https://www.skaldsongrp.com/wiki/api.php?action=feedcontributions&user=TheSkald&feedformat=atomskaldsong companion - User contributions [en]2024-03-29T13:22:56ZUser contributionsMediaWiki 1.29.3https://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77367Events2020-12-26T21:25:45Z<p>TheSkald: /* Hors du Silence */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against Havelock's horse-backed hunters directly.<br />
<br />
=====Game Mode 1, the Encroaching Dark=====<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
[[File:Houndingdice.PNG]]<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Gain Wildcard.<br />
**Use wildcards to fulfill missing objective numbers. Must have at least one number naturally earned.<br />
**Can be used in place of a loss of turn.<br />
**Allow use as an escape from lose scenario? No. Only prevent one.<br />
*Be warned, Hounds have the same rules when it comes to wildcards!<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
Players may try to throw each other under the bus, only if they are working on the same objective, pausing the game for a single d20 match. The loser loses a turn. Weigh your options carefully! You can use a wildcard to escape the loss of turn caused by losing the sabotage attempt... but will you need this card later?<br />
<br />
'''Example'''<br />
Both players are starting at Round 1 of 6.<br />
<br />
Player 1:<br />
/r1d6 = 2 (P1 lose a turn, because none of the dice match goal number)<br />
<br />
Player 2:<br />
/r1d6 = 1 (P2 move on to next round, having rolled 1/1)<br />
<br />
Player 2 again (P1 lost a turn!), because they are on round 2 they get two dice and have to roll two 2’s to move on.<br />
/r2d6 = 1, 2<br />
<br />
Player 1<br />
/r1d6 = 1 (P1 finally moves on to next round)<br />
<br />
Player 2<br />
/r2d6 = 2, 2 (P2 moves on to round 3, and because they had already banked a 2 last turn, they have one extra 2, resulting in a wildcard for later!)<br />
<br />
=====Game Mode 2: The Huntsmen Arrive=====<br />
This mode will be based on Open Legend, participants will be assisted in making a sheet.<br />
<br />
This mode will only occur if side quests are not successful.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles.<br />
<br />
Added 2020: Mud race, drinking games <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77366Events2020-12-26T21:25:28Z<p>TheSkald: /* Hors du Silence */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against Havelock's horse-backed hunters directly.<br />
<br />
=====Game Mode 1, the Encroaching Dark=====<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
[[File:Houndingdice.PNG]]<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Gain Wildcard.<br />
**Use wildcards to fulfill missing objective numbers. Must have at least one number naturally earned.<br />
**Can be used in place of a loss of turn.<br />
**Allow use as an escape from lose scenario? No. Only prevent one.<br />
*Be warned, Hounds have the same rules when it comes to wildcards!<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
Players may try to throw each other under the bus, only if they are working on the same objective, pausing the game for a single d20 match. The loser loses a turn. Weigh your options carefully! You can use a wildcard to escape the loss of turn caused by losing the sabotage attempt... but will you need this card later?<br />
<br />
'''Example'''<br />
Both players are starting at Round 1 of 6.<br />
<br />
Player 1:<br />
/r1d6 = 2 (P1 lose a turn, because none of the dice match goal number)<br />
<br />
Player 2:<br />
/r1d6 = 1 (P2 move on to next round, having rolled 1/1)<br />
<br />
Player 2 again (P1 lost a turn!), because they are on round 2 they get two dice and have to roll two 2’s to move on.<br />
/r2d6 = 1, 2<br />
<br />
Player 1<br />
/r1d6 = 1 (P1 finally moves on to next round)<br />
<br />
Player 2<br />
/r2d6 = 2, 2 (P2 moves on to round 3, and because they had already banked a 2 last turn, they have one extra 2, resulting in a wildcard for later!)<br />
<br />
=====Game Mode 2: The Huntsmen Arrive=====<br />
This mode will be based on Open Legend, participants will be assisted in making a sheet.<br />
<br />
This mode will only occur if side quests are not successful.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles.<br />
Added 2020: Mud race <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77365Red Hawkes2020-12-08T23:33:41Z<p>TheSkald: /* Rules */</p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}<br />
=Hierarchy=<br />
*'''Black Kite''' - Commander of the Red Hawkes<br />
*'''Crowned Eagle''' - The second in command. In charge when the Commander is indisposed.<br />
*'''Corvus''' - Leads the mages of the guild and handles schooling for the Starling members. <br />
*'''Jackdaw''' - Specializes in magic and works with the Corvus in the tower.<br />
*'''Cassowary''' - Leader of the soldiers on the frontline and trains in melee combat. <br />
*'''Kestral''' - A soldier. Members specialize in melee and defensive weapons.<br />
*'''Sparrow''' - Leader of the scouts and teaches archery, subterfuge, and trapping.<br />
*'''Wren''' - A scout that focuses on the forests and fields.<br />
*'''Quail''' - A member without any designated rank who is uncertain of their future in the guild.<br />
<br />
===Special Ranks===<br />
*'''Hawfinch''' - This member focuses on recruiting potential members and searches out new jobs to send to the guild. <br />
*'''Lark''' - The guild healer. This member works with medicine and is tasked with keeping the guild members healthy.<br />
*'''Rabenwache''' - In charge of the guards that protect the current Baroness of Uhrwerkstadt.<br />
*'''Mother Hen''' - The guild nanny. She cooks for the guild members and cares for the Starling members.<br />
*'''Starling''' - Orphan that was founded by the Commander. <br />
<br />
==Joining==<br />
Joining the Red Hawkes simply means speaking with the Hawfinch who does all the recruiting. Any member can refer a potential recruit to the Hawfinch and they will sit and interview them. After that, the recruit will meet the Black Kite and they can discuss their future in the guild. <br />
<br />
==Promotions==<br />
Members who mesh well in the guild and actively participate in guild events tend to be promoted fast. Those who excel at their role will rise higher in the guild and be relied on.<br />
<br />
=Life in the Guild=<br />
The guild's headquarters is based on a farm and there are several buildings that provide different roles. The Corvus Tower is where the Corvus stays and teaches the Starlings and instruct the mages on spells. Its also where the messenger ravens are located. There is a barracks for the members to stay and the main house which has a mess hall, the Black Kite's quarters, a living area, and where the Starlings' bunks. <br />
<br />
==Rules==<br />
*Looting corpses is against guild rules. Its disgraceful to the dead.<br />
*All jobs taken must be reported to the higher ups.<br />
*The Red Hawkes do not betray their clients. Jobs must be fulfilled and those who take better offers to turn on their clients will be immediately banished.<br />
*If there is discord within the guild, it will be handled by the Black Kite and Crowned Eagle. If there is difficulty in coming up with a solution, a guild vote may be in order.<br />
<br />
=History=<br />
The guild is a fairly new one which resides on an old farm that was once abandoned by the guild leader, John Hawke. The farm once belonged to his family but his wife and farm hands were murdered by bandits and he then abandoned the lot at the age nineteen. At almost fifty, John returned to take his land and made a decision to build a guild after being coaxed by his friend, Felix. <br />
<br />
John then met Cait, who he recruited as his Crowned Eagle and slowly began building the guild from the ground up. Without realizing it, he was soon approached by orphans and have incidentally became an orphanage as well. He soon recruited others such as Chleo, Sybella, and Nissa, his captains. Eventually, he drew a contract with the Baroness, Arwick, and are her current protectors against any potential threats.<br />
<br />
=Traditions and Relevant Lore=<br />
'''During the Hounding''' - The Headquarters is a sanctuary of that evil of days. All who are in need of protection are granted it. After the hounding, the guild goes around its mother country and finds the bodies of the dead and collect them. Whatever that cannot be used for reincarnation are disposed of by a ritual of fire to honor those lost. <br />
<br />
'''Tournament and Festival''' - The guild does its best to promote itself to its mother country as well as the rest of the Tapestry. Events are held and gold earned is normally used to help construct more of the guild as well as support the Starlings as they grow older.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77364Red Hawkes2020-12-08T23:25:14Z<p>TheSkald: /* Life in the Guild */</p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}<br />
=Hierarchy=<br />
*'''Black Kite''' - Commander of the Red Hawkes<br />
*'''Crowned Eagle''' - The second in command. In charge when the Commander is indisposed.<br />
*'''Corvus''' - Leads the mages of the guild and handles schooling for the Starling members. <br />
*'''Jackdaw''' - Specializes in magic and works with the Corvus in the tower.<br />
*'''Cassowary''' - Leader of the soldiers on the frontline and trains in melee combat. <br />
*'''Kestral''' - A soldier. Members specialize in melee and defensive weapons.<br />
*'''Sparrow''' - Leader of the scouts and teaches archery, subterfuge, and trapping.<br />
*'''Wren''' - A scout that focuses on the forests and fields.<br />
*'''Quail''' - A member without any designated rank who is uncertain of their future in the guild.<br />
<br />
===Special Ranks===<br />
*'''Hawfinch''' - This member focuses on recruiting potential members and searches out new jobs to send to the guild. <br />
*'''Lark''' - The guild healer. This member works with medicine and is tasked with keeping the guild members healthy.<br />
*'''Rabenwache''' - In charge of the guards that protect the current Baroness of Uhrwerkstadt.<br />
*'''Mother Hen''' - The guild nanny. She cooks for the guild members and cares for the Starling members.<br />
*'''Starling''' - Orphan that was founded by the Commander. <br />
<br />
==Joining==<br />
Joining the Red Hawkes simply means speaking with the Hawfinch who does all the recruiting. Any member can refer a potential recruit to the Hawfinch and they will sit and interview them. After that, the recruit will meet the Black Kite and they can discuss their future in the guild. <br />
<br />
==Promotions==<br />
Members who mesh well in the guild and actively participate in guild events tend to be promoted fast. Those who excel at their role will rise higher in the guild and be relied on.<br />
<br />
=Life in the Guild=<br />
The guild's headquarters is based on a farm and there are several buildings that provide different roles. The Corvus Tower is where the Corvus stays and teaches the Starlings and instruct the mages on spells. Its also where the messenger ravens are located. There is a barracks for the members to stay and the main house which has a mess hall, the Black Kite's quarters, a living area, and where the Starlings' bunks. <br />
<br />
==Rules==<br />
<br />
=History=<br />
The guild is a fairly new one which resides on an old farm that was once abandoned by the guild leader, John Hawke. The farm once belonged to his family but his wife and farm hands were murdered by bandits and he then abandoned the lot at the age nineteen. At almost fifty, John returned to take his land and made a decision to build a guild after being coaxed by his friend, Felix. <br />
<br />
John then met Cait, who he recruited as his Crowned Eagle and slowly began building the guild from the ground up. Without realizing it, he was soon approached by orphans and have incidentally became an orphanage as well. He soon recruited others such as Chleo, Sybella, and Nissa, his captains. Eventually, he drew a contract with the Baroness, Arwick, and are her current protectors against any potential threats.<br />
<br />
=Traditions and Relevant Lore=<br />
'''During the Hounding''' - The Headquarters is a sanctuary of that evil of days. All who are in need of protection are granted it. After the hounding, the guild goes around its mother country and finds the bodies of the dead and collect them. Whatever that cannot be used for reincarnation are disposed of by a ritual of fire to honor those lost. <br />
<br />
'''Tournament and Festival''' - The guild does its best to promote itself to its mother country as well as the rest of the Tapestry. Events are held and gold earned is normally used to help construct more of the guild as well as support the Starlings as they grow older.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77363Red Hawkes2020-12-08T23:25:01Z<p>TheSkald: /* Hierarchy */</p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}<br />
=Hierarchy=<br />
*'''Black Kite''' - Commander of the Red Hawkes<br />
*'''Crowned Eagle''' - The second in command. In charge when the Commander is indisposed.<br />
*'''Corvus''' - Leads the mages of the guild and handles schooling for the Starling members. <br />
*'''Jackdaw''' - Specializes in magic and works with the Corvus in the tower.<br />
*'''Cassowary''' - Leader of the soldiers on the frontline and trains in melee combat. <br />
*'''Kestral''' - A soldier. Members specialize in melee and defensive weapons.<br />
*'''Sparrow''' - Leader of the scouts and teaches archery, subterfuge, and trapping.<br />
*'''Wren''' - A scout that focuses on the forests and fields.<br />
*'''Quail''' - A member without any designated rank who is uncertain of their future in the guild.<br />
<br />
===Special Ranks===<br />
*'''Hawfinch''' - This member focuses on recruiting potential members and searches out new jobs to send to the guild. <br />
*'''Lark''' - The guild healer. This member works with medicine and is tasked with keeping the guild members healthy.<br />
*'''Rabenwache''' - In charge of the guards that protect the current Baroness of Uhrwerkstadt.<br />
*'''Mother Hen''' - The guild nanny. She cooks for the guild members and cares for the Starling members.<br />
*'''Starling''' - Orphan that was founded by the Commander. <br />
<br />
==Joining==<br />
Joining the Red Hawkes simply means speaking with the Hawfinch who does all the recruiting. Any member can refer a potential recruit to the Hawfinch and they will sit and interview them. After that, the recruit will meet the Black Kite and they can discuss their future in the guild. <br />
<br />
==Promotions==<br />
Members who mesh well in the guild and actively participate in guild events tend to be promoted fast. Those who excel at their role will rise higher in the guild and be relied on.<br />
<br />
=Life in the Guild=<br />
The guild's headquarters is based on a farm and there are several buildings that provide different roles. The Corvus Tower is where the Corvus stays and teaches the Starlings and instruct the mages on spells. Its also where the messenger ravens are located. There is a barracks for the members to stay and the main house which has a mess hall, the Black Kite's quarters, a living area, and where the Stirlings' bunks. <br />
<br />
==Rules==<br />
<br />
=History=<br />
The guild is a fairly new one which resides on an old farm that was once abandoned by the guild leader, John Hawke. The farm once belonged to his family but his wife and farm hands were murdered by bandits and he then abandoned the lot at the age nineteen. At almost fifty, John returned to take his land and made a decision to build a guild after being coaxed by his friend, Felix. <br />
<br />
John then met Cait, who he recruited as his Crowned Eagle and slowly began building the guild from the ground up. Without realizing it, he was soon approached by orphans and have incidentally became an orphanage as well. He soon recruited others such as Chleo, Sybella, and Nissa, his captains. Eventually, he drew a contract with the Baroness, Arwick, and are her current protectors against any potential threats.<br />
<br />
=Traditions and Relevant Lore=<br />
'''During the Hounding''' - The Headquarters is a sanctuary of that evil of days. All who are in need of protection are granted it. After the hounding, the guild goes around its mother country and finds the bodies of the dead and collect them. Whatever that cannot be used for reincarnation are disposed of by a ritual of fire to honor those lost. <br />
<br />
'''Tournament and Festival''' - The guild does its best to promote itself to its mother country as well as the rest of the Tapestry. Events are held and gold earned is normally used to help construct more of the guild as well as support the Starlings as they grow older.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77362Red Hawkes2020-12-08T23:23:46Z<p>TheSkald: /* Traditions and Relevant Lore */</p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}<br />
=Hierarchy=<br />
*Black Kite - Commander of the Red Hawkes<br />
*Crowned Eagle - The second in command. In charge when the Commander is indisposed.<br />
*Corvus - Leads the mages of the guild and handles schooling for the Starling members. <br />
*Jackdaw - Specializes in magic and works with the Corvus in the tower.<br />
*Cassowary - Leader of the soldiers on the frontline and trains in melee combat. <br />
*Kestral - A soldier. Members specialize in melee and defensive weapons.<br />
*Sparrow - Leader of the scouts and teaches archery, subterfuge, and trapping.<br />
*Wren - A scout that focuses on the forests and fields.<br />
*Quail - A member without any designated rank who is uncertain of their future in the guild.<br />
<br />
===Special Ranks===<br />
*Hawfinch - This member focuses on recruiting potential members and searches out new jobs to send to the guild. <br />
*Lark - The guild healer. This member works with medicine and is tasked with keeping the guild members healthy.<br />
*Rabenwache - In charge of the guards that protect the current Baroness of Uhrwerkstadt.<br />
*Mother Hen - The guild nanny. She cooks for the guild members and cares for the Starling members.<br />
*Starling - Orphan that was founded by the Commander. <br />
<br />
==Joining==<br />
Joining the Red Hawkes simply means speaking with the Hawfinch who does all the recruiting. Any member can refer a potential recruit to the Hawfinch and they will sit and interview them. After that, the recruit will meet the Black Kite and they can discuss their future in the guild. <br />
<br />
==Promotions==<br />
Members who mesh well in the guild and actively participate in guild events tend to be promoted fast. Those who excel at their role will rise higher in the guild and be relied on. <br />
=Life in the Guild=<br />
The guild's headquarters is based on a farm and there are several buildings that provide different roles. The Corvus Tower is where the Corvus stays and teaches the Starlings and instruct the mages on spells. Its also where the messenger ravens are located. There is a barracks for the members to stay and the main house which has a mess hall, the Black Kite's quarters, a living area, and where the Stirlings' bunks. <br />
<br />
==Rules==<br />
<br />
=History=<br />
The guild is a fairly new one which resides on an old farm that was once abandoned by the guild leader, John Hawke. The farm once belonged to his family but his wife and farm hands were murdered by bandits and he then abandoned the lot at the age nineteen. At almost fifty, John returned to take his land and made a decision to build a guild after being coaxed by his friend, Felix. <br />
<br />
John then met Cait, who he recruited as his Crowned Eagle and slowly began building the guild from the ground up. Without realizing it, he was soon approached by orphans and have incidentally became an orphanage as well. He soon recruited others such as Chleo, Sybella, and Nissa, his captains. Eventually, he drew a contract with the Baroness, Arwick, and are her current protectors against any potential threats.<br />
<br />
=Traditions and Relevant Lore=<br />
'''During the Hounding''' - The Headquarters is a sanctuary of that evil of days. All who are in need of protection are granted it. After the hounding, the guild goes around its mother country and finds the bodies of the dead and collect them. Whatever that cannot be used for reincarnation are disposed of by a ritual of fire to honor those lost. <br />
<br />
'''Tournament and Festival''' - The guild does its best to promote itself to its mother country as well as the rest of the Tapestry. Events are held and gold earned is normally used to help construct more of the guild as well as support the Starlings as they grow older.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77361Red Hawkes2020-12-08T23:23:20Z<p>TheSkald: /* Life in the Guild */</p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}<br />
=Hierarchy=<br />
*Black Kite - Commander of the Red Hawkes<br />
*Crowned Eagle - The second in command. In charge when the Commander is indisposed.<br />
*Corvus - Leads the mages of the guild and handles schooling for the Starling members. <br />
*Jackdaw - Specializes in magic and works with the Corvus in the tower.<br />
*Cassowary - Leader of the soldiers on the frontline and trains in melee combat. <br />
*Kestral - A soldier. Members specialize in melee and defensive weapons.<br />
*Sparrow - Leader of the scouts and teaches archery, subterfuge, and trapping.<br />
*Wren - A scout that focuses on the forests and fields.<br />
*Quail - A member without any designated rank who is uncertain of their future in the guild.<br />
<br />
===Special Ranks===<br />
*Hawfinch - This member focuses on recruiting potential members and searches out new jobs to send to the guild. <br />
*Lark - The guild healer. This member works with medicine and is tasked with keeping the guild members healthy.<br />
*Rabenwache - In charge of the guards that protect the current Baroness of Uhrwerkstadt.<br />
*Mother Hen - The guild nanny. She cooks for the guild members and cares for the Starling members.<br />
*Starling - Orphan that was founded by the Commander. <br />
<br />
==Joining==<br />
Joining the Red Hawkes simply means speaking with the Hawfinch who does all the recruiting. Any member can refer a potential recruit to the Hawfinch and they will sit and interview them. After that, the recruit will meet the Black Kite and they can discuss their future in the guild. <br />
<br />
==Promotions==<br />
Members who mesh well in the guild and actively participate in guild events tend to be promoted fast. Those who excel at their role will rise higher in the guild and be relied on. <br />
=Life in the Guild=<br />
The guild's headquarters is based on a farm and there are several buildings that provide different roles. The Corvus Tower is where the Corvus stays and teaches the Starlings and instruct the mages on spells. Its also where the messenger ravens are located. There is a barracks for the members to stay and the main house which has a mess hall, the Black Kite's quarters, a living area, and where the Stirlings' bunks. <br />
<br />
==Rules==<br />
<br />
=History=<br />
The guild is a fairly new one which resides on an old farm that was once abandoned by the guild leader, John Hawke. The farm once belonged to his family but his wife and farm hands were murdered by bandits and he then abandoned the lot at the age nineteen. At almost fifty, John returned to take his land and made a decision to build a guild after being coaxed by his friend, Felix. <br />
<br />
John then met Cait, who he recruited as his Crowned Eagle and slowly began building the guild from the ground up. Without realizing it, he was soon approached by orphans and have incidentally became an orphanage as well. He soon recruited others such as Chleo, Sybella, and Nissa, his captains. Eventually, he drew a contract with the Baroness, Arwick, and are her current protectors against any potential threats.<br />
<br />
=Traditions and Relevant Lore=<br />
The Hounding - The Headquarters is a sanctuary of that evil of days. All who are in need of protection are granted it. After the hounding, the guild goes around its mother country and finds the bodies of the dead and collect them. Whatever that cannot be used for reincarnation are disposed of by a ritual of fire to honor those lost. <br />
<br />
Tournament and Festival - The guild does its best to promote itself to its mother country as well as the rest of the Tapestry. Events are held and gold earned is normally used to help construct more of the guild as well as support the Starlings as they grow older.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77360Red Hawkes2020-12-08T23:23:09Z<p>TheSkald: </p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}<br />
=Hierarchy=<br />
*Black Kite - Commander of the Red Hawkes<br />
*Crowned Eagle - The second in command. In charge when the Commander is indisposed.<br />
*Corvus - Leads the mages of the guild and handles schooling for the Starling members. <br />
*Jackdaw - Specializes in magic and works with the Corvus in the tower.<br />
*Cassowary - Leader of the soldiers on the frontline and trains in melee combat. <br />
*Kestral - A soldier. Members specialize in melee and defensive weapons.<br />
*Sparrow - Leader of the scouts and teaches archery, subterfuge, and trapping.<br />
*Wren - A scout that focuses on the forests and fields.<br />
*Quail - A member without any designated rank who is uncertain of their future in the guild.<br />
<br />
===Special Ranks===<br />
*Hawfinch - This member focuses on recruiting potential members and searches out new jobs to send to the guild. <br />
*Lark - The guild healer. This member works with medicine and is tasked with keeping the guild members healthy.<br />
*Rabenwache - In charge of the guards that protect the current Baroness of Uhrwerkstadt.<br />
*Mother Hen - The guild nanny. She cooks for the guild members and cares for the Starling members.<br />
*Starling - Orphan that was founded by the Commander. <br />
<br />
==Joining==<br />
Joining the Red Hawkes simply means speaking with the Hawfinch who does all the recruiting. Any member can refer a potential recruit to the Hawfinch and they will sit and interview them. After that, the recruit will meet the Black Kite and they can discuss their future in the guild. <br />
<br />
==Promotions==<br />
Members who mesh well in the guild and actively participate in guild events tend to be promoted fast. Those who excel at their role will rise higher in the guild and be relied on. <br />
=Life in the Guild=<br />
<br />
<br />
==Rules==<br />
<br />
<br />
=History=<br />
The guild is a fairly new one which resides on an old farm that was once abandoned by the guild leader, John Hawke. The farm once belonged to his family but his wife and farm hands were murdered by bandits and he then abandoned the lot at the age nineteen. At almost fifty, John returned to take his land and made a decision to build a guild after being coaxed by his friend, Felix. <br />
<br />
John then met Cait, who he recruited as his Crowned Eagle and slowly began building the guild from the ground up. Without realizing it, he was soon approached by orphans and have incidentally became an orphanage as well. He soon recruited others such as Chleo, Sybella, and Nissa, his captains. Eventually, he drew a contract with the Baroness, Arwick, and are her current protectors against any potential threats.<br />
<br />
=Traditions and Relevant Lore=<br />
The Hounding - The Headquarters is a sanctuary of that evil of days. All who are in need of protection are granted it. After the hounding, the guild goes around its mother country and finds the bodies of the dead and collect them. Whatever that cannot be used for reincarnation are disposed of by a ritual of fire to honor those lost. <br />
<br />
Tournament and Festival - The guild does its best to promote itself to its mother country as well as the rest of the Tapestry. Events are held and gold earned is normally used to help construct more of the guild as well as support the Starlings as they grow older.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Main_Page&diff=77344Main Page2020-08-03T15:39:45Z<p>TheSkald: </p>
<hr />
<div>[[File:Lglog1.png|right|300px|]]<br />
Welcome to the Skaldsong Companion, a reference wiki for the play-by-post chat-based roleplay community, [https://skaldsongrp.com World of SkaldSong] and is maintained by the staff. <br />
<br />
World of SkaldSong is set in a original, medieval fantasy world influenced by music and the arts. It began as a forum on [http://forumotion.com Forum Motion] on November 24, 2016 as a world-building side project. Announced in May of 2017, the forum would be converted over to a chat based system. The following month on June 9th it opened for registration.<br />
<br />
<div>[[File:Ooc.png|link=Rules_and_Gameplay]][[File:Setting.png|link=Setting_and_Lore]][[File:Charguide.png|link=Character_Guide]]<br />
[[File:Regions.png|link=Tapestry_Regions]][[File:Guildrank.png|link=Guilds_and_Ranks]][[File:Trouble.png|link=Troubleshooting]]</div><br />
<br />
=Getting Started=<br />
<br />
<br />
[[How-to]] - some useful information on various actions in chat.<br />
<br />
==Glossary==<br />
