Categories
In-Game Lore Plot Events

The Mirror Has Been Shattered

A great creature whose skin seemed to be made of polished mirror burst from the confines of the ancient ruins within which it was found.  It attacked the people of New Calendale, reflecting and redirecting their most powerful spells and abilities as they attempted to take it down.  Ultimately, however, the people of New Calendale were victorious.

With the destruction of the creature with the mirrored visage, a great burst of magical energy streaked across the field in front of The Scroll and Dragon.  After the deafening explosion, not a single trace of the being was left.  The explosion was heard and felt for miles around.  All of the constructs that had been fighting alongside it ground to a halt and disintegrated.

Hours after The Mirror was destroyed, an order was posted by Baron Fontaine to immediately cease any and all excavation or exploration of the ruins until after the incident could be investigated.

The Scarlet and Emerald Scarves have reportedly been called in to determine the implications of the situation, and rumors of the “Artaani Prison” from which the creature escaped from have already begun to circulate among the general populace.

Thus far, no after effects of the magical explosion have been observed.

 

Categories
In-Game Lore

The Laws of the Twin Kingdoms

King Leopold has decreed that effective immediately, the Laws of the Twin Kingdoms shall read as follows:

(This document shall supersede any prior similar document.) 18th Day of the Love Moon, 1118

 

Laws of the Land

 

     The peoples of Adraveth are as varied as its climate, and in different lands the rules and customs of society can be vastly different. Laws vary from place to place to suit the needs and ideals of the people they serve. For example slavery is highly illegal in the Twin Kingdoms and Agoria whereas it is a perfectly accepted practice throughout Solinaria and Al’Hazir. It is wise for travelers to be aware of local laws and customs before venturing into new territory because not every culture is forgiving of transgressions. The laws of the Twin Kingdoms are listed below. Bear in mind that while it is fairly progressive, the Twin Kingdoms is still a feudal monarchy. Ideas like democracy, freedom of speech, and civil rights are practiced on a limited scale. While the Twin Kingdoms has the reputation for fair, wise and benevolent rule, ultimately the crown and the nobility has the right to use the laws as they see fit including but not limited to not being bound to them. If a starting character were from the Twin Kingdoms they would have a good idea of these laws, whereas if they were from a different culture they would need to learn these things in game.

 

Laws of the Twin Kingdoms, under the rule of the good King Leopold Damasque, effective on the 1st day of the Love Moon, 1118

 

Since these laws are standardized throughout the Twin Kingdoms, there will undoubtedly be local variations as decreed by the reigning noble. In areas where a judge or adjudicator is assigned, all incidents of crime or lawlessness may be brought before them, and escalated to the Magistrate should the need arise.

 

  •  No common person within The Twin Kingdoms shall enter the private home of another without permission of the owner.

 

  •  A common person within The Twin Kingdoms may not steal, damage, or destroy, the possessions, goods or money of another person.

 

  •  A common person of The Twin Kingdoms may not strike or assault another law-abiding person with any part of their person (i.e. fist, foot etc.) or a weapon, or a spell, with the exception of circumstances of self-defense. Any assault or attempted assault is a crime to be brought before the judge, adjudicator or local Magistrate. Situations of self-defense will be judged according to the amount of force used and the appropriateness of that force.

 

  •  Similarly, for a commoner, murder is illegal. Murder is defined as actions or deliberate negligence resulting in the death of another person, without justification or excuse. Causing the death of another will be judged according to the situation, justification and the appropriateness of that action.

 

  •  Duels and honor combats are permitted in the Twin Kingdoms under certain circumstances. Both parties must be willing, and the rules of said combat must be clearly defined and abided by. Only a local noble, ranked Knight or higher, or the local Magistrate, Judge, or Bailiff may grant permission for the combat and a witness of that noble or town official must be present.

 

  •  Slavery is illegal. No citizen or foreign resident of The Twin Kingdoms may keep slaves or enforce slavery. Slavery is the uncompensated and unwilling servitude of one individual to another. Indentured servitude is legal when there is reasonable compensation, willingness, and agreement of both parties, and the servitor is considered to be of sound mind and capable of making informed decisions.  The only exception to the above are temporary leaves granted by a noble of the rank of Marquis or Higher, and only as a temporary measure that may not be extended indefinitely.

