

Notably however, Dwarven forces often field esoteric pieces of technology from the Long War. Intended to change entire battles in the blink of an eye, disorient and disperse expectant enemies, and annihilate the unexpecting foe, these have never been fielded against any foe in the World Above. Due to the dangers they present when used, specialist, professional troops are only ever seen employing them. They are as follows:

Drake-Spits
Mounted either in a large, steel-reinforced carriage or on foot, drake-spits act as the premier terror weapon for tunnel fighting. The carriage consists of a number of barrels in the carriage, a two-man pump, a director atop the carriage which is often fashioned into a drake’s head, and at the end of that director a lighting system. The foot system consists of a singular barrel on wheels, a one-man pump, a long steel pipe with heavy insulation along its length which is held, and at the end of that pipe a similar lighting system. They utilize an alchemical solution of part processed oils, which when lit burns exceptionally well. Via the pump, drake-spits send burning jets of fire out at good distances, with the carriage system able to achieve a hundred foot range and the foot system able to fire at ranges of forty to thirty feet.

Bursting Charges
Combining a long-burning torch, flint, and a flask of processed oil, the bursting charge is struck against a steel surface, such as a shield, to ignite before being thrown. Bellowing large amounts of black smoke, on impacting a hard surface the flask is propelled along the length of a tube, shattering onto the lighted torch and creating a substantial fireball.

Gas Charges
Similar to the bursting charge, gas charges instead feature a plug of fungi surrounded by a steel band, in which it was specially grown, a separate long burning torch, and a flint. The torch is similarly struck and ignited before being fitted to the bottom of the plug, fire against the fungi, at which point it is rapidly thrown. The burning fungi produces vast amounts of a neurologic gas which is heavier than air.
Insular, largely self-sufficient within each stronghold, and geared towards warmaking, Dwarven economics can be characterized by its strong centralized planning and lack of an overall, separate merchant class from the nobility.

Economy
Foodstuffs are produced via fungi farms, limited domesticated creatures, and hardy underground vegetables and tubers. Generally speaking, Dwarven diets are limited in meats, in large part due to the scarcity of land and graze for herd animals as well as the ferocity of other creatures in the underground, while the diets are made of a large part by grown foods. A minority of Rhor Agat utilize semi-domesticated large arachnids for foodstuffs, though this is a rarity and considered unusual even among other Rhor Agat.

Dwarven economics is far more well known for its industry which is substantial. Utilizing forges often driven by geothermal movements, techniques long lost in the World Above, and a hereditary lineage of expertise and pride, they are able to craft fine arms and armors in quantity. Such expertise is known to outsiders by virtue of the trade by the Rhor Muror with the city of Eiselene. Dwarven stoneworks is likewise of notably high quality, though modern stoneworks are rarely as artistic or ornate as those from the long past.

Society
Isolated, insular, and demanding, Dwarven society draws distinctive lines between the kin, Rhor, and those who are not kin, Dimir, while drawing no lines that Rhor must be Dwarven or that Dimir cannot be a Dwarf. Most actions which can only be taken when comfortable or at ease such as removing one’s armor, eating, drinking, and even as simple as showing one’s face cannot be taken in the presence of a Dimir. In their minds, Dimir cannot be trusted in any way and a sign of trust towards one merely invites treachery and deceit from them while also tempting the gods with hubris. To transition from being Dimir to Rhor in the eyes of a Dwarf is expectedly hard, as they are not at all fast to trust.

Dwarven society places emphasis on the family unit, which is not necessarily by blood, on personal honor, and on fulfillment of one’s duty to the stronghold as a whole by whatever job they may occupy.


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Postby Great Confederacy of Commonwealth States » Tue Nov 08, 2022 12:44 pm

Is it possible to, say, be one of the Greenskins?
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Postby The Multiversal Library » Tue Nov 08, 2022 2:32 pm

Great Confederacy of Commonwealth States wrote:Is it possible to, say, be one of the Greenskins?

I'll say it is possible to be a goblin, orc, and a young troll, since elder trolls would be OP for a player to say the least.

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Postby Great Confederacy of Commonwealth States » Tue Nov 08, 2022 4:10 pm

Here we go! I would like to give more depth to Orcish (martial) culture as we go along, if that's alright.

Character Application
Name: Wadaahweh din Kaalopaala
Age: 45
Bio: Who Wadaahweh was before she rose to the position of chieftain is not really important anymore. Her tribe used to inhabit the verdant fields of what is now Dún Thuaidh, living as pastoral nomads of aurochs heders. They were forced into the north following the human invasion, during which most of their herd was either lost to warring parties from both sides, or later to the undead army which ravaged the area. Both these events are blamed on humanity, bringing their love of conquest into the northern reaches and inviting the wrath of wizards and evil spirits. Wadaahweh's tribe was scattered, eeking out a meagre existence as cave-dwelling hunter-gatherers, a far cry from their pastoral life. There was no cattle so far up north that belonged to orcs, and no human would sell to them. So instead, they started raiding down south, stealing cattle from humans. This was dangerous, however, as human militias were ever-vigilant, and unlike aurochs, human cattle was weak and unable to survive in the harsh north. Only sheep and goats survived, but not reliably enough to leave subsistence.

Everything changed when the Goblins, almost the more sedentary people, elected a war-king to lead an army down south to reclaim their ancestral homeland. The Old Call went out to all of the Kindred Races, Goblins, Orcs and Trolls, and diplomats even travelled north to confer with the Ogres. However, the chief of Wadaahweh's tribe decided not to answer the call in fear of what further war would bring them, instead contenting himself with feeble cave-living. This enraged Wadaahweh, who challenged him to single combat for the position of chieftain. She won a bloody fight. She was then, in turn, challenged by her father, who as patriarch could not allow his child to rule over him as chieftain, and she killed him too, cementing her position both as the leader of her tribe and her clan as matriarch. As her first act, she called on all able-bodied members of her tribe, some thirty-odd souls, to march south to conquer land and cattle for themselves, and drive humanity out. Along the way, she has attracted stragglers and loners, growing her group to some fifty-odd Orcs, and it continues to grow the further south they march.
Skills: Tracking, survival, fast travel on foot, combat, general strength and Greenskin healing factor
Weaknesses: Not very political, culturally averse to strategy and solving problems through means other than violence
Equipment: Two-handed mace, Orcish longbow, javelins, dagger, leather armour, iron braces and greaves, field rations, sleeping kit
Theme: https://www.youtube.com/watch?v=PYoaZjEmtMk
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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Postby The Multiversal Library » Tue Nov 08, 2022 4:59 pm

Great Confederacy of Commonwealth States wrote:Here we go! I would like to give more depth to Orcish (martial) culture as we go along, if that's alright.

Character Application
Name: Wadaahweh din Kaalopaala
Age: 45
Bio: Who Wadaahweh was before she rose to the position of chieftain is not really important anymore. Her tribe used to inhabit the verdant fields of what is now Dún Thuaidh, living as pastoral nomads of aurochs heders. They were forced into the north following the human invasion, during which most of their herd was either lost to warring parties from both sides, or later to the undead army which ravaged the area. Both these events are blamed on humanity, bringing their love of conquest into the northern reaches and inviting the wrath of wizards and evil spirits. Wadaahweh's tribe was scattered, eeking out a meagre existence as cave-dwelling hunter-gatherers, a far cry from their pastoral life. There was no cattle so far up north that belonged to orcs, and no human would sell to them. So instead, they started raiding down south, stealing cattle from humans. This was dangerous, however, as human militias were ever-vigilant, and unlike aurochs, human cattle was weak and unable to survive in the harsh north. Only sheep and goats survived, but not reliably enough to leave subsistence.

Everything changed when the Goblins, almost the more sedentary people, elected a war-king to lead an army down south to reclaim their ancestral homeland. The Old Call went out to all of the Kindred Races, Goblins, Orcs and Trolls, and diplomats even travelled north to confer with the Ogres. However, the chief of Wadaahweh's tribe decided not to answer the call in fear of what further war would bring them, instead contenting himself with feeble cave-living. This enraged Wadaahweh, who challenged him to single combat for the position of chieftain. She won a bloody fight. She was then, in turn, challenged by her father, who as patriarch could not allow his child to rule over him as chieftain, and she killed him too, cementing her position both as the leader of her tribe and her clan as matriarch. As her first act, she called on all able-bodied members of her tribe, some thirty-odd souls, to march south to conquer land and cattle for themselves, and drive humanity out. Along the way, she has attracted stragglers and loners, growing her group to some fifty-odd Orcs, and it continues to grow the further south they march.
Skills: Tracking, survival, fast travel on foot, combat, general strength and Greenskin healing factor
Weaknesses: Not very political, culturally averse to strategy and solving problems through means other than violence
Equipment: Two-handed mace, Orcish longbow, javelins, dagger, leather armour, iron braces and greaves, field rations, sleeping kit
Theme: https://www.youtube.com/watch?v=PYoaZjEmtMk

I regret not fleshing the greenskins out more, but this is great! Looking forward to having the perspective of a supposed "savage" in the RP! Accepted!