There are many words and terms in the world of The Tapestry that you will run into. Here's a handy reference to what they mean or refer to.<br />
<br />
'''Comprimaro/a''' - Partner. This is a title given to someone perceived as being the significant other of the Prince or Princess. <br />
<br />
'''Doge / Duce''' - Title for the male/female leader of a guild that holds a region and their spouse. They may go by additional titles cultural to their region.<br />
<br />
'''Maestro''' - Grand Master. This is in reference to the original founding guild leaders anointed by The Skald. They are absolute masters in their fields and are capable of great power.<br />
<br />
'''Nobile''' - Leaders of guilds that do not hold regions. This term/rank is given to the heirs of any guild as well. Lowest titled nobility. <br />
<br />
'''Oratorio''' - The religious text of The Tapestry. <br />
<br />
'''Prima Donna ''' - Queen <br />
<br />
'''Primo/a Figlio/a''' - Prince / Princess<br />
<br />
'''Primo Uomo''' - King<br />
<br />
'''Skaldborne/Strangers''' - People not native to The Tapestry.<br />
<br />
'''Virtuoso''' - God/dess. These are corrupted founding guild leaders, who took to the power and created cults instead. They consider themselves ''almost'' equal to The Skald and are doing the creator's bidding. They aren't wrong, but they aren't doing it the way The Skald intended originally.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Battaglia&diff=77343Battaglia2020-07-28T21:05:13Z<p>TheSkald: </p>
<hr />
<div>{{Infobox guild<br />
|name = Battaglia Militancy<br />
|type = Militant<br />
|image = [[File:Battalgiaflag.png]]<br />
|established = 1025<br />
|founder = Berenice Terrazzo<br />
|region= Inizio D'Oro<br />
}}<br />
<br />
=Hierarchy=<br />
*Prima Famiglia<br />
*Grand Conductor<br />
*First Chairs<br />
*Second Chairs<br />
*Knights<br />
*Squires<br />
<br />
Aside from the roles of the Prima Famiglia, which operates on a bloodline, each of the positions in the militancy are achievable by merit or necessity. Ideally there will be a First and Second chair for each of the 'sections' of the overall army for each division in the army as though the Militancy is one grand orchestra as the naming scheme can imply.<br />
<br />
The divisions are:<br />
*Brass (Blades)<br />
*Wind (Magic)<br />
*String (Bow, ranged)<br />
*Percussion (Brute force; fisticuffs, hammers, etc)<br />
<br />
==Joining==<br />
Battaglia's entry process is almost too easy. Any member can recruit. <br />
<br />
Recruits are taken to The Choir where they are registered into their records by name and preference of weapon. They are then given a permit slip for a commission of guild-themed versions of their preferred armor and weapon. They will be sorted into their section of the orchestra based on their weapon choice. Recruits that need training or have yet no preference due to inexperience will then be paired with someone who is more proficient, once the recruit finds their preferred weapon they will then be sorted into their section of the orchestra.<br />
<br />
==Promotions==<br />
Rising in rank within the guild is based on merit and need up to and including Grand Conductor.<br />
<br />
Sometimes Grand Conductor will be the uncrowned child of the monarchy.<br />
<br />
However the Prima Famiglia will only be of the bloodline, making Battaglia members exempt from being selected to marry in.<br />
<br />
=Life in the Guild=<br />
Battaglia in its early days dedicated themselves massively to training and heroic arts, but these days have taken on a more relaxed approach. They travel the world following one bounty after another to supplement their wages.<br />
<br />
While Battaglia's head quarters is in Inizio D'Oro, there is nothing stopping them from residing or working outside of the city and into other regions, so long as all other rules are being followed. They are obligated to answer summons to the main city, of course.<br />
==Headquarters==<br />
The Choir houses satellite offices for all the head guilds across the Tapestry. However, for Battaglia this is its headquarters location making their wing of the structure larger and containing more than offices. There's a barracks that are not enough to hold the whole army, but usually enough for the wave of recruits who have yet to find a home for themselves, or are staying over briefly before setting off after their next bounty. A gathering hall for community things, and of course where the Grand Conductor actually does his record keeping and order writing.<br />
<br />
Accessed from their section alone are the holding cells for low level criminals or for people waiting judgement that are not considered a violent threat:<br />
<br />
''The holding cells beneath the Choir were accessed only from Battaglia's wing. Two gates, only one ever open at a time with all the usual expected securities to make sure of it. It was not massive, making accounting for the prisoners simple at a glance along a single hall that stretched the width of the Choir above. It was one of the only structures beneath the ground like this, the other being the meeting room accessed by all Doges from their respective wings, used only during the Annual Review.''<br />
<br />
''So the rooms here were plain walled, white stone and plaster coating for a rough texture with a small alcove for the bed dug into the wall rather than as some sort of pop up cot of wood. Not the most comfortable thing, but for people who lived modest lives in the country, this wasn't too far off from what they had there. Otherwise it was just four white walls, a barred iron and wood door with locks, and constant monitoring. Here magic was still possible, because they had somewhere else for the dangerous, far away from the crown and the people they protected. These rooms were meant to be temporary while investigations took place, or if the criminal in question was in too high regard to be immediately shipped off to far less favorable conditions.''<br />
<br />
''The food was reasonable, perhaps fresh fruit and plain bread at best however. So long as they were being reasonable, of course.'' <br />
<br />
==Rules==<br />
*Members are to respect the rules of any nation they cross into, despite serving the crown directly.<br />
*Members are to report back to the Secretary of the Choir regularly with their status and conditions, completed missions, and so on.<br />
*Members are to memorize and be able to recite any song from the song book (below).<br />
*Respect of The Skald and The Prima Famiglia is to be unquestioned.<br />
<br />
=History=<br />
Berenice Terrazzo settled the spot of The Skald's arrival to found Battaglia, a guild dedicated to the preservation of their god's work. It was Berenice that composed the first parts of The Oratorio and who cultivated and passed on bardic skills to her people. Things were a little noisy, as each member worked on various songs that may or may not always harmonize with their neighbor's, but all was well and tidy. Inizio D'Oro thrived and grew steadily, recruiting builders from Uhrwerkstat to complete their dream city with symbols of Divine Treble built right into the stone and iron work, subtle but always present as The Great Skald was said to be.<br />
<br />
When the Maestros one by one turned into Virtuoso, Berenice was the last to convert but the first to be defeated. Leone Arturo, a skaldborne of note brought tales with him of knights and kings and held the rank of First Seat for the Brass section. He took charge, rallying his fellow guild mates to try and rescue their maestro. Their efforts spread to other guilds until they had been seen as the driving force toward setting things right again. They had become stronger, more fit with their physical attributes as much as they had their musical ones, perhaps more so as in the years to come true bards would be less common than those who could swing a blade or guide a bow. This is exaggerated as following the war with the Virtuoso the guilds debated on what to do next. After all, they were unable to restore their Maestros.<br />
<br />
Leone Arturo suggested to not change anything, to select their new leaders and continue as they were. It would not be quite the same, he understood. The time where they accepted quests and duties from Maestros was over. Their direct link to The Skald was severed but they were not without their deity. They would still be held to the same ideals. This, he insisted, gave them opportunity for more growth. To further it, he brought up the stories with their structures of benevolent monarchies with shining crowns. He suggested they implement that as yet another tier of growth.<br />
<br />
=Traditions and Relevant Lore=<br />
'''Marriage''': Battaglia marriages are typically hand-fasting ceremonies with gold tasseled cord. The process is repeated with associated banners, braiding them together for display in their home. A grand example lies behind the throne in the Manor, where a braid of battaglia banners with various guilds' expresses the family tree.<br />
<br />
'''Death''': Like most of The Tapestry, it is expectant to hold the body-- if in well condition-- a month to see if they will wake. These wakes are typically set up with the deceased surrounded by mementos of their deeds if applicable with a black sheer sheet. The truly dead, if notable enough to be Renowned (as a hero, not villain) will be moved to Chanson Isole'e into the catacombs for permanent burial in a special wing known as Hero's Rest. Royalty is also buried this way.<br />
<br />
For the regular folk, they are then burned and the bones are brought to Chanson Isole'e for a more general and less fantastic introduction for their final rest.<br />
<br />
==Song Book==<br />
The guild takes special attention and pride in enlisting bards, especially ones who can harness their music to bring the chants to life. This is reflected in the city's focus and the royal family's own lineage hosting a lot of musical talent. Below are common songs members are taught. ''They only hold power when a bard sings them, and only if they apply that power at the time.'' The songs are often referenced in casual conversation as reminders to their creeds and beliefs. <br />
<br />
The songs are organized by power category, and lyrics are provided for ease of role-play and if applicable a link to it on YouTube.<br />
<br />
NOTE: None of these songs are owned by SkaldSong RP ''except'' those expressed in The Oratorio.<br />
<br />
'''Morale Boosters'''<br />
*''Spark Inside Us - The Princess and the Goblin''<br />
There's a spark inside us<br><br />
That we can all ignite<br><br />
And all that's dark inside us<br><br />
Will flicker into light<br><br />
<br><br />
There's a power in every breath<br><br />
There's a power in every note<br><br />
A power that starts within the heart<br><br />
A power that rises through the throat<br><br />
<br><br />
And when it sails on through the air<br><br />
More beautiful than any prayer<br><br />
This power can right all wrong<br><br />
And it will always thrill the ear<br><br />
Of those who have the power to hear<br><br />
<br><br />
The magic of a song<br><br />
<br><br />
There's a strong inside us<br><br />
That tells us wrong from right<br><br />
Becomes the song inside us<br><br />
To chase away the night<br />
<br />
*''History Maker - Dean Fujioka''<br />
Can you feel my heart beat?<br><br />
I'm tired of feeling never enough<br><br />
I close my eyes and tell myself<br><br />
That my dreams will come true<br><br />
<br><br />
There'll be no more darkness<br><br />
When you believe in yourself,<br><br />
You are unstoppable<br><br />
Where your destiny lies<br><br />
Dancing on the blades, you set my heart on fire<br><br />
<br><br />
Don't stop us now, the moment of truth<br><br />
We were born to make history<br><br />
We'll make it happen, we'll turn it around<br><br />
Yes, we were born to make history<br><br />
<br><br />
Born to make history!<br><br />
Yes, we were born to make history!<br><br />
<br />
'''Prayer'''<br />
<br />
*''Lost in Thoughts All Alone - Fire Emblem Fates ([English cover by AmaLee])''<br />
You are an ocean of waves<br><br />
Weaving a dream, like thoughts become a river stream<br><br />
Yet may the tide ever change<br><br />
Flowing like time, to the path, yours to climb<br><br />
<br><br />
Thou seek the light with an outstretched hand<br><br />
A divine blade lies before you<br><br />
So command the wake of dreams<br><br />
To restore the world, cut 'way the seams<br><br />
<br><br />
Join in our prayer - in our song - of birthrights and love<br><br />
Come the sun, illuminate the sky<br><br />
Pray that we may quell the dark<br><br />
Light take the throne<br><br />
Lost in thoughts all alone<br><br />
<br><br />
You are an ocean of waves<br><br />
Weaving a dream, like thoughts become a river stream<br><br />
Yet may the tide ever change<br><br />
Flowing like time, to the path, yours to claim<br><br />
<br><br />
Thou seek the dark with an unsheathed blade<br><br />
Now a white ivory throne beckons<br><br />
So obtain the fate you sow<br><br />
On this path, be weary friend and foe<br><br />
<br><br />
Join in the tale - in the blight - of conquest and lies<br><br />
Come the sun, to tarnish in the sky<br><br />
Vow that we shall tear the light<br><br />
Dark seize the throne<br><br />
Lost in thoughts all alone<br><br />
<br><br />
May the chosen path lead way and grace you with virtue<br><br />
But surely a balance awaits<br><br />
So be it bliss or pain you gain<br><br />
Beyond the route-way's end, you'll gain resilience and weakness<br><br />
The trials - the thorn in your side - becomes the greatest strength in you<br><br />
<br><br />
Descend into the abyss thou see<br><br />
Where the hearts of many wander<br><br />
Quietly, they wish and weave<br><br />
Placing hope inside their one, pure dream<br><br />
<br><br />
After the storm stills its wake,<br><br />
May all be blessed, so the fate and fallen can find rest<br><br />
Your will, the water reflects, so all will know<br><br />
Your hands brought the morrow<br><br />
<br><br />
You are an ocean of waves<br><br />
Weaving a dream, like thoughts become a river stream<br><br />
Yet may the tide ever change<br><br />
Flowing like time, to the path, yours to climb<br><br />
<br><br />
You are an ocean of waves<br />
<br />
*''Good Times - All Time Low''<br />
We were bare knuckle, tight lip,<br><br />
Middle fingers up, ego trip,<br><br />
Devil-may-care but we didn’t mind,<br><br />
I won’t forget the good times,<br><br />
With the boys in black smoking cigarettes,<br><br />
Chasing girls who didn’t know love yet,<br><br />
As the bonfire moon came down,<br><br />
I won’t forget the good times<br><br />
<br><br />
I never want to leave this sunset town,<br><br />
But one day the time may come,<br><br />
And I’ll take you at your word and carry on,<br><br />
I’ll hate the goodbye,<br><br />
But I won’t forget the good times,<br><br />
I won’t forget the good times<br><br />
<br> <br />
When we laughed,<br><br />
When we cried,<br><br />
Those were the days we owned the nights,<br><br />
Locked away,<br><br />
Lost in time,<br><br />
I found the nerve to say that<br><br />
<br><br />
I never want to leave this sunset town,<br><br />
But one day the time may come,<br><br />
And I’ll take you at your word and carry on,<br><br />
I’ll hate the goodbye,<br><br />
But I won’t forget the good times <br><br />
I won’t forget the good times <br></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77341Events2020-07-19T03:22:47Z<p>TheSkald: /* Game Mode 1, the Encroaching Dark */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against Havelock's horse-backed hunters directly.<br />
<br />
=====Game Mode 1, the Encroaching Dark=====<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
[[File:Houndingdice.PNG]]<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Gain Wildcard.<br />
**Use wildcards to fulfill missing objective numbers. Must have at least one number naturally earned.<br />
**Can be used in place of a loss of turn.<br />
**Allow use as an escape from lose scenario? No. Only prevent one.<br />
*Be warned, Hounds have the same rules when it comes to wildcards!<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
Players may try to throw each other under the bus, only if they are working on the same objective, pausing the game for a single d20 match. The loser loses a turn. Weigh your options carefully! You can use a wildcard to escape the loss of turn caused by losing the sabotage attempt... but will you need this card later?<br />
<br />
'''Example'''<br />
Both players are starting at Round 1 of 6.<br />
<br />
Player 1:<br />
/r1d6 = 2 (P1 lose a turn, because none of the dice match goal number)<br />
<br />
Player 2:<br />
/r1d6 = 1 (P2 move on to next round, having rolled 1/1)<br />
<br />
Player 2 again (P1 lost a turn!), because they are on round 2 they get two dice and have to roll two 2’s to move on.<br />
/r2d6 = 1, 2<br />
<br />
Player 1<br />
/r1d6 = 1 (P1 finally moves on to next round)<br />
<br />
Player 2<br />
/r2d6 = 2, 2 (P2 moves on to round 3, and because they had already banked a 2 last turn, they have one extra 2, resulting in a wildcard for later!)<br />
<br />
=====Game Mode 2: The Huntsmen Arrive=====<br />
This mode will be based on Open Legend, participants will be assisted in making a sheet.<br />
<br />
This mode will only occur if side quests are not successful.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles. <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:Houndingdice.PNG&diff=77340File:Houndingdice.PNG2020-07-19T03:21:02Z<p>TheSkald: A visual of the 'board' for the Hounding, finale version.</p>
<hr />
<div>A visual of the 'board' for the Hounding, finale version.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77339Events2020-07-19T00:40:42Z<p>TheSkald: /* Virtuoso of Ill Omen Arc Finale */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against Havelock's horse-backed hunters directly.<br />
<br />
=====Game Mode 1, the Encroaching Dark=====<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Gain Wildcard.<br />
**Use wildcards to fulfill missing objective numbers. Must have at least one number naturally earned.<br />
**Can be used in place of a loss of turn.<br />
**Allow use as an escape from lose scenario? No. Only prevent one.<br />
*Be warned, Hounds have the same rules when it comes to wildcards!<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
Players may try to throw each other under the bus, only if they are working on the same objective, pausing the game for a single d20 match. The loser loses a turn. Weigh your options carefully! You can use a wildcard to escape the loss of turn caused by losing the sabotage attempt... but will you need this card later?<br />
<br />
'''Example'''<br />
Both players are starting at Round 1 of 6.<br />
<br />
Player 1:<br />
/r1d6 = 2 (P1 lose a turn, because none of the dice match goal number)<br />
<br />
Player 2:<br />
/r1d6 = 1 (P2 move on to next round, having rolled 1/1)<br />
<br />
Player 2 again (P1 lost a turn!), because they are on round 2 they get two dice and have to roll two 2’s to move on.<br />
/r2d6 = 1, 2<br />
<br />
Player 1<br />
/r1d6 = 1 (P1 finally moves on to next round)<br />
<br />
Player 2<br />
/r2d6 = 2, 2 (P2 moves on to round 3, and because they had already banked a 2 last turn, they have one extra 2, resulting in a wildcard for later!)<br />
<br />
=====Game Mode 2: The Huntsmen Arrive=====<br />
This mode will be based on Open Legend, participants will be assisted in making a sheet.<br />
<br />
This mode will only occur if side quests are not successful.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles. <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77338Events2020-07-18T22:52:00Z<p>TheSkald: /* Virtuoso of Ill Omen Arc Finale */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against a being chosen by the Skald personally over 300 years ago to guide and form heroes worthy of retelling.<br />
<br />
=====Game Mode 1, the Encroaching Dark=====<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Gain Wildcard.<br />
**Use wildcards to fulfill missing objective numbers. Must have at least one number naturally earned.<br />
**Can be used in place of a loss of turn.<br />
**Allow use as an escape from lose scenario? No. Only prevent one.<br />
*Be warned, Hounds have the same rules when it comes to wildcards!<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
Players may try to throw each other under the bus, only if they are working on the same objective, pausing the game for a single d20 match. The loser loses a turn. Weigh your options carefully! You can use a wildcard to escape the loss of turn caused by losing the sabotage attempt... but will you need this card later?<br />
<br />
'''Example'''<br />
Both players are starting at Round 1 of 6.<br />
<br />
Player 1:<br />
/r1d6 = 2 (P1 lose a turn, because none of the dice match goal number)<br />
<br />
Player 2:<br />
/r1d6 = 1 (P2 move on to next round, having rolled 1/1)<br />
<br />
Player 2 again (P1 lost a turn!), because they are on round 2 they get two dice and have to roll two 2’s to move on.<br />
/r2d6 = 1, 2<br />
<br />
Player 1<br />
/r1d6 = 1 (P1 finally moves on to next round)<br />
<br />
Player 2<br />
/r2d6 = 2, 2 (P2 moves on to round 3, and because they had already banked a 2 last turn, they have one extra 2, resulting in a wildcard for later!)<br />
<br />
=====Game Mode 2: The Huntsman Arrives=====<br />
This mode will be based on Open Legend, participants will be assisted in making a sheet.<br />
<br />
This mode will only occur if side quests are not successful.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles. <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77337Events2020-07-18T22:50:05Z<p>TheSkald: /* Virtuoso of Ill Omen Arc Finale */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against a being chosen by the Skald personally over 300 years ago to guide and form heroes worthy of retelling.<br />
<br />
Game Mode 1, the Encroaching Dark:<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Gain Wildcard.<br />
**Use wildcards to fulfill missing objective numbers. Must have at least one number naturally earned.<br />
**Can be used in place of a loss of turn.<br />
**Allow use as an escape from lose scenario? No. Only prevent one.<br />
*Be warned, Hounds have the same rules when it comes to wildcards!<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
Players may try to throw each other under the bus, only if they are working on the same objective, pausing the game for a single d20 match. The loser loses a turn. Weigh your options carefully! You can use a wildcard to escape the loss of turn caused by losing the sabotage attempt... but will you need this card later?<br />
<br />
'''Example'''<br />
Both players are starting at Round 1 of 6.<br />
<br />
Player 1:<br />
/r1d6 = 2 (P1 lose a turn, because none of the dice match goal number)<br />
<br />
Player 2:<br />
/r1d6 = 1 (P2 move on to next round, having rolled 1/1)<br />
<br />
Player 2 again (P1 lost a turn!), because they are on round 2 they get two dice and have to roll two 2’s to move on.<br />
/r2d6 = 1, 2<br />
<br />
Player 1<br />
/r1d6 = 1 (P1 finally moves on to next round)<br />
<br />
Player 2<br />
/r2d6 = 2, 2 (P2 moves on to round 3, and because they had already banked a 2 last turn, they have one extra 2, resulting in a wildcard for later!)<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles. <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77333Events2020-07-15T03:21:18Z<p>TheSkald: /* The Hounding */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
===Primary Play Style===<br />
The game the dice is based off of normally is inspired/influenced by a tabletop setting called Ten Candles: <br />
<blockquote>Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it.<br />
</blockquote>[https://cavalrygames.com/ten-candles| Cavalry Games, Ten Candles]<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Special Versions===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
====Virtuoso of Ill Omen Arc Finale====<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers.<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against a being chosen by the Skald personally over 300 years ago to guide and form heroes worthy of retelling.<br />
<br />
Game Mode 1, the Encroaching Dark:<br />
*'''Win condition:''' Reach the goal post by completing all objectives and staying ahead of the Hound (Player is Alive)<br />
*'''Lose condition:''' Get passed by Hound. Hound must be on the objective ahead of player to count as a loss. (Player is Dead)<br />
<br />
Complete the objective to move on to the next one. The number of objectives is subject to the sides of the dice used. Six is suggested.<br />
*Players start on square 2, Hounds on square 1. Hound rolls first.<br />
*You have as many dice as the objective number. (2 on objective 2, 3 on objective 3, etc)<br />
<br />
The state of the game will be reiterated after each participant has a turn (or loss their turn).<br />
*If no dice match the necessary number? Lose a turn.<br />
*Extra appearances of the needed number: Wildcard.<br />
**Use wildcards to fulfill missing objective numbers.<br />
**Can be used in place of a loss of turn.<br />
**Hounds can also use wildcards to catch up.<br />
**Allow use as an escape from lose scenario? No.<br />
<br />
Each player’s run is an individual game despite running with others. This means that if the hound passes one, the others are not doomed by default. Thematically there is likely more than one hound on the chase.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles. <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Events&diff=77332Events2020-07-15T01:44:55Z<p>TheSkald: /* The Hounding */</p>
<hr />
<div>There can hardly be civilizations without celebrations and the world created by The Skald is no different. These are some of the celebrations that may be encountered or referenced.<br />
<br />
Updates may occur as we all find new reasons to party.<br />
<br />
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. <br />
<br />
=National/Tapestrial Events=<br />
==The Annual Review==<br />
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital, Inizio D'Oro, where the guild leaders confer in their great meeting with the Primo Uomo. Many guilds and people alike pay close attention to who meets with the Primo Uomo, the length of the meeting, and try to gauge results before anything is officially conferred. This has become a long standing tradition, as many a time the power-struggle can shift, sometimes with favorable contracts, other times, with the announcement of a royal wedding, or even a coronation. <br />
<br />
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.<br />
<br />
In other parts of the world, it is a time of contemplation. Nobles, guild leaders, and other people of influence have their eyes to the sky and road, searching eagerly for their messengers carrying news of the results.<br />
<br />
Beyond that, the day is normal and sometimes can make for a stressful day off.<br />
<br />
Date(s): Announced In Character<br />
<br />
==The Hounding==<br />
'' "Stay indoors, stay indoors," the natives beg. "It's just one night. Don't look outside, just listen, listen. To the bugles, the brays, and the cries of unfortunate prey."''<br />
<br />
For a single night during a great harvest moon, terror runs free through the lands in the form of a fox hunt... and you are the fox.<br />
<br />
Massive shadow hounds announce their presence and will tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraith-like riders on nightmares come to collect their hunt. Little can bar their hounds from you if and when they find you. They are ferocious creatures, loyal only to their hunters, and can shrink and grow to fill spaces as they keep after you.<br />
<br />
The natives will urge you to stay inside. The morning before they hurriedly paint the top their outside door and window frames with a band of rich purple to ward off the hunting party. They encourage any campers in the woods to stay the night at the local inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For the sake of the visitor's life and the villager's conscious.<br />
<br />
Even the animals are wary and it is their strange behavior that signals the coming hunt. Locals are attuned and will notice that suddenly there is no game to hunt, no birds to listen to... Just an eerie quiet...<br />
<br />
The next morning the unheeded are mourned for. Some found may be found headless, some torn apart as though the dogs had gotten them... and few may be taken by some other means, as if their heart was unable to keep up with the demands. Others are completely gone, as if spirited away.<br />
<br />
*Players get 10 posts to escape back indoors.<br />
*Each group starts with 10 d6 they can roll. Rolling a 6 is a success, failing to roll a 6 results in a round over.<br />
**If a large group, to reduce confusion it may be decided that individuals will have their own dice pools. The round will not be over if a roll is failed however the amount of dice lost will remain the same.<br />
*Each round the dice pool shrinks by 1, or if a roll had been failed, by 2.<br />
*Running out of dice before 10 posts is a game over.<br />
<br />
