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Maeralya

[Custom Lore] Chronicles of Veruna

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Oh! There once were the folk of the adventuring sort, who dared to step where the beasts came forth, and they were clad in the strength of hope, bravery, courage, and my own, sweet note.  They stood, proud and tall, with armor and magic, and a blind eye to the danger that would meet them.  I knew not what it was, that propelled them so, but I knew quite well, that they had several balls! Oh, there once were the folk, of the adventuring sort, who dared to step where the beasts came forth! - Felix the Bard

 

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Chronicles of Veruna is an adventure roleplay guild that follows a kind of Dungeons & Dragons-esque feel of dungeon crawling, incorporating a controlled stat system (The Stat System is...in development and under consideration. Player input will decide if it's actually implemented.) and emotes. Our storyline follows our own, custom worlds lore, however we start the story off easy to manage for those new to it with a world largely unknown to all, even ICly, and intend to expand on it through our world creating / introducing events. The only part of the world people will know about more then rumors and legends would be the place they came from, and where we'll be starting our story from, the valley kingdom of Veruna. While the world is of our own design, you will likely see a lot of things we have taken from other games, movies, books, etc to add some familiarity to everything such as...Warhammer, D&D, Lord of the Rings, Warcraft, and other less known sources.
 
We try to run events several times a week to keep our members, especially our newer ones, interested, however given that many of our DMs do have lives of their own, we encourage our members to log on and interact passively with each other between events, so as to help develop character relations and better the guild as a whole.
 
Our stat system is a fairly simple one, and is semi-based off 5th Edition D&Ds stat system. Every person starts with 0 in every stat and is granted 35 points to spend freely at a 1 to 1 ration to improve said stats up to a maximum of 15, with 5 meaning you are about average. The stats are as follows:

Strength - Self-explanatory, it improves your characters overall strength, allowing them to better handle things which require just that, such as...throwing a troll?
Dexterity - You can probably guess this one to, but it improves your characters overall speed, balance, and overall agility. You'd better be able to evade attacks as you increase this.
Endurance - Effects your characters overall capability at handling things that would effect their health and fatigue. Similarly, it effects how much magic a spellcaster can throw out before collapsing from magic overdose.
Will - Helps resist spells which effect the mind such as fear, charm, mind control, sleep, etc. Also increases a Divine users spell efficiency
Intellect - Does not increase your characters overall...well, intelligence, that is more left for you the player to work on. Increases the efficiency of an arcane users spells.

Thats it, thats the five. It's highly recommended to put each stat to 5 (or within 1 or 2 points of) as you'll find a zero will be a major hindrance to your character, leaving you realistically with 10 points to increase your stats with. 10 points in a single stat means you're very efficient with it, 15 implies prodigy. These stats can, and will be raised throughout the course of the guilds story through occasional stat bonus rewards for event completion which you can spend freely up to a maximum of 20 in one stat (to go beyond 20 you'll need magical enhancement.) Again I will note these stats are basically just for DM reference, it effects my (or any other DMs) judgement on whether or not your character could succeed in the emote you just threw at us. If you have a strength of 5 and try to throw an Iron Golem for instance...you will fail. Someone with a 15 in strength however....might not.
 
 

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To those who would begin the exploration and chronicles of this world, the land is separated into two regions, one vastly larger then the other. The most well known region to these individuals is the valley kingdom known as Veruna, located at the norther peak of the land, surrounded by mountains on three sides with the ocean taking up it's third border. It is considered the civilized land, and inhabited by the four races consisting of Man, Dwarves, Gnomes and Elves, all of which work together in survival through trade, and cooperative defence against the rest of the world. The valley itself holds a rather beautiful landscape to it, with a river running through the center of it and forests which surround a large lake.

 

The other region of the world, taking up all that which lay outside of the valley kingdom is known as the Shadowed Lands. Little is known about this region aside from legends, rumors, and stories from some of the oldest of the Dwarves who tell of wonders unimaginable to the people of Veruna. The only knowledge that isn't included in such stories is that the attacks that occur quite often along the southern mountain range from Orc and Goblin raiders originates from somewhere within those lands, and the copies of ancient maps which outline the land itself as a whole, but given the age in which the originals were produced nobody can say for sure how accurate such a map may be, especially as it lacks detail of any sort, merely outlining the shape of the land, the location of mountains, forests and bodies of water.