 

  •  A common person within The Twin Kingdoms may not imprison, capture or enslave another person against their will or in return for a ransom. This is considered kidnapping and will be regarded similarly to slavery. The only time a citizen may hold another against their will is in the case of detaining a criminal until such time as the proper authorities may take over.

 

  •  A common person within The Twin Kingdoms may not employ torture on any creature. Only appointed representatives of The Twin Kingdoms including guards of rank Corporal or higher, Senior Scarlet Scarves and above, or licensed individuals may employ the arts of torture and only then in the function of official Twin Kingdoms business.

 

  •  The use and possession of any lethal poisons and venoms are strictly forbidden, with exception of certain spells. Poisons of a non-lethal nature including but not limited to those which induce sleep or temporary paralysis are legal.

 

  •  A common person within The Twin Kingdoms may not cast any magic, sorcery, or divine prayer upon another person without their consent. Infractions of this sort will be dealt with on a case-by-case basis.

 

  • All mages must be licensed within the Twin Kingdoms in order to cast. However a master mage within the guild may take responsibility for a novice student for a short while until they are able to attend a formal Mages’ Guild meeting to become licensed.  During this interim time, the novice student may be taught. These temporary allowances shall be granted to an individual for no more than three days time at maximum, once, ever. (Though the master in question may grant this allowance to different individuals within the same year, an individual may only be allowed to benefit from this benefit under a non-scarlet-scarf-master only once)  Scarlet scarves may grant this allowance at their discretion in 3 day increments.  The same individual may not benefit from this allowance more than 2 instances per year.   Those without license may also seek permission to cast solely in the defense of themselves and others, however abuse of this to circumvent licensure will result in severe prosecution.  Any of the permissions granted above become the immediate responsibility of the granting mage to directly inform the local guild scribe, who shall be responsible for keeping a record of these permissions and exceptions that shall be available for inspection by Scarlet Scarves, Headmaster of the Local Mages Guild, or Judge.  Addendum: By Noble Decree, Rune Mages shall require licensure in order to cast spells. All Shavali shall require licensure via the Mages’ Guild in order to cast spells as well.  

 

  •  The unlicensed use, practice or teaching of Necromancy is illegal. Further, no individual shall teach Necromancy to any other individual without express written prior consent of a duly appointed representative of EACH of the following: Magister of Emerald OR Scarlet Scarves (local or otherwise), Noble of Marquis or Higher. Recommendation from Local Headmaster of Mages’ Guild -OR- Town Magistrate. If any of the above requirements cannot be met, an individual may plead their case before a Mages’ Guild Tribunal, this may only occur in lieu of one of the above.

 

  •  Persons may not worship, preach or call forth spells of infernal beings. The summoning of infernal forces or the willing casting of infernal rites are illegal activities in The Twin Kingdoms. Similarly consorting with infernal beings is illegal.  Consorting with infernal beings is only legal during the day and night surrounding Realms Night.  During the aforementioned time, casting infernal spells or performing infernal rites remain illegal.

 

  • If the legality of a particular type of magic being cast or observed is in question, it is the responsibility of the individual witnessing or casting this magic to seek out either a Scarlet Scarf or Headmaster of the Local Mages’ Guild to make the determination.  If an immediate determination cannot be made, it is the responsibility of the Scarlet Scarf or Headmaster in question to seek out an official internal ruling from the Mages’ Guild.

 

  •  Lying in any official capacity is highly illegal. This includes but is not limited to lying while testifying in court or being questioned by a guardsman or noble. This also includes the misrepresentation of oneself as something they are not, be it noble, guardsman, or any other official duly appointed by the government of the Twin Kingdoms.

 

  •  Forgery and counterfeiting are highly illegal. This includes documentation, goods, materials or valuables.

 

  •  All persons must fully cooperate and assist any representative of the Royal Guard, as well as any noble when legally requested.

 

  •  All persons, regardless of citizenship, are expected to pay taxes and tithes to the local government according to present needs upon demand. If a person is unable to pay the taxes they should report this to the local magistrate who will try to resolve the matter. Intentional tax evasion will be punished harshly.