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Postby Ovstylap » Wed Nov 09, 2022 7:10 am

Character Application
Name: Edwyd ap Senigor
Age: 25
Bio: Edwyd was born in the second generation of the new inhabitants of Dún Thuaidh, with his father, Arigir, being a shepherd and his mother, Rena, a weaver, living in a small farmstead. They were both the children of those who had reclaimed the lands of Dún Thuaidh. Growing up in the small holdfast, which was simply a normal homestead surrounded by a ditch and palisade, Edwyd matured quickly, playing games with Filya and Kendir, the other two children of the farmstead, and getting involved in the various jobs of subsistence farming. As he grew, his family found him to be a strong and useful lad, albeit with a big stomach! His father taught him much about basic carpentry, as well as about how to protect the family's vital flock against wolves and other predators, as well as bandits, and goblin or even orcish raiders. Inevitably, the farmstead relied on the other nearby farmsteads and holdfasts, and ultimately the settlement of Dún Thuaidh for protection. In times of conflict, or hardship, Arigir would join up with the local militia, often as a kern, or skirmisher.

At 12, Edwyd would accompany his father on a small campaign against a goblin clan which had grown accustomed to raiding. He greatly enjoyed the company of fighting men, who both practiced with him and teased him, and would eagerly help them cook food, and maintain their equipment, which they enjoyed as it meant that they could rest more. He would see goblins for the first time up close when a handful launched an attack on the rear camp, and would manage to injure one with a slingshot, before they were scattered by the militia who had remained behind. At 14, Edwyd was caught up in a rockfall, severely injuring him. His family, unable to look after him, took the trip to the fortress town, where a wool merchant who had bought wool from them for years, named Hengar, and his wife Seanea, cared for him. Seanea had been unable to have children, and doted on him, caring for him for weeks whilst it was unknown if he would survive the multiple fevers that came from broken bones. Ultimately, he would recover, especially with the help of a doctor from the south, from the lands of Leoryx IV. Hengar and Seanea told him that until the doctor had come, they were not sure if he would make it, and he endeavoured to thank the man who asked for no payment but some clothing, which the couple happily granted.

Though Hengar offered to pay for Edwyd to be his apprentice, which would have greatly financially benefitted Arigir, he and Rena knew that their boy was not built for towns and cities. After spending some time in the town to learn about society and the wider world, he returned home at 16. There, he would find that he was jealous of how Filya had grown closer with Kendir, who was growing into a sturdy man. Edwyd decided that he did not like being jealous, and so sought after Filya's attentions. Kendir and he formed a strange relationship as they competed with each other, and sometimes brawled, especially after they started being allowed to drink stronger mead than the smallbrew they sometimes had at special times of the year. However, because they constantly had to work together, and were equals in age, and tended the flocks and settlements together, they were still good friends. One day however, Edywd caught Kendir and Filya kissing, though they did not know he had seen them, and found that hard to bare. As such, one day, he simply told one of the other homesteaders he was going away for a while, and would be back after the winter.

The homesteader tried to stop him, but Edywd insisted the man only told his parents that he loved them, and would be back. Edywd went away, and became 17 as the new year came into effect. He lived in the wilds for a total of three months, learning to fend for himself, building upon his existing skills. His most notable time was when he had to scramble a large oak tree to escape a bear, and fight it off with a crudely fashioned fire-hardened spear, and wait two days before the bear moved away when it was attacked by goblins. Nearly hypothermic, and in desperate need of food, Edywd ambushed the goblins in the forest, catching them completely offguard as they did not expect to see a human so far from any settlement. They had lost a couple of their number to the bear, and another was wounded, and Edywd was able to take out one temporarily with his sling, before wounded one with his spear, and one with his handaxe he had taken from the settlement. Attacking them with his handaxe and seax, he overcame the two wounded ones, and caused the others to flee. He lived off of their things for a while, and slept up in the tree again, after washing some bear skin in a stream. He would return with a skinsack of his trophies- goblin knives and trinkets, bear claws, a wolfskin, two foxskins, a set of antlers, and a gold coin he had happened across in a forest.

His family were overjoyed to see him back, this overcoming the fury they had at all of the stress he had put them through. Filya had fallen pregnant, and they had gone to Dún Thuaidh to get married and live there, and the homestead was falling into disrepair, whilst Arigir was struggling more and more with the burdens of life. For another year, Edywd would taken up more and more work, but ultimately a goblin incursion threatened to overwhelm he and his father, and they had to flee back home. Their sheep were taken or killed, and Edywd had to fight desperately alongside the other homesteaders to prevent it being taken. The goblins would kill half of the homestead, and set the holdfast on fire, but were confused when nobody left it as it burned. The shelterers had used the long-ago dug escape tunnels, and the goblins soon caught their scent and tracked them. Edwyd realised that they would be caught, and launched a couple of ambushes to delay the pursuit, using his sling and bow. In the end, he chose to fight a final stand, but in the event after the first goblin fell, the others started backing away, only for Edywd to turn and see a group of adventurers had come. Among them, the doctor who had saved him.

To cut a potentially long story short, Arigir became a furniture craftsman, and Rena continued being a weaver in Dún Thuaidh. Filya and Kendir would be happily married, with Edywd getting over it all and becoming friends with them again, and being seen as an uncle by trust, rather than by blood, and would himself have met a lovely woman called Clara, who helped her family run a subsistence farm just outside of Dún Thuaidh itself, whilst also caring for the horses of the Caraithe riders, a few years ago. They have a two year old girl called Ailis. Edywd himself would spend some time with the adventuring guild, before being accepted into the Caraithe Oathsworn just a few months ago, recognised for his deeds against bandits, goblins, and an orcish raiding party. He has had to learn to ride, but is still not the best.

Skills:
Of the hills: Hunting, ambushing, foraging, skirmishing. Mutually beneficial skillsets, and rather important, though less commonly seen amongst Oathsworn troops, who tend to be heavy infantry or medium cavalry. This means that Edywd is proficient with slings, bows, javelins, and making traps.

Endearing: Edywd has developed quite a compassionate outlook, empathising with others, happily helping them and sharing with them, as a result of his upbringing and life experience, as well as having experienced personal hardship aplenty. This makes him rather likeable.

A breadth of life: Edywd has farmsteaded, shephereded, lived in the wild, been adventuring, been with the militia. He has met a lot of people, and done a good variety of skills, and is not particularly close-minded as a result, when it comes to humans.

Weaknesses:
Narrow view of the greenskins: Though concepts of civilisation and savagery are less important to Edywd, he views greenskins effectively as intelligent predators, and as rivals to humanity. This means that he doesn't see diplomacy with them as a natural option.

Emotional: Caring for others deeply means that Edywd can be stressed by other people being upset, especially if he cannot help them. He is also not keen on being away from his family for too long, though his sense of duty and purpose sustains him.

Poor rider: Although good with horses, he isn't the best at riding them, and certainly not fighting from them. Edywd prefers to fight in rough terrain on foot, where his experience, fitness, and weaponry aids him, fighting from a horse, or in a pitched battle, is a more unusual experience.

Equipment: As an Oathsworn, Edywd has been given- in exchange for working without pay for a while more yet, a chainmail vest, and a steel helmet, and a steel sword. He also has studded leather gloves, hunting gloves, a set of other gloves, one pair of reinforced leather boots, two other sets of boots and one of shoes, some regular clothing, two cloaks both of dark green and brown, a set of organic cloth and leather armour, a longbow, a shortbow, several javelins, a one-handed axe meant for war, and a personal axe, in addition to a club, a dagger, and a seax. He also has a courser called Manus, and a donkey called Brian.
Of course, he doesn't have all of these items with him at any one time, and owns a few other household and personal items. Some of these items he has at his quarters in Dún Thuaidh, some at his parents' house, some at his own home which is in the upper part of the town, where Clara and Ailis live. Some may be on his donkey Brian.

Theme: Please clarify on what you wanted from this.

Edit: Fixed a typo, I'd be willing to craft some lore for Dún Thuaidh but of course it's down to you what you want, this is your world. I'm actually quite excited by this RP! Would it be okay to say that Edwyd is accompanying Maeve to Eiselene if this will prompt some interaction with the other characters as people apply? On the other hand I can always be involved in any initial cross-border scuffles James might be involved in!
Last edited by Ovstylap on Wed Nov 09, 2022 7:27 am, edited 2 times in total.

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The Multiversal Library
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Postby The Multiversal Library » Wed Nov 09, 2022 8:35 am

Ovstylap wrote:Character Application
Name: Edwyd ap Senigor
Age: 25
Bio: Edwyd was born in the second generation of the new inhabitants of Dún Thuaidh, with his father, Arigir, being a shepherd and his mother, Rena, a weaver, living in a small farmstead. They were both the children of those who had reclaimed the lands of Dún Thuaidh. Growing up in the small holdfast, which was simply a normal homestead surrounded by a ditch and palisade, Edwyd matured quickly, playing games with Filya and Kendir, the other two children of the farmstead, and getting involved in the various jobs of subsistence farming. As he grew, his family found him to be a strong and useful lad, albeit with a big stomach! His father taught him much about basic carpentry, as well as about how to protect the family's vital flock against wolves and other predators, as well as bandits, and goblin or even orcish raiders. Inevitably, the farmstead relied on the other nearby farmsteads and holdfasts, and ultimately the settlement of Dún Thuaidh for protection. In times of conflict, or hardship, Arigir would join up with the local militia, often as a kern, or skirmisher.