 

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The four races of Veruna may hold many differences in culture and appearance, but there is one driving force which unites the four races into relative peace and cooperation; That is their faith. Veruna itself holds four deities, forming a Pantheon of sorts, and work to watch over and protect the land and people of Veruna from outside threats, these four are:

 

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Thesia 
Goddess of Light and Creation
The leading member of Veruna’s faith, and leader of the Pantheon which Man, Halflings and Elves worship, Thesia is the goddess who is believed to have brought light to the world, granting life to the mortal races and guides them to do good in all things. She represents the light, life, order and fertility. She watches over Veruna during the day and cultivates the lives of her inhabitants towards good and just. Her religious followers consist of Clerics, Paladins and Priests, amongst other, non-titled followers. Her holy symbol is depicted as a sun.
 
 
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Kurnous 
God of Nature and the Hunt
The neutral deity of Veruna’s faith, Kurnous is the god who is believed to grant protection to nature, and those who would hunt it without greed. He also seeks balance in all things. He represents nature, knowledge, balance, and the hunt. He watches over the wilderness of Veruna, often having his followers aid a hunter in need while making sure to dispose of those who seek to harm the wilds. His religious followers tend to fall under the roles of Druids and Rangers due to their work with nature. His symbol is depicted as a silver unicorn.
 
 
 
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Hecate
Goddess of Death and the Night
Though darker in standing then that of Kurnous and her sister, Thesia, Hecate is the one who grants guidance to those who have departed from the realm of the living and lords over the Night itself, it is believed that she is the moon itself and the stars her children. She watches over the land throughout the night. Her religious followers are quite similar in name to that of Thesia's; that being their Priests and Clerics, though of different use. However, her warriors take the name not of Paladins, but instead of Blackguard. Her symbol is that of the crescent moon.
 

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Ilaestres
Goddess of Knowledge and Magic
Last of the non-Dwarven dieties, Ilaestres holds no domain over a time of day or state of being, but rather that which Veruna often treasures over all else...Magic and Knowledge. She is the one who weaves the threads of magic into the world, and it is her children who grant wizards and sorcerers their eldritch arts. Her followers consist of sorcerers, wizards and scholars, the latter of whom some may as well be considered clerics or priests. Her symbol is that of a orb ablaze.
 
 
 
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Moradin
All-Father and Creator of Dwarvenkin
Moradin is believed to be the creator of the dwarves and the chief deity in their pantheon. A harsh but fair judge, he is strength and force of will embodied. Moradin inspires dwarven inventions and constantly seeks to improve the race, encouraging their good nature, intelligence, and harmonious existence with the other races of Veruna while battling their pride and isolationist tendencies. His symbol is that of burning flame over an anvil.
 
 
 
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Berronar
Lady of the Hearth
Berronar is the wife of Moradin and protector of the Hearth. She watches over the dwarves, protecting their clans and home from those who would seek to do them harm. She is considered the most charismatic of the Pantheon and believed to be the main reason the Dwarven Pantheon gets along with each other, nevermind with their allied Verunan Pantheon. Those amongst the dwarves who revere her most would be the shieldmaidens and clerics of dwarven society, for it is her wisdom that bestows them their protective powers. Her symbol is a golden tiara.
 
 
 
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Clangeddin
God of Warfare
Clangeddin is the might of the Dwarven race, for it is he who bestowed them with the fortitude and stubbornness they shown in...and out of combat. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same. When battle is joined it is to he that the dwarves turn to for guidance and strength. He and his followers both hate the Orcs and their allies more then anything else. His symbol is twin axes crossed behind a horned helm.
 
 
 
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Dumathoin
Keeper of Secrets Under the Mountain
Dumathoin, is the patron of dwarven magic, and the lord of mining and underground exploration and is known as the Keeper of Secrets Under the Mountain. He is also the protector of the dwarven dead. His holy symbol was a cut, faceted gem inside a mountain. When it comes to the crafting of items, or the study of magic amongst Dwarves, it is Dumathoin that they turn to for blessing and guidance.
 