 

  •  All persons, citizen or otherwise, are obliged to assist in the defense and protection of the Kingdom, in whatever manner they are able and with whatever resources they have. During wartime or in situations of emergency as deemed by the local baron or magistrate or guard of sergeant rank or higher, a person may be conscripted to provide for the defense of the Kingdom.

 

  •  Any of the above crimes are punishable not only if committed, but conspiracy to commit a crime, or aiding and abetting another to commit a crime or concealing the truth, nature or existence of a crime is similarly illegal, and can be deemed treasonous if the crime is one against the state.

 

  • Non-citizens and foreign residents of The Twin Kingdoms are still bound by these laws.

 

  • Citizenship allows one to represent themselves before a judge or court. If a non-citizen or foreign resident of The Twin Kingdoms is accused of breaking a law, they must find a citizen to represent them and speak on their behalf.

 

  •  Lastly, be it known that ignorance of the laws on any grounds, is not an excuse for breaking them. In the event you cannot read or interpret the laws, you may seek out a judge or Magistrate to explain them to you.

 

Categories
In-Game Lore Plot Events

The End of the Great Fae War and State of Adraveth 1118

The End of the Great Fae War

 

Rain fell around the New Calendale residents as they pleaded for the lives of all of the Fae across the entirety of Adraveth.  Soaked and shivering, several lent their voices to support the right of the Fae to exist.  The last Sylph, though righteous in his anger, listened to all for and against the Fae.

 

The Sylph thought long and hard as those around him spoke or remained silent.  Eventually he made a decision:  the balance of power would be restored to the Fae of both light and dark, and the war would cease.  The Fae would be given one last chance.

 

Given clarity by what was the equivalent of a god themselves coming to them and telling them to stop, the fighting nearly stopped overnight. (In addition to the fact that superior innate strength was no longer an advantage that the Dark Fae held.).  In addition, Trolls seemed to have the curse over their forms lifted.

 

Since then, nearly all Fae have retreated to the Fae Realm to rebuild their homes and realm.  Some are still remaining in Adraveth, having built lives or made friends there.  The future is unknown, but one thing is certain: The horrors of the Fae War seem to have finally come to an end.

 

State of Adraveth as of The Love Moon, 1118

 

The Winter has been a bitter cold one so far, and as the year turned, the Oracle named it “The Year of the Prism.”  Many have begun to speculate upon just what this might mean.

 

In the northern wastes, the elemental city of Straloset has been housing and taking in those northern tribes that were displaced during the city’s arrival.  Were it not for the efforts and advice of several tribesmen hailing from the New Calendale area that Straloset delegates met with (and the subsequent spreading of the message to their kin), many would have frozen to death without proper shelter over the winter.  

 

The Shavali within the city of Straloset have ceased any and all fighting with the tribesmen, although the tribesmen still look upon them with anger.

 

The sickness that was spreading virulently when the city first arrived seems to have stopped its spread.  Those who weren’t killed by the sickness ended up with odd quirks and symptoms of their infection. Unfortunately, no cure has been found to remove their strange symptoms, although the Church of Attalia and The Scarlet Scarves are investigating the situation in earnest.   

 

Larigmoore continues to heal its wounds after the war.  Solinaria has proven to be earnest in its promise to assist in the healing and rebuilding process.

 

King Leopold’s physical condition has not improved. The rumors of the Leopold’s tendency to remain in the Dream Realm for extended periods of time has turned out to be true, and the newly established Order of the Sleepwalkers continues to guard his presence in the Dream Realm and this one.   He has embraced the title that he’s heard others use when referring to him: “The Sleeping King.”

 

Categories
In-Game Lore Plot Events

The Setting Sun (Deity’s Eclipse 2017)

The Setting Sun (Deity’s Eclipse 2017)

 

For as long as anyone can remember, once the sun sets upon the 31st Day of The Spirit Moon, a night of true terror begins for the inhabitants of Adraveth.

Dark horrors stalk the woods and those of faith find their connections severed from their respective Gods or Goddesses.  Those who follow the Spirits find themselves seemingly abandoned as well.  Curiously, those who follow the God of Lies find themselves with a connection still in place.

Many have called this night The Deity’s Eclipse while the tribesmen have called it Spiritsdeath.