At 12, Edwyd would accompany his father on a small campaign against a goblin clan which had grown accustomed to raiding. He greatly enjoyed the company of fighting men, who both practiced with him and teased him, and would eagerly help them cook food, and maintain their equipment, which they enjoyed as it meant that they could rest more. He would see goblins for the first time up close when a handful launched an attack on the rear camp, and would manage to injure one with a slingshot, before they were scattered by the militia who had remained behind. At 14, Edwyd was caught up in a rockfall, severely injuring him. His family, unable to look after him, took the trip to the fortress town, where a wool merchant who had bought wool from them for years, named Hengar, and his wife Seanea, cared for him. Seanea had been unable to have children, and doted on him, caring for him for weeks whilst it was unknown if he would survive the multiple fevers that came from broken bones. Ultimately, he would recover, especially with the help of a doctor from the south, from the lands of Leoryx IV. Hengar and Seanea told him that until the doctor had come, they were not sure if he would make it, and he endeavoured to thank the man who asked for no payment but some clothing, which the couple happily granted.

Though Hengar offered to pay for Edwyd to be his apprentice, which would have greatly financially benefitted Arigir, he and Rena knew that their boy was not built for towns and cities. After spending some time in the town to learn about society and the wider world, he returned home at 16. There, he would find that he was jealous of how Filya had grown closer with Kendir, who was growing into a sturdy man. Edwyd decided that he did not like being jealous, and so sought after Filya's attentions. Kendir and he formed a strange relationship as they competed with each other, and sometimes brawled, especially after they started being allowed to drink stronger mead than the smallbrew they sometimes had at special times of the year. However, because they constantly had to work together, and were equals in age, and tended the flocks and settlements together, they were still good friends. One day however, Edywd caught Kendir and Filya kissing, though they did not know he had seen them, and found that hard to bare. As such, one day, he simply told one of the other homesteaders he was going away for a while, and would be back after the winter.

The homesteader tried to stop him, but Edywd insisted the man only told his parents that he loved them, and would be back. Edywd went away, and became 17 as the new year came into effect. He lived in the wilds for a total of three months, learning to fend for himself, building upon his existing skills. His most notable time was when he had to scramble a large oak tree to escape a bear, and fight it off with a crudely fashioned fire-hardened spear, and wait two days before the bear moved away when it was attacked by goblins. Nearly hypothermic, and in desperate need of food, Edywd ambushed the goblins in the forest, catching them completely offguard as they did not expect to see a human so far from any settlement. They had lost a couple of their number to the bear, and another was wounded, and Edywd was able to take out one temporarily with his sling, before wounded one with his spear, and one with his handaxe he had taken from the settlement. Attacking them with his handaxe and seax, he overcame the two wounded ones, and caused the others to flee. He lived off of their things for a while, and slept up in the tree again, after washing some bear skin in a stream. He would return with a skinsack of his trophies- goblin knives and trinkets, bear claws, a wolfskin, two foxskins, a set of antlers, and a gold coin he had happened across in a forest.

His family were overjoyed to see him back, this overcoming the fury they had at all of the stress he had put them through. Filya had fallen pregnant, and they had gone to Dún Thuaidh to get married and live there, and the homestead was falling into disrepair, whilst Arigir was struggling more and more with the burdens of life. For another year, Edywd would taken up more and more work, but ultimately a goblin incursion threatened to overwhelm he and his father, and they had to flee back home. Their sheep were taken or killed, and Edywd had to fight desperately alongside the other homesteaders to prevent it being taken. The goblins would kill half of the homestead, and set the holdfast on fire, but were confused when nobody left it as it burned. The shelterers had used the long-ago dug escape tunnels, and the goblins soon caught their scent and tracked them. Edwyd realised that they would be caught, and launched a couple of ambushes to delay the pursuit, using his sling and bow. In the end, he chose to fight a final stand, but in the event after the first goblin fell, the others started backing away, only for Edywd to turn and see a group of adventurers had come. Among them, the doctor who had saved him.

To cut a potentially long story short, Arigir became a furniture craftsman, and Rena continued being a weaver in Dún Thuaidh. Filya and Kendir would be happily married, with Edywd getting over it all and becoming friends with them again, and being seen as an uncle by trust, rather than by blood, and would himself have met a lovely woman called Clara, who helped her family run a subsistence farm just outside of Dún Thuaidh itself, whilst also caring for the horses of the Caraithe riders, a few years ago. They have a two year old girl called Ailis. Edywd himself would spend some time with the adventuring guild, before being accepted into the Caraithe Oathsworn just a few months ago, recognised for his deeds against bandits, goblins, and an orcish raiding party. He has had to learn to ride, but is still not the best.

Skills:
Of the hills: Hunting, ambushing, foraging, skirmishing. Mutually beneficial skillsets, and rather important, though less commonly seen amongst Oathsworn troops, who tend to be heavy infantry or medium cavalry. This means that Edywd is proficient with slings, bows, javelins, and making traps.

Endearing: Edywd has developed quite a compassionate outlook, empathising with others, happily helping them and sharing with them, as a result of his upbringing and life experience, as well as having experienced personal hardship aplenty. This makes him rather likeable.

A breadth of life: Edywd has farmsteaded, shephereded, lived in the wild, been adventuring, been with the militia. He has met a lot of people, and done a good variety of skills, and is not particularly close-minded as a result, when it comes to humans.

Weaknesses:
Narrow view of the greenskins: Though concepts of civilisation and savagery are less important to Edywd, he views greenskins effectively as intelligent predators, and as rivals to humanity. This means that he doesn't see diplomacy with them as a natural option.

Emotional: Caring for others deeply means that Edywd can be stressed by other people being upset, especially if he cannot help them. He is also not keen on being away from his family for too long, though his sense of duty and purpose sustains him.

Poor rider: Although good with horses, he isn't the best at riding them, and certainly not fighting from them. Edywd prefers to fight in rough terrain on foot, where his experience, fitness, and weaponry aids him, fighting from a horse, or in a pitched battle, is a more unusual experience.

Equipment: As an Oathsworn, Edywd has been given- in exchange for working without pay for a while more yet, a chainmail vest, and a steel helmet, and a steel sword. He also has studded leather gloves, hunting gloves, a set of other gloves, one pair of reinforced leather boots, two other sets of boots and one of shoes, some regular clothing, two cloaks both of dark green and brown, a set of organic cloth and leather armour, a longbow, a shortbow, several javelins, a one-handed axe meant for war, and a personal axe, in addition to a club, a dagger, and a seax. He also has a courser called Manus, and a donkey called Brian.
Of course, he doesn't have all of these items with him at any one time, and owns a few other household and personal items. Some of these items he has at his quarters in Dún Thuaidh, some at his parents' house, some at his own home which is in the upper part of the town, where Clara and Ailis live. Some may be on his donkey Brian.

Theme: Please clarify on what you wanted from this.

Edit: Fixed a typo, I'd be willing to craft some lore for Dún Thuaidh but of course it's down to you what you want, this is your world. I'm actually quite excited by this RP! Would it be okay to say that Edwyd is accompanying Maeve to Eiselene if this will prompt some interaction with the other characters as people apply? On the other hand I can always be involved in any initial cross-border scuffles James might be involved in!

I'm always happy to have someone flesh something out more than I have already done, so I'll welcome some lore, and Edwyd can certainly be going to Eiselene with Maeve. Theme is just an optional song or music that acts as a theme song for your character. Accepted!

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Postby The Multiversal Library » Wed Nov 09, 2022 8:16 pm

Once we get one more player, I'll put the finishing touches on the IC and get it released.

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Postby Ovstylap » Thu Nov 10, 2022 5:30 am

That sounds grand, I have to be away this weekend for Remembrance but can then get into things next week, I may have some time today to write out some additional lore for you to review- of course it is your world so entirely down to your discretion!

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Postby The Multiversal Library » Thu Nov 10, 2022 5:40 am

Ovstylap wrote:That sounds grand, I have to be away this weekend for Remembrance but can then get into things next week, I may have some time today to write out some additional lore for you to review- of course it is your world so entirely down to your discretion!

Have a good weekend, and I'm looking forward to that lore!

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Postby Ovstylap » Thu Nov 10, 2022 3:14 pm

Offer of lore for Dún Thuaidh. As this is your world and you may have imagined things differently, please feel free to use your discretion to amend or accept or reject what you want! I will look at what Dún Thuaidh is now, rather than its history.

Dún Thuaidh was no more than a pile of ruins 50 years ago when Cormac, Chieftain of the Caraithe, together with King Osgorn, father of Leoryx IV, claimed it from the (supposedly) last hill goblin king, Morokewahn fin Laadpaalwah. Cormac then built the fortress of Dún Thuaidh over the ancient ruins, swearing fealty to his friend King Osgorn as the first Lord of Dún Thuaidh. After Cormac's death, his son Corrigan ruled and fought off the undead army of the necromancer Alfverr Ottsung, and much like his father before him he fought alongside King Leoryx, becoming fast friends. Dún Thuaidh itself is home to nearly five thousand people, as well as a sizable population of adventurers who have even formed an Adventurers' Guild to better organize expeditions into the North.
A proud people, the denizens of Dún Thuaidh pride themselves on their warrior culture and role as the defenders of the North. Therefore, it came as quite a surprise when the hill goblins surged out of their mountain holds, led by the so-called "King Aazvaaz ok Sahrot." It came as an even greater surprise when Lord Corrigan sent his daughter and heir, Maeve, south with a contingent of soldiers to speak with King Leoryx.