Badges that can be earned: The Fox and The Hounds, Lucky, Out of the Bag (Inaugural run only).<br />
<br />
Date(s): Halloween night.<br />
<br />
Tidbits: '''The first on-site hosted Hounding had two appearances. In 2019 the Tapestry saw the Hounding last not one night, but all month.'''<br />
<br />
===Virtuoso of Ill Omen Arc===<br />
In 2019 as part of the failure to stop the release of Havelock the Virtuoso of Ill Omen, the Hounding lasted not one night, but every night for a month until a deal had been struck with the Prima Figilia Marietta Arturo to restore Meizarae without harming her. In July of 2020 that deal is broken by one of Battaglia's own by raising hand against the tree that contained Meizarae.<br />
<br />
A special version of the Hounding is put into play, counting down to the climax of the arc. Starting July 24th, a game similar to Bunko will be played as the hounds chase and possibly kill the participants. Each week the rooms of their appearance will move inward until they have reached the city centers....<br />
<br />
If Havelock isn't stopped by then, a different mode will be used and instead of their only choice being to run; they will have the opportunity to fight against a being chosen by the Skald personally over 300 years ago to guide and form heroes worthy of retelling.<br />
<br />
=Local Events=<br />
==Inizio D'Oro==<br />
===Maestro's Gala===<br />
A turn of the year event when a stream of colors crease the night sky. These colors are believed to be the Song Coil of The Skald, an aurora gifted to only the Capital. The inhabitants of Inizio D'Oro host a black-tie gathering at the Prima Famiglia's manor courtyard. This is one of the few times they are exposed to the public in a more intimate and mingling fashion.<br />
<br />
Fortune tellers will find a lot of work during this event.<br />
<br />
Date(s): Jan 1st, evening.<br />
Badges to Obtain: None<br />
<br />
===Concerto Battaglia===<br />
A military festival to display the achievements of the guild and promote morale both within and outside the ranks. Hosted in the fields outside of the city for space, utilizing tents and strings of banners to mark locations and arenas of entertainment. This event has the potential to be multiple days and can also be used to announce graduations within the 'orchestra' including official placements of new recruits and the debut of First and/or Second Chairs. If a ball is held, it will usually be only for the guild and their plus ones.<br />
<br />
Activities:<br />
*Archery<br />
*Jousting<br />
*Falconry<br />
*Vaulting<br />
<br />
Date(s): Late Spring/ Early Summer. One or two days.<br />
Badges to Obtain: Joust, Winner, Lucky/Unlucky.<br />
<br />
==Uhrwerkstadt==<br />
===Fortschrittsfeier===<br />
A two-day festival celebrating the successes of the town's inventors and the 'official' start of a free summer. This festival kicks off with a parade of the accomplishments where the town's leader awards the best work. It is a little like a science fair and the whole town, no matter the type of work or experiments being done, has a chance to show off their greatest successes for the year. This is a great chance to impress, advertise, and network for many aspiring inventors and creators!<br />
<br />
For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry (hence 'free summer').<br />
<br />
The second day of this celebration finds the square filled completely with long benches and tables wet with spilled brew from steins being slid down the whole length to people. Food is simple things capable of being eaten without utensils, like brats on rolls, turkey legs, and so on. The winning invention is set up at the top of the stairs to the Zeithalle (the reigning guild's base) for all to see. On the stairs themselves is the musicians hired to play for the duration of the fest, keeping a loud and fast pace to encourage dancing-- if you can find room to.<br />
<br />
*The inaugural event earned participants a special Stein in their inventories.<br />
*The winner of the Parade gets the Winner badge.<br />
<br />
Trivia: While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.<br />
<br />
Date(s): Summer Solstice<br />
<br />
==Chanson Isole'e==<br />
===Hors du Silence===<br />
A celebration of the receding waters that surround the hamlet, marking Spring's return. It is a grand welcome for the first cargo caravans and a time to give great thanks as sailors take their ships out of service for cleaning and upkeep. The party and market lasts about a week with guilds of all sizes participating in a contest of Flag Throwing, a sport where men show off their strength and acrobatics while waving and throwing large guild banners, entertaining the masses with their practice routines while the actual contest occurs at the end of the week.<br />
<br />
The Flag Throwing contest is a bit like a dance off and can be done in groups, pairs, or singles. <br />
<br />
Badges that can be earned: Winner.<br />
<br />
Date(s): Week after Official Spring.<br />
<br />
==Otkrytoye Polotno==<br />
===The Games===<br />
A competitive day that loosely traces itself to the days of Stoneheart. All or some of the events will be available, per host.<br />
<br />
'''Color War:'''[[File:Colorvictors.png|right|border]]<br />
This is a mass knock-em-out match set within a circular space. The rules are painfully simple: last man standing wins, no weapons or magic. To make matters more hectic, every participant is given a belt of pouches containing various colored dyes that they can use to tag their opponents, creating a colored fog to make things even harder. It is added for fun and breaks up the white color scheme of the frozen wastes. Audience members can purchase their own handfuls of the powder to pitch into the arena in favor or hindrance! <br />
<br />
*Money is also a prize here... everyone participates drops a gold into the pot. The pot will always contain at least 500. A portion of audience purchases will go into pot.<br />
<br />
*This fight will be oocly decided by a method of host's choosing.<br />
<br />
'''Tug Of War'''<br />
<br />
A team on each side of a long heavy rope will pit their strengths against each other to try and get the other team to fall into shallow pit of icy water.<br />
<br />
*3v3 or 5v5<br />
*Each player rolls a d20 and the combined totals will be compared. The difference will determine how much of slip the losing team has and a set amount (to represent the pool) is needed to win.<br />
**modifications to rolls may be permitted by the host to compensate for natural strengths or weaknesses. This may be done as the use of a different die or imposing an amount to be added or subtracted from that players results.<br />
<br />
'''Archery:'''<br />
Five rounds with a d10:<br />
# String break<br />
# Miss<br />
# Bounce<br />
# Outer Edge<br />
# Inner Edge<br />
# Outer Mid<br />
# Inner Mid<br />
# Outer Center<br />
# Inner Center<br />
# Perfect Center<br />
*More rounds may be added as desired.<br />
*Players may declare a +/-1 to their rolls to notate proficiency or lack thereof. <br />
**10 is max point for any arrow. 1 is the minimum point for any arrow.<br />
*Each participant may shoot all arrows, it is advised to do so before posting so reactions can be formulated.<br />
**Tip: Use our Discord to do all the rolls at once! It will even total them for you, hosts! ''/roll 5d10'' <br />
<br />
'''Big Fish'''<br />
Who can snag the big one?! Who has the patience and perseverance to sit in the cold to do so?!<br />
Number of chances may range from 10 or more based on host's desire.<br />
<br />
D4 (Success Rate)<br />
#Pole yanked from you!<br />
#Easy catch<br />
#Struggle, lose fish<br />
#struggle, keep fish!<br />
<br />
D100 (Size! centimeters)<br />
<br />
Self explanatory. Bigger number, bigger fish. Turn in the biggest offering!<br />
<br />
*Plan on cheating? Depending on how you plan to, speak to the host (concerning enhanced lines) for dice modifications they may supply.<br />
**You can also choose to cheat by thieving or just being mean and kicking their catch box into the water (or anything else you can think of) just make sure to talk to your victim about it, or give them a chance on catching you.<br />
<br />
[http://skaldsongrp.com/extra.php?show=event Badges] that can be earned: True Colors, Grand Archer, Baited Line, Sturdy Anchor, Generic Win, Lucky/Unlucky<br />
<br />
General Gold adjustments: 1st: 500 |2nd: 250 |3rd: 100 |4th: 50 |5th: 25<br />
<br />
Audience members are not eligible.<br />
<br />
Date(s): End of January.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Battaglia&diff=77331Battaglia2020-07-13T22:30:08Z<p>TheSkald: /* Hierarchy */</p>
<hr />
<div>{{Infobox guild<br />
|name = Battaglia Militancy<br />
|type = Militant<br />
|image = [[File:Battalgiaflag.png]]<br />
|established = 1025<br />
|founder = Berenice Terrazzo<br />
|region= Inizio D'Oro<br />
}}<br />
<br />
=Hierarchy=<br />
*Prima Famiglia<br />
*Grand Conductor<br />
*First Chairs<br />
*Second Chairs<br />
*Knights<br />
*Squires<br />
<br />
Aside from the roles of the Prima Famiglia, which operates on a bloodline, each of the positions in the militancy are achievable by merit or necessity. Ideally there will be a First and Second chair for each of the 'sections' of the overall army for each division in the army as though the Militancy is one grand orchestra as the naming scheme can imply.<br />
<br />
The divisions are:<br />
*Brass (Blades)<br />
*Wind (Magic)<br />
*String (Bow, ranged)<br />
*Percussion (Brute force; fisticuffs, hammers, etc)<br />
<br />
==Joining==<br />
Battaglia's entry process is almost too easy. Any member can recruit. <br />
<br />
Recruits are taken to The Choir where they are registered into their records by name and preference of weapon. They are then given a permit slip for a commission of guild-themed versions of their preferred armor and weapon. They will be sorted into their section of the orchestra based on their weapon choice. Recruits that need training or have yet no preference due to inexperience will then be paired with someone who is more proficient, once the recruit finds their preferred weapon they will then be sorted into their section of the orchestra.<br />
<br />
==Promotions==<br />
Rising in rank within the guild is based on merit and need up to and including Grand Conductor.<br />
<br />
Sometimes Grand Conductor will be the uncrowned child of the monarchy.<br />
<br />
However the Prima Famiglia will only be of the bloodline, making Battaglia members exempt from being selected to marry in.<br />
<br />
=Life in the Guild=<br />
Battaglia in its early days dedicated themselves massively to training and heroic arts, but these days have taken on a more relaxed approach. They travel the world following one bounty after another to supplement their wages.<br />
<br />
While Battaglia's head quarters is in Inizio D'Oro, there is nothing stopping them from residing or working outside of the city and into other regions, so long as all other rules are being followed. They are obligated to answer summons to the main city, of course.<br />
<br />
==Rules==<br />
*Members are to respect the rules of any nation they cross into, despite serving the crown directly.<br />
*Members are to report back to the Secretary of the Choir regularly with their status and conditions, completed missions, and so on.<br />
*Members are to memorize and be able to recite any song from the song book (below).<br />
*Respect of The Skald and The Prima Famiglia is to be unquestioned.<br />
<br />
=History=<br />
Berenice Terrazzo settled the spot of The Skald's arrival to found Battaglia, a guild dedicated to the preservation of their god's work. It was Berenice that composed the first parts of The Oratorio and who cultivated and passed on bardic skills to her people. Things were a little noisy, as each member worked on various songs that may or may not always harmonize with their neighbor's, but all was well and tidy. Inizio D'Oro thrived and grew steadily, recruiting builders from Uhrwerkstat to complete their dream city with symbols of Divine Treble built right into the stone and iron work, subtle but always present as The Great Skald was said to be.<br />
<br />
When the Maestros one by one turned into Virtuoso, Berenice was the last to convert but the first to be defeated. Leone Arturo, a skaldborne of note brought tales with him of knights and kings and held the rank of First Seat for the Brass section. He took charge, rallying his fellow guild mates to try and rescue their maestro. Their efforts spread to other guilds until they had been seen as the driving force toward setting things right again. They had become stronger, more fit with their physical attributes as much as they had their musical ones, perhaps more so as in the years to come true bards would be less common than those who could swing a blade or guide a bow. This is exaggerated as following the war with the Virtuoso the guilds debated on what to do next. After all, they were unable to restore their Maestros.<br />
<br />
Leone Arturo suggested to not change anything, to select their new leaders and continue as they were. It would not be quite the same, he understood. The time where they accepted quests and duties from Maestros was over. Their direct link to The Skald was severed but they were not without their deity. They would still be held to the same ideals. This, he insisted, gave them opportunity for more growth. To further it, he brought up the stories with their structures of benevolent monarchies with shining crowns. He suggested they implement that as yet another tier of growth.<br />
<br />
=Traditions and Relevant Lore=<br />
'''Marriage''': Battaglia marriages are typically hand-fasting ceremonies with gold tasseled cord. The process is repeated with associated banners, braiding them together for display in their home. A grand example lies behind the throne in the Manor, where a braid of battaglia banners with various guilds' expresses the family tree.<br />
<br />
'''Death''': Like most of The Tapestry, it is expectant to hold the body-- if in well condition-- a month to see if they will wake. These wakes are typically set up with the deceased surrounded by mementos of their deeds if applicable with a black sheer sheet. The truly dead, if notable enough to be Renowned (as a hero, not villain) will be moved to Chanson Isole'e into the catacombs for permanent burial in a special wing known as Hero's Rest. Royalty is also buried this way.<br />
<br />
For the regular folk, they are then burned and the bones are brought to Chanson Isole'e for a more general and less fantastic introduction for their final rest.<br />
<br />
==Song Book==<br />
The guild takes special attention and pride in enlisting bards, especially ones who can harness their music to bring the chants to life. This is reflected in the city's focus and the royal family's own lineage hosting a lot of musical talent. Below are common songs members are taught. ''They only hold power when a bard sings them, and only if they apply that power at the time.'' The songs are often referenced in casual conversation as reminders to their creeds and beliefs. <br />
<br />
The songs are organized by power category, and lyrics are provided for ease of role-play and if applicable a link to it on YouTube.<br />
<br />
NOTE: None of these songs are owned by SkaldSong RP ''except'' those expressed in The Oratorio.<br />
<br />
'''Morale Boosters'''<br />
*''Spark Inside Us - The Princess and the Goblin''<br />
There's a spark inside us<br><br />
That we can all ignite<br><br />
And all that's dark inside us<br><br />
Will flicker into light<br><br />
<br><br />
There's a power in every breath<br><br />
There's a power in every note<br><br />
A power that starts within the heart<br><br />
A power that rises through the throat<br><br />
<br><br />
And when it sails on through the air<br><br />
More beautiful than any prayer<br><br />
This power can right all wrong<br><br />
And it will always thrill the ear<br><br />
Of those who have the power to hear<br><br />
<br><br />
The magic of a song<br><br />
<br><br />
There's a strong inside us<br><br />
That tells us wrong from right<br><br />
Becomes the song inside us<br><br />
To chase away the night<br />
<br />
*''History Maker - Dean Fujioka''<br />
Can you feel my heart beat?<br><br />
I'm tired of feeling never enough<br><br />
I close my eyes and tell myself<br><br />
That my dreams will come true<br><br />
<br><br />
There'll be no more darkness<br><br />
When you believe in yourself,<br><br />
You are unstoppable<br><br />
Where your destiny lies<br><br />
Dancing on the blades, you set my heart on fire<br><br />
<br><br />
Don't stop us now, the moment of truth<br><br />
We were born to make history<br><br />
We'll make it happen, we'll turn it around<br><br />
Yes, we were born to make history<br><br />
<br><br />
Born to make history!<br><br />
Yes, we were born to make history!<br><br />
<br />
'''Prayer'''<br />
<br />
*''Lost in Thoughts All Alone - Fire Emblem Fates ([English cover by AmaLee])''<br />
You are an ocean of waves<br><br />
Weaving a dream, like thoughts become a river stream<br><br />
Yet may the tide ever change<br><br />
Flowing like time, to the path, yours to climb<br><br />
<br><br />
Thou seek the light with an outstretched hand<br><br />
A divine blade lies before you<br><br />
So command the wake of dreams<br><br />
To restore the world, cut 'way the seams<br><br />
<br><br />
Join in our prayer - in our song - of birthrights and love<br><br />
Come the sun, illuminate the sky<br><br />
Pray that we may quell the dark<br><br />
Light take the throne<br><br />
Lost in thoughts all alone<br><br />
<br><br />
You are an ocean of waves<br><br />
Weaving a dream, like thoughts become a river stream<br><br />
Yet may the tide ever change<br><br />
Flowing like time, to the path, yours to claim<br><br />
<br><br />
Thou seek the dark with an unsheathed blade<br><br />
Now a white ivory throne beckons<br><br />
So obtain the fate you sow<br><br />
On this path, be weary friend and foe<br><br />
<br><br />
Join in the tale - in the blight - of conquest and lies<br><br />
Come the sun, to tarnish in the sky<br><br />
Vow that we shall tear the light<br><br />
Dark seize the throne<br><br />
Lost in thoughts all alone<br><br />
<br><br />
May the chosen path lead way and grace you with virtue<br><br />
But surely a balance awaits<br><br />
So be it bliss or pain you gain<br><br />
Beyond the route-way's end, you'll gain resilience and weakness<br><br />
The trials - the thorn in your side - becomes the greatest strength in you<br><br />
<br><br />
Descend into the abyss thou see<br><br />
Where the hearts of many wander<br><br />
Quietly, they wish and weave<br><br />
Placing hope inside their one, pure dream<br><br />
<br><br />
After the storm stills its wake,<br><br />
May all be blessed, so the fate and fallen can find rest<br><br />
Your will, the water reflects, so all will know<br><br />
Your hands brought the morrow<br><br />
<br><br />
You are an ocean of waves<br><br />
Weaving a dream, like thoughts become a river stream<br><br />
Yet may the tide ever change<br><br />
Flowing like time, to the path, yours to climb<br><br />
<br><br />
You are an ocean of waves<br />
<br />
*''Good Times - All Time Low''<br />
We were bare knuckle, tight lip,<br><br />
Middle fingers up, ego trip,<br><br />
Devil-may-care but we didn’t mind,<br><br />
I won’t forget the good times,<br><br />
With the boys in black smoking cigarettes,<br><br />
Chasing girls who didn’t know love yet,<br><br />
As the bonfire moon came down,<br><br />
I won’t forget the good times<br><br />
<br><br />
I never want to leave this sunset town,<br><br />
But one day the time may come,<br><br />
And I’ll take you at your word and carry on,<br><br />
I’ll hate the goodbye,<br><br />
But I won’t forget the good times,<br><br />
I won’t forget the good times<br><br />
<br> <br />
When we laughed,<br><br />
When we cried,<br><br />
Those were the days we owned the nights,<br><br />
Locked away,<br><br />
Lost in time,<br><br />
I found the nerve to say that<br><br />
<br><br />
I never want to leave this sunset town,<br><br />
But one day the time may come,<br><br />
And I’ll take you at your word and carry on,<br><br />
I’ll hate the goodbye,<br><br />
But I won’t forget the good times <br><br />
I won’t forget the good times <br></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Tapestry_Regions&diff=77306Tapestry Regions2020-06-20T19:27:50Z<p>TheSkald: </p>
<hr />
<div>The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of regions, with designated areas simply being referred to by the main city that inhabits them. This mindset trickles down to smaller villages and towns, where citizens may resort to simply stating the nearest capital as their home base rather than the actual town, or tacking on the capital as part of its name "___-by/upon/below/(etc)-____" There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.<br />
<br />
[[file:TheTapestrymap_SkaldsongRP.jpg|center|600px|thumb|The Skald's Tapestry]]<br />
Tip: Person Walking: 15 miles per day | Person on Horseback: 25-30 miles per day<br />
<br />
[[Events]]<br />
<br />
==Places==<br />
<br />
[[File:InizioDOro.jpg |link=Inizio D'Oro]]<br />
<br />
[[File:Uhrwerkstadt.jpg |link=Uhrwerkstadt]]<br />
<br />
[[File:Chansonisolee.jpg |link=Chanson Isole'e]]<br />
<br />
[[File:Prasinokolaz.jpg |link=Prasino Kolaz]]<br />
*[[Xochitla]]<br />
<br />
[[File:Otkrytoyepolotno.jpg | link=Otkrytoye Polotno]]<br />
<br />
*[[Kraest]]<br />
<br />
[[File:Ragavalli.jpg | link=Ragavalli]]</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Red_Hawkes&diff=77305Red Hawkes2020-06-20T19:12:13Z<p>TheSkald: Created page with "{{Infobox guild |name = Red Hawkes |image = File:RedHawkesflag.png |established = 2020 |founder = John |region= Uhrwerkstadt }}"</p>
<hr />
<div>{{Infobox guild<br />
|name = Red Hawkes<br />
|image = [[File:RedHawkesflag.png]]<br />
|established = 2020<br />
|founder = John<br />
|region= Uhrwerkstadt<br />
}}</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Tapestry_Regions&diff=77304Tapestry Regions2020-06-20T18:11:21Z<p>TheSkald: </p>
<hr />
<div>The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of regions, with designated areas simply being referred to by the main city that inhabits them. This mindset trickles down to smaller villages and towns, where citizens may resort to simply stating the nearest capital as their home base rather than the actual town, or tacking on the capital as part of its name "___-by/upon/below/(etc)-____" There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.<br />
<br />
[[file:TheTapestrymap_SkaldsongRP.jpg|center|600px|thumb|The Skald's Tapestry]]<br />
<br />
[[Events]]<br />
<br />
==Places==<br />
<br />
[[File:InizioDOro.jpg |link=Inizio D'Oro]]<br />
<br />
[[File:Uhrwerkstadt.jpg |link=Uhrwerkstadt]]<br />
<br />
[[File:Chansonisolee.jpg |link=Chanson Isole'e]]<br />
<br />
[[File:Prasinokolaz.jpg |link=Prasino Kolaz]]<br />
*[[Xochitla]]<br />
<br />
[[File:Otkrytoyepolotno.jpg | link=Otkrytoye Polotno]]<br />
<br />
*[[Kraest]]<br />
<br />
[[File:Ragavalli.jpg | link=Ragavalli]]</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Tapestry_Regions&diff=77303Tapestry Regions2020-06-20T18:11:00Z<p>TheSkald: </p>
<hr />
<div>The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of regions, with designated areas simply being referred to by the main city that inhabits them. This mindset trickles down to smaller villages and towns, where citizens may resort to simply stating the nearest capital as their home base rather than the actual town, or tacking on the capital as part of its name "___-by/upon/below/(etc)-____" There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.<br />
<br />
[[file:TheTapestrymap_SkaldsongRP.jpg|600px|thumb|The Skald's Tapestry]]<br />
<br />
[[Events]]<br />
<br />
==Places==<br />
<br />
[[File:InizioDOro.jpg |link=Inizio D'Oro]]<br />
<br />
[[File:Uhrwerkstadt.jpg |link=Uhrwerkstadt]]<br />
<br />
[[File:Chansonisolee.jpg |link=Chanson Isole'e]]<br />
<br />
[[File:Prasinokolaz.jpg |link=Prasino Kolaz]]<br />
*[[Xochitla]]<br />
<br />
[[File:Otkrytoyepolotno.jpg | link=Otkrytoye Polotno]]<br />
<br />
*[[Kraest]]<br />
<br />
[[File:Ragavalli.jpg | link=Ragavalli]]</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Tapestry_Regions&diff=77302Tapestry Regions2020-06-20T18:08:41Z<p>TheSkald: </p>
<hr />
<div>The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of regions, with designated areas simply being referred to by the main city that inhabits them. This mindset trickles down to smaller villages and towns, where citizens may resort to simply stating the nearest capital as their home base rather than the actual town, or tacking on the capital as part of its name "___-by/upon/below/(etc)-____" There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.<br />
<br />
[[file:TheTapestrymap_SkaldsongRP.jpg|center|600px|The Skald's Tapestry]]<br />
<br />
[[Events]]<br />
<br />
==Places==<br />
<br />
[[File:InizioDOro.jpg |link=Inizio D'Oro]]<br />
<br />
[[File:Uhrwerkstadt.jpg |link=Uhrwerkstadt]]<br />
<br />
[[File:Chansonisolee.jpg |link=Chanson Isole'e]]<br />
<br />
[[File:Prasinokolaz.jpg |link=Prasino Kolaz]]<br />
*[[Xochitla]]<br />
<br />
[[File:Otkrytoyepolotno.jpg | link=Otkrytoye Polotno]]<br />
<br />
*[[Kraest]]<br />
<br />
[[File:Ragavalli.jpg | link=Ragavalli]]</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Tapestry_Regions&diff=77301Tapestry Regions2020-06-20T18:08:05Z<p>TheSkald: </p>
<hr />
<div>The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of regions, with designated areas simply being referred to by the main city that inhabits them. This mindset trickles down to smaller villages and towns, where citizens may resort to simply stating the nearest capital as their home base rather than the actual town, or tacking on the capital as part of its name "___-by/upon/below/(etc)-____" There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.<br />
<br />
[[file:TheTapestrymap_SkaldsongRP.jpg|center|600px|thumb|The Skald's Tapestry]]<br />
<br />
[[Events]]<br />
<br />
==Places==<br />
<br />
[[File:InizioDOro.jpg |link=Inizio D'Oro]]<br />
<br />
[[File:Uhrwerkstadt.jpg |link=Uhrwerkstadt]]<br />
<br />
[[File:Chansonisolee.jpg |link=Chanson Isole'e]]<br />
<br />
[[File:Prasinokolaz.jpg |link=Prasino Kolaz]]<br />
*[[Xochitla]]<br />
<br />
[[File:Otkrytoyepolotno.jpg | link=Otkrytoye Polotno]]<br />
<br />
*[[Kraest]]<br />
<br />
[[File:Ragavalli.jpg | link=Ragavalli]]</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:TheTapestrymap_SkaldsongRP.jpg&diff=77300File:TheTapestrymap SkaldsongRP.jpg2020-06-20T18:02:17Z<p>TheSkald: The world map of The Skald's Tapestry.</p>
<hr />
<div>The world map of The Skald's Tapestry.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Uhrwerkstadt&diff=77299Uhrwerkstadt2020-06-16T01:25:48Z<p>TheSkald: /* Fashion */</p>
<hr />
<div>A not-so-sleepy village of Germanic influence. Name translates to Clockwork Town. <br />
<br />
=Description=<br />
Nestled in the lesser mountains lies Uhrwerkstadt, a village full of varied and skilled craftsmen. Simple architecture stands out with white plaster and exposed dark beams. Clocks and dials are a constant decoration adorned throughout the city. They are often worked into buildings, ranging simple paintings to animated cuckoos and everything in between imaginable. The surrounding area is forested with some sections of grassy plains and farm fields offering beautiful views.<br />
<br />
Zeithalle, the proper name of the Town Hall, lays at the center of town and is home to the ruling aristocrat. It is set on a large, round courtyard that holds an interesting secret that is hidden in plain sight and often overlooked, especially during busy events such as the Inventor’s Triumph. All along the border of the front courtyard are mathematically placed roman numerals and the steeple of Zeithalle serves as a gnomon, effectively making the entire front courtyard an accurate sundial.<br />
<br />
The town's workers are very fond of using their hands to create and the most skilled have fashioned into existence wonderful items. For example, the finest articulated armor is often attributed to the workers of Uhrwerkstadt, and is so expertly crafted that it can often be used as a base for prosthesis. Their handy work brings them a great deal of pride (and money), but other work still exists such as the farming of goats, sheep, and cows and the mining of various ores and gems. Some of the best bakers call Uhrwerkstadt home, even despite the extra expense to import ingredients that cannot be grown locally. <br />
<br />
In contrast to the Capital, this is a far less busy locale with a deceptive population. The crowds are hardly anything resembling the actual amount of people, as most remain busy indoors with their projects. Others are out in the world at large to acquire or sell materials.<br />
<br />
=History=<br />