While each person might have their own primary faith in one of these dieties, and in the cases of the dwarves; having an entire different pantheon compared to their valley companions, they still work in unity with each other, all races acknowledging the existence of the other gods and holding a strong belief that those gods have been staunch allies since time immemorial and thus despite their difference in who they might worship they work to better their valley kingdom and push back any external threats - That primarily being the Orcs and their allies.
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Magic is a strange force infused into the entire world. It is power and energy found in everything. Ordinary creatures can't directly manipulate this raw magic by themselves, but the races of Veruna have found ways to gain the ability to manipulate it through outside sources. Ultimately, there are two sources for this magic, each offering a different variety of ways to bend the eldritch forces to their will and each having multiple sub-types. Regardless of which source they've gained access to however, it requires many years of dedication and study to achieve anything beyond a basic use and is impossible to ever truly master. Furthermore, both forms of magic come with a unique drawback which those who don't use such magics would never face; Magic Intoxication. To put simply, this is when a spellcaster overextends themselves in their efforts to further cast their spells beyond their own limits, whether it be in just too many spells to quickly, or a spell far to powerful for them. The first sign of this is in the form of a throbbing headache, followed by dizziness before finally forcing the spellcaster to collapse altogether. Should one reach this final point, they will remain unconscious for several hours, even several days depending on how much they pushed themselves beyond their limits. It is also possible, and has been noted to outright kill the caster in extreme cases.
 
 
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Divine
Paladins - Clerics - Blackguard - Druids
 
The first method the people of Veruna have found to gain access to this strange, eldritch force is called Divine Magic and is accessed through the faith of the Verunan Gods. Taught mostly to the members of the Church who primarily follow Thesia, Hecate, Kurnous or the Dwarven god Berronar, it's practice is taken up by the religious sects of Veruna. Regardless of which of the four gods you hold faith in over the others however, they each grant basically the same possibilities as the others and it is the practitioner who chooses what he or she aims to acquire magic wise. Be it healing spells, or spells which cause pain to that which might harm Veruna, or simply utility spells which help in daily life. Kurnous is the only exception, as his blessing, while similar to the other three has it's own aspects which separate it into it's own sub-type as it revolves mostly around nature itself. Regardless, the use of the divine requires devotion to one of the four gods alongside their divine blessing. Should you go against their teachings and lose their blessing, so to will you lose the ability to call upon the divine.
 
 
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Arcane 
Sorcerors  - Wizards - Mages - Rune Scribes

On the other side of Verunan magic is that which has been referred to as the Arcane. Unlike with Divine magic, which requires direct faith in a particular diety, Arcane magic is born through contract with a powerful being known as a Deva; a child of Ilaestres. There are seventy-two known Devas, each expecting something else from their contracted practitioner and in return granting them access to powerful, and often times destructive spells (though there are many non-destructive spells to be gained from them as well.) These Devas make up what is known as the Seventy-Two Pillars, which is replicated in Veruna's only place to properly study the eldritch arts through these contracts- and to establish them to begin with; the Magic Academy found in the capital city, Valinor. There the teachers who have contracted each individual Deva have formed their own pillars for the Academy and work to teach each student who has formed a similar contract with the same Deva as they did. 

Another difference between the Arcane and Divine is that unlike the Divine, which can technically be taught to anyone so long as your faith is strong and has been acknowledged by the god of your faith...is that with the Arcane you are selected for the possibility of it's study naturally through a mark appearing upon the back of a would-be practitioners hand between the ages of ten and thirteen. This mark begins as but a plain dot, varying in color but ultimately the color does not influence the casters studies or rate of growth, simply granting them a basic usage of magic. After a contract has been formed, usually between the age of sixteen and eighteen, the mark turns into the symbol of the Deva you have contracted. If no contract is made by the age of nineteen, the mark disappears, making it impossible for someone who has missed this to ever gain the possibility of acquiring use of the Arcane.