In the lands north of the Great City of Eiselene, there are many groups of men, often living in clans, and tribes, who live with a whole myriad of ties to the city. Whilst some rely on trade with Eiselene to survive, others further north have even made friends with the greenskins, or pay tribute to groups of them in exchange for mercy or protection. Collectively, these peoples are known as Northmen, with those that either live completely indepdently, or by raiding from others or by having good relations with the greenskins being known as Wildmen.

Of all of the tribes of the Northmen, the Caraithe came to be one of the most powerful, aided by good trading and cultural relations with Eiselene, without being completely subordinate to them. Over 50 years ago, Cheiftain Cormac in alliance with King Osgorn launched a campaign to take the old ruins from Morokewahn fin Laadpaalwah, who was thought to be the last king of the hill goblins. Once it was taken, the fortress of Dún Thuaidh was built, and Cormac swore alleigance to King Osgorn.

From this point on, the Chieftains of the Caraithe receive the title of Lord of Dún Thuaidh, though in most ways they are autonomous from Eiselene. Dún Thuaidh is the capital of the Caraithe's peoples, and is their largest settlement. It is the center of administration, justice, culture, trade, faith, and raising war parties. They hold two motte-and-bailey castles, one of which has a stone keep, a hill fortress, and three hill forts. They hold several dozen smaller settlements ranging from holdfasts with attached farmsteads, to villages, hamlets, isolated farmsteads, and forest settlements which serve as areas for hunting, foraging, and gathering from, as well as preventing hunting parties from other tribes, or greenskins! Around 4700 people dwell in and immediately around Dún Thuaidh, in addition to between 200-300 adventurers at any one time, of whom normally three or four in every five are in the guild. In total, with all of the other settlements and those who owe alleigance however strong, to the Caraithe, there are some twenty three or four thousand.


Lord Corrigan is a well-regarded and moderate leader, favoring compromise and justice, as well as the keeping of internal peace. He has particularly acted to limit feuding between the various clans and tribes sworn to the Caraithe. He has shown on previous occasions that he will honor his alliance with the leaders of Eiselene, and his sent his daughter Maeve, with an escort of troops, to call for aid now that the greenskins are once again rallying, under the "King Aazvaaz ok Sahrot."

As Chieftain of the Caraithe, Lord Corrigan has the ultimate say in resolving disputes and passing legal judgements, however he appoints a number of others to assist him. Typically, the Chieftain has a council of seven advisors chosen by himself, and also appoints up to thirty-five Teulus, though sometimes less are appointed. Teulus give up (nominally) for the duration of their service their loyalties to their clans and other groups, and serve as the voice of the Chieftain. Teulu's may serve as judges, leaders of war parties, or as commanders of the hill forts and any other border posts. Councillors may also be Teulus.

Society is very much organised around families, with each family having its own head, typically this being the oldest member, provided the rest of the family is willing to agree. Families often arrange into clans, with clans arranged into tribes, and these tribes typically grow to between 150-450 people before clans start to split off from them. The senior clan head typically becomes the tribal chieftain, though these may be contested by either majority votes, or direct challenges. The Caraithe are seen as the most senior of clans and tribes, and as such, Lord Corrigan also holds the title of 'Chieftain above all.'

Leadership of Dún Thuaidh also has two other components- the role of the Druids and that of the Stewards. The druids choose to adopt whom they will, if those people are willing, and often take on orphans. The druids are responsible for the running and maintaining of the temples, and the running of festivals. The Stewards are administrators, they look after and update the records, collect taxes, and attempt to determine what is established has been established as legal precedent.

Lord Corrigan's Council therefore will usually consist of at least a Teulu, a Steward, and a Druid, as well as other trusted persons, though he may favour the Teulus in times of war, the Druids in time of cultural uncertainty, or the Stewards in times of poverty for instance.


Although the society of the Dún Thuaidh under the leadership of the Caraithe roughly has what one might describe as a class system, it is not necessarily hierarchical. People may marry between the classes, and they are not necessarily hereditary, although most children do follow in the footsteps of their parents.

Overall, the society can be described as being arranged in this way:

Lord Corrigan --> Council --> Teulus, senior Druids, Stewards, and Chieftains --> Other remaining rulers and leaders, the remainder of the Druids and Stewards, Senior Warriors, senior merchants and artisans --> The Oathsworn --> Professional warriors, artisans and craftsmen --> Farmstead owners, village elders, holdfast rulers etc --> remaining peasants, hunters, and the like.


Sworn to the Chieftain of the Caraithe and their immediate clan are the Oathsworn, who are sometimes known as Oathkeepers. These full-time warriors are selected from among volunteers or those whom they believe have the potential to be one. No Oathsworn may be less than 24 years of age, but those who are likely to join may be Oath-Seekers. Oathsworn may stay directly with the Caraithe clan, or be assigned to the various Teulus. In total there are usually less than two hundred Oathsworn, with perhaps fifty Oath-Seekers. These Oath-Seekers have to undergo various trials and selections before they are able to join. The nature of these are only revealed to the Oath-Seekers.

In exchange for placing their loyalty first to the Caraithe and to one another, the Oathsworn are granted a place to live in the Hall of the Trusted, which only they, the Caraithe, and those they select able to enter. They are granted a mail vest, a horse, and a sword. After four years of loyal service, they begin to receive a salary too. Their granted items are typically returned when they step down from their oaths and move into other roles- and so each vest and weapon may have a great amount of history behind them.

Often, the Teulus who run the various hill forts and watchposts may hire men to be professional warriors, and in the larger of the villages and the holdfasts, there may even be someone who is a permanent professional warrior- referred to simply as Warriors. Likewise, Clan leaders often have their own household warriors. Others still are part-time warriors, and are referred to as Watchmen. In total however, all able-bodied men are eligble to be called up as militia, though as 80-90% of the population is needed for food production, this pool is highly limited for most of the year. If in theory, all garrisons, clans, tribes, and those sworn to Dún Thuaidh were summoned, around 150-250 Oathkeepers/seekers, 500-750 warriors, and 700-1500 Watchmen, and 3600-4800 militia would be available. This would only happen in the most desperate of circumstances, as it would cripple food production.

Therefore, if one were to say that things were not desperate, and that the harvest had been brought in and was healthy, perhaps 5% of the population would be called together under arms. This would provide perhaps 1100-1200 men. Given the requirements of many of the various troops to be garrisoning, patrolling, and guarding various places, alongside other obligations, the force might consist of a dozen Teulu, 100-150 Oathkeepers/Oath-Seekers, 500 Warriors/Watchmen, and 500-650 militia. Of course these proportions might vary.

In terms of how the people of Dún Thuaidh fight, this might be seen as follows:
Teulu: Typically serving in positions of leadership, the Teulu might fight as heavy cavalrymen, as they are often wealthy enough to have mail armour.

Oathsworn: Typically, many Oathsworn are capable of fighting either mounted or dismounted, but predominantly tend to fight in melee. Though a few bows and javelins may be used here and there, predominantly they get up close and in the faces of bandits and greenskins, either holding the line so that the more numerous lighter troops can outflank the enemy, or breaking through their opponents. They thus tend to fight as either medium cavalry, or heavy infantry.

Oath-Seekers: Those who seek to join the Oathsworn are often professional warriors by origin, and thus fight in their preferred style, though it is much less likely for them to have mail or swords than those they seek to join. As such, they fight as medium infantry.

Warriors: Those who are able to be warriors full time, whether as household warriors of chieftains and clan leaders, or as guardsmen hired by the Teulus, often equip themselves, or have been given some equipment by those they serve. A few might fight as longbowmen- Saethwyr. A handful may have secured mail, perhaps from the dead, or as rewards for valour. The majority however will fight as medium or light infantry, depending on their equipment. That said, there are some who are scouts, borderers, and the like, used to patrolling the borders and fighting off any raiders.

Watchmen: As part-time warriors, used to defending settlements, a good number of the watchmen fight from range, as skirmishers perhaps, or archers, especially as many may be hunters. Other fight as light infantry, or the very lightest of cavalry. They are a mixture, but are predominantly lightly equipped.

Militia: They come with what they bring. The hunters bring their bows. Some bring their tools. Others bring hand-me down equipment, or that which they purchase when they are levied for campaigns or war parties. Of course, a good number have some weapons or equipment, especially those who live outside of Dún Thuaidh itself, due to the threat of raiders, rivalries with clans, or Greenskin incursions.

[spoiler=Trade and Economy]
Overall then, many of the people of Dún Thuaidh survive on a subsistence-based economy, with much exchange occurring through sharing, barter, and requisition and redistribution. They trade smithed goods, furs, skins, meat, amber, mead, ale, honey, herbs, and their mercenary services with Eiselene, in exchange for grain, clothing, wine, luxury items, coin, and metals.
Last edited by Ovstylap on Thu Nov 10, 2022 3:15 pm, edited 2 times in total.

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The Grene Knyght
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Left-wing Utopia

Postby The Grene Knyght » Fri Nov 11, 2022 2:23 am

I'm interested but won't have a chance to make an app until Sunday
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Kaledoria
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Ex-Nation

Postby Kaledoria » Fri Nov 11, 2022 5:09 am

What is magic like?
I have an idea, but I made a lot of speculation about the setting, that I'm unsure about...