None seem to know why their connections to the Divine and Spirit falter, but all can agree that that night, perhaps more than any other night, is a time for people to come together and protect one another.  It is not unheard of for several families to spend the eve together under a single roof, with their doors locked and barred, and the sounds of unspeakable horrors wailing outside.

Some believe that The Eclipse is a test of faith for all, devised by the children of the All-Mother and the All-Father as a way to see whether or not their worshipers can draw upon the core tenants of the faiths which led them to devote their lives to serving their chosen deity in the first place.

Nothing one sees during the Eclipse can be trusted, and travel during the eve should be seriously limited for the safety of oneself and others.

The Scroll and Dragon has been officially offered as a place of respite for those seeking to gather together during this Deity’s Eclipse, in the hopes that those without a place for safe haven might find some there.  Those seeking shelter may freely spend the night within her walls.

 

Directive:

To clarify, the actual in-game dates will differ this weekend from their RL counterparts.  The weekend will take place over the 30th, 31st, and 1st from an in-game standpoint.   

If you are a DEDICATED Cleric or Shaman, from 6:00 PM on Saturday night until midnight of the same night, you will find yourself completely severed from any Divine or Spirit connections, and will be unable to cast any spells, or use any abilities that rely on Divine or Shamanic connection such as Deity’s Favor.  This will leave you feeling truly awful, since such a large portion of who you are has been effectively severed.  

Categories
In-Game Lore

Guild Laws

Guild and Sanctioned Organization Law

 

No guild or sanctioned organization shall operate without an official guild/organization charter signed off by a reigning noble of the area in which the guild performs activities of a rank no less than Baron. Any organization attempting to operate as a guild or sanctioned organization without a charter and noble approval will be subject to harsh punishment.

 

A guild master or organization leader is the only person with the authority to recruit and remove members from a guild or organization they are in charge of save for instances of noble decree. When any persons are brought into or expelled from the ranks of a guild, the noble presiding over your guild charter must be informed immediately.  

 

Only guild requests that have been issued and approved by the nobility will be deemed official guild activities and increase standings of the guild or organization within the Twin Kingdoms. When accepting any job request the Guild Master must inform the nobility which members of the guild will be tasked with the job.

 

If non-guild members or non-organization members are participating in a job that has been accepted by the guild, the guild will receive no benefits save for any agreed upon payment for completing the job.

 

Guild masters and organization leaders are held to the highest standards of the law and will be punished more severely for breaking any laws within the areas that they are active in. A Guild Master is responsible for all of their guild members and may be called upon to pay for any debts and fines incurred by their members during their membership within the guild or organization if they are unable to pay.

 

All guilds or organizations must pay off all taxes, dues, and fines by the first official local court during Harvest Moon of a given year. Failure to do so may result in penalties up to and including, but not limited to, additional fines, punishment, and dissolution of the guild.  The local Reigning Baron shall decide all action in this matter.

Laws governing the creation of Guilds and Sanctioned Organizations

 

In order to create a guild or sanctioned organization, the following requirements must be met: A guild charter including the aims, goals, and general ideals of the guild or organization shall be drafted, as well as signed by no less than five founding members, among whom one shall be considered Guild Master or Leader.  Illiterate members may place a mark representing their signature, but it shall be required that a note is added specifying the name of said member. It is to be understood that the illiterate individual has had the charter explained to them by a literate member before affixing their mark.  A judge or town scribe must witness these signatures and affix their own signature.  All five individuals must meet the requirements of membership listed below.  This charter shall be supplied to the highest ranking noble present at a local court proceeding in order for final approval by a noble of at least Baron rank or above.

 

Any individual may only be a member of and receive the benefits of a single local guild or organization. If a person has been removed from or has left a guild of their own free will they shall not be eligible to receive the benefits of any guild they become affiliated with for three moons time.  This delay in benefits shall not apply to those who are joining an organization for the first time, and have no previous local affiliations with any guild or organization.  These restrictions shall NOT apply to those limited and specific guilds that have been declared to be a public service.  This currently applies to The Mages’ Guild, Courier’s Guild, Bardic Guild, Gemology Guild, Appraisal Guild, Alchemist Guild, and other similar organizations.

 

Upon creation, a guild or organization must provide an order of succession no less than two members past the Guild Master or Organization Leader.  Should all three members disappear for a period of greater than one full year’s time, the remaining members of that organization shall be eligible to decide upon a new Guild Master or Organization Leader in a matter they see fit.