Uhrwerkstadt was established by Cecily Klein, a Maestro that focused on craftsmanship of all possible varieties. Klein’s guild had such a large population that creating the buildings, systems, and architecture of Uhrwerkstadt was made efficient without sacrificing quality. The ambitious project was completed with such a layer of finesse that the work and craftsmanship that went into it resonates a millennia later. Townsfolk continue to be so enamored by its splendor that they rarely make changes to the overall look of their quaint country town. Eventually, after Klein’s fall the guild split into its own factions, each focusing on specific crafts, such as Smithing and Woodworking, whose powers seemed to rise and fall in popularity as they fell in and out of necessity. <br />
<br />
One guild in Uhrwerkstadt's recent (~100 years) history known as "Copper Heart" is noted for its handiwork in creating intricate mimicries of life as little clockwork creatures. They eventually mastered these creations and grew bored with working on such a small scale. Emboldened by their successes, they began to create larger machines. These beyond life sized puppets took up entire warehouses and are still used to this day in the yearly parade known as The Inventor’s Triumph. Eventually, they branched out beyond even these grand designs and focused on the humanoid shape, finely crafting full suits of articulated armor. Seeing promise in these designs, a mage-healer named Nitika worked hand-in-hand with Copper Heart to make the first prosthetic for a local woman who had lost her arm. This type of prosthetic is still used today with different shells from armor to wood and bone depending on the wearer's needs.<br />
<br />
Eventually all guilds in Uhrwerkstadt fell in power to the Merchant guild. Some would say that they used their wealth to manipulate their way to the top, literally buying out the previous standing guild. Others would proclaim it makes sense that a guild focused on commerce would rise to power, as their expansive coffers could simply buy whatever they needed to crush their competition. Despite that, the control of the town by this guild has been rather fair.<br />
<br />
=People and Society=<br />
==Population==<br />
~10000<br />
*Mixed Race<br />
=Culture and Customs=<br />
==Fashion==<br />
The majority of people in Uhrwerkstadt find themselves wearing their work clothes more often than their casual wear. When casual wear is a thing there are no social restraints as to what is acceptable and often falls in line to what is affordable and comfortable to them. Popular styles include dirndl's for the ladies, which come in a variety of colors and patterns for every season and occasion. Men often choose a simple pants/shirt/vest combination with less brighter colors or variations of lederhosen.<br />
<br />
'''Traditional / Festival garb'''<br />
<br />
[[File:Dirndllederhosencouple.jpg|200px|thumb|left]]''Lederhosen''<br />
Leather shorts with decorated suspenders, paired with shirts and/or sweaters of coarse linen or wool. Sometimes a jacket and feathered felt hat are paired with it. Worn with country shoes and tall socks, rather than boots.<br />
<br />
''Dirndl''<br />
Ruffled apron dress consisting of a bodice/blouse, and a skirt. The materials used to make it vary by a person's status or reserved for special occasions like a community event. Comfortable and flattering, it is popular even outside of festivals. Sometimes paired with a hat or hair decoration.<br />
<br />
==Life Events==<br />
===Marriage===<br />
''Polterabend''<br />
Three weeks prior to the wedding, a party is held where every guest brings old porcelain to shatter. The future bridal pair have to clean it up together. If the couple is especially adored by their guests, some guests might bring entire cartloads of porcelain! This is to ward off any ill will or bad luck, jokingly from a jealous ex or ne'erdowell.<br />
<br />
''Ceremony''<br />
The lady in her best dirndl and the man in his best lederhosen. If the couple is especially esteemed, or if it is required, it may be overseen by a representative of the head guild. This usually short, with an exchanging of vows and rings before the whole wedding guests follow the newly named couple down the aisle and around the square in a processional parade to the party destination, usually tents similar to Fortschrittsfeier. From here the one presiding over the ceremony will have a log pulled into the tent and placed on a sawbuck. The couple will have to saw this log to display how well they can work together. Then the real party begins!<br />
<br />
Someone with wood working skill may take a slice of this log to burn in the date of the union as a keepsake for the couple.<br />
<br />
===Death===<br />
With the Tapestry having a quirk that the dead can sometimes just... wake up fairly normal within a month of their decease, wakes are just as long here as everywhere else. Once that period elapses the dead is buried in a plot of land dedicated to be a cemetery or given/sold to someone who would have need of it for their work. However the choice of burial, in or outside of the cemetery comes with some caveats: the underground residents will only have their spot for about ten to thirty years before another body will be allowed to lay there. For this reason cremation is slowly coming back as a preferred option, with unique ways to handle the loved one's ashes, but is still largely seen as taboo.<br />
<br />
==Religion==<br />
Skaldic<br />
<br />
=Economy=<br />
<br />
<br />
==Main Exports==<br />
*Refined ores<br />
*Metals<br />
*Clocks<br />
*Replacement Limbs<br />
<br />
=Places of Note=<br />
==Zeithalle==</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:Dirndllederhosencouple.jpg&diff=77298File:Dirndllederhosencouple.jpg2020-06-16T01:25:12Z<p>TheSkald: </p>
<hr />
<div></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:RokLiontari.jpg&diff=77297File:RokLiontari.jpg2020-06-16T01:01:55Z<p>TheSkald: </p>
<hr />
<div></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Prasino_Kolaz&diff=77296Prasino Kolaz2020-06-15T23:45:36Z<p>TheSkald: </p>
<hr />
<div>A region steeped in jungle with influences from South Asia as well as Central America, though the naming scheme is Greek. <br />
<br />
=Description=<br />
Overgrown as though lost and forgotten, this region boasts a lot of green and a humid climate and massive ruined temple-like structures barely a shadow of their former selves. Mostly jungle in nature, there is a section of swamp and Prasino Kolaz is bordered in the east by the ocean, enjoying one of the more picturesque beaches.<br />
<br />
==Seasons Observed==<br />
'''Spring / Summer:''' Rainy and humid, can get unbearable for non residents.<br />
<br />
'''Fall / Winter:''' Temperatures drop gradually and the humidity in the air crisps strangely to form a frosted fringe on leaves and a crunch to the underfoot. This is more likely the closer to Otkrytoye Polotno's mountain range. Everything is heavier, sluggish.<br />
<br />
=History=<br />
Once a booming civilization like the rest of The Tapestry, this area barely recovered from the events 300 years ago when their Maestro had become one of the corrupted Virtuosos. <br />
<br />
Barely any records exist of Prasino as it used to be in its glory days, and those that do are scattered to the four great winds. They are stored in family attics and basements, or lost in libraries from those who fled a near genocide of the people of Prasino, then known as Ysteria. It is said that Meizarae, once their nurturing protector and benefactor, turned on her people when she became corrupted. Rather than bringing peace of mind and life to her domain, she instead wrought chaos and terror to such levels that those even in her greater vicinity began killing themselves to escape it. The people and the culture were never properly recovered even after Battaglia came in and set things proper 300 years ago. <br />
<br />
For a time it was under control of a healer's guild, Elysion. Certain pieces of the economy still remain as farmers continue to make sense of their lush landscape, surviving by the rest of The Tapestry's desire and need of the beneficial flora they produce.<br />
<br />
After the return of Meizarae in 2018, Elysion disbanded and the jungle is wild again, with exception of the small populations dotted through the jungle.<br />
<br />
=People & Society=<br />
==Population==<br />
*~<100<br />
*Anthros and Shifters majority<br />
<br />
Languages:<br />
*Skaldic (Trade Common)<br />
*Ossian (Hindi)<br />
*(Spanish)<br />
*(Nahuatl)<br />
*Ysterian (Greek)<br />
<br />
=Culture & Customs=<br />
<br />
==Fashion==<br />
Clothing varies greatly across the jungle depending on the needs and preferences of the various tribes, but largely consist of things that can be obtained from within the area. This means you are unlikely to get a lot in the way of fancy things that would be popular with the rich of Inizio, for example, but a lot more in the way of creative uses for fur, leather, feather, and plant fiber, similar to their frozen neighbors who rely on similar limitations.<br />
<br />
''Ceremonial''<br />
<br />
In the deep past during the time of Ysteria: Meizarae received a set of layered robes, sari's, and veils to match her normal style imported from other lands, likely a gift from Cecily and Berenice so she could look the "part". This style continues today for extremely precious moments like marriages and visiting other nations, but is otherwise almost never seen by Prasino natives, largely due to their active lifestyle navigating overgrowth.<br />
<br />
==Life Events==<br />
Any special traditions for births, marriages, and coming-of-age vary greatly across the various tribes.<br />
<br />
In Ysterian times they turned to the trees to mark the occasions. A birth is the planting of a seed or sapling, a marriage is the weaving of two saplings into one, and a death is the removal of a tree to be used in the communal fire, but these traditions are largely unused and forgotten these days as fewer tribes persist in place and registered guilds would add their own expectations. Some tribes do not even celebrate these things.<br />
<br />
===Burial Rites===<br />
Death in the Tapestry is nearly always dealt in a month long ceremony. Prasino Kolaz is home to many secluded tribal and nomadic set ups that each have developed their own tweaks to the methods based on their area of operation. Still, commonly the final act upon the body after the lengthy wake are either submerging in the peat of the wetlands, fire pyre, or sinking by fire pyre into the ocean. In some more extreme cases, cannibalism is not unheard of.<br />
<br />
With the body are minimal adornments, sending it off with beads made from rolling strips of parchment that had been written on with well-wishes for the next iteration, maybe expressions of love that were unsaid, and so on. These beads are preserved by a light coating of sap and in the cases of the cannibalism, are devoured as well.<br />
<br />
==Religion==<br />
*Skaldic (Primary)<br />
*Nature-based (Secondary, combined)<br />
*Virtuoso of Misery (Former Primary)<br />
<br />
=Economy=<br />
Prasino Kolaz's economy is very weak despite having a number of popular items. This may be due to the lack of people, or the difficulty of getting these items to the rest of the tapestry. <br />
<br />
==Main Exports==<br />
*Medicine<br />
*Exotic oils, fragrances, incense<br />
*Coffee beans<br />
*Feathered Raptors (Mounts)<br />
<br />
=Places of Note=<br />
==Elysion / Ysteria's Throne==<br />
Taking hold of the decaying ruins of a grand castle or temple. With hard work and dedication the healers have expanded the usable rooms for their needs but purposely choose to leave the front most overgrowth and ruin as it is, in part for aesthetics and reminder of what they do-- preventing more civilizations from falling so immediately. This does make the entrance a little hard to find, which is remedied by the guidance of posted banners of the guild.<br />
<br />
Deeper into the glorified guild hall the place takes better shape: Floor tiles are even, things feel less likely to fall on you in the event of a disaster. There's a functioning but small kitchen designed to feed the small crew that takes residence there.<br />
<br />
'''July 2018: The ruins that Elysion had tried to revitalize turned out to be the site of former Ysteria, the hold of former Maestro-turned-Virtuoso. The battle left the ruins in a worse state, unlikely to be able to be used unless cleared away and built from the ground up.'''<br />
<br />
==Other Ruins of Ysteria==<br />
There are remnants of fallen buildings similar to that of the style that the ruins Elysion harbored scattered throughout the jungle, usually single roomed temples dedicated to a service no longer provided, or taken over by some sort of fauna that the locals would deem sacred.<br />
<br />
==Akatastasia==<br />
A thick and expansive jungle with a myriad of unique flora and fauna found only in the region. Small surviving settlements from the region's past can be found, keeping the economy of their exports going. The feathered raptors that are farmed as mounts are popular in Inizio D'Oro, costing a pretty coin, but there are others that could be found on commission.<br />
<br />
==Krymmeni Pisina==<br />
A large hole in the ground reveals an underground spring-fed lake. Stairs down to a dock has been built for easier return to the jungle after a daredevil dive.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Xochitla&diff=77295Xochitla2020-06-15T22:41:38Z<p>TheSkald: /* Hierarchy */</p>
<hr />
<div>One of the few nomadic tribes that can be found in the depths of Prasino Kolaz. Many of the inhabitants are descendants of the healers and herbalists of members of Verdant Crescent (Kataprasino Fengari) when the jungles were known as Ysteria. Few traditions and tidbits of culture dating that far back remain, however. This may be because of an entire language difference between what was more common during Ysteria's time than Xochitla's which was founded after the fall of Virtuosos.<br />
<br />
=History=<br />
Xochitla, the "roving garden" of Prasino, was established from the scattered remnants of Ysteria's people and connections with no precise establishment date, just known to be sometime around the time Ysteria became known as Prasino Kolaz.<br />
<br />
=Culture=<br />
Xochitlans are made up of all shifters and anthros that can handle the climate, typically jungle or swamp based, and are very in tune with their traits and instincts. Rituals play a major part of their lives, having a ritual for almost everything in addition to the expected life-milestones. They also are very communal, with very few things not culminating in a tribe wide celebration and few things are considered privately owned.<br />
<br />
They are nomadic, but not necessarily because they are following a food source so much as following a set of locations they just cycle through. This means that while they do not regularly farm or care for livestock like a more settled community, they have groomed some growing locations to encourage more of a particular plant that they find useful. For livestock, at best they might have a type of feathered raptor they use as a beast of burden or hunting partner.<br />
<br />
==Hierarchy==<br />
They respect the Tapestry's political system and will defer to the laws set by the head guild of Prasino Kolaz, but largely keep to themselves and focus on maintaining the natural history they preserve with their everyday life. That being said they have their own system:<br />
<br />
'''Chieftain'''<br />
The chief is determined by a number of factors depending on the situation. Often it is passed down through the generational line, but in the case of an unfortunate end with no heirs the Gurus of the tribe will select a champion each and a series of contests will determine the next Chief. Potential candidates will have to succeed in a task given by each guru and be the first to do so. In the event of a tie, they will fight... possibly to the death.<br />
<br />
'''Guru'''<br />
The best way to describe Xochitla's guru system is that it is a recolor of the guild system that is Tapestry-wide. These are unregistered to the Choir, and thus ''do not qualify for progression'' the same way guilds do. For the tribe, gurus are esteemed and almost worshiped for their experience and knowledge. Being part of a guru's "school" determines your job and position in the tribe itself. How a guru runs their group varies, with some treating it more like a harem of wives and others like an apprentice boot camp.<br />
<br />
<br />
'''Tribesman'''<br />
The rest of the tribe in general. They are all divided up between the gurus as their life devotion.<br />
<br />
*Shaman - Guru Devadas<br />
**Ritual/Ceremony leaders<br />
**Healers / Witchdoctors<br />
**Spiritualist guides<br />
<br />
*Strongmen - Guru Bagubhalan<br />
**Guardians/Watchers<br />
**Hunters (Raptor Trainers)<br />
**Gatherers<br />
<br />
*Crafters - Guru Avynash<br />
**Weavers<br />
**Builders<br />
**Weapon making (no metal)<br />
**Tanners<br />
<br />
==Social Celebrations / Rituals==<br />
There is no marriage in Xochitla in the traditional sense of the Tapestry, and even the declaration of a life-mate is dubious and usually polygamous. All things are shared, including the duties of raising children. <br />
<br />
Sacrifices are uncommon but not unheard of in a ritual, whether it be as extreme as one of their own; usually an ailing tribesman, or a hunt becoming a live capture in order to more systematically kill it as part of one. The size of the sacrifice is dependent on the intention of the ritual. For example, a hardship year where the Chief wishes to do a ritual to protect their village, they may opt to sacrifice a tribesman, however a sacrifice of that weight would not be appropriate for celebrating someone's coming-of-age.<br />
<br />
The dead are not buried, but rather taken care of for the month as is custom across the Tapestry, so that The Skald may by chance bring the person back. After this, they are hauled away from the village and left for the jungle to reclaim. Depending on the death, some tribesmen in response to their instincts may opt to devour the body with no recourse.<br />
<br />
To an outsider, it might seem like rituals are made up on the spot, as many things can be substituted for others for the same effect and a lot of it is for the show; aware from the passed-down teachings dating back to Ysteria: ''The Skald wishes to be entertained''.<br />
<br />
==Religion==<br />
They do believe in the Skald, and revere the Maestro at their deepest root, only ever referring to her as Maan (mother) in casual conversation. Proper references include "Tetlaocoliliz Tenantzin" (Mother of Mercy and Compassion) or "Tlaocolnantli" (Mother of Sadness and Afflicition). This is in reference to the fact that while a Maestro, Meizarae was a healer and when she became a Virtuoso she was quite the opposite. <br />
<br />
===Sacred creatures and places===<br />
<br />
Rok Liontari, lizard-like lions with stone scales and five eyes, have their own temple ruins that are tended to by Xochitla at certain points of the year, these revered beasts saved Meizarae's people from basilisk threat when they were domesticated. The descendants are thanked to this day and the visit from one in their travels is considered a good omen. They are highly protected, as the '''general trade or poaching of one is a grave offense'''. That being said, there is the incredibly rare occasion that a Chief will agree to gift or sell a Rok Liontari to someone they feel is worthy. This Rok Liontari is usually 'unusual', perhaps more reliant on the tribe than it should be, and there would be expectations involved when it comes to the owner. Not only does the owner need to be trustworthy and special, but the Rok Liontari will have to be brought back at a certain point in the year for its chance to father the next generation at its migratory gathering, a place easy to find as that is the temple tended to by the tribe.<br />
<br />
Ysteria's Throne:<br />
The site used as HQ for Prasino Kolaz, originally it was a grand temple homestead for Meizarae and her guild. After falling into ruins it had been picked back up by guilds here and there, the site last used (as of 2018) by Elysium. Another bout of strife has made the place almost completely derelict now, but Xochitlans will still regard it as an important place historically and spiritually. It is the home of the Mother (see above, Religion).<br />
<br />
=Trade=<br />
When encountering outsiders, tribesmen of Xochitla will trade in various services from being a guide through Prasino to specialized healing techniques to straight up prostitution. Physical goods include jute fabrics made from the plant fibers around them, exotic meat from creatures in the area, and herbs for health or death-dealing, raw or pre-mixed as necessary.<br />
<br />
=OOC: Playing a Character from Xochitla=<br />
*Their language is mostly Hindi with some Nahuatl for important nouns. Greek is rare, used by the Gurus and Chieftain in meetings at best. Skaldic Trade is rough, but enough to get them by for transactions with travelers. See Prasino Kolaz for the 'official language' names for these if you are going to ICly talk about it.<br />
*Names are in Nahuatl or Hindi<br />
*The village is constantly moving, staying no more than a couple of nights.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Uhrwerkstadt&diff=77294Uhrwerkstadt2020-06-15T19:33:09Z<p>TheSkald: </p>
<hr />
<div>A not-so-sleepy village of Germanic influence. Name translates to Clockwork Town. <br />
<br />
=Description=<br />
Nestled in the lesser mountains lies Uhrwerkstadt, a village full of varied and skilled craftsmen. Simple architecture stands out with white plaster and exposed dark beams. Clocks and dials are a constant decoration adorned throughout the city. They are often worked into buildings, ranging simple paintings to animated cuckoos and everything in between imaginable. The surrounding area is forested with some sections of grassy plains and farm fields offering beautiful views.<br />
<br />
Zeithalle, the proper name of the Town Hall, lays at the center of town and is home to the ruling aristocrat. It is set on a large, round courtyard that holds an interesting secret that is hidden in plain sight and often overlooked, especially during busy events such as the Inventor’s Triumph. All along the border of the front courtyard are mathematically placed roman numerals and the steeple of Zeithalle serves as a gnomon, effectively making the entire front courtyard an accurate sundial.<br />
<br />
The town's workers are very fond of using their hands to create and the most skilled have fashioned into existence wonderful items. For example, the finest articulated armor is often attributed to the workers of Uhrwerkstadt, and is so expertly crafted that it can often be used as a base for prosthesis. Their handy work brings them a great deal of pride (and money), but other work still exists such as the farming of goats, sheep, and cows and the mining of various ores and gems. Some of the best bakers call Uhrwerkstadt home, even despite the extra expense to import ingredients that cannot be grown locally. <br />
<br />
In contrast to the Capital, this is a far less busy locale with a deceptive population. The crowds are hardly anything resembling the actual amount of people, as most remain busy indoors with their projects. Others are out in the world at large to acquire or sell materials.<br />
<br />
=History=<br />
Uhrwerkstadt was established by Cecily Klein, a Maestro that focused on craftsmanship of all possible varieties. Klein’s guild had such a large population that creating the buildings, systems, and architecture of Uhrwerkstadt was made efficient without sacrificing quality. The ambitious project was completed with such a layer of finesse that the work and craftsmanship that went into it resonates a millennia later. Townsfolk continue to be so enamored by its splendor that they rarely make changes to the overall look of their quaint country town. Eventually, after Klein’s fall the guild split into its own factions, each focusing on specific crafts, such as Smithing and Woodworking, whose powers seemed to rise and fall in popularity as they fell in and out of necessity. <br />
<br />
One guild in Uhrwerkstadt's recent (~100 years) history known as "Copper Heart" is noted for its handiwork in creating intricate mimicries of life as little clockwork creatures. They eventually mastered these creations and grew bored with working on such a small scale. Emboldened by their successes, they began to create larger machines. These beyond life sized puppets took up entire warehouses and are still used to this day in the yearly parade known as The Inventor’s Triumph. Eventually, they branched out beyond even these grand designs and focused on the humanoid shape, finely crafting full suits of articulated armor. Seeing promise in these designs, a mage-healer named Nitika worked hand-in-hand with Copper Heart to make the first prosthetic for a local woman who had lost her arm. This type of prosthetic is still used today with different shells from armor to wood and bone depending on the wearer's needs.<br />
<br />
Eventually all guilds in Uhrwerkstadt fell in power to the Merchant guild. Some would say that they used their wealth to manipulate their way to the top, literally buying out the previous standing guild. Others would proclaim it makes sense that a guild focused on commerce would rise to power, as their expansive coffers could simply buy whatever they needed to crush their competition. Despite that, the control of the town by this guild has been rather fair.<br />
<br />
=People and Society=<br />
==Population==<br />
~10000<br />
*Mixed Race<br />
=Culture and Customs=<br />
==Fashion==<br />
The majority of people in Uhrwerkstadt find themselves wearing their work clothes more often than their casual wear. When casual wear is a thing there are no social restraints as to what is acceptable and often falls in line to what is affordable and comfortable to them. Popular styles include dirndl's for the ladies, which come in a variety of colors and patterns for every season and occasion. Men often choose a simple pants/shirt/vest combination with less brighter colors or variations of lederhosen.<br />
<br />
'''Traditional / Festival garb'''<br />
<br />
''Lederhosen''<br />
Leather shorts with decorated suspenders, paired with shirts and/or sweaters of coarse linen or wool. Sometimes a jacket and feathered felt hat are paired with it. Worn with country shoes and tall socks, rather than boots.<br />
<br />
''Dirndl''<br />
Ruffled apron dress consisting of a bodice/blouse, and a skirt. The materials used to make it vary by a person's status or reserved for special occasions like a community event. Comfortable and flattering, it is popular even outside of festivals. Sometimes paired with a hat or hair decoration.<br />
<br />
==Life Events==<br />
===Marriage===<br />
''Polterabend''<br />
Three weeks prior to the wedding, a party is held where every guest brings old porcelain to shatter. The future bridal pair have to clean it up together. If the couple is especially adored by their guests, some guests might bring entire cartloads of porcelain! This is to ward off any ill will or bad luck, jokingly from a jealous ex or ne'erdowell.<br />
<br />
''Ceremony''<br />
The lady in her best dirndl and the man in his best lederhosen. If the couple is especially esteemed, or if it is required, it may be overseen by a representative of the head guild. This usually short, with an exchanging of vows and rings before the whole wedding guests follow the newly named couple down the aisle and around the square in a processional parade to the party destination, usually tents similar to Fortschrittsfeier. From here the one presiding over the ceremony will have a log pulled into the tent and placed on a sawbuck. The couple will have to saw this log to display how well they can work together. Then the real party begins!<br />
<br />
Someone with wood working skill may take a slice of this log to burn in the date of the union as a keepsake for the couple.<br />
<br />
===Death===<br />
With the Tapestry having a quirk that the dead can sometimes just... wake up fairly normal within a month of their decease, wakes are just as long here as everywhere else. Once that period elapses the dead is buried in a plot of land dedicated to be a cemetery or given/sold to someone who would have need of it for their work. However the choice of burial, in or outside of the cemetery comes with some caveats: the underground residents will only have their spot for about ten to thirty years before another body will be allowed to lay there. For this reason cremation is slowly coming back as a preferred option, with unique ways to handle the loved one's ashes, but is still largely seen as taboo.<br />
<br />
==Religion==<br />
Skaldic<br />
<br />
=Economy=<br />
<br />
<br />
==Main Exports==<br />
*Refined ores<br />
*Metals<br />
*Clocks<br />
*Replacement Limbs<br />
<br />
=Places of Note=<br />
==Zeithalle==</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Uhrwerkstadt&diff=77293Uhrwerkstadt2020-06-15T19:31:26Z<p>TheSkald: </p>
<hr />
<div>A not-so-sleepy village of Germanic influence. Name translates to Clockwork Town. <br />
<br />
=Description=<br />
Nestled in the lesser mountains lies Uhrwerkstadt, a village full of varied and skilled craftsmen. Simple architecture stands out with white plaster and exposed dark beams. Clocks and dials are a constant decoration adorned throughout the city. They are often worked into buildings, ranging simple paintings to animated cuckoos and everything in between imaginable. The surrounding area is forested with some sections of grassy plains and farm fields offering beautiful views.<br />