The dwarves on the other hand have a different method to obtain their very arcane like magics. While they gain their divine powers from Berronar, it is the teachings of Dumathoin which allow for their arcane spells to be cast through the usage of their ancient language and runic carvings. Through a combination of the old tongue and these runes which can be written in any place, even the air itself, Rune Scribes, as the dwarves call them, are capable of manifesting mystical powers and phenomenon very similar to that which a mage contracted to a Deva may achieve. Yet this method is solely reserved for dwarven-kind. Every effort made by the other races to replicate this has ended in complete failure, and for dwarves, it is forbidden to try to teach the other races such arts and punishment for breaking this most ancient of codes is a loss of a place in the Halls of Moradin, where all dwarven kind go upon death. A grievous price to pay for something that will only end in failure anyway as Dumathoins runic teachings simply will not work for any but dwarves, regardless of how perfectly the practice is done.

 

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Man

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Among the four races which dwell within the valley kingdom of Veruna, Man is the most present and numerous. The Kingdom itself is ruled over by Man, and even in the furthest reaches of the valley you'll find traces of human civilization. Given they hold the highest birth rate of the four races, as well as a high capability at adaptability, they are the easiest pick for watching over and defending the southern border of Veruna from Orc and Goblin raids; This is only strengthened by the numerous forts and towns they have near the border to aid in doing just that. They are neither a matriarchal nor a patriarchal society, as you will find both men and women working all sorts of jobs, and the fact that they have had several generations ruled over by Queens instead of Kings only stands to support the fact all the more. As for the family which has ruled them, regardless of it being King or Queen, the ruling family has always had the name "Valinar," which they also named the Capital of Veruna after; The city Valinor. The current rulers are King Tarinn and his wife, Lady Althaea
 
Although some humans may be xenophobic towards the other races, in general their race is rather inclusive, welcoming the other races who inhabit the valley into their own towns and cities. In fact, besides the gnomes who by their nature are friendly towards all, humans seem to be the easiest to get along with of the four races, though individual ideas may go against this. They see Dwarves as stalwart friends, respectable allies, and great drinking partners, seeing their greed for minerals as their only true downfall. The Gnomes they can only see as a people always bring cheer with them wherever they go, creating fine storytellers, and often complimenting them for their hospitality and kindness. The only mixed racial views Man tends to have is towards the Elves, who they view anywhere from disgust to high praise or interest.

Of course, given Mans ambitious nature, they need heroes of their own to look up to and praise, and given their history as the leading defense of the valley, nearly all of their heroes are war-heroes.  Most notable of these are the Crownguard Brothers, two brothers who spend most of their lives at the border. One a Paladin, the other a Blackguard, as opposite as they could get from one another in prime faith. As far as the stories behind them go, the two of them were responsible for holding off against one of the larger Orc Raids which would have caused a large gap in Verunas defense had they not taken charge of what little remained of the force stationed at what is now known as Crownguard Keep, showing an extraordinary cooperative leadership in organizing the remaining soldiers and managing to not only hold off until reinforcements arrived an hour later, but even managed to push them back out while sustaining minimal causalities. The story of the two brothers works not only as a goal for any with authority guarding the southern border, but also as great reference to keep the followers of Thesia and Hecate at peace and cooperative with one another.

 

 

Dwarves

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While man may be the most numerous, Dwarves are the longest living and hardiest of the four races. Their appearance is often what you'd expect of a Dwarf, short, stocky, strong, long beards and ancestral runes which show on their skin even today, as if to represent their separate heritage to that of the other races. Dwarves hold favor towards their own pantheon, as it should be considering the belief that it was their pantheon who shaped their very race, this does not mean however that they are without care towards the other four. No, they hold high respect for the other races gods, even if they do not typically worship them themselves. To them, their pantheon, shaped their people, while the other races pantheon shaped theirs, and the two pantheons brought the races together in an effort for survival.
 
The Dwarven people can be broken up into three types, all representing some form of heritage dating back to their creation; The Golden Sons, who are master miners and jewelcrafters and are the first to be seen amongst the other races as they often go about trading their goods for coin, food, or more materials, they tend to live up to between 350 and 500 years of age. The Stone Sons, who are like the sword and shield of the Dwarven people. They are the soldiers and warriors who aid in the defence of their beloved home and seem to even have an additional layer of stone-like flesh to help them do so, they are the longest living type as their stone-like flesh also seems to grant them a nature extension to their lifespan, allowing them to survive up to six hundred years of age. The third group is known as the Fire Sons, the metalworkers and spellcasters of Dwarven society. Unlike their brethren, they seem to have a layer of soot affixed to their skin at all time, giving them a darker look to them, they are the youngest living of the three types, only living to be between 300 and 400 years of age at max, though there is the rare time where they might live longer.
 