Character Application
Name: Mythes Kalados
Age: 31
Bio: Born to doux Eirenaios Kalados of the Kaladrian Theme, a high-caste noble of the nearby kingdom of Boiōtia and an Elfish concubine. Mythes had a good childhood. Having no aspiration on the throne of his father due to his mixed heritage and his four older half-brothers, Mythes learned the essential skills of a courtier, as well as swordsmanship (like all his brothers) and - being taught by his mother - the occult arts, with a focus on the spirits of nature.

The first challenge came to the Theme in the form of a Greenskin invasion 5 years ago. Mythes oldest brother, the reigning doux met them on the battlefield and emerged victorious against hordes of Orcs and Goblins and even an Ogre, yet died alongside some of his most trusted knights 2 days later to some poison, that surviving Goblins must have somehow managed to sneak into the rations.

Mythes second brother was not a statesman like their oldest brother. A warrior-doux with the support of his knights and soldiers but no firm grasp on the people. Under him "The Cult" rose to power.

Then came the twilight. The Cult heralded it by bringing the dead back to life. But the true power was their living God, "Nagnalyfnir", some kind of twisted dragon-kin of immense magical and physical power. Over 4000 knights and soldiers the doux gathered, every man under arms his Theme could muster as well as a few mercenaries, the King was able to send him. Together they slew "Nagnalyfnir" and many of his cultists but it was a pyric victory. 3600 defenders of the crown died in this battle, as well as at least half of the nearly 10,000 cultists. And the most prominent among the dead: The doux and his brother and marshal. As the remainder of the cult fled on the death of their god, the few survivors started to pile up the many, many corpses to bonfires but they were not fast enough, after just a few hours, the dead started to move again and attacked the survivors.

Chaos reigned in the theme, Cultists, undead and new monsters roaming and killing at random and Mythes last brother send messengers with pleads for help to the king, but none returned. Sacrificing the countryside, Mythes and his brother collected everyone and everything they still had to hold out in the three largest cities. Then came the devastating news: The kingdom's capitol had been hit even worth then the theme and a cunning monster calling itself the Manticore King had crowned itself after slaughtering the entire royal family. By his decree everybody in his kingdom was sentenced to death unless they killed another human and decorated their corpse outside their home in honour of their new king.

Mythes, his brother and the mayor of the last town realized that only an exodus would save them and organized everybody who was fit to walk to pack all the belongings they could carry on their livestock and get ready to travel west. On the day of their departure, Mythes got the news that his last brother had been killed by a madman, who believed the lies of the monster on the throne, that those who would commit murder would be spared.

In total about 40,000 people left the Theme under Mythes guidance, out of half a million people before Nagnalyfnir's arrival. But they found no save haven and two out of every three of them died until finally they arrived in Eiselene.

In the name of his fourteen-thousand, most of who had been farmers and craftsmen a few years back but had gained some fighting experience during their exodus, Mythes swore fealty to King Leoryx IV.

Skills:
Noble Minascenaen blood: The people of Boiōtia were a colony of the Minascenae Aristocheia, too and are still seen by the korónatorikoí as closely related people, they speak mutually intelligible dialects of the same language and have many cultural similarities. As such Mythes found it easy to apply his courtier-knowledge to Eiselene and learn the customs, noble ettiquette, the heraldy and hirarchy.

Fencer: Forged by the fires of his lost lands, Mythes gathered experience in various ways of combat but his greatest strength is with the heavy falchion

Occult Mage: Mythes is not a typical spellcaster. His primary interaction with the mystic is to attract, repell or convince spirits. He can also see ley lines and other ambient magic and strengthen, weaken or alter it. His most direct forms are protective circles and magically-asisted healing.

Weaknesses:
Child of two worlds: Raised among humans, Mythes had only his mother and very few other Elves to relate to and has little connection to Elven culture. Yet his physical features also prevented him from being fully accepted in human society no matter how hard he tried.

Marked by Nagnalyfnir: Mythes does not know how it came to be (As he was not present during the battle where his brothers killed the Dragon and died in the process) but somehow he is "marked" in a way that makes undead react especially negative towards him in particular

Equipment:
Weapons: Falchion, short-sword, dagger, round-shield, two javelins, ~40 caltrops
Armor: Long Scale maille over boiled leather breastplate, armoured gloves, boots and greaves, Barbuta-like helmet
Tools: Two knifes (one for carving wood, one for skinning and cutting up game), hatchet, pincers and hammer (and spare scales and wire for armor repairs), needle and thread, some bandages
Wilderness gear: Backpack, rope, cord, tarpaulin, hammock, blankets, fire drill, dishes, cutlery, waterskin, towel, soap
Luxury: A set of fine spare clothes, sigil ring, fiddle and bow
Arcane: a small bag of salt, some dried dyes and a glass of fat, chalk, a few candles and some incense.

Theme: https://www.youtube.com/watch?v=czPB64Cx6No
Last edited by Kaledoria on Mon Nov 14, 2022 2:54 am, edited 2 times in total.

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Ovstylap
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Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Fri Nov 11, 2022 5:21 am

Kaledoria wrote:SNIP


Personally, and I know that I'm just a player, but I really enjoyed it

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Ormata
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Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Fri Nov 11, 2022 5:42 am

Character Application
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Name: Prince Yalgurd I of Khor Kalduhr
Age: 36
Biography:
    Born in the Dwarven stronghold of Khor Kalduhr to King Boruki III and one of his consorts, Yalgurd knew little of the so-called World Above. Isolationist as they were, with the exception of some trading with Eiselene, he knew only of tutors, of the tight-packed stone structures inside, of gems and metals and all their secrets, and of the Rhor Agat. They had been at war ever since the dwarves had first gone into isolation, ever since Khor Kalduhr had agreed to trade with Eiselene, ever since something awoke far below, and the fighting had been forever bloody and forever fierce. Long dramas spoke of massacres, brave heroes, treacherous beings on all sides, and blood, and there were many of these dramas. Yalgurd learned early on tunnel fighting, how to listen for their picks, how to listen for their steps, and to always have a blade ready, lessons beaten into the minds of every dwarven child. As he grew older, the Prince learned the ways of court life, of the concrete ways by which they governed, of justice, and of law. He stood aside during many sentences for criminals, first by standing at the side of the minor judges, then listening to the capital crimes. At age twelve, his father began to ask what should be done during such sentences, what the punishment might be, and eventually, Yalgurd began to understand what was a light punishment, a harsh punishment, and a just punishment, and when each should be applied. He garnered a reputation as a pious soul, by his many references to the divine laws during such punishments as well as his reported charity, and soon would begin attracting potential consorts as well, something which angered Boruki III as he felt his son was too young for such things, too unweaned. The wrath of the King was not something to be ignored and, so, Yalgurd found himself soon wanting such company as they had all been scared away. Despite his many attempts, none were brave enough to defy the King.

    The Prince instead found comfort in the churches and the forges, only further strengthening his fanaticism for the faith, for the words. He would listen to the oracles, as meandering as they might be, pay heed to the signs in the stones, pay heed to the other, lesser known soothsayers who foretold by crystal-light, tunneler bones, and dwarven blood. He found in these things not one of the gods, not the pantheon of the gods, but instead a certainty in his place, a structure for the soul, and the iron fist of divine mandate for the King is always supported by the god. They preached that, one day, they and the Rhor Agat would find peace between them, that a higher calling would force both to set aside their hatred for one-another, that a vision would come soon which would lay out what needed to be done.

    Yalgurd clung to such preachings immediately, fiercely, and traveled often to find the one which would have such a vision. When he was just fifteen, on the way to a far mining site the stronghold was establishing, he was ambushed by a warband of the Rhor Agat. Despite slaying few and wounding some, the Prince would be felled and knocked unconscious, taken back to Khor Kalduhr. As he was carried on a litter, dazed by his wounds, Yalgurd had a vision. He saw a ruined castle upon a hill, surrounded by a vast, shadowed forest, the walls decrepit and overgrown in vines, a stone building with sloping walls silent as the grave, and the Prince heard a hundred booming voices announce the name Khor Damaguhr.

    When Yalgurd was able to speak, recovering, he regaled the vision to his father who then regaled it to the archivist, curious on what it may be for the King did not know the name. The archivist returned a month later with ancient journals from before their great retreat, from their time among the World Above, and it spoke of the fortress of Khor Damaguhr, far in the north, surrounded by a large forest. The sketches of that fortress were as Yalgurd described it, though of course then the castle was not ruined, the forest not so vast, not so old, the walls new and strong, and the stone building, the forge, had been alive and well. The oracles soon heard of it by a number of means, as did the other soothsayers with which Yalguard had spoken to in the past, and by the time he was ready to walk they were proclaiming it to be a sign from the gods. They said it was a message, a command to retake the fortress, to reclaim their glory and their place as it once was. Many said it was a time to return to the old ways, before the retreat, to reunite with the Rhor Agat and usher in a new age. Yalgurd clung to their words as soon as he heard them, supported their ideas in court, though Boruki would have none of it. He would not have his son die in such a quest, as foolhardy as it was, as dangerous as it was.