<br />
Zeithalle, the proper name of the Town Hall, lays at the center of town and is home to the ruling aristocrat. It is set on a large, round courtyard that holds an interesting secret that is hidden in plain sight and often overlooked, especially during busy events such as the Inventor’s Triumph. All along the border of the front courtyard are mathematically placed roman numerals and the steeple of Zeithalle serves as a gnomon, effectively making the entire front courtyard an accurate sundial.<br />
<br />
The town's workers are very fond of using their hands to create and the most skilled have fashioned into existence wonderful items. For example, the finest articulated armor is often attributed to the workers of Uhrwerkstadt, and is so expertly crafted that it can often be used as a base for prosthesis. Their handy work brings them a great deal of pride (and money), but other work still exists such as the farming of goats, sheep, and cows and the mining of various ores and gems. Some of the best bakers call Uhrwerkstadt home, even despite the extra expense to import ingredients that cannot be grown locally. <br />
<br />
In contrast to the Capital, this is a far less busy locale with a deceptive population. The crowds are hardly anything resembling the actual amount of people, as most remain busy indoors with their projects. Others are out in the world at large to acquire or sell materials.<br />
<br />
=History=<br />
Uhrwerkstadt was established by Cecily Klein, a Maestro that focused on craftsmanship of all possible varieties. Klein’s guild had such a large population that creating the buildings, systems, and architecture of Uhrwerkstadt was made efficient without sacrificing quality. The ambitious project was completed with such a layer of finesse that the work and craftsmanship that went into it resonates a millennia later. Townsfolk continue to be so enamored by its splendor that they rarely make changes to the overall look of their quaint country town. Eventually, after Klein’s fall the guild split into its own factions, each focusing on specific crafts, such as Smithing and Woodworking, whose powers seemed to rise and fall in popularity as they fell in and out of necessity. <br />
<br />
One guild in Uhrwerkstadt's recent (~100 years) history known as "Copper Heart" is noted for its handiwork in creating intricate mimicries of life as little clockwork creatures. They eventually mastered these creations and grew bored with working on such a small scale. Emboldened by their successes, they began to create larger machines. These beyond life sized puppets took up entire warehouses and are still used to this day in the yearly parade known as The Inventor’s Triumph. Eventually, they branched out beyond even these grand designs and focused on the humanoid shape, finely crafting full suits of articulated armor. Seeing promise in these designs, a mage-healer named Nitika worked hand-in-hand with Copper Heart to make the first prosthetic for a local woman who had lost her arm. This type of prosthetic is still used today with different shells from armor to wood and bone depending on the wearer's needs.<br />
<br />
Eventually all guilds in Uhrwerkstadt fell in power to the Merchant guild. Some would say that they used their wealth to manipulate their way to the top, literally buying out the previous standing guild. Others would proclaim it makes sense that a guild focused on commerce would rise to power, as their expansive coffers could simply buy whatever they needed to crush their competition. Despite that, the control of the town by this guild has been rather fair.<br />
<br />
=People and Society=<br />
<br />
=Culture and Customs=<br />
=Fashion=<br />
The majority of people in Uhrwerkstadt find themselves wearing their work clothes more often than their casual wear. When casual wear is a thing there are no social restraints as to what is acceptable and often falls in line to what is affordable and comfortable to them. Popular styles include dirndl's for the ladies, which come in a variety of colors and patterns for every season and occasion. Men often choose a simple pants/shirt/vest combination with less brighter colors or variations of lederhosen.<br />
<br />
'''Traditional / Festival garb'''<br />
<br />
''Lederhosen''<br />
Leather shorts with decorated suspenders, paired with shirts and/or sweaters of coarse linen or wool. Sometimes a jacket and feathered felt hat are paired with it. Worn with country shoes and tall socks, rather than boots.<br />
<br />
''Dirndl''<br />
Ruffled apron dress consisting of a bodice/blouse, and a skirt. The materials used to make it vary by a person's status or reserved for special occasions like a community event. Comfortable and flattering, it is popular even outside of festivals. Sometimes paired with a hat or hair decoration.<br />
<br />
==Life Events==<br />
===Marriage===<br />
''Polterabend''<br />
Three weeks prior to the wedding, a party is held where every guest brings old porcelain to shatter. The future bridal pair have to clean it up together. If the couple is especially adored by their guests, some guests might bring entire cartloads of porcelain! This is to ward off any ill will or bad luck, jokingly from a jealous ex or ne'erdowell.<br />
<br />
''Ceremony''<br />
The lady in her best dirndl and the man in his best lederhosen. If the couple is especially esteemed, or if it is required, it may be overseen by a representative of the head guild. This usually short, with an exchanging of vows and rings before the whole wedding guests follow the newly named couple down the aisle and around the square in a processional parade to the party destination, usually tents similar to Fortschrittsfeier. From here the one presiding over the ceremony will have a log pulled into the tent and placed on a sawbuck. The couple will have to saw this log to display how well they can work together. Then the real party begins!<br />
<br />
Someone with wood working skill may take a slice of this log to burn in the date of the union as a keepsake for the couple.<br />
<br />
===Death===<br />
With the Tapestry having a quirk that the dead can sometimes just... wake up fairly normal within a month of their decease, wakes are just as long here as everywhere else. Once that period elapses the dead is buried in a plot of land dedicated to be a cemetery or given/sold to someone who would have need of it for their work. However the choice of burial, in or outside of the cemetery comes with some caveats: the underground residents will only have their spot for about ten to thirty years before another body will be allowed to lay there. For this reason cremation is slowly coming back as a preferred option, with unique ways to handle the loved one's ashes, but is still largely seen as taboo.<br />
<br />
==Religion==<br />
Skaldic<br />
<br />
=Economy=<br />
==Population==<br />
~10000<br />
*Mixed Race<br />
<br />
==Main Exports==<br />
*Refined ores<br />
*Metals<br />
*Clocks<br />
*Replacement Limbs<br />
<br />
=Places of Note=<br />
==Zeithalle==</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Xochitla&diff=77287Xochitla2020-06-11T02:46:41Z<p>TheSkald: </p>
<hr />
<div>One of the few nomadic tribes that can be found in the depths of Prasino Kolaz. Many of the inhabitants are descendants of the healers and herbalists of members of Verdant Crescent (Kataprasino Fengari) when the jungles were known as Ysteria. Few traditions and tidbits of culture dating that far back remain, however. This may be because of an entire language difference between what was more common during Ysteria's time than Xochitla's which was founded after the fall of Virtuosos.<br />
<br />
=History=<br />
Xochitla, the "roving garden" of Prasino, was established from the scattered remnants of Ysteria's people and connections with no precise establishment date, just known to be sometime around the time Ysteria became known as Prasino Kolaz.<br />
<br />
=Culture=<br />
Xochitlans are made up of all shifters and anthros that can handle the climate, typically jungle or swamp based, and are very in tune with their traits and instincts. Rituals play a major part of their lives, having a ritual for almost everything in addition to the expected life-milestones. They also are very communal, with very few things not culminating in a tribe wide celebration and few things are considered privately owned.<br />
<br />
They are nomadic, but not necessarily because they are following a food source so much as following a set of locations they just cycle through. This means that while they do not regularly farm or care for livestock like a more settled community, they have groomed some growing locations to encourage more of a particular plant that they find useful. For livestock, at best they might have a type of feathered raptor they use as a beast of burden or hunting partner.<br />
<br />
==Hierarchy==<br />
They respect the Tapestry's political system and will defer to the laws set by the head guild of Prasino Kolaz, but largely keep to themselves and focus on maintaining the natural history they preserve with their everyday life. That being said they have their own system:<br />
<br />
The only role that is gender locked is Chieftain, which is male only.<br />
<br />
'''Chieftain'''<br />
The chief is determined by a number of factors depending on the situation. Often it is passed down through the generational line, but in the case of an unfortunate end with no heirs the Gurus of the tribe will select a champion each and a series of contests will determine the next Chief. Potential candidates will have to succeed in a task given by each guru and be the first to do so. In the event of a tie, they will fight... possibly to the death.<br />
<br />
'''Guru'''<br />
The best way to describe Xochitla's guru system is that it is a recolor of the guild system that is Tapestry-wide. These are unregistered to the Choir, and thus ''do not qualify for progression'' the same way guilds do. For the tribe, gurus are esteemed and almost worshiped for their experience and knowledge. Being part of a guru's "school" determines your job and position in the tribe itself. How a guru runs their group varies, with some treating it more like a harem of wives and others like an apprentice boot camp.<br />
<br />
<br />
'''Tribesman'''<br />
The rest of the tribe in general. They are all divided up between the gurus as their life devotion.<br />
<br />
*Shaman - Guru Devadas<br />
**Ritual/Ceremony leaders<br />
**Healers / Witchdoctors<br />
**Spiritualist guides<br />
<br />
*Strongmen - Guru Bagubhalan<br />
**Guardians/Watchers<br />
**Hunters (Raptor Trainers)<br />
**Gatherers<br />
<br />
*Crafters - Guru Avynash<br />
**Weavers<br />
**Builders<br />
**Weapon making (no metal)<br />
**Tanners<br />
<br />
==Social Celebrations / Rituals==<br />
There is no marriage in Xochitla in the traditional sense of the Tapestry, and even the declaration of a life-mate is dubious and usually polygamous. All things are shared, including the duties of raising children. <br />
<br />
Sacrifices are uncommon but not unheard of in a ritual, whether it be as extreme as one of their own; usually an ailing tribesman, or a hunt becoming a live capture in order to more systematically kill it as part of one. The size of the sacrifice is dependent on the intention of the ritual. For example, a hardship year where the Chief wishes to do a ritual to protect their village, they may opt to sacrifice a tribesman, however a sacrifice of that weight would not be appropriate for celebrating someone's coming-of-age.<br />
<br />
The dead are not buried, but rather taken care of for the month as is custom across the Tapestry, so that The Skald may by chance bring the person back. After this, they are hauled away from the village and left for the jungle to reclaim. Depending on the death, some tribesmen in response to their instincts may opt to devour the body with no recourse.<br />
<br />
To an outsider, it might seem like rituals are made up on the spot, as many things can be substituted for others for the same effect and a lot of it is for the show; aware from the passed-down teachings dating back to Ysteria: ''The Skald wishes to be entertained''.<br />
<br />
==Religion==<br />
They do believe in the Skald, and revere the Maestro at their deepest root, only ever referring to her as Maan (mother) in casual conversation. Proper references include "Tetlaocoliliz Tenantzin" (Mother of Mercy and Compassion) or "Tlaocolnantli" (Mother of Sadness and Afflicition). This is in reference to the fact that while a Maestro, Meizarae was a healer and when she became a Virtuoso she was quite the opposite. <br />
<br />
===Sacred creatures and places===<br />
<br />
Rok Liontari, lizard-like lions with stone scales and five eyes, have their own temple ruins that are tended to by Xochitla at certain points of the year, these revered beasts saved Meizarae's people from basilisk threat when they were domesticated. The descendants are thanked to this day and the visit from one in their travels is considered a good omen. They are highly protected, as the '''general trade or poaching of one is a grave offense'''. That being said, there is the incredibly rare occasion that a Chief will agree to gift or sell a Rok Liontari to someone they feel is worthy. This Rok Liontari is usually 'unusual', perhaps more reliant on the tribe than it should be, and there would be expectations involved when it comes to the owner. Not only does the owner need to be trustworthy and special, but the Rok Liontari will have to be brought back at a certain point in the year for its chance to father the next generation at its migratory gathering, a place easy to find as that is the temple tended to by the tribe.<br />
<br />
Ysteria's Throne:<br />
The site used as HQ for Prasino Kolaz, originally it was a grand temple homestead for Meizarae and her guild. After falling into ruins it had been picked back up by guilds here and there, the site last used (as of 2018) by Elysium. Another bout of strife has made the place almost completely derelict now, but Xochitlans will still regard it as an important place historically and spiritually. It is the home of the Mother (see above, Religion).<br />
<br />
=Trade=<br />
When encountering outsiders, tribesmen of Xochitla will trade in various services from being a guide through Prasino to specialized healing techniques to straight up prostitution. Physical goods include jute fabrics made from the plant fibers around them, exotic meat from creatures in the area, and herbs for health or death-dealing, raw or pre-mixed as necessary.<br />
<br />
=OOC: Playing a Character from Xochitla=<br />
*Their language is mostly Hindi with some Nahuatl for important nouns. Greek is rare, used by the Gurus and Chieftain in meetings at best. Skaldic Trade is rough, but enough to get them by for transactions with travelers. See Prasino Kolaz for the 'official language' names for these if you are going to ICly talk about it.<br />
*Names are in Nahuatl or Hindi<br />
*The village is constantly moving, staying no more than a couple of nights.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Xochitla&diff=77286Xochitla2020-06-11T00:30:03Z<p>TheSkald: Created page with "One of the few nomadic tribes that can be found in the depths of Prasino Kolaz. Many of the inhabitants are descendants of the healers and herbalists of members of Verdant Cre..."</p>
<hr />
<div>One of the few nomadic tribes that can be found in the depths of Prasino Kolaz. Many of the inhabitants are descendants of the healers and herbalists of members of Verdant Crescent (Kataprasino Fengari) when the jungles were known as Ysteria. Few traditions and tidbits of culture dating that far back remain, however. This may be because of an entire language difference between what was more common during Ysteria's time than Xochitla's which was founded after the fall of Virtuosos.<br />
<br />
=Culture=<br />
Xochitlans are made up of all shifters and anthros that can handle the climate, typically jungle or swamp based, and are very in tune with their traits and instincts. Rituals play a major part of their lives, having a ritual for almost everything in addition to the expected life-milestones. They also are very communal, with very few things not culminating in a tribe wide celebration and few things are considered privately owned.<br />
<br />
==Hierarchy==<br />
They respect the Tapestry's political system and will defer to the laws set by the head guild of Prasino Kolaz, but largely keep to themselves and focus on maintaining the natural history they preserve with their everyday life. That being said they have their own system:<br />
<br />
The only role that is gender locked is Chieftain, which is male only.<br />
<br />
'''Chieftain'''<br />
The chief is determined by a number of factors depending on the situation. Often it is passed down through the generational line, but in the case of an unfortunate end with no heirs the Gurus of the tribe will select a champion each and a series of contests will determine the next Chief. Potential candidates will have to succeed in a task given by each guru and be the first to do so. In the event of a tie, they will fight... possibly to the death.<br />
<br />
'''Guru'''<br />
The best way to describe Xochitla's guru system is that it is a recolor of the guild system that is Tapestry-wide. These are unregistered to the Choir, and thus ''do not qualify for progression'' the same way guilds do. For the tribe, gurus are esteemed and almost worshiped for their experience and knowledge. Being part of a guru's "school" determines your job and position in the tribe itself. How a guru runs their group varies, with some treating it more like a harem of wives and others like an apprentice boot camp.<br />
<br />
<br />
'''Tribesman'''<br />
The rest of the tribe in general. They are all divided up between the gurus as their life devotion.<br />
<br />
*Shaman - Guru Devadas<br />
**Ritual/Ceremony leaders<br />
**Healers / Witchdoctors<br />
**Spiritualist guides<br />
<br />
*Strongmen - Guru Bagubhalan<br />
**Guardians<br />
**Hunters<br />
**Gatherers<br />
<br />
*Crafters - Guru Avynash<br />
**Weavers<br />
**Builders<br />
**Weapon making (no metal)<br />
**Tanners<br />
<br />
==Social Celebrations / Rituals==<br />
There is no marriage in Xochitla in the traditional sense of the Tapestry, and even the declaration of a life-mate is dubious and usually polygamous. All things are shared, including the duties of raising children. <br />
<br />
Sacrifices are uncommon but not unheard of in a ritual, whether it be as extreme as one of their own; usually an ailing tribesman, or a hunt becoming a live capture in order to more systematically kill it as part of one. The size of the sacrifice is dependent on the intention of the ritual. For example, a hardship year where the Chief wishes to do a ritual to protect their village, they may opt to sacrifice a tribesman, however a sacrifice of that weight would not be appropriate for celebrating someone's coming-of-age.<br />
<br />
The dead are not buried, but rather taken care of for the month as is custom across the Tapestry, so that The Skald may by chance bring the person back. After this, they are hauled away from the village and left for the jungle to reclaim. Depending on the death, some tribesmen in response to their instincts may opt to devour the body with no recourse.<br />
<br />
To an outsider, it might seem like rituals are made up on the spot, as many things can be substituted for others for the same effect and a lot of it is for the show; aware from the passed-down teachings dating back to Ysteria: ''The Skald wishes to be entertained''.<br />
<br />
==Religion==<br />
They do believe in the Skald, and revere the Maestro at their deepest root, only ever referring to her as Maan (mother) in casual conversation. Proper references include "Tetlaocoliliz Tenantzin" (Mother of Mercy and Compassion) or "Tlaocolnantli" (Mother of Sadness and Afflicition). This is in reference to the fact that while a Maestro, Meizarae was a healer and when she became a Virtuoso she was quite the opposite. <br />
<br />
===Sacred creatures and places===<br />
<br />
Rok Liontari, lizard-like lions with stone scales and five eyes, have their own temple ruins that are tended to by Xochitla at certain points of the year, these revered beasts saved Meizarae's people from basilisk threat when they were domesticated. The descendants are thanked to this day and the visit from one in their travels is considered a good omen. They are highly protected, as the '''general trade or poaching of one is a grave offense'''. That being said, there is the incredibly rare occasion that a Chief will agree to gift or sell a Rok Liontari to someone they feel is worthy. This Rok Liontari is usually 'unusual', perhaps more reliant on the tribe than it should be, and there would be expectations involved when it comes to the owner. Not only does the owner need to be trustworthy and special, but the Rok Liontari will have to be brought back at a certain point in the year for its chance to father the next generation at its migratory gathering, a place easy to find as that is the temple tended to by the tribe.<br />
<br />
=Trade=<br />
When encountering outsiders, tribesmen of Xochitla will trade in various services from being a guide through Prasino to specialized healing techniques to straight up prostitution. Physical goods include jute fabrics made from the plant fibers around them, exotic meat from creatures in the area, and herbs for health or death-dealing, raw or pre-mixed as necessary.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=The_Roustabouts&diff=77285The Roustabouts2020-06-07T22:51:50Z<p>TheSkald: Created page with "A mysterious criminal organization on the streets of Uhrwerkstadt. Rumored to be lead by the thief known only as "The Vagrant Prince," (though this figure is oft thought to be..."</p>
<hr />
<div>A mysterious criminal organization on the streets of Uhrwerkstadt. Rumored to be lead by the thief known only as "The Vagrant Prince," (though this figure is oft thought to be just urban legend) the organisation is notoriously difficult to track, due on no small part to the fact that any time an item goes missing a reactionary citizenry is like to blame The Roustabouts.<br />
<br />
{{Infobox guild<br />
|name = The Roustabouts<br />
|image = [[File:Roustaboutsflag.png]]<br />
|established = 2020<br />
|founder = The Vagrant Prince<br />
|region= Uhrwerkstadt<br />
}}<br />
<br />
=Hierarchy=<br />
<br />
<br />
==Joining==<br />
IC: Invite Only<br />
OOC: Request the invite<br />
<br />
==Promotions==<br />
Everybody's place in the guild is decided by their skill set, a talented safe cracker may be of more use on some jobs than a pick pocket, different guildies will play different roles depending on what the job requires. All who participate receive an equal cut, though.<br />
<br />
=Life in the Guild=<br />
Day to day, you do what ya do best. Swindle, pick pockets, cheat at cards, burgle, whatever. Just remember your guild dues.<br />
<br />
When a big job comes in, those interested may be assigned a job as best fits their talents. More talent means better capacity for bigger jobs.<br />
<br />
==Rules==<br />
(in the guild leader's own words)<br />
<br />
1: We dun steal from those as can't afford to lose it. We steal from the rich buggers that don't deserve what they got anyway.<br />
<br />
2: Respect your fellow guildies, no stealin' from one another, no killin' one another, and if you [expletive] a guild mate, you make damn sure they want to [expletive] you back.<br />
<br />
3: You are responsible for your fellow guildies, if one falls down, you help 'em back up. We look out for our own.<br />
<br />
4: Try not to kill, sometimes things happen, but if we kill our marks, not only does that mean fewer marks, but the guards will also just be that much more motivated to find us.<br />
<br />
5: It's share and share alike around here, anything you steal above and beyond what you need to survive is split among the whole guild, the larger cut going to you and any that might have helped you. Smaller takes on smaller scores, steadier overall coin, larger jobs overall. <br />
<br />
=History=</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:RedHawkesflag.png&diff=77284File:RedHawkesflag.png2020-06-07T22:38:34Z<p>TheSkald: </p>
<hr />
<div></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&diff=77283Guilds and Ranks2020-06-07T22:36:19Z<p>TheSkald: </p>
<hr />
<div>The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. <br />
<br />
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. <br />
<br />
Click on a flag to learn about the associated guild.<br />
<div align="center"><br />
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]][[File:WhiteMistflag.png|100px|link=WhiteMist|White Mist Pack]][[File:Ayalliflag.png|100px|link=Alyaii Order|Ayalli Order]]<br />
<br />
[[File:Anatomistflag.png|100px|link=Anatomist|Anatomist Guild]][[File:Tasmfisinueflag.png|100px|link=Tasm Fisinue| Tasm Fisinue]][[File:Heal2flag.png|100px|link=Healthy Hearth Healers|Healthy Hearth Healers]][[File:Roustaboutsflag.png|100px|link=The Roustabouts|The Roustabouts]][[File:RedHawkesflag.png|100px|link=Red Hawkes|Red Hawkes]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]]<br />
<br />
'''Archive of Past/Disbanded Guilds'''<br />
<br />
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=BlackBough|Black Bough]][[File:VerdantCrescentflag.png|100px|link=Verdant Crescent|Verdant Crescent]]<br />
<br />
[[File:Haweneyeflag.png|100px|link=Hawenyddion's Eye|Hawenyddion's Eye]][[File:Elysiumflag.png|100px|link=Elysion|Elysion]]<br />
</div><br />
=Social Ranks=<br />
[[File:prima.png]]'''Prima Famiglia'''<br />
<br />
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.<br />
<br />
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.<br />
<br />
Titles:<br><br />
'''Primo Uomo''' (King, 'First Man')<br><br />
'''Prima Donna''' (Queen, 'First Lady')<br><br />
'''Primo Figlio''' (Prince, 'First Son')<br><br />
'''Prima Figlia''' (Princess, 'First Daughter')<br />
<br />
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.<br />
<br />
[[File:Noble2.png]]'''Doge/Duce'''<br />
<br />
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. <br />
<br />
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.<br />
<br />
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. <br />
<br />
[[File:Noble1.png]]'''Nobile'''<br />
<br />
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.<br />
<br />
Nobile Heirs also do not have to be blood related to the guild leader that sent them.<br />
<br />
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.<br />
<br />
[[File:Renowned2.png]]'''Renowned'''<br />
<br />
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.<br />
<br />
There are no special forms of address toward renowned people.<br />
<br />
''This level of rank could also apply to '''villains'''. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''<br />
<br />
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.<br />
<br />
=Guild FAQ=<br />
Guilds are important in character, providing you opportunities for growth if your character's goal is to lead or rule. It is also a social network, allowing you to connect with other players with similar-minded characters. Some guilds might have enough activity to do their own events, or have overlapping situations with other guilds expanding your social circle in a more organic way, especially if you are shy. :)<br />
<br />
'''Profile Perks to all Guilds'''<br />
<br />
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild. Other ranks for establishing seniority or specific job will be displayed beneath the banner.<br />
*Guilds will have their own slot on the forum with both a public and private section to use as they see fit, as well as a 'group' that will color member's names in the online list.<br />
*Leaders of guilds will gain a lump sum of 5k gold and gain the rank of Nobile. For Head Guilds this bumps up to 10k and Doge, respectively.<br />
<br />
==Joining a Guild==<br />
<br />
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.<br />
<br />
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines).<br />
<br />
Legally you cannot be registered to two guilds. This doesn't mean you can't work for another though...<br />
<br />
==Creating a Guild==<br />
*Five members or more (Number includes Leader)<br />
*A specialization, does not have to be unique.<br />
**Can only have up to two specializations that are already ''similar'' in nature. You are encouraged to have only one.<br />
*Permission of the place you will be setting up (ooc).<br />
*Please provide information for the wiki.<br />
<br />
[[File:Guildflagbase.png]]<br />
<br />
Banners should be simplistic, focus on a shape and color scheme and picture having to make it by hand on fabric, multiple times!<br />
<br />
<br />
You will have total control of how your guild determines its next leader or how it invites its members in, promotions within, etc.<br />
You can host your own events for your members.<br />