 

Guilds and Sanctioned Organizations may make amendments to their guild charter at any time with the permission of a noble of the rank of Baron or above. Guilds drastically changing their guild’s stated purpose and benefits shall potentially accrue fees.

 

Should a Guild Master or Organization Leader decide to pass their title on to another member, they are required to inform the highest ranking noble at a session of local court, and present their candidate to the ranking noble.

 

Once all of the above conditions have been met, the Guild Master or Organization Leader shall be provided with an official document stating the recognition of the Guild or Organization by The Twin Kingdoms.  This document should be protected closely, and should be presented during the conduction of any guild business the Guild Master takes part in.  Even if this document is not carried on their person, the document should still be in an easily accessible location nearby.

Categories
In-Game Lore Plot Events

The State of New Calendale

The State of New Calendale

During a vicious battle with Dark Fae in the town of New Calendale, the mysterious blind creatures appeared.  They tore through townsfolk and dark fae alike, devouring all magic they could get their claws upon.  Much of the town was killed or routed, but all Dark Fae forces committed to the encounter were completely eradicated.

 

A Scarlet Scarves scouting group led by Magister Cadrel appeared shortly after the attack, having heard rumors of the creatures in the area.  They issued an immediate quarantine of the area over the past few days.

 

This morning, the same scouting group of Scarlet Scarves entered the Town Proper and noted something unusual.  The creatures, seemingly unaware of the mages’ presence, gathered in a small area near the field in front of The Scroll and Dragon.

 

The creatures stirred suddenly, seeming to sniff the air.  One by one the creatures extended claws into the space in front of them and seemed to tear a hole in the air itself.  The mages on scene described it similar to a portal, though no incantations were heard.  Each of the creatures stepped through the holes it had made and disappeared.  The holes closed behind them.

 

Townsfolk were allowed back into the area after each nearby building was cleared.

 

((OOG NOTE: You may use the tavern chat as normal, and all access to the town itself has been restored to normal.))

 

Categories
In-Game Lore Plot Events

News from Kell: The Storm Continues Unabated

Traders hailing from Kell have been asked about what is going on in the north, and have generally had the following to say:

While the storm in the north has stopped growing, the conflict between the Romani and the Barbarian tribes of the north seems to continue daily.

There has been no word of outright war, especially since occasionally the Romani have been seen walking alongside Elementals themselves.  The skirmishes that have occurred have been fairly even in their matching.  Despite the Romani’s unscrupulous tactic of having some elemental support, the tribesmen of the north are known for their tenacity.  No ground seems to have been given.

A map has been circulating, showing the rough borders of the storm.  But one thing is clear: ONLY the Romani have been able to get anywhere near the walls of the storm.  Even fewer select Romani have supposedly walked through the walls of it.  Travel anywhere near by non-Romani is not only ill-advised, but considered undoubtedly fatal.  Anyone travelling near or around Kell has been strongly advised to travel no further.

elemental-storm-size
Elemental Storm in the North
Categories
In-Game Lore Plot Events

The Long Night

The Long Night

For as long as anyone can remember, as dusk begins to set in on the 31st Day of The Spirit Moon, a night of true terror begins for the inhabitants of Adraveth.

Dark horrors stalk the woods and those of faith find their connections severed from their respective Gods or Goddesses.  Those who follow the Spirits find themselves seemingly abandoned as well.  Curiously, those who follow the God of Lies find themselves with a connection still in place.

Many have called this night The Deity’s Eclipse while the tribesmen have called it Spiritsdeath.

None seem to know why their connections to the Divine and Spirits falter, but all can agree that tonight, perhaps more than any other night, is a time for people to come together and protect one another.  It is not unheard of for several families to spend the eve together under a single roof, with their doors locked and barred, and the sounds of unspeakable horrors wailing outside.

Nothing one sees during the Eclipse can be trusted, and travel during the eve should be seriously limited for the safety of oneself and others.

The Scroll and Dragon has been officially offered as a place of respite for those seeking to gather together during this Deity’s Eclipse, in the hopes that those without a place for safe haven might find some there.  Those seeking shelter may freely spend the night within her walls.