    The Prince would steal away, sneaking from the city, making his way down the twisted tunnels, past the old signs, old mines, travel along the roads which once linked the strongholds together. When he came to the door under a banner of truce, Yalgurd roared out his recollection of the vision, of the dream, of the oracles, of the wish, and challenged any who denied the will of the gods to single combat. They would wear and wield whatever they pleased, and he would wear only his breeches, his Kin-Mask, and wield only a simple mattock. That first stronghold, twelve of the Rhor Agat challenged him so and, one by one, Yalgurd defeated them in single combat. Such earned him the right to speak to their King, who after hearing such a tale for himself, listening to the omens of their own oracles, came to the simple conclusion that, mad as Yalgurd might be, the oracles agreed with him and so did the people. He would be the first in his court to remove his Kin-Mask before Yalguard, who did the same in return, and though a few kept their bounds, kept their masks, many did not. That first stronghold was neither the easiest nor the hardest, and over the course of twenty-odd years Yalgurd had convinced half of the Rhor Agat to put aside their war for that in the World Above. The rest had proved unable to put aside their hatreds, despite how hard as he had tried, how long he had tried, and so Yalgurd returned to Khor Kalduhr at the head of nearly three thousand warriors.

    The arguments on such a thing lasted long, for Yalgurd had been away far below for so long that many had thought him dead. Even as there were celebrations in the streets for the return of the promised Prince, of the reunification with the Rhor Agat, for the many supposed journeys Yalgurd had gone upon in his time away and their mythic tones, they still argued on the event. Boruki had become bitter and angry in the passing decades, angry at the defiance, angry in some ways at the success, although in the end the King was unable to forbid his own from joining the expedition for the people roared out their support for Yalgurd. In time, however, he saw the wisdom in allies, despite the trust that they may betray, and as he was urged on by the temples Boruki would publicly give his blessing for the reclamation of Khor Damaguhr. The crowds rejoiced, rioting in the streets in their revelry. Five hundred of Yalgurd's own kin joined him in the effort, and soon enough they would be on the march to the World Above.
Skills:
    Ancestor's Blood
      A warrior born, Yalgurd is fast with his hands, strong, and religiously untiring. Generally straightforward, the Prince prefers to end his battles quickly, brutally, efficiently. Bursts of speed, both in closing the distances and in his bladework, are not uncommon to see when Yalgurd seriously fights. Faithful in both his armor and in his destiny, he lacks a great deal of care towards his own possible injuries and the so unfettered explosions of action often surprise a foe. Yalgurd prefers to wield a two handed axe, a fairly common choice for those of Khor Kalduhr.
    Divine Mandate
      Relentless, imposing, and hard, Yalgurd is convinced in his destiny and the destiny of his people. None may stray his path, for it is ordained by the very gods themselves. To this end, he is immune to the mental magics which may be levied against him.
Weaknesses:
    No Quarter
      The Greenskin brought about the great retreat in the old days. Theirs is the kind which betrays, destroys, mindless in their greed for battle. They deserve no place upon the earth, not as dwarves tread the same ground as they. To Yalgurd, there is only one place for a Greenskin to be and it is not the place of the living. His hatred of their kind, as well as the cruel nature of war with which Khor Kalduhr and the Rhor Agat are used to, will likely bring about unnecessary bloodshed and ruthless massacres.
    The Other
      Only kin may view one-another without the mask. Only kin may truly be trusted to do as they say. The Prince, as well as the dwarves of Khor Kalduhr and the Rhor Agat in general, are untrusting of all those outside. They do not know what the dwarves know, do not know what the dwarves have done, and words would not teach them those things. In their eyes, the denizens of the World Above are forever greedy, selfish, capricious, and every truth they speak is coupled with two lies, one to the dwarf, one to themselves, and every action will enrich them in one way or another. The gulf between Yalgurd and his potential allies in Eiselene is unlikely to be bridged, diplomacy far less of an option.
Equipment: Two-handed axe, war cleaver, steel plate armor, rich cloak, Kin-Mask, rations, sleeping kit
Theme: Darktide Main Theme


    Dwarven history prior to the “Great Retreat” is largely relegated to myth and legend, with some pieces of truth scattered here and there. What is known is that the Dwarves were one of the dominant races with longstanding alliances to humanity, controlled vast tracts of the underground portions of the world, and had substantial settlements above ground. A Greenskin invasion, supported by large numbers of elder trolls, would change all that as the settlements above were destroyed, the Dwarves inside routed or slaughtered, and the Dwarves forced entirely underground in the Great Retreat.

    A schism would soon follow among the various strongholds. A rapid influx of refugees forced many of those closer to the surface, soon referred to as the Rhor Muror or Trade-Kin for their proliferative activities with the surface and humanity, to rapidly expand their walls and structures or face starvation and overcrowding. A rare few of the Rhor Muror strongholds would outright refuse entry to the refugees, declaring all not within their gates to be outsiders. The Rhor Agat, the Deep-Kin, were those dwarves who dwelled deepest in the mountains and tunnels, who only had concerned themselves with mining and trading with their fellow dwarven kin, and these were deeply angered by the Great Retreat and the failure of the Rhor Muror to support their above-dwelling folks. They were further angered by the failure of humanity, who the Rhor Muror had always said were friends of dwarvenkind, to halt the greenskin plague before it had overrun the dwarven settlements. Relations further broke down when some of the Rhor Muror, led by Khor Valguhr and Khor Kalduhr, continued to trade with the city of Eiselene.

    Communication between the strongholds would slowly deteriorate until one of the Rhor Agat strongholds, coming under hard times and desperate for foodstuffs, began to attack Khor Kalduhr caravans. Accusations, increased security, tensions, and breaking of trade agreements soon followed left and right until relations completely broke down between Khor Kalduhr and the Rhor Agat. Religious zealots on both sides would call for war on a variety of basises and eventually outright war, the Long War, would follow.

    For hundreds of years, a shifting series of wars would follow between the Rhor Muror and the Rhor Agat. Both sides would develop a number of weapons and sciences, intending to gain the upper hand, while the mages on either side would suffer extreme casualties during the first few decades as they were placed upon the vanguard, always intended to break the enemy, and always targeted by that same enemy. The World Above, as it was slowly known, would become an afterthought to many on both sides, only the initial casus belli of the Rhor Agat and the rare trade partner of the Rhor Muror holds, and while a class of its own was formed by those willing to traverse the lands there many would simply have such a place pass into legend and rumor. The wars between the Rhor Muror and Rhor Agat were far more pressing to both sides, the latter of which finding itself further under sporadic attack by enemies deeper in the dark from corrupted elf-kin to monstrous spiders to eldritch abominations who had breached the gulfs between worlds. Massacres between all sides would become fairly common, though seldom boasted about.

    Eventually, however, much of that changed with the rise and travels of Yalgurd, Prince of Khor Kalduhr, apparent Restorer of Dwarvenkind.


    In terms of formation, Dwarven units are organized in Undir of around four to five hundred, commanded by a Dwere Unguhr who is often a lord of considerable experience, and are often drawn up along geographic lines. These are then organized in Cadir of a hundred, commanded by Dwere Caguhr who is universally a military professional. Cadir are further divided for specific tasks in Boir.

    Highly specialized, Dwarven military might is focused on tunnel fighting, destruction of enemy morale, and rapid movement through difficult terrain. Well motivated volunteers and zealots, Dwarven fighters universally wear heavier plate, either of steel or a chemically treated basalt equivalent, enclosed helmets, and often bear stylized Kin-Masks. Short-hand polearms make up the majority of their equipment, such as glaives, with longer pikes and halberds scattered in the ranks. Falchions and war cleavers are often also carried. In terms of ranged equipment, such are rare due to the more cramped conditions of Dwarven cave systems though can be found in the form of war darts, weighted javelins, and crossbows. Cavalry is not seen in Dwarven formations.

    Notably however, Dwarven forces often field esoteric pieces of technology from the Long War. Intended to change entire battles in the blink of an eye, disorient and disperse expectant enemies, and annihilate the unexpecting foe, these have never been fielded against any foe in the World Above. Due to the dangers they present when used, specialist, professional troops are only ever seen employing them. They are as follows.
      Drake-Spits
        Mounted either in a large, steel-reinforced carriage or on foot, drake-spits act as the premier terror weapon for tunnel fighting. The carriage consists of a number of barrels in the carriage, a two-man pump, a director atop the carriage which is often fashioned into a drake’s head, and at the end of that director a lighting system. The foot system consists of a singular barrel on wheels, a one-man pump, a long steel pipe with heavy insulation along its length which is held, and at the end of that pipe a similar lighting system. They utilize an alchemical solution of part processed oils, which when lit burns exceptionally well. Via the pump, drake-spits send burning jets of fire out at good distances, with the carriage system able to achieve a hundred foot range and the foot system able to fire at ranges of forty to thirty feet.
      Bursting Charges
        Combining a long-burning torch, flint, and a flask of processed oil, the bursting charge is struck against a steel surface, such as a shield, to ignite before being thrown. Bellowing large amounts of black smoke, on impacting a hard surface the flask is propelled along the length of a tube, shattering onto the lighted torch and creating a substantial fireball.
      Gas Charges
        Similar to the bursting charge, gas charges instead feature a plug of fungi surrounded by a steel band, in which it was specially grown, a separate long burning torch, and a flint. The torch is similarly struck and ignited before being fitted to the bottom of the plug, fire against the fungi, at which point it is rapidly thrown. The burning fungi produces vast amounts of a neurologic gas which is heavier than air.