<br />
===Becoming a Head Guild=== <br />
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:<br />
<br />
*The current head guild submits to your guild <br />
**However it happens! The former head guild will need to let the Staff know. <br />
*A new territory is created (spotted).<br />
**Usually a guild is already selected for this oocly (as it will need to be considered long-established), but... petitioning or a competition may be held.<br />
<br />
'''Profile Perks to Head Guilds'''<br />
*You are the region owner, you can boss the smaller guilds around.<br />
*Leaders gain rank of Doge/Duce, just under the royalty and is eligible for marriage to the royals (Determined by the Annual Review).<br />
**Wallet boost of 10k gold<br />
*Permanent-room HQ<br />
<br />
===Common Questions===<br />
'''Can I have a guild of only [race]?''' Yes.<br />
<br />
'''Can I also have a guild that does [activity]?''' Yes.<br />
<br />
'''Can I take over a guild?''' Yes, with the ooc cooperation of the ''current owner''. Take overs/mutinies are a great way to shift ownership if you find just handing it over to be too bland. Rarely, if the owner is not around anymore we will allow someone with vested interest to rise up. This opportunity is ideally for those already within the guild, but this is not a requirement.<br />
<br />
'''Can we have a room for our HQ?''' At the bottom of the room list there is a form you can fill out to create a temporary room. This room will exist until there has been 2 hours of inactivity. If you need it to be private, then you should mark it as such in the room name. Head guilds, which operate a region, will have their HQ as a permanent room as it is considered the capitol building and should be accessible to the public for civil matters.<br />
<br />
===Mergers and Partnerships===<br />
Partnerships among guilds is not unheard of, though not when it comes to trying to climb to a head guild position, this coveted spot means that partnerships will have to at some point become a rivalry or a merger if the other guild is also vying for the position.<br />
<br />
If a merger was to happen, the smaller guild will disbanded and members would be added to the roster of the larger. Mergers can happen where both guilds are lost and a entirely new guild is formed. They will have to still consider the rules of that of creation (above).<br />
<br />
===Disbandment===<br />
Disbanded guilds are simply removed from member's profiles, however the information that is displayed here will just be moved to 'past guilds' with a new section concerning how it ended. History is history, after all.<br />
<br />
Reasons a guild may be disbanded:<br />
*'''Disinterest''' - Members all split ways and abandon the guild altogether. This can also happen when membership falls beneath 5 members ''may'' be considered disbanded upon lack of activity. <br />
**Head guilds will not be disbanded on lack of activity, but if all associated players are MIA then another guild might be invited to take over per staff's invitation and discretion.<br />
*'''Merged''' - Being taken over by another guild might lead to those members joining the stronger guild and leaving behind the original.<br />
*'''Culling''' - All members deceased... for whatever reason.<br />
*'''Decree''' - A head guild or the royal family in question might manually expel a guild from record and eligibility.<br />
**This would be in-character only, and does not mean a guild cannot still operate, it would just mean that they are not official and therefor would not be able to progress politically-- as there would definitely be movement against them.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:Roustaboutsflag.png&diff=77282File:Roustaboutsflag.png2020-06-07T22:35:04Z<p>TheSkald: </p>
<hr />
<div></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&diff=77281Guilds and Ranks2020-06-07T22:21:14Z<p>TheSkald: </p>
<hr />
<div>The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. <br />
<br />
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. <br />
<br />
Click on a flag to learn about the associated guild.<br />
<div align="center"><br />
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]][[File:WhiteMistflag.png|100px|link=WhiteMist|White Mist Pack]][[File:Ayalliflag.png|100px|link=Alyaii Order|Ayalli Order]]<br />
<br />
[[File:Anatomistflag.png|100px|link=Anatomist|Anatomist Guild]][[File:Tasmfisinueflag.png|100px|link=Tasm Fisinue| Tasm Fisinue]][[File:Heal2flag.png|100px|link=Healthy Hearth Healers|Healthy Hearth Healers]][[File:Roustaboutsflag.png|100px|link=The Roustabouts]][[File:RedHawkesflag.png|100px|link=Red Hawkes|Red Hawkes]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]]<br />
<br />
'''Archive of Past/Disbanded Guilds'''<br />
<br />
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=BlackBough|Black Bough]][[File:VerdantCrescentflag.png|100px|link=Verdant Crescent|Verdant Crescent]]<br />
<br />
[[File:Haweneyeflag.png|100px|link=Hawenyddion's Eye|Hawenyddion's Eye]][[File:Elysiumflag.png|100px|link=Elysion|Elysion]]<br />
</div><br />
=Social Ranks=<br />
[[File:prima.png]]'''Prima Famiglia'''<br />
<br />
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.<br />
<br />
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.<br />
<br />
Titles:<br><br />
'''Primo Uomo''' (King, 'First Man')<br><br />
'''Prima Donna''' (Queen, 'First Lady')<br><br />
'''Primo Figlio''' (Prince, 'First Son')<br><br />
'''Prima Figlia''' (Princess, 'First Daughter')<br />
<br />
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.<br />
<br />
[[File:Noble2.png]]'''Doge/Duce'''<br />
<br />
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. <br />
<br />
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.<br />
<br />
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. <br />
<br />
[[File:Noble1.png]]'''Nobile'''<br />
<br />
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.<br />
<br />
Nobile Heirs also do not have to be blood related to the guild leader that sent them.<br />
<br />
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.<br />
<br />
[[File:Renowned2.png]]'''Renowned'''<br />
<br />
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.<br />
<br />
There are no special forms of address toward renowned people.<br />
<br />
''This level of rank could also apply to '''villains'''. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''<br />
<br />
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.<br />
<br />
=Guild FAQ=<br />
Guilds are important in character, providing you opportunities for growth if your character's goal is to lead or rule. It is also a social network, allowing you to connect with other players with similar-minded characters. Some guilds might have enough activity to do their own events, or have overlapping situations with other guilds expanding your social circle in a more organic way, especially if you are shy. :)<br />
<br />
'''Profile Perks to all Guilds'''<br />
<br />
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild. Other ranks for establishing seniority or specific job will be displayed beneath the banner.<br />
*Guilds will have their own slot on the forum with both a public and private section to use as they see fit, as well as a 'group' that will color member's names in the online list.<br />
*Leaders of guilds will gain a lump sum of 5k gold and gain the rank of Nobile. For Head Guilds this bumps up to 10k and Doge, respectively.<br />
<br />
==Joining a Guild==<br />
<br />
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.<br />
<br />
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines).<br />
<br />
Legally you cannot be registered to two guilds. This doesn't mean you can't work for another though...<br />
<br />
==Creating a Guild==<br />
*Five members or more (Number includes Leader)<br />
*A specialization, does not have to be unique.<br />
**Can only have up to two specializations that are already ''similar'' in nature. You are encouraged to have only one.<br />
*Permission of the place you will be setting up (ooc).<br />
*Please provide information for the wiki.<br />
<br />
[[File:Guildflagbase.png]]<br />
<br />
Banners should be simplistic, focus on a shape and color scheme and picture having to make it by hand on fabric, multiple times!<br />
<br />
<br />
You will have total control of how your guild determines its next leader or how it invites its members in, promotions within, etc.<br />
You can host your own events for your members.<br />
<br />
===Becoming a Head Guild=== <br />
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:<br />
<br />
*The current head guild submits to your guild <br />
**However it happens! The former head guild will need to let the Staff know. <br />
*A new territory is created (spotted).<br />
**Usually a guild is already selected for this oocly (as it will need to be considered long-established), but... petitioning or a competition may be held.<br />
<br />
'''Profile Perks to Head Guilds'''<br />
*You are the region owner, you can boss the smaller guilds around.<br />
*Leaders gain rank of Doge/Duce, just under the royalty and is eligible for marriage to the royals (Determined by the Annual Review).<br />
**Wallet boost of 10k gold<br />
*Permanent-room HQ<br />
<br />
===Common Questions===<br />
'''Can I have a guild of only [race]?''' Yes.<br />
<br />
'''Can I also have a guild that does [activity]?''' Yes.<br />
<br />
'''Can I take over a guild?''' Yes, with the ooc cooperation of the ''current owner''. Take overs/mutinies are a great way to shift ownership if you find just handing it over to be too bland. Rarely, if the owner is not around anymore we will allow someone with vested interest to rise up. This opportunity is ideally for those already within the guild, but this is not a requirement.<br />
<br />
'''Can we have a room for our HQ?''' At the bottom of the room list there is a form you can fill out to create a temporary room. This room will exist until there has been 2 hours of inactivity. If you need it to be private, then you should mark it as such in the room name. Head guilds, which operate a region, will have their HQ as a permanent room as it is considered the capitol building and should be accessible to the public for civil matters.<br />
<br />
===Mergers and Partnerships===<br />
Partnerships among guilds is not unheard of, though not when it comes to trying to climb to a head guild position, this coveted spot means that partnerships will have to at some point become a rivalry or a merger if the other guild is also vying for the position.<br />
<br />
If a merger was to happen, the smaller guild will disbanded and members would be added to the roster of the larger. Mergers can happen where both guilds are lost and a entirely new guild is formed. They will have to still consider the rules of that of creation (above).<br />
<br />
===Disbandment===<br />
Disbanded guilds are simply removed from member's profiles, however the information that is displayed here will just be moved to 'past guilds' with a new section concerning how it ended. History is history, after all.<br />
<br />
Reasons a guild may be disbanded:<br />
*'''Disinterest''' - Members all split ways and abandon the guild altogether. This can also happen when membership falls beneath 5 members ''may'' be considered disbanded upon lack of activity. <br />
**Head guilds will not be disbanded on lack of activity, but if all associated players are MIA then another guild might be invited to take over per staff's invitation and discretion.<br />
*'''Merged''' - Being taken over by another guild might lead to those members joining the stronger guild and leaving behind the original.<br />
*'''Culling''' - All members deceased... for whatever reason.<br />
*'''Decree''' - A head guild or the royal family in question might manually expel a guild from record and eligibility.<br />
**This would be in-character only, and does not mean a guild cannot still operate, it would just mean that they are not official and therefor would not be able to progress politically-- as there would definitely be movement against them.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&diff=77280Guilds and Ranks2020-06-03T20:31:45Z<p>TheSkald: </p>
<hr />
<div>The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. <br />
<br />
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. <br />
<br />
Click on a flag to learn about the associated guild.<br />
<div align="center"><br />
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]][[File:WhiteMistflag.png|100px|link=WhiteMist|White Mist Pack]][[File:Ayalliflag.png|100px|link=Alyaii Order|Ayalli Order]]<br />
<br />
[[File:Anatomistflag.png|100px|link=Anatomist|Anatomist Guild]][[File:Tasmfisinueflag.png|100px|link=Tasm Fisinue| Tasm Fisinue]][[File:Heal2flag.png|100px|link=Healthy Hearth Healers|Healthy Hearth Healers]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]]<br />
<br />
'''Archive of Past/Disbanded Guilds'''<br />
<br />
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=BlackBough|Black Bough]][[File:VerdantCrescentflag.png|100px|link=Verdant Crescent|Verdant Crescent]]<br />
<br />
[[File:Haweneyeflag.png|100px|link=Hawenyddion's Eye|Hawenyddion's Eye]][[File:Elysiumflag.png|100px|link=Elysion|Elysion]]<br />
</div><br />
=Social Ranks=<br />
[[File:prima.png]]'''Prima Famiglia'''<br />
<br />
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.<br />
<br />
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.<br />
<br />
Titles:<br><br />
'''Primo Uomo''' (King, 'First Man')<br><br />
'''Prima Donna''' (Queen, 'First Lady')<br><br />
'''Primo Figlio''' (Prince, 'First Son')<br><br />
'''Prima Figlia''' (Princess, 'First Daughter')<br />
<br />
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.<br />
<br />
[[File:Noble2.png]]'''Doge/Duce'''<br />
<br />
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. <br />
<br />
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.<br />
<br />
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. <br />
<br />
[[File:Noble1.png]]'''Nobile'''<br />
<br />
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.<br />
<br />
Nobile Heirs also do not have to be blood related to the guild leader that sent them.<br />
<br />
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.<br />
<br />
[[File:Renowned2.png]]'''Renowned'''<br />
<br />
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.<br />
<br />
There are no special forms of address toward renowned people.<br />
<br />
''This level of rank could also apply to '''villains'''. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''<br />
<br />
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.<br />
<br />
=Guild FAQ=<br />
Guilds are important in character, providing you opportunities for growth if your character's goal is to lead or rule. It is also a social network, allowing you to connect with other players with similar-minded characters. Some guilds might have enough activity to do their own events, or have overlapping situations with other guilds expanding your social circle in a more organic way, especially if you are shy. :)<br />
<br />
'''Profile Perks to all Guilds'''<br />
<br />
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild. Other ranks for establishing seniority or specific job will be displayed beneath the banner.<br />
*Guilds will have their own slot on the forum with both a public and private section to use as they see fit, as well as a 'group' that will color member's names in the online list.<br />
*Leaders of guilds will gain a lump sum of 5k gold and gain the rank of Nobile. For Head Guilds this bumps up to 10k and Doge, respectively.<br />
<br />
==Joining a Guild==<br />
<br />
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.<br />
<br />
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines).<br />
<br />
Legally you cannot be registered to two guilds. This doesn't mean you can't work for another though...<br />
<br />
==Creating a Guild==<br />
*Five members or more (Number includes Leader)<br />
*A specialization, does not have to be unique.<br />
**Can only have up to two specializations that are already ''similar'' in nature. You are encouraged to have only one.<br />
*Permission of the place you will be setting up (ooc).<br />
*Please provide information for the wiki.<br />
<br />
[[File:Guildflagbase.png]]<br />
<br />
Banners should be simplistic, focus on a shape and color scheme and picture having to make it by hand on fabric, multiple times!<br />
<br />
<br />
You will have total control of how your guild determines its next leader or how it invites its members in, promotions within, etc.<br />
You can host your own events for your members.<br />
<br />
===Becoming a Head Guild=== <br />
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:<br />
<br />
*The current head guild submits to your guild <br />
**However it happens! The former head guild will need to let the Staff know. <br />
*A new territory is created (spotted).<br />
**Usually a guild is already selected for this oocly (as it will need to be considered long-established), but... petitioning or a competition may be held.<br />
<br />
'''Profile Perks to Head Guilds'''<br />
*You are the region owner, you can boss the smaller guilds around.<br />
*Leaders gain rank of Doge/Duce, just under the royalty and is eligible for marriage to the royals (Determined by the Annual Review).<br />
**Wallet boost of 10k gold<br />
*Permanent-room HQ<br />
<br />
===Common Questions===<br />
'''Can I have a guild of only [race]?''' Yes.<br />
<br />
'''Can I also have a guild that does [activity]?''' Yes.<br />
<br />
'''Can I take over a guild?''' Yes, with the ooc cooperation of the ''current owner''. Take overs/mutinies are a great way to shift ownership if you find just handing it over to be too bland. Rarely, if the owner is not around anymore we will allow someone with vested interest to rise up. This opportunity is ideally for those already within the guild, but this is not a requirement.<br />
<br />
'''Can we have a room for our HQ?''' At the bottom of the room list there is a form you can fill out to create a temporary room. This room will exist until there has been 2 hours of inactivity. If you need it to be private, then you should mark it as such in the room name. Head guilds, which operate a region, will have their HQ as a permanent room as it is considered the capitol building and should be accessible to the public for civil matters.<br />
<br />
===Mergers and Partnerships===<br />
Partnerships among guilds is not unheard of, though not when it comes to trying to climb to a head guild position, this coveted spot means that partnerships will have to at some point become a rivalry or a merger if the other guild is also vying for the position.<br />
<br />
If a merger was to happen, the smaller guild will disbanded and members would be added to the roster of the larger. Mergers can happen where both guilds are lost and a entirely new guild is formed. They will have to still consider the rules of that of creation (above).<br />
<br />
===Disbandment===<br />
Disbanded guilds are simply removed from member's profiles, however the information that is displayed here will just be moved to 'past guilds' with a new section concerning how it ended. History is history, after all.<br />
<br />
Reasons a guild may be disbanded:<br />
*'''Disinterest''' - Members all split ways and abandon the guild altogether. This can also happen when membership falls beneath 5 members ''may'' be considered disbanded upon lack of activity. <br />
**Head guilds will not be disbanded on lack of activity, but if all associated players are MIA then another guild might be invited to take over per staff's invitation and discretion.<br />
*'''Merged''' - Being taken over by another guild might lead to those members joining the stronger guild and leaving behind the original.<br />
*'''Culling''' - All members deceased... for whatever reason.<br />
*'''Decree''' - A head guild or the royal family in question might manually expel a guild from record and eligibility.<br />
**This would be in-character only, and does not mean a guild cannot still operate, it would just mean that they are not official and therefor would not be able to progress politically-- as there would definitely be movement against them.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&diff=77279Guilds and Ranks2020-06-03T20:31:07Z<p>TheSkald: </p>
<hr />
<div>The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. <br />
<br />
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. <br />
<br />
Click on a flag to learn about the associated guild.<br />
<div align="center"><br />
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]][[File:WhiteMistflag.png|100px|link=WhiteMist|White Mist Pack]][[File:Ayalliflag.png|100px|link=Alyaii Order|Ayalli Order]]<br />
<br />
[[File:Anatomistflag.png|100px|link=Anatomist|Anatomist Guild]][[File:Tasmfisinueflag.png|100px|link=Tasm Fisinue| Tasm Fisinue]][[File:Heal2flag.png|100px|link=Healthy Hearth Healers|Healthy Hearth Healers]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]]<br />
<br />
'''Archive of Past/Disbanded Guilds'''<br />
<br />
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=BlackBough|Black Bough]][[File:VerdantCrescentflag.png|100px|link=Verdant Crescent|Verdant Crescent]]<br />
<br />
[[File:Haweneyeflag.png|100px|link=Hawenyddion's Eye|Hawenyddion's Eye]][[File:Elysiumflag.png|100px|link=Elysion|Elysion]]<br />
</div><br />
=Social Ranks=<br />
[[File:prima.png]]'''Prima Famiglia'''<br />
<br />
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.<br />
<br />
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.<br />
<br />
Titles:<br><br />
'''Primo Uomo''' (King, 'First Man')<br><br />
'''Prima Donna''' (Queen, 'First Lady')<br><br />
'''Primo Figlio''' (Prince, 'First Son')<br><br />
'''Prima Figlia''' (Princess, 'First Daughter')<br />
<br />
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.<br />
<br />
[[File:Noble2.png]]'''Doge/Duce'''<br />
<br />
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. <br />
<br />
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.<br />
<br />
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. <br />
<br />
[[File:Noble1.png]]'''Nobile'''<br />
<br />
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.<br />
<br />
Nobile Heirs also do not have to be blood related to the guild leader that sent them.<br />
<br />
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.<br />
<br />
[[File:Renowned2.png]]'''Renowned'''<br />
<br />
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.<br />
<br />
There are no special forms of address toward renowned people.<br />
<br />
''This level of rank could also apply to '''villains'''. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''<br />
<br />
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.<br />
<br />
=Guild FAQ=<br />
Guilds are important in character, providing you opportunities for growth if your character's goal is to lead or rule. It is also a social network, allowing you to connect with other players with similar-minded characters. Some guilds might have enough activity to do their own events, or have overlapping situations with other guilds expanding your social circle in a more organic way, especially if you are shy. :)<br />
<br />
'''Profile Perks to all Guilds'''<br />
<br />
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild. Other ranks for establishing seniority or specific job will be displayed beneath the banner.<br />
*Guilds will have their own slot on the forum with both a public and private section to use as they see fit, as well as a 'group' that will color member's names in the online list.<br />
*Leaders of guilds will gain a lump sum of 5k gold and gain the rank of Nobile. For Head Guilds this bumps up to 10k and Doge, respectively.<br />
<br />
==Joining a Guild==<br />
<br />
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.<br />
<br />
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines).<br />
<br />
Legally you cannot be registered to two guilds. This doesn't mean you can't work for another though...<br />
<br />
==Creating a Guild==<br />
*Five members or more (Number includes Leader)<br />
*A specialization, does not have to be unique.<br />
**Can only have up to two specializations that are already ''similar'' in nature. You are encouraged to have only one.<br />
*Permission of the place you will be setting up (ooc).<br />
*Please provide information for the wiki.<br />
<br />
[[File:Guildflagbase.png]]<br />
Banners should be simplistic, focus on a shape and color scheme and picture having to make it by hand on fabric, multiple times!<br />
<br />
<br />
You will have total control of how your guild determines its next leader or how it invites its members in, promotions within, etc.<br />
You can host your own events for your members.<br />
<br />
===Becoming a Head Guild=== <br />
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:<br />
<br />
*The current head guild submits to your guild <br />
**However it happens! The former head guild will need to let the Staff know. <br />
*A new territory is created (spotted).<br />
**Usually a guild is already selected for this oocly (as it will need to be considered long-established), but... petitioning or a competition may be held.<br />
<br />
'''Profile Perks to Head Guilds'''<br />
*You are the region owner, you can boss the smaller guilds around.<br />
*Leaders gain rank of Doge/Duce, just under the royalty and is eligible for marriage to the royals (Determined by the Annual Review).<br />
**Wallet boost of 10k gold<br />
*Permanent-room HQ<br />
<br />
===Common Questions===<br />
'''Can I have a guild of only [race]?''' Yes.<br />
<br />
'''Can I also have a guild that does [activity]?''' Yes.<br />
<br />
'''Can I take over a guild?''' Yes, with the ooc cooperation of the ''current owner''. Take overs/mutinies are a great way to shift ownership if you find just handing it over to be too bland. Rarely, if the owner is not around anymore we will allow someone with vested interest to rise up. This opportunity is ideally for those already within the guild, but this is not a requirement.<br />
<br />
'''Can we have a room for our HQ?''' At the bottom of the room list there is a form you can fill out to create a temporary room. This room will exist until there has been 2 hours of inactivity. If you need it to be private, then you should mark it as such in the room name. Head guilds, which operate a region, will have their HQ as a permanent room as it is considered the capitol building and should be accessible to the public for civil matters.<br />
<br />
===Mergers and Partnerships===<br />
Partnerships among guilds is not unheard of, though not when it comes to trying to climb to a head guild position, this coveted spot means that partnerships will have to at some point become a rivalry or a merger if the other guild is also vying for the position.<br />
<br />
If a merger was to happen, the smaller guild will disbanded and members would be added to the roster of the larger. Mergers can happen where both guilds are lost and a entirely new guild is formed. They will have to still consider the rules of that of creation (above).<br />
<br />
===Disbandment===<br />
Disbanded guilds are simply removed from member's profiles, however the information that is displayed here will just be moved to 'past guilds' with a new section concerning how it ended. History is history, after all.<br />
<br />
Reasons a guild may be disbanded:<br />
*'''Disinterest''' - Members all split ways and abandon the guild altogether. This can also happen when membership falls beneath 5 members ''may'' be considered disbanded upon lack of activity. <br />
**Head guilds will not be disbanded on lack of activity, but if all associated players are MIA then another guild might be invited to take over per staff's invitation and discretion.<br />
*'''Merged''' - Being taken over by another guild might lead to those members joining the stronger guild and leaving behind the original.<br />
*'''Culling''' - All members deceased... for whatever reason.<br />
*'''Decree''' - A head guild or the royal family in question might manually expel a guild from record and eligibility.<br />
**This would be in-character only, and does not mean a guild cannot still operate, it would just mean that they are not official and therefor would not be able to progress politically-- as there would definitely be movement against them.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:Guildflagbase.png&diff=77278File:Guildflagbase.png2020-06-03T20:30:51Z<p>TheSkald: Blank base for guild banners set to the correct size</p>
<hr />
<div>Blank base for guild banners set to the correct size</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Troubleshooting&diff=77277Troubleshooting2020-05-28T01:37:44Z<p>TheSkald: /* Post Won't Go Through */</p>
<hr />
<div>=Account and Profile=<br />
==Log In==<br />
As of May 2019 the site shifted the user database to mainly using the forum's user management. This decision was intended for ease in the form of a single sign-on, boosted security, and a method for password recovery. This does come with its own set of troubleshooting awareness.<br />
<br />
*The forum will have you re-log in if you change between http and https or change between devices (mobile vs desktop vs laptop).<br />