(Directive:  If you are a DEDICATED Cleric or Shaman, from 5:30PM EST October 31st, you will find yourself completely severed from any Divine or Spirit connections, and will be unable to cast any spells, or use any abilities that rely on Divine or Shamanic connection.  This will leave you feeling truly awful, since such a large portion of who you are has been effectively severed.  Should you choose to attend Tavern Chat at any point, please roleplay these effects accordingly.  These effects end at 7:00 AM November 1st.

Please feel free to elaborate on any odd sightings your character may have had during this time while roleplaying in Tavern Chat, within reason of course.  It’s a night of horror.  Please remember, however, there is NO COMBAT ALLOWED within the Tavern Chat without SPECIFIC cast direction.)

 


 

Remember, you may not enter unless your Character has attended at least one live in-game event at our campsite in Sparta, New Jersey.

• Tavern Chat Link: http://www.chatzy.com/roa

• Password: Please ask any current Player or Cast Member.  The best way to do this is via our Facebook group here.

Tavern Chat Rules Page

Categories
In-Game Lore Plot Events

The Spirit of Realms Night

The High Librarian of Viralee has made an appeal to King Dalton:

Every 4 years, on Realms Night, mortals side with either the infernal or celestial realms.  Those who side with the Celestials are able to discuss strategies for winning their various games and contests, yet those who side with the Infernals are not.  Is this truly balanced?  In the interest of maintaining what is the spirit of this day, the ban on speaking with extraplanar beings of an infernal nature should be lifted.

King Dalton has agreed with the High Librarian, and has seen fit to lift the ban with speaking with Infernals for Realms Night ONLY.  HOWEVER, he maintains that making deals with them, or attempting to learn their magics is still strictly forbidden by law.

Categories
In-Game Lore Plot Events

The War of the Realms: A Tale of Realms Night

Here’s a little something we thought those who are celebrating their First Realms Night would find interesting.  Special thanks to Meira Maynard for putting this together for the 2016 Realms Night Celebration!

(You may treat the following as information you’ve heard in-game, and should consider the following when preparing your costuming for Realms Night!)

 

The War of the Realms: A Tale of Realms Night
By: Clarissa Golan

 

A long time ago, before Adraveth stood, Viralee created two types of creatures. She created celestials from stars in the sky, beings of purity and light. She also created infernals from the fires of the earth, fearsome creatures filled with fury. She loved both of her creations, but realized that they could not live in peace together.

Viralee created two realms, one slightly greater than the other. She asked her brother, Ethali, and her sister, Elantrai, for advice on how to divide the power among her creations. Ethali insisted that the infernals deserved to have the greater realm and the most power, but Viralee was unsure of his advice. Elantrai proposed that Viralee take two marbles, one white and one black, and place them in a bag. She told Viralee to have an infernal and a celestial each pull a marble out of the bag. Whoever took out the white marble would have the greater realm. They would then place the marbles back in the bag and each draw out a marble again. This time the white marble would determine who would have more power. Viralee liked this game of chance to decide the fate of her creatures so she followed Elantrai’s advice. The celestials drew the white marble first and gained the greater realm. The Infernals drew the white marble the second time and gained more power. There are rumors that Ethali tampered with the marbles in order to gain more power for the infernals.

Even with each of Viralee’s creations designated certain realms, they still warred. Their war overflowed onto the mortal realms, and the people of this world suffered greatly. Eventually Viralee knew she must do something to protect the mortal realms so she created the Nether between the realms. The Nether was made of everything that was or wasn’t. It was nothing and it was everything. And it provided the perfect barrier to divide all the realms and stop the war.

Every four years on Realms Night we celebrate the creation of the two realms and of the protective Nether. Everyone chooses a team, celestial or infernal. The celestial colors are white and silver. The infernal colors are red and gold. It is not considered specifically “good” to be on the celestial team or “bad” to be on the infernal team. Many people simply switch teams every Realms Night. Others will flip a coin to choose their team, in homage to Elantrai and her advice to Viralee. There are games and festivities between the two teams and a tally of points is kept. Sometimes infernals and celestials will come visit to see the games and support their team. Whichever team wins dictates whether the infernals or the celestials will be more powerful for the next four years. Four years ago, the celestials won. Eight years ago, the infernals won. It is the result of our belief in them, that we give them more power.