    Insular, largely self-sufficient within each stronghold, and geared towards warmaking, Dwarven economics can be characterized by its strong centralized planning and lack of an overall, separate merchant class from the nobility.

    Foodstuffs are produced via fungi farms, limited domesticated creatures, and hardy underground vegetables and tubers. Generally speaking, Dwarven diets are limited in meats, in large part due to the scarcity of land and graze for herd animals as well as the ferocity of other creatures in the underground, while the diets are made of a large part by grown foods. A minority of Rhor Agat semi-domesticated large arachnids for foodstuffs, though this is a rarity and considered unusual even among other Rhor Agat.

    Dwarven economics is far more well known for its industry which is substantial. Utilizing forges often driven by geothermal movements, techniques long lost in the World Above, and a hereditary lineage of expertise and pride, they are able to craft fine arms and armors in quantity. Such expertise is known to outsiders by virtue of the trade by the Rhor Muror with the city of Eiselene. Dwarven stoneworks is likewise of notably high quality, though modern stoneworks is rarely as artistic or ornate as those from the long past.


    Isolated, insular, and demanding, Dwarven society draws distinctive lines between the kin, Rhor, and those who are not kin, Dimir, while drawing no lines that Rhor must be Dwarven or that Dimir cannot be a Dwarf. Most actions which can only be taken when comfortable or at ease such as removing one’s armor, eating, drinking, and even as simple as showing one’s face cannot be taken in the presence of a Dimir. In their minds, Dimir cannot be trusted in any way and a sign of trust towards one merely invites treachery and deceit from them while also tempting the gods with hubris. To transition from being Dimir to Rhor in the eyes of a Dwarf is expectedly hard, as they are not at all fast to trust.

    Dwarven society places emphasis on the family unit, which is not necessarily by blood, on personal honor, and on fulfillment of one’s duty to the stronghold as a whole by whatever job they may occupy.

Last edited by Ormata on Sat Nov 12, 2022 7:18 am, edited 2 times in total.

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The Multiversal Library
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Founded: Apr 28, 2022
Left-Leaning College State

Postby The Multiversal Library » Fri Nov 11, 2022 12:20 pm

Kaledoria wrote:What is magic like?
I have an idea, but I made a lot of speculation about the setting, that I'm unsure about...

Character Application
Name: Mythes Kalados
Age: 31
Bio: Born to doux Eirenaios Kalados of the Kaladrian Theme, a high-caste noble of the nearby kingdom of Boiōtia and an Elfish concubine. Mythes had a good childhood. Having no aspiration on the throne of his father due to his mixed heritage and his four older half-brothers, Mythes learned the essential skills of a courtier, as well as swordsmanship (like all his brothers) and - being taught by his mother - the occult arts, with a focus on the spirits of nature.

The first challenge came to the Theme in the form of a Greenskin invasion 5 years ago. Mythes oldest brother, the reigning doux met them on the battlefield and emerged victorious against hordes of Orcs and Goblins and even an Ogre, yet died alongside some of his most trusted knights 2 days later to some poison, that surviving Goblins must have somehow managed to sneak into the rations.

Mythes second brother was not a statesman like their oldest brother. A warrior-doux with the support of his knights and soldiers but no firm grasp on the people. Under him "The Cult" rose to power.

Then came the twilight. The Cult heralded it by bringing the dead back to life. But the true power was their living God, "Nagnalyfnir", some kind of twisted dragon-kin of immense magical and physical power. Over 4000 knights and soldiers the doux gathered, every man under arms his Theme could muster as well as a few mercenaries, the King was able to send him. Together they slew "Nagnalyfnir" and many of his cultists but it was a pyric victory. 3600 defenders of the crown died in this battle, as well as at least half of the nearly 10,000 cultists. And the most prominent among the dead: The doux and his brother and marshal. As the remainder of the cult fled on the death of their god, the few survivors started to pile up the many, many corpses to bonfires but they were not fast enough, after just a few hours, the dead started to move again and attacked the survivors.

Chaos reigned in the theme, Cultists, undead and new monsters roaming and killing at random and Mythes last brother send messengers with pleads for help to the king, but none returned. Sacrificing the countryside, Mythes and his brother collected everyone and everything they still had to hold out in the three largest cities. Then came the devastating news: The kingdom's capitol had been hit even worth then the theme and a cunning monster calling itself the Manticore King had crowned itself after slaughtering the entire royal family. By his decree everybody in his kingdom was sentenced to death unless they killed another human and decorated their corpse outside their home in honour of their new king.

Mythes, his brother and the mayor of the last town realized that only an exodus would save them and organized everybody who was fit to walk to pack all the belongings they could carry on their livestock and get ready to travel east. On the day of thier departure, Mythes got the news that his last brother had been killed by a madman, who believed the lies of the monster on the throne, that those who would commit murder would be spared.

In total about 40,000 people left the Theme under Mythes guidance, out of half a million people before Nagnalyfnir's arrival. But they found no save haven and two out of every three of them died until finally they arrived in Eiselene.

In the name of his fourteen-thousand, most of who had been farmers and craftsmen a few years back but had gained some fighting experience during their exodus, Mythes swore fealty to King Leoryx IV.

Skills:
Noble Minascenaen blood: The people of Boiōtia were a colony of the Minascenae Aristocheia, too and are still seen by the korónatorikoí as closely related people, they speak mutually intelligible dialects of the same language and have many cultural similarities. As such Mythes found it easy to apply his courtier-knowledge to Eiselene and learn the customs, noble ettiquette, the heraldy and hirarchy.

Fencer: Forged by the fires of his lost lands, Mythes gathered experience in various ways of combat but his greatest strength is with the heavy falchion

Occult Mage: Mythes is not a typical spellcaster. His primary interaction with the mystic is to attract, repell or convince spirits. He can also see ley lines and other ambient magic and strengthen, weaken or alter it. His most direct forms are protective circles and magically-asisted healing.

Weaknesses:
Child of two worlds: Raised among humans, Mythes had only his mother and very few other Elves to relate to and has little connection to Elven culture. Yet his physical features also prevented him from being fully accepted in human society no matter how hard he tried.

Marked by Nagnalyfnir: Mythes does not know how it came to be (As he was not present during the battle where his brothers killed the Dragon and died in the process) but somehow he is "marked" in a way that makes undead react especially negative towards him in particular

Equipment:
Weapons: Falchion, short-sword, dagger, round-shield, two javelins, ~40 caltrops
Armor: Long Scale maille over boiled leather breastplate, armoured gloves, boots and greaves, Barbuta-like helmet
Tools: Two knifes (one for carving wood, one for skinning and cutting up game), hatchet, pincers and hammer (and spare scales and wire for armor repairs), needle and thread
Wilderness gear: Backpack, rope, cord, tarpaulin, hammock, blankets, fire drill, dishes, cutlery, waterskin, towel, soap
Luxury: A set of fine spare clothes, sigil ring, fiddle and bow
Arcane: a small bag of salt, some dried dyes and a glass of fat, chalk, a few candles and some incense.

Theme: https://www.youtube.com/watch?v=czPB64Cx6No

Looks good. On your question about magic, outside of the elves and dwarves, magic has been almost completely lost by humanity following the destruction of the Theurgic Order. Theurgy is basically elemental magic. Accepted!

Ormata wrote:Decided to lend some information to the Dwarven kind.

Character Application
Name: Prince Yalgurd I of Khor Kalduhr
Age: 36
Biography:
    Born in the Dwarven stronghold of Khor Kalduhr to King Boruki III and one of his consorts, Yalgurd knew little of the so-called World Above. Isolationist as they were, with the exception of some trading with Eiselene, he knew only of tutors, of the tight-packed stone structures inside, of gems and metals and all their secrets, and of the Rhor Agat. They had been at war ever since the dwarves had first gone into isolation, ever since Khor Kalduhr had agreed to trade with Eiselene, ever since something awoke far below, and the fighting had been forever bloody and forever fierce. Long dramas spoke of massacres, brave heroes, treacherous beings on all sides, and blood, and there were many of these dramas. Yalgurd learned early on tunnel fighting, how to listen for their picks, how to listen for their steps, and to always have a blade ready, lessons beaten into the minds of every dwarven child. As he grew older, the Prince learned the ways of court life, of the concrete ways by which they governed, of justice, and of law. He stood aside during many sentences for criminals, first by standing at the side of the minor judges, then listening to the capital crimes. At age twelve, his father began to ask what should be done during such sentences, what the punishment might be, and eventually, Yalgurd began to understand what was a light punishment, a harsh punishment, and a just punishment, and when each should be applied. He garnered a reputation as a pious soul, by his many references to the divine laws during such punishments as well as his reported charity, and soon would begin attracting potential consorts as well, something which angered Boruki III as he felt his son was too young for such things, too unweaned. The wrath of the King was not something to be ignored and, so, Yalgurd found himself soon wanting such company as they had all been scared away. Despite his many attempts, none were brave enough to defy the King.