*Ideally it should take you to Character Select, but sometimes it will boot you to the forum. Just click Enter the Tapestry beneath the welcome message in the upper left to get to Character Select. [[File:ForumEnterTapestry.GIF|right|300px]]<br />
<br />
===Empty Character List===<br />
Logging on, it takes you to a blank character directory, declares you as a new person, etc, when you are absolutely NOT new. <br />
<br />
'''How to Deal'''<br />
Reach out to The Skald for correction.<br />
<br />
'''What caused it?'''<br />
Information got lost in translation between forum and chat systems. Easy fix, but has to be done in the back-end.<br />
<br />
===Character created, but does not appear/No reaction when creating character===<br />
'''How to Deal'''<br />
Make sure any details do not contain any fancy characters such as accents. If this does not seem to be the case, take a screenshot of the event / provide exact details of desired character to a member of staff to investigate the issue.<br />
<br />
'''What caused it?'''<br />
<br />
==Profile==<br />
===Fails to Update/Save===<br />
Ensure you do not have any 'forbidden' characters like - or ' anywhere but the backstory. If you cannot remove it yourself, you may need a staff member to manually do so for you.<br />
<br />
===Mood List Not Populating after Upload===<br />
The first time you upload an image for your character, you have to go back and submit ('Modify') the profile. This should populate the drop down options under the mood selections. Then ideally, you should be allowed to select a mood on the separate menu.<br />
<br />
Occasionally this does not populate as it should.<br />
<br />
'''What Caused It?'''<br />
<br />
At this time it is unknown why there is a delayed response.<br />
<br />
'''How to Deal'''<br />
<br />
Go back and click Modify profile again. You can also right click -> reload frame while on the Mood selection menu until it appears. If after one or two tries this does not catch-up, reach out to the staff for further investigation.<br />
<br />
=Posting=<br />
==Missing Posts==<br />
Someone inform you they posted, but you didn't see it? Not sure if your post went through because you don't see it?<br />
<br />
'''How to Deal'''<br />
* Refresh<br />
**Tip: Clicking the room name in the room list will keep you in the room while refreshing. (Soft refresh)<br />
<br />
==Post Won't Go Through==<br />
Ensure you do not have any 'forbidden' characters like - or ' in the room name or description.<br />
<br />
<nowiki><br></nowiki> is not approved html, either.<br />
<br />
==Pressing Enter sends post / Blank Posts==<br />
Should you find yourself able to send a blank post, or that hitting enter to start a new line ends up posting instead, you might have a sticky ctrl key. <br />
<br />
'''What Caused It?'''<br />
Sometimes when you use a ctrl+ function (such as ctrl+f, or ctrl+p) when the site is the focus it keeps ctrl locked. Or you may actually have some gunk in your keyboard keeping the ctrl key pressed. <br />
<br />
'''How to Deal'''[[File:Postbutton.GIF|right|300px| Default State]]<br />
Tap ctrl again. The Post button on site should be black in its default state. <br />
<br />
=Misc=<br />
<br />
==Cannot Make Temporary Room==<br />
Ensure you do not have any 'forbidden' characters like - or ' in the room name or description.<br />
<br />
==Resource Limit Reached==<br />
SkaldSong RP is paid hosting on a shared server. Occasionally you may encounter this message when activity overall is great, not necessarily for our site in particular.<br />
<br />
'''What Caused It?'''<br />
Too many things happening at once. This is generally ''not'' a player-caused error. More often than not this is beyond our reach and control.<br />
<br />
'''How to Deal'''<br />
*Do not spam refresh, please wait (count to ten slowly!) between each attempt.<br />
**Rapid refreshing can potentially make it worse!<br />
*If problem persists longer than 15 minutes, contact the staff. It will usually resolve itself much sooner than that.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Troubleshooting&diff=77276Troubleshooting2020-05-28T01:37:18Z<p>TheSkald: /* Post Won't Go Through */</p>
<hr />
<div>=Account and Profile=<br />
==Log In==<br />
As of May 2019 the site shifted the user database to mainly using the forum's user management. This decision was intended for ease in the form of a single sign-on, boosted security, and a method for password recovery. This does come with its own set of troubleshooting awareness.<br />
<br />
*The forum will have you re-log in if you change between http and https or change between devices (mobile vs desktop vs laptop).<br />
*Ideally it should take you to Character Select, but sometimes it will boot you to the forum. Just click Enter the Tapestry beneath the welcome message in the upper left to get to Character Select. [[File:ForumEnterTapestry.GIF|right|300px]]<br />
<br />
===Empty Character List===<br />
Logging on, it takes you to a blank character directory, declares you as a new person, etc, when you are absolutely NOT new. <br />
<br />
'''How to Deal'''<br />
Reach out to The Skald for correction.<br />
<br />
'''What caused it?'''<br />
Information got lost in translation between forum and chat systems. Easy fix, but has to be done in the back-end.<br />
<br />
===Character created, but does not appear/No reaction when creating character===<br />
'''How to Deal'''<br />
Make sure any details do not contain any fancy characters such as accents. If this does not seem to be the case, take a screenshot of the event / provide exact details of desired character to a member of staff to investigate the issue.<br />
<br />
'''What caused it?'''<br />
<br />
==Profile==<br />
===Fails to Update/Save===<br />
Ensure you do not have any 'forbidden' characters like - or ' anywhere but the backstory. If you cannot remove it yourself, you may need a staff member to manually do so for you.<br />
<br />
===Mood List Not Populating after Upload===<br />
The first time you upload an image for your character, you have to go back and submit ('Modify') the profile. This should populate the drop down options under the mood selections. Then ideally, you should be allowed to select a mood on the separate menu.<br />
<br />
Occasionally this does not populate as it should.<br />
<br />
'''What Caused It?'''<br />
<br />
At this time it is unknown why there is a delayed response.<br />
<br />
'''How to Deal'''<br />
<br />
Go back and click Modify profile again. You can also right click -> reload frame while on the Mood selection menu until it appears. If after one or two tries this does not catch-up, reach out to the staff for further investigation.<br />
<br />
=Posting=<br />
==Missing Posts==<br />
Someone inform you they posted, but you didn't see it? Not sure if your post went through because you don't see it?<br />
<br />
'''How to Deal'''<br />
* Refresh<br />
**Tip: Clicking the room name in the room list will keep you in the room while refreshing. (Soft refresh)<br />
<br />
==Post Won't Go Through==<br />
Ensure you do not have any 'forbidden' characters like - or ' in the room name or description.<br />
<br />
<br> is not approved html, either.<br />
<br />
==Pressing Enter sends post / Blank Posts==<br />
Should you find yourself able to send a blank post, or that hitting enter to start a new line ends up posting instead, you might have a sticky ctrl key. <br />
<br />
'''What Caused It?'''<br />
Sometimes when you use a ctrl+ function (such as ctrl+f, or ctrl+p) when the site is the focus it keeps ctrl locked. Or you may actually have some gunk in your keyboard keeping the ctrl key pressed. <br />
<br />
'''How to Deal'''[[File:Postbutton.GIF|right|300px| Default State]]<br />
Tap ctrl again. The Post button on site should be black in its default state. <br />
<br />
=Misc=<br />
<br />
==Cannot Make Temporary Room==<br />
Ensure you do not have any 'forbidden' characters like - or ' in the room name or description.<br />
<br />
==Resource Limit Reached==<br />
SkaldSong RP is paid hosting on a shared server. Occasionally you may encounter this message when activity overall is great, not necessarily for our site in particular.<br />
<br />
'''What Caused It?'''<br />
Too many things happening at once. This is generally ''not'' a player-caused error. More often than not this is beyond our reach and control.<br />
<br />
'''How to Deal'''<br />
*Do not spam refresh, please wait (count to ten slowly!) between each attempt.<br />
**Rapid refreshing can potentially make it worse!<br />
*If problem persists longer than 15 minutes, contact the staff. It will usually resolve itself much sooner than that.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Alyaii_Order&diff=77275Alyaii Order2020-02-03T17:43:09Z<p>TheSkald: </p>
<hr />
<div>The Alyaii Order is the founding guild of Ragavalli but that does not necessarily mean they are the ones in power as the interest and numbers are not always there to defend their spot at the top. Their focus is to that of the great forge at the heart of the region, and less of actually running the region itself. Known for metal craftsmanship at its start, these days they are more of a religious sect, however they still provide custom weapons to Battaglia as part of an age-old agreement that allowed them to settle the lands in the first place.<br />
{{Infobox guild<br />
|name = Alyaii Order<br />
|type = Religious Smithing<br />
|image = [[File:Ayalliflag.png]]<br />
|established = 1718<br />
|founder = Shimizu Akihito<br />
|region= Ragavalli<br />
}}<br />
=Hierarchy=<br />
*Forge High-Priest/ess<br />
*Forge Priest/ess<br />
*Forge Maiden / Bachelor<br />
*Hem/et<br />
<br />
==Joining==<br />
<br />
Most members to the Alyaii Order are indoctrinated from a young age as their parents are already practicing members, making succession within the guild largely hereditary but not the default as those who are married to a member of the Alyaii Order are not automatically members themselves. However outsiders are often brought in on a voluntary notion and can only be accepted by a priest/ess or higher before they can begin the lengthy training period to get them up to speed and prove their devotion to the forge they cater to. All outsiders begin as Hem (m) or Hemet (f) whereas those who grew up with the guild's ways as their default will likely start as Forge Maidens and Bachelors, another incentive for those with Alyaii Order parents to stay within the Order.<br />
<br />
==Promotions==<br />
*Based on proficiency and dedication.<br />
*Promotions are granted yearly to those who meet qualifications for the position they are rising to. All promotion-eligible members take care of the year's Ema-burning as a means of cleansing their hands of the role they had performed thus far to prepare them for a fresh start as the next.<br />
*The highest position is the only position obtained by being chosen. This choice can be overridden or made by Ragavalli's head guild's leader or the Prima Famiglia, but this usually only happens when there is no clear indication of who the intended successor would be in the event of a sudden death. Or even rarer, should a transgression arise that forces the region's authority-- or the Tapestry's-- to step in and make the change.<br />
<br />
=Life in the Guild=<br />
All members start their day with a morning prayer at the forge, before the sun has risen and performed often as a group. To start, a person of standing such as the Forge High-Priest/ess themselves or any of the Forge Priest/esses will ring a brass bell. The group then bows at the waist once then claps once in unison, getting their hands in prayer position. Silence is held for internalized prayer. The process only takes a few minutes, and the guild then breaks for breakfast before returning to the forge space where they engage in slow meticulous motions akin to Tai Chi, each position held for the length of the reverberations of a gong sounded by the same leader of the morning over the course of the next hour.<br />
<br />
From there they depart to do their duties, as by now the sun has come up.<br />
<br />
==Forge High-Priest/ess==<br />
Their days are spent overseeing the processes from a bureaucratic standpoint as they are considered the leader of the guild. They lead the more important religious events, from the public coming-of-age ceremony, to the guild's own promotion ceremony, or special services for people of high standing such as a Doge or a member of the Prima Famiglia. Most of their work otherwise is delegated to Forge Priests and Priestesses.<br />
<br />
==Forge Priest/ess==<br />
Divided depending on their assigned placement by the Forge High-Priest/ess.<br />
<br />
*'''Cheriheb''': They impart the teachings and establish the routine for new trainees and report to the Forge High-Priest/ess who is ready to be promoted. This duty is often given to pregnant or new mothers. They are also most likely to lead morning prayers. If not given a specific part in a ceremony they provide music through various unique string instruments ranging from kotos and shamisens to drums. <br />
*'''Ka''': Their duties center around providing smaller services to the public and are often the ones that preside over marriages and death rites. They also monitor the use of the forge by those outside the guild who have achieved their coming-of-age. They also may be weapon-bearing as physical guardians for the forge and make the decisions in how to protect it-- high winds or sandstorms may have them order for the shields to be brought down, for example. Some Ka have been allowed to leave and sell forge-branded wares.<br />
<br />
==Forge Maidens / Bachelors==<br />
Their days are spent in study and practice, offering constant prayers to the forge and interacting with those around them. Their shining moments are usually at festivals and ceremonies where their long hours of practice bears fruit in the form of perfected dances. While not fighters they are also in basic-training should they eventually choose to rise to priest/ess positions. Bearing with the roots of the guild, they are also fine tuning their forge-experience and continuing to learn to read the flames to know what is best for it.<br />
<br />
Occasionally Forge Maidens or Bachelors may accompany a Ka-denotated Forge Priest/ess to sell forge-branded wares beyond the forge-city.<br />
<br />
==Hem/et==<br />
The uninitiated, they spend their days as servants to the rest of the guild. They are in charge of the cleaning and care of the forge's shrine tower as well as running any given errands. All the while they are expected to be dutiful and studious and are often pop-quizzed on anything from forging to reciting a ceremonial chant or a verse from the Oratorio on the spot. They are largely under the care of Forge Priests and Priestesses with the Cheriheb denotation.<br />
<br />
==Rules==<br />
#The flame is all. Do what you must to keep it burning and bright.<br />
#The unworthy may not interact with the forge. Guard it from impurity. The unworthy are defined as anyone who has not yet passed their coming-of-age trial.<br />
#Cultivate the words of the Oratorio in all that you do.<br />
#Live as though She is instructing you.<br />
<br />
=History=<br />
Shimizu Akihito was a skaldborne under the guidance of Maestro Cecily and present during the Virtuoso War that brought about the violent end of his beloved master of craft. Angry and watching Anvil Rose split up into specialized guilds he took what skills and knowledge he had as a blacksmith and journeyed out to continue her work. He agreed to the monarchy's establishment and utilized the permissions and aid of future king Leone Arturo to establish the Ragavalli region, named for the colorful sands and sediment that made up the canyons and desert, in exchange for the an exclusive armoring and weaponry deal for Battaglia Militancy.<br />
<br />
Over time he drilled into his apprentices not only the Oratorio with a twist to keep Cecily's praise alive-- in a time where the maestros were getting wiped from history slowly and subtly-- and the Alyaii Order became more religious than craft-oriented over time with each succession. Some years after his death his students, now masters themselves, started referring to themselves as priests and priestesses and adopting more traditions from other skaldborne to include dances and other practices that continued to push them away from being masters of the forge, to be servant-guardians of it.<br />
<br />
=Traditions and Relevant Lore=<br />
==Hi-no-Kami and the Order==<br />
Whether it is true or not, it is believed that the flame in the forge is the very one started by Cecily-- or the one that burned her body. For this reason it is even more precious and important to them that the fire does not go out. This is the most important aspect for the guild, and Ragavalli as a whole. Most traditions, therefore, are centered around it and preside over most, if not all, [[Ragavalli#Life_Events|important events]] in Ragavalli whether the guild is currently the Head guild or not (unless reigning head guild disagrees, but this has not happened yet).<br />
<br />
==Products for Prayer==<br />
In addition they sell ''''Ema'''' made of pressed and layered rice-reed in the shape of an anvil where pilgrims can write their wishes upon. At the end of each year the Ema are fed to the forge during a guild-private ceremony which also acts as the 'graduation' for any lower-tiered members that may qualify.<br />
<br />
'''Omamori''' are also made by Forge Priest/esses on request and usually consists of bits of shavings from products made at the forge or horseshoe nails wrapped in imported silk painted with a one-word representation of what the charm is meant for, such as 'safety' or 'love'.<br />
<br />
==Guild-Special Ceremonies==<br />
'''Promotion Ceremony''' The ceremony is performed in minimal clothing for the applicants, those not changing roles remain in their respective ceremonial robes. The current High Priest or Priestess will guide them through the process and provide the bulk of the chants while Forge Maidens dance to appease the flames, their fans in a specific motion and harmony to feed the fire rather than risk it from blowing out of the forge or out. This wind they create causes a funnel upward that brings the burning smoke and ash up the tower and into the sky, blessing the wishes on their way.<br />
<br />
When all of the ema have joined the fire, the applicants dip their fingers into the soot and ash and draw on each other's face (or themselves if the number of applicants is an odd number) the symbols for 'promise' on the forehead and 'fire' on the chest. The symbols do not last long as the rest of their face is smudged next, rubbing it in. They are then lead away, the whole guild procession moving to the temizuya, a water basin, where the soot is then cleansed off by guild members for the applicant as an act of their guild-community bringing them from the old and born anew into their role-- which is then announced as they step out of the bath and given their new robes by a priest or priestess, completing the promotion ceremony.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&diff=77274Guilds and Ranks2020-02-03T17:36:44Z<p>TheSkald: </p>
<hr />
<div>The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. <br />
<br />
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. <br />
<br />
Click on a flag to learn about the associated guild.<br />
<div align="center"><br />
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]][[File:WhiteMistflag.png|100px|link=WhiteMist|White Mist Pack]][[File:Ayalliflag.png|100px|link=Alyaii Order|Ayalli Order]]<br />
<br />
[[File:Anatomistflag.png|100px|link=Anatomist|Anatomist Guild]][[File:Tasmfisinueflag.png|100px|link=Tasm Fisinue| Tasm Fisinue]][[File:Heal2flag.png|100px|link=Healthy Hearth Healers|Healthy Hearth Healers]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]]<br />
<br />
'''Archive of Past/Disbanded Guilds'''<br />
<br />
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=BlackBough|Black Bough]][[File:VerdantCrescentflag.png|100px|link=Verdant Crescent|Verdant Crescent]]<br />
<br />
[[File:Haweneyeflag.png|100px|link=Hawenyddion's Eye|Hawenyddion's Eye]][[File:Elysiumflag.png|100px|link=Elysion|Elysion]]<br />
</div><br />
=Social Ranks=<br />
[[File:prima.png]]'''Prima Famiglia'''<br />
<br />
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.<br />
<br />
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.<br />
<br />
Titles:<br><br />
'''Primo Uomo''' (King, 'First Man')<br><br />
'''Prima Donna''' (Queen, 'First Lady')<br><br />
'''Primo Figlio''' (Prince, 'First Son')<br><br />
'''Prima Figlia''' (Princess, 'First Daughter')<br />
<br />
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.<br />
<br />
[[File:Noble2.png]]'''Doge/Duce'''<br />
<br />
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. <br />
<br />
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.<br />
<br />
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. <br />
<br />
[[File:Noble1.png]]'''Nobile'''<br />
<br />
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.<br />
<br />
Nobile Heirs also do not have to be blood related to the guild leader that sent them.<br />
<br />
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.<br />
<br />
[[File:Renowned2.png]]'''Renowned'''<br />
<br />
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.<br />
<br />
There are no special forms of address toward renowned people.<br />
<br />
''This level of rank could also apply to '''villains'''. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''<br />
<br />
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.<br />
<br />
=Guild FAQ=<br />
Guilds are important in character, providing you opportunities for growth if your character's goal is to lead or rule. It is also a social network, allowing you to connect with other players with similar-minded characters. Some guilds might have enough activity to do their own events, or have overlapping situations with other guilds expanding your social circle in a more organic way, especially if you are shy. :)<br />
<br />
'''Profile Perks to all Guilds'''<br />
<br />
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild. Other ranks for establishing seniority or specific job will be displayed beneath the banner.<br />
*Guilds will have their own slot on the forum with both a public and private section to use as they see fit, as well as a 'group' that will color member's names in the online list.<br />
*Leaders of guilds will gain a lump sum of 5k gold and gain the rank of Nobile. For Head Guilds this bumps up to 10k and Doge, respectively.<br />
<br />
==Joining a Guild==<br />
<br />
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.<br />
<br />
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines).<br />
<br />
Legally you cannot be registered to two guilds. This doesn't mean you can't work for another though...<br />
<br />
==Creating a Guild==<br />
*Five members or more (Number includes Leader)<br />
*A specialization, does not have to be unique.<br />
**Can only have up to two specializations that are already ''similar'' in nature. You are encouraged to have only one.<br />
*Permission of the place you will be setting up (ooc).<br />
*Please provide information for the wiki.<br />
<br />
Banners should be simplistic, focus on a shape and color scheme and picture having to make it by hand on fabric!<br />
<br />
<br />
You will have total control of how your guild determines its next leader or how it invites its members in, promotions within, etc.<br />
You can host your own events for your members.<br />
<br />
===Becoming a Head Guild=== <br />
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:<br />
<br />
*The current head guild submits to your guild <br />
**However it happens! The former head guild will need to let the Staff know. <br />
*A new territory is created (spotted).<br />
**Usually a guild is already selected for this oocly (as it will need to be considered long-established), but... petitioning or a competition may be held.<br />
<br />
'''Profile Perks to Head Guilds'''<br />
*You are the region owner, you can boss the smaller guilds around.<br />
*Leaders gain rank of Doge/Duce, just under the royalty and is eligible for marriage to the royals (Determined by the Annual Review).<br />
**Wallet boost of 10k gold<br />
*Permanent-room HQ<br />
<br />
===Common Questions===<br />
'''Can I have a guild of only [race]?''' Yes.<br />
<br />
'''Can I also have a guild that does [activity]?''' Yes.<br />
<br />
'''Can I take over a guild?''' Yes, with the ooc cooperation of the ''current owner''. Take overs/mutinies are a great way to shift ownership if you find just handing it over to be too bland. Rarely, if the owner is not around anymore we will allow someone with vested interest to rise up. This opportunity is ideally for those already within the guild, but this is not a requirement.<br />
<br />
'''Can we have a room for our HQ?''' At the bottom of the room list there is a form you can fill out to create a temporary room. This room will exist until there has been 2 hours of inactivity. If you need it to be private, then you should mark it as such in the room name. Head guilds, which operate a region, will have their HQ as a permanent room as it is considered the capitol building and should be accessible to the public for civil matters.<br />
<br />
===Mergers and Partnerships===<br />
Partnerships among guilds is not unheard of, though not when it comes to trying to climb to a head guild position, this coveted spot means that partnerships will have to at some point become a rivalry or a merger if the other guild is also vying for the position.<br />
<br />
If a merger was to happen, the smaller guild will disbanded and members would be added to the roster of the larger. Mergers can happen where both guilds are lost and a entirely new guild is formed. They will have to still consider the rules of that of creation (above).<br />
<br />
===Disbandment===<br />
Disbanded guilds are simply removed from member's profiles, however the information that is displayed here will just be moved to 'past guilds' with a new section concerning how it ended. History is history, after all.<br />
<br />
Reasons a guild may be disbanded:<br />
*'''Disinterest''' - Members all split ways and abandon the guild altogether. This can also happen when membership falls beneath 5 members ''may'' be considered disbanded upon lack of activity. <br />
**Head guilds will not be disbanded on lack of activity, but if all associated players are MIA then another guild might be invited to take over per staff's invitation and discretion.<br />
*'''Merged''' - Being taken over by another guild might lead to those members joining the stronger guild and leaving behind the original.<br />
*'''Culling''' - All members deceased... for whatever reason.<br />
*'''Decree''' - A head guild or the royal family in question might manually expel a guild from record and eligibility.<br />
**This would be in-character only, and does not mean a guild cannot still operate, it would just mean that they are not official and therefor would not be able to progress politically-- as there would definitely be movement against them.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=File:Ayalliflag.png&diff=77273File:Ayalliflag.png2020-02-03T17:34:04Z<p>TheSkald: </p>
<hr />
<div></div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Alyaii_Order&diff=77272Alyaii Order2020-02-03T04:25:45Z<p>TheSkald: /* Forge Maidens / Bachelors */</p>
<hr />
<div>The Alyaii Order is the founding guild of Ragavalli but that does not necessarily mean they are the ones in power as the interest and numbers are not always there to defend their spot at the top. Their focus is to that of the great forge at the heart of the region, and less of actually running the region itself. Known for metal craftsmanship at its start, these days they are more of a religious sect, however they still provide custom weapons to Battaglia as part of an age-old agreement that allowed them to settle the lands in the first place.<br />
{{Infobox guild<br />
|name = Alyaii Order<br />
|type = Religious Smithing<br />
|image = [[File:flag.png]]<br />
|established = 1718<br />
|founder = Shimizu Akihito<br />
|region= Ragavalli<br />
}}<br />
=Hierarchy=<br />
*Forge High-Priest/ess<br />
*Forge Priest/ess<br />
*Forge Maiden / Bachelor<br />
*Hem/et<br />
<br />
==Joining==<br />
<br />
Most members to the Alyaii Order are indoctrinated from a young age as their parents are already practicing members, making succession within the guild largely hereditary but not the default as those who are married to a member of the Alyaii Order are not automatically members themselves. However outsiders are often brought in on a voluntary notion and can only be accepted by a priest/ess or higher before they can begin the lengthy training period to get them up to speed and prove their devotion to the forge they cater to. All outsiders begin as Hem (m) or Hemet (f) whereas those who grew up with the guild's ways as their default will likely start as Forge Maidens and Bachelors, another incentive for those with Alyaii Order parents to stay within the Order.<br />
<br />
==Promotions==<br />
*Based on proficiency and dedication.<br />