    The Prince instead found comfort in the churches and the forges, only further strengthening his fanaticism for the faith, for the words. He would listen to the oracles, as meandering as they might be, pay heed to the signs in the stones, pay heed to the other, lesser known soothsayers who foretold by crystal-light, tunneler bones, and dwarven blood. He found in these things not one of the gods, not the pantheon of the gods, but instead a certainty in his place, a structure for the soul, and the iron fist of divine mandate for the King is always supported by the god. They preached that, one day, they and the Rhor Agat would find peace between them, that a higher calling would force both to set aside their hatred for one-another, that a vision would come soon which would lay out what needed to be done.

    Yalgurd clung to such preachings immediately, fiercely, and traveled often to find the one which would have such a vision. When he was just fifteen, on the way to a far mining site the stronghold was establishing, he was ambushed by a warband of the Rhor Agat. Despite slaying few and wounding some, the Prince would be felled and knocked unconscious, taken back to Khor Kalduhr. As he was carried on a litter, dazed by his wounds, Yalgurd had a vision. He saw a ruined castle upon a hill, surrounded by a vast, shadowed forest, the walls decrepit and overgrown in vines, a stone building with sloping walls silent as the grave, and the Prince heard a hundred booming voices announce the name Khor Damaguhr.

    When Yalgurd was able to speak, recovering, he regaled the vision to his father who then regaled it to the archivist, curious on what it may be for the King did not know the name. The archivist returned a month later with ancient journals from before their great retreat, from their time among the World Above, and it spoke of the fortress of Khor Damaguhr, far in the south, surrounded by a large forest. The sketches of that fortress were as Yalgurd described it, though of course then the castle was not ruined, the forest not so vast, not so old, the walls new and strong, and the stone building, the forge, had been alive and well. The oracles soon heard of it by a number of means, as did the other soothsayers with which Yalguard had spoken to in the past, and by the time he was ready to walk they were proclaiming it to be a sign from the gods. They said it was a message, a command to retake the fortress, to reclaim their glory and their place as it once was. Many said it was a time to return to the old ways, before the retreat, to reunite with the Rhor Agat and usher in a new age. Yalgurd clung to their words as soon as he heard them, supported their ideas in court, though Boruki would have none of it. He would not have his son die in such a quest, as foolhardy as it was, as dangerous as it was.

    The Prince would steal away, sneaking from the city, making his way down the twisted tunnels, past the old signs, old mines, travel along the roads which once linked the strongholds together. When he came to the door under a banner of truce, Yalgurd roared out his recollection of the vision, of the dream, of the oracles, of the wish, and challenged any who denied the will of the gods to single combat. They would wear and wield whatever they pleased, and he would wear only his breeches, his Kin-Mask, and wield only a simple mattock. That first stronghold, twelve of the Rhor Agat challenged him so and, one by one, Yalgurd defeated them in single combat. Such earned him the right to speak to their King, who after hearing such a tale for himself, listening to the omens of their own oracles, came to the simple conclusion that, mad as Yalgurd might be, the oracles agreed with him and so did the people. He would be the first in his court to remove his Kin-Mask before Yalguard, who did the same in return, and though a few kept their bounds, kept their masks, many did not. That first stronghold was neither the easiest nor the hardest, and over the course of twenty-odd years Yalgurd had convinced half of the Rhor Agat to put aside their war for that in the World Above. The rest had proved unable to put aside their hatreds, despite how hard as he had tried, how long he had tried, and so Yalgurd returned to Khor Kalduhr at the head of nearly three thousand warriors.

    The arguments on such a thing lasted long, for Yalgurd had been away far below for so long that many had thought him dead. Even as there were celebrations in the streets for the return of the promised Prince, of the reunification with the Rhor Agat, for the many supposed journeys Yalgurd had gone upon in his time away and their mythic tones, they still argued on the event. Boruki had become bitter and angry in the passing decades, angry at the defiance, angry in some ways at the success, although in the end the King was unable to forbid his own from joining the expedition for the people roared out their support for Yalgurd. In time, however, he saw the wisdom in allies, despite the trust that they may betray, and as he was urged on by the temples Boruki would publicly give his blessing for the reclamation of Khor Damaguhr. The crowds rejoiced, rioting in the streets in their revelry. Five hundred of Yalgurd's own kin joined him in the effort, and soon enough they would be on the march to the World Above.
Skills:
    Ancestor's Blood
      A warrior born, Yalgurd is fast with his hands, strong, and religiously untiring. Generally straightforward, the Prince prefers to end his battles quickly, brutally, efficiently. Bursts of speed, both in closing the distances and in his bladework, are not uncommon to see when Yalgurd seriously fights. Faithful in both his armor and in his destiny, he lacks a great deal of care towards his own possible injuries and the so unfettered explosions of action often surprise a foe. Yalgurd prefers to wield a two handed axe, a fairly common choice for those of Khor Kalduhr.
    Divine Mandate
      Relentless, imposing, and hard, Yalgurd is convinced in his destiny and the destiny of his people. None may stray his path, for it is ordained by the very gods themselves. To this end, he is immune to the mental magics which may be levied against him.
Weaknesses:
    No Quarter
      The Greenskin brought about the great retreat in the old days. Theirs is the kind which betrays, destroys, mindless in their greed for battle. They deserve no place upon the earth, not as dwarves tread the same ground as they. To Yalgurd, there is only one place for a Greenskin to be and it is not the place of the living. His hatred of their kind, as well as the cruel nature of war with which Khor Kalduhr and the Rhor Agat are used to, will likely bring about unnecessary bloodshed and ruthless massacres.
    The Other
      Only kin may view one-another without the mask. Only kin may truly be trusted to do as they say. The Prince, as well as the dwarves of Khor Kaldurh and the Rhor Agat in general, are untrusting of all those outside. They do not know what the dwarves know, do not know what the dwarves have done, and words would not teach them those things. In their eyes, the denizens of the World Above are forever greedy, selfish, capricious, and every truth they speak is coupled with two lies, one to the dwarf, one to themselves, and every action will enrich them in one way or another. The gulf between Yalgurd and his potential allies in Eiselene is unlikely to be bridged, diplomacy far less of an option.
Equipment: Two-handed axe, war cleaver, steel plate armor, rich cloak, Kin-Mask, rations, sleeping kit
Theme: Darktide Main Theme

Looks good, accepted!
Last edited by The Multiversal Library on Fri Nov 11, 2022 12:25 pm, edited 1 time in total.

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The Multiversal Library
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Founded: Apr 28, 2022
Left-Leaning College State

Postby The Multiversal Library » Fri Nov 11, 2022 1:01 pm

Lore for Dún Thuaidh has been updated, courtesy of Ovstylap.

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The Multiversal Library
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Founded: Apr 28, 2022
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Postby The Multiversal Library » Fri Nov 11, 2022 1:42 pm

And the IC is up!

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21996
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Fri Nov 11, 2022 4:36 pm

Alright! Permission to tear down the village entirely?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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The Multiversal Library
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Founded: Apr 28, 2022
Left-Leaning College State

Postby The Multiversal Library » Fri Nov 11, 2022 4:42 pm

Great Confederacy of Commonwealth States wrote:Alright! Permission to tear down the village entirely?

Permission granted!

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Great Confederacy of Commonwealth States
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Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sat Nov 12, 2022 1:46 am

I'm having great fun writing this post and giving more depth to the Orcs, as well as to the region as a whole. And I haven't even gotten to the fighting yet. Will probably post tonight.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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The modern Durrani Empire
Civil Servant
 
Posts: 6
Founded: Nov 10, 2022
Ex-Nation

Postby The modern Durrani Empire » Sat Nov 12, 2022 3:31 am

Character Application
Name:
Sir Lancelot Beauregard

Age: 22
Bio:
Born the son of a minor nobleman in the South of Eiselene, he was taught academics and etiquette from 7-14 whilst serving as a page, then after serving as a squire from the age of 14, he became a knight at the age of 21.

Skills: Swordsmanship,
languages (Neighbouring Dwarven and Elvish languages), horsemanship, public speaking.

Weaknesses: insecure, somewhat naive.
Equipment: His sword, lance, shield an suit of armour.
Also, if that counts, his trustworthy steed.

Theme:
https://www.youtube.com/watch?v=XRU1AJsXN1g
(optional)
Last edited by The modern Durrani Empire on Sat Nov 12, 2022 3:32 am, edited 2 times in total.

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Ormata
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Posts: 4950
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Sat Nov 12, 2022 7:18 am

Edited in some lore into the bottom of my application. I'll wait for the OK on that before I start writing the post since it'll strongly dictate what sort of flavor of battle we'll be getting here.

EDIT: If anyone is planning on speaking dwarven, I'd highly suggest wondering why they'd speak a language only the rare tradesmen speaks.
Last edited by Ormata on Sat Nov 12, 2022 7:19 am, edited 1 time in total.

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The Multiversal Library
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Founded: Apr 28, 2022
Left-Leaning College State

Postby The Multiversal Library » Sat Nov 12, 2022 9:23 am

Ormata wrote:Edited in some lore into the bottom of my application. I'll wait for the OK on that before I start writing the post since it'll strongly dictate what sort of flavor of battle we'll be getting here.

EDIT: If anyone is planning on speaking dwarven, I'd highly suggest wondering why they'd speak a language only the rare tradesmen speaks.

I'll insert your lore into the lore dump now. Apologies for the late answer.

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