*Promotions are granted yearly to those who meet qualifications for the position they are rising to. All promotion-eligible members take care of the year's Ema-burning as a means of cleansing their hands of the role they had performed thus far to prepare them for a fresh start as the next.<br />
*The highest position is the only position obtained by being chosen. This choice can be overridden or made by Ragavalli's head guild's leader or the Prima Famiglia, but this usually only happens when there is no clear indication of who the intended successor would be in the event of a sudden death. Or even rarer, should a transgression arise that forces the region's authority-- or the Tapestry's-- to step in and make the change.<br />
<br />
=Life in the Guild=<br />
All members start their day with a morning prayer at the forge, before the sun has risen and performed often as a group. To start, a person of standing such as the Forge High-Priest/ess themselves or any of the Forge Priest/esses will ring a brass bell. The group then bows at the waist once then claps once in unison, getting their hands in prayer position. Silence is held for internalized prayer. The process only takes a few minutes, and the guild then breaks for breakfast before returning to the forge space where they engage in slow meticulous motions akin to Tai Chi, each position held for the length of the reverberations of a gong sounded by the same leader of the morning over the course of the next hour.<br />
<br />
From there they depart to do their duties, as by now the sun has come up.<br />
<br />
==Forge High-Priest/ess==<br />
Their days are spent overseeing the processes from a bureaucratic standpoint as they are considered the leader of the guild. They lead the more important religious events, from the public coming-of-age ceremony, to the guild's own promotion ceremony, or special services for people of high standing such as a Doge or a member of the Prima Famiglia. Most of their work otherwise is delegated to Forge Priests and Priestesses.<br />
<br />
==Forge Priest/ess==<br />
Divided depending on their assigned placement by the Forge High-Priest/ess.<br />
<br />
*'''Cheriheb''': They impart the teachings and establish the routine for new trainees and report to the Forge High-Priest/ess who is ready to be promoted. This duty is often given to pregnant or new mothers. They are also most likely to lead morning prayers. If not given a specific part in a ceremony they provide music through various unique string instruments ranging from kotos and shamisens to drums. <br />
*'''Ka''': Their duties center around providing smaller services to the public and are often the ones that preside over marriages and death rites. They also monitor the use of the forge by those outside the guild who have achieved their coming-of-age. They also may be weapon-bearing as physical guardians for the forge and make the decisions in how to protect it-- high winds or sandstorms may have them order for the shields to be brought down, for example. Some Ka have been allowed to leave and sell forge-branded wares.<br />
<br />
==Forge Maidens / Bachelors==<br />
Their days are spent in study and practice, offering constant prayers to the forge and interacting with those around them. Their shining moments are usually at festivals and ceremonies where their long hours of practice bears fruit in the form of perfected dances. While not fighters they are also in basic-training should they eventually choose to rise to priest/ess positions. Bearing with the roots of the guild, they are also fine tuning their forge-experience and continuing to learn to read the flames to know what is best for it.<br />
<br />
Occasionally Forge Maidens or Bachelors may accompany a Ka-denotated Forge Priest/ess to sell forge-branded wares beyond the forge-city.<br />
<br />
==Hem/et==<br />
The uninitiated, they spend their days as servants to the rest of the guild. They are in charge of the cleaning and care of the forge's shrine tower as well as running any given errands. All the while they are expected to be dutiful and studious and are often pop-quizzed on anything from forging to reciting a ceremonial chant or a verse from the Oratorio on the spot. They are largely under the care of Forge Priests and Priestesses with the Cheriheb denotation.<br />
<br />
==Rules==<br />
#The flame is all. Do what you must to keep it burning and bright.<br />
#The unworthy may not interact with the forge. Guard it from impurity. The unworthy are defined as anyone who has not yet passed their coming-of-age trial.<br />
#Cultivate the words of the Oratorio in all that you do.<br />
#Live as though She is instructing you.<br />
<br />
=History=<br />
Shimizu Akihito was a skaldborne under the guidance of Maestro Cecily and present during the Virtuoso War that brought about the violent end of his beloved master of craft. Angry and watching Anvil Rose split up into specialized guilds he took what skills and knowledge he had as a blacksmith and journeyed out to continue her work. He agreed to the monarchy's establishment and utilized the permissions and aid of future king Leone Arturo to establish the Ragavalli region, named for the colorful sands and sediment that made up the canyons and desert, in exchange for the an exclusive armoring and weaponry deal for Battaglia Militancy.<br />
<br />
Over time he drilled into his apprentices not only the Oratorio with a twist to keep Cecily's praise alive-- in a time where the maestros were getting wiped from history slowly and subtly-- and the Alyaii Order became more religious than craft-oriented over time with each succession. Some years after his death his students, now masters themselves, started referring to themselves as priests and priestesses and adopting more traditions from other skaldborne to include dances and other practices that continued to push them away from being masters of the forge, to be servant-guardians of it.<br />
<br />
=Traditions and Relevant Lore=<br />
==Hi-no-Kami and the Order==<br />
Whether it is true or not, it is believed that the flame in the forge is the very one started by Cecily-- or the one that burned her body. For this reason it is even more precious and important to them that the fire does not go out. This is the most important aspect for the guild, and Ragavalli as a whole. Most traditions, therefore, are centered around it and preside over most, if not all, [[Ragavalli#Life_Events|important events]] in Ragavalli whether the guild is currently the Head guild or not (unless reigning head guild disagrees, but this has not happened yet).<br />
<br />
==Products for Prayer==<br />
In addition they sell ''''Ema'''' made of pressed and layered rice-reed in the shape of an anvil where pilgrims can write their wishes upon. At the end of each year the Ema are fed to the forge during a guild-private ceremony which also acts as the 'graduation' for any lower-tiered members that may qualify.<br />
<br />
'''Omamori''' are also made by Forge Priest/esses on request and usually consists of bits of shavings from products made at the forge or horseshoe nails wrapped in imported silk painted with a one-word representation of what the charm is meant for, such as 'safety' or 'love'.<br />
<br />
==Guild-Special Ceremonies==<br />
'''Promotion Ceremony''' The ceremony is performed in minimal clothing for the applicants, those not changing roles remain in their respective ceremonial robes. The current High Priest or Priestess will guide them through the process and provide the bulk of the chants while Forge Maidens dance to appease the flames, their fans in a specific motion and harmony to feed the fire rather than risk it from blowing out of the forge or out. This wind they create causes a funnel upward that brings the burning smoke and ash up the tower and into the sky, blessing the wishes on their way.<br />
<br />
When all of the ema have joined the fire, the applicants dip their fingers into the soot and ash and draw on each other's face (or themselves if the number of applicants is an odd number) the symbols for 'promise' on the forehead and 'fire' on the chest. The symbols do not last long as the rest of their face is smudged next, rubbing it in. They are then lead away, the whole guild procession moving to the temizuya, a water basin, where the soot is then cleansed off by guild members for the applicant as an act of their guild-community bringing them from the old and born anew into their role-- which is then announced as they step out of the bath and given their new robes by a priest or priestess, completing the promotion ceremony.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Alyaii_Order&diff=77271Alyaii Order2020-02-03T04:22:40Z<p>TheSkald: /* Forge Priest/ess */</p>
<hr />
<div>The Alyaii Order is the founding guild of Ragavalli but that does not necessarily mean they are the ones in power as the interest and numbers are not always there to defend their spot at the top. Their focus is to that of the great forge at the heart of the region, and less of actually running the region itself. Known for metal craftsmanship at its start, these days they are more of a religious sect, however they still provide custom weapons to Battaglia as part of an age-old agreement that allowed them to settle the lands in the first place.<br />
{{Infobox guild<br />
|name = Alyaii Order<br />
|type = Religious Smithing<br />
|image = [[File:flag.png]]<br />
|established = 1718<br />
|founder = Shimizu Akihito<br />
|region= Ragavalli<br />
}}<br />
=Hierarchy=<br />
*Forge High-Priest/ess<br />
*Forge Priest/ess<br />
*Forge Maiden / Bachelor<br />
*Hem/et<br />
<br />
==Joining==<br />
<br />
Most members to the Alyaii Order are indoctrinated from a young age as their parents are already practicing members, making succession within the guild largely hereditary but not the default as those who are married to a member of the Alyaii Order are not automatically members themselves. However outsiders are often brought in on a voluntary notion and can only be accepted by a priest/ess or higher before they can begin the lengthy training period to get them up to speed and prove their devotion to the forge they cater to. All outsiders begin as Hem (m) or Hemet (f) whereas those who grew up with the guild's ways as their default will likely start as Forge Maidens and Bachelors, another incentive for those with Alyaii Order parents to stay within the Order.<br />
<br />
==Promotions==<br />
*Based on proficiency and dedication.<br />
*Promotions are granted yearly to those who meet qualifications for the position they are rising to. All promotion-eligible members take care of the year's Ema-burning as a means of cleansing their hands of the role they had performed thus far to prepare them for a fresh start as the next.<br />
*The highest position is the only position obtained by being chosen. This choice can be overridden or made by Ragavalli's head guild's leader or the Prima Famiglia, but this usually only happens when there is no clear indication of who the intended successor would be in the event of a sudden death. Or even rarer, should a transgression arise that forces the region's authority-- or the Tapestry's-- to step in and make the change.<br />
<br />
=Life in the Guild=<br />
All members start their day with a morning prayer at the forge, before the sun has risen and performed often as a group. To start, a person of standing such as the Forge High-Priest/ess themselves or any of the Forge Priest/esses will ring a brass bell. The group then bows at the waist once then claps once in unison, getting their hands in prayer position. Silence is held for internalized prayer. The process only takes a few minutes, and the guild then breaks for breakfast before returning to the forge space where they engage in slow meticulous motions akin to Tai Chi, each position held for the length of the reverberations of a gong sounded by the same leader of the morning over the course of the next hour.<br />
<br />
From there they depart to do their duties, as by now the sun has come up.<br />
<br />
==Forge High-Priest/ess==<br />
Their days are spent overseeing the processes from a bureaucratic standpoint as they are considered the leader of the guild. They lead the more important religious events, from the public coming-of-age ceremony, to the guild's own promotion ceremony, or special services for people of high standing such as a Doge or a member of the Prima Famiglia. Most of their work otherwise is delegated to Forge Priests and Priestesses.<br />
<br />
==Forge Priest/ess==<br />
Divided depending on their assigned placement by the Forge High-Priest/ess.<br />
<br />
*'''Cheriheb''': They impart the teachings and establish the routine for new trainees and report to the Forge High-Priest/ess who is ready to be promoted. This duty is often given to pregnant or new mothers. They are also most likely to lead morning prayers. If not given a specific part in a ceremony they provide music through various unique string instruments ranging from kotos and shamisens to drums. <br />
*'''Ka''': Their duties center around providing smaller services to the public and are often the ones that preside over marriages and death rites. They also monitor the use of the forge by those outside the guild who have achieved their coming-of-age. They also may be weapon-bearing as physical guardians for the forge and make the decisions in how to protect it-- high winds or sandstorms may have them order for the shields to be brought down, for example. Some Ka have been allowed to leave and sell forge-branded wares.<br />
<br />
==Forge Maidens / Bachelors==<br />
Their days are spent in study and practice, offering constant prayers to the forge and interacting with those around them. Their shining moments are usually at festivals and ceremonies where their long hours of practice bears fruit in the form of perfected dances. While not fighters they are also in basic-training should they eventually choose to rise to priest/ess positions. Bearing with the roots of the guild, they are also fine tuning their forge-experience and continuing to learn to read the flames to know what is best for it.<br />
<br />
==Hem/et==<br />
The uninitiated, they spend their days as servants to the rest of the guild. They are in charge of the cleaning and care of the forge's shrine tower as well as running any given errands. All the while they are expected to be dutiful and studious and are often pop-quizzed on anything from forging to reciting a ceremonial chant or a verse from the Oratorio on the spot. They are largely under the care of Forge Priests and Priestesses with the Cheriheb denotation.<br />
<br />
==Rules==<br />
#The flame is all. Do what you must to keep it burning and bright.<br />
#The unworthy may not interact with the forge. Guard it from impurity. The unworthy are defined as anyone who has not yet passed their coming-of-age trial.<br />
#Cultivate the words of the Oratorio in all that you do.<br />
#Live as though She is instructing you.<br />
<br />
=History=<br />
Shimizu Akihito was a skaldborne under the guidance of Maestro Cecily and present during the Virtuoso War that brought about the violent end of his beloved master of craft. Angry and watching Anvil Rose split up into specialized guilds he took what skills and knowledge he had as a blacksmith and journeyed out to continue her work. He agreed to the monarchy's establishment and utilized the permissions and aid of future king Leone Arturo to establish the Ragavalli region, named for the colorful sands and sediment that made up the canyons and desert, in exchange for the an exclusive armoring and weaponry deal for Battaglia Militancy.<br />
<br />
Over time he drilled into his apprentices not only the Oratorio with a twist to keep Cecily's praise alive-- in a time where the maestros were getting wiped from history slowly and subtly-- and the Alyaii Order became more religious than craft-oriented over time with each succession. Some years after his death his students, now masters themselves, started referring to themselves as priests and priestesses and adopting more traditions from other skaldborne to include dances and other practices that continued to push them away from being masters of the forge, to be servant-guardians of it.<br />
<br />
=Traditions and Relevant Lore=<br />
==Hi-no-Kami and the Order==<br />
Whether it is true or not, it is believed that the flame in the forge is the very one started by Cecily-- or the one that burned her body. For this reason it is even more precious and important to them that the fire does not go out. This is the most important aspect for the guild, and Ragavalli as a whole. Most traditions, therefore, are centered around it and preside over most, if not all, [[Ragavalli#Life_Events|important events]] in Ragavalli whether the guild is currently the Head guild or not (unless reigning head guild disagrees, but this has not happened yet).<br />
<br />
==Products for Prayer==<br />
In addition they sell ''''Ema'''' made of pressed and layered rice-reed in the shape of an anvil where pilgrims can write their wishes upon. At the end of each year the Ema are fed to the forge during a guild-private ceremony which also acts as the 'graduation' for any lower-tiered members that may qualify.<br />
<br />
'''Omamori''' are also made by Forge Priest/esses on request and usually consists of bits of shavings from products made at the forge or horseshoe nails wrapped in imported silk painted with a one-word representation of what the charm is meant for, such as 'safety' or 'love'.<br />
<br />
==Guild-Special Ceremonies==<br />
'''Promotion Ceremony''' The ceremony is performed in minimal clothing for the applicants, those not changing roles remain in their respective ceremonial robes. The current High Priest or Priestess will guide them through the process and provide the bulk of the chants while Forge Maidens dance to appease the flames, their fans in a specific motion and harmony to feed the fire rather than risk it from blowing out of the forge or out. This wind they create causes a funnel upward that brings the burning smoke and ash up the tower and into the sky, blessing the wishes on their way.<br />
<br />
When all of the ema have joined the fire, the applicants dip their fingers into the soot and ash and draw on each other's face (or themselves if the number of applicants is an odd number) the symbols for 'promise' on the forehead and 'fire' on the chest. The symbols do not last long as the rest of their face is smudged next, rubbing it in. They are then lead away, the whole guild procession moving to the temizuya, a water basin, where the soot is then cleansed off by guild members for the applicant as an act of their guild-community bringing them from the old and born anew into their role-- which is then announced as they step out of the bath and given their new robes by a priest or priestess, completing the promotion ceremony.</div>TheSkaldhttps://www.skaldsongrp.com/wiki/index.php?title=Alyaii_Order&diff=77270Alyaii Order2020-02-03T04:20:53Z<p>TheSkald: /* Rules */</p>
<hr />
<div>The Alyaii Order is the founding guild of Ragavalli but that does not necessarily mean they are the ones in power as the interest and numbers are not always there to defend their spot at the top. Their focus is to that of the great forge at the heart of the region, and less of actually running the region itself. Known for metal craftsmanship at its start, these days they are more of a religious sect, however they still provide custom weapons to Battaglia as part of an age-old agreement that allowed them to settle the lands in the first place.<br />
{{Infobox guild<br />
|name = Alyaii Order<br />
|type = Religious Smithing<br />
|image = [[File:flag.png]]<br />
|established = 1718<br />
|founder = Shimizu Akihito<br />
|region= Ragavalli<br />
}}<br />
=Hierarchy=<br />
*Forge High-Priest/ess<br />
*Forge Priest/ess<br />
*Forge Maiden / Bachelor<br />
*Hem/et<br />
<br />
==Joining==<br />
<br />
Most members to the Alyaii Order are indoctrinated from a young age as their parents are already practicing members, making succession within the guild largely hereditary but not the default as those who are married to a member of the Alyaii Order are not automatically members themselves. However outsiders are often brought in on a voluntary notion and can only be accepted by a priest/ess or higher before they can begin the lengthy training period to get them up to speed and prove their devotion to the forge they cater to. All outsiders begin as Hem (m) or Hemet (f) whereas those who grew up with the guild's ways as their default will likely start as Forge Maidens and Bachelors, another incentive for those with Alyaii Order parents to stay within the Order.<br />
<br />
==Promotions==<br />
*Based on proficiency and dedication.<br />
*Promotions are granted yearly to those who meet qualifications for the position they are rising to. All promotion-eligible members take care of the year's Ema-burning as a means of cleansing their hands of the role they had performed thus far to prepare them for a fresh start as the next.<br />
*The highest position is the only position obtained by being chosen. This choice can be overridden or made by Ragavalli's head guild's leader or the Prima Famiglia, but this usually only happens when there is no clear indication of who the intended successor would be in the event of a sudden death. Or even rarer, should a transgression arise that forces the region's authority-- or the Tapestry's-- to step in and make the change.<br />
<br />
=Life in the Guild=<br />
All members start their day with a morning prayer at the forge, before the sun has risen and performed often as a group. To start, a person of standing such as the Forge High-Priest/ess themselves or any of the Forge Priest/esses will ring a brass bell. The group then bows at the waist once then claps once in unison, getting their hands in prayer position. Silence is held for internalized prayer. The process only takes a few minutes, and the guild then breaks for breakfast before returning to the forge space where they engage in slow meticulous motions akin to Tai Chi, each position held for the length of the reverberations of a gong sounded by the same leader of the morning over the course of the next hour.<br />
<br />
From there they depart to do their duties, as by now the sun has come up.<br />
<br />
==Forge High-Priest/ess==<br />
Their days are spent overseeing the processes from a bureaucratic standpoint as they are considered the leader of the guild. They lead the more important religious events, from the public coming-of-age ceremony, to the guild's own promotion ceremony, or special services for people of high standing such as a Doge or a member of the Prima Famiglia. Most of their work otherwise is delegated to Forge Priests and Priestesses.<br />
<br />
==Forge Priest/ess==<br />
Divided depending on their assigned placement by the Forge High-Priest/ess.<br />
<br />
*'''Cheriheb''': They impart the teachings and establish the routine for new trainees and report to the Forge High-Priest/ess who is ready to be promoted. This duty is often given to pregnant or new mothers. They are also most likely to lead morning prayers. If not given a specific part in a ceremony they provide music through various unique string instruments ranging from kotos and shamisens to drums. <br />
*'''Ka''': Their duties center around providing smaller services to the public and are often the ones that preside over marriages and death rites. They also monitor the use of the forge by those outside the guild who have achieved their coming-of-age. They also may be weapon-bearing as physical guardians for the forge and make the decisions in how to protect it-- high winds or sandstorms may have them order for the shields to be brought down, for example.<br />
<br />
==Forge Maidens / Bachelors==<br />
Their days are spent in study and practice, offering constant prayers to the forge and interacting with those around them. Their shining moments are usually at festivals and ceremonies where their long hours of practice bears fruit in the form of perfected dances. While not fighters they are also in basic-training should they eventually choose to rise to priest/ess positions. Bearing with the roots of the guild, they are also fine tuning their forge-experience and continuing to learn to read the flames to know what is best for it.<br />
<br />
==Hem/et==<br />
The uninitiated, they spend their days as servants to the rest of the guild. They are in charge of the cleaning and care of the forge's shrine tower as well as running any given errands. All the while they are expected to be dutiful and studious and are often pop-quizzed on anything from forging to reciting a ceremonial chant or a verse from the Oratorio on the spot. They are largely under the care of Forge Priests and Priestesses with the Cheriheb denotation.<br />
<br />
==Rules==<br />
#The flame is all. Do what you must to keep it burning and bright.<br />
#The unworthy may not interact with the forge. Guard it from impurity. The unworthy are defined as anyone who has not yet passed their coming-of-age trial.<br />
#Cultivate the words of the Oratorio in all that you do.<br />
#Live as though She is instructing you.<br />
<br />
=History=<br />
Shimizu Akihito was a skaldborne under the guidance of Maestro Cecily and present during the Virtuoso War that brought about the violent end of his beloved master of craft. Angry and watching Anvil Rose split up into specialized guilds he took what skills and knowledge he had as a blacksmith and journeyed out to continue her work. He agreed to the monarchy's establishment and utilized the permissions and aid of future king Leone Arturo to establish the Ragavalli region, named for the colorful sands and sediment that made up the canyons and desert, in exchange for the an exclusive armoring and weaponry deal for Battaglia Militancy.<br />
<br />
Over time he drilled into his apprentices not only the Oratorio with a twist to keep Cecily's praise alive-- in a time where the maestros were getting wiped from history slowly and subtly-- and the Alyaii Order became more religious than craft-oriented over time with each succession. Some years after his death his students, now masters themselves, started referring to themselves as priests and priestesses and adopting more traditions from other skaldborne to include dances and other practices that continued to push them away from being masters of the forge, to be servant-guardians of it.<br />
<br />
=Traditions and Relevant Lore=<br />
==Hi-no-Kami and the Order==<br />
Whether it is true or not, it is believed that the flame in the forge is the very one started by Cecily-- or the one that burned her body. For this reason it is even more precious and important to them that the fire does not go out. This is the most important aspect for the guild, and Ragavalli as a whole. Most traditions, therefore, are centered around it and preside over most, if not all, [[Ragavalli#Life_Events|important events]] in Ragavalli whether the guild is currently the Head guild or not (unless reigning head guild disagrees, but this has not happened yet).<br />
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==Products for Prayer==<br />
In addition they sell ''''Ema'''' made of pressed and layered rice-reed in the shape of an anvil where pilgrims can write their wishes upon. At the end of each year the Ema are fed to the forge during a guild-private ceremony which also acts as the 'graduation' for any lower-tiered members that may qualify.<br />
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'''Omamori''' are also made by Forge Priest/esses on request and usually consists of bits of shavings from products made at the forge or horseshoe nails wrapped in imported silk painted with a one-word representation of what the charm is meant for, such as 'safety' or 'love'.<br />
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==Guild-Special Ceremonies==<br />
'''Promotion Ceremony''' The ceremony is performed in minimal clothing for the applicants, those not changing roles remain in their respective ceremonial robes. The current High Priest or Priestess will guide them through the process and provide the bulk of the chants while Forge Maidens dance to appease the flames, their fans in a specific motion and harmony to feed the fire rather than risk it from blowing out of the forge or out. This wind they create causes a funnel upward that brings the burning smoke and ash up the tower and into the sky, blessing the wishes on their way.<br />
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When all of the ema have joined the fire, the applicants dip their fingers into the soot and ash and draw on each other's face (or themselves if the number of applicants is an odd number) the symbols for 'promise' on the forehead and 'fire' on the chest. The symbols do not last long as the rest of their face is smudged next, rubbing it in. They are then lead away, the whole guild procession moving to the temizuya, a water basin, where the soot is then cleansed off by guild members for the applicant as an act of their guild-community bringing them from the old and born anew into their role-- which is then announced as they step out of the bath and given their new robes by a priest or priestess, completing the promotion ceremony.</div>TheSkald