As a people, the Dwarves hold reverence towards more then just the Pantheon, celebrating and almost worshipping those who have become paragons of their people. The two most prominent and memorable of these paragons, which the Dwarves call Megaliths, are Galoran and Tuzhan. Galoran is an ancient hero who has immortalized himself to be the sole defender of dwarvenkind, and thus be called the Warrior of the Hearth. He represents patriotism, loyalty, and stoicism that all dwarves have in their hearts, and the need to defend their homeland. Tuzhan, on the other hand, was a lowly miner that created the seven hollows that saved the Dwarven people in times of crises - giving them ample resources to underground streams and necessary minerals to survive. Tuzhan represents resourcefulness, commerce and cooperation.
 
Their histories tell that the dwarves once held an empire which spanned the length of the world, with an entire underground network of tunnels and roads connecting each of their cities, yet any sign of this underground network has vanished in the current era and the only known Dwarven settlements are the bastions of Angarond, ruled by King Garem Stormcrown II in the northwest, and Citadel Felhammer ruled by King Dain Felhammer VI in the northeast, both located within the World Edge Mountains. Of these two, Angarond is more known for the rich ores and minerals which come out of it to be traded across the valley kingdom, while Citadel Felhammer is known for it's military might, nearly single handedly holding off the eastern edge of the Veruna from it's most prominent threat- Trolls. Beyond this, one other settlement is known to the valley kingdom, and that is the bastion of Amgarrok which was lost to the dwarves to the Orc threat sometime ago.

 

 

Halflings

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Halflings, on the other hand, are the race which seek the most enjoyment from their lives, in fact as far as halflings are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to four centuries of life (this making them the second longest living race in Veruna.) Humans might wonder about getting bored over the course of such a long life, but halflings seem to worry that even with all that time, they can't get in enough of the things they want to do and see.
 
Halflings speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. Though halflings love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many halflings are skilled engineers, alchemists, sneak thieves, and illusionist. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold risks and dreaming large.
 
Halflings have accepted many heroes into the annals of their history but none more revered than Kebo Underbough who brokered the peace between Man and Halflings, and Orimrus the Homely Statue who gave the halflings their current livelihood, his petrified remains still existing in the first town he built with the halflings to be celebrated for all time. Many halflings choose to remain in their own borders, content with the cozy life of farming the lands of the Gift and working on other magnificent things, but there are those of the Halflings that instead develop the penchant of curiosity as they choose to leave the Gift, which is what they began calling the highlands they make their home in, and explore the Lands of Veruna, to ride at the sides of Man, Dwarf, and of recent centuries, Elves. Halflings would hold not animosity towards any of the civilized races, life is too short to hold grudges over someones race say the Halflings, and so life moves ever on, as the Halflings walk not in the shadows, but at the sides of the other races to explore the world to satisfy their unending curiosity.
 
The halflings have an odd method of rule, as rather then having one prime authority with numerous local authorities in each of their settlements, they have but one council under the leadership of Rowyn Underbough located in the settlement of Greenborough, which adds to the oddity as it is the only named halfling settlement; or rather, all of the "settlements" which span the length of the gift take on the very same name, making it quite confusing to the other races when they ask where to deliver something or where one halfling might have come from.

 

 

Elves

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Unlike the other three races, Elves are a newly arrived people among the inhabitants of Veruna and to many might not even be considered a race at all. The truth of the matter is, and it is certainly quite common knowledge to all, elves are, for lack of a better explanation, a recessive trait amongst man caused by the magic which now flows into this world. This isn't to say however that a human might somehow change into an elf as the years pass on if he's exposed to large amounts of magic, but instead that every so often a human couple (or an elf and human couple, or a purely elven couple) may have a elven child instead of a human one. It does not appear to be a genetic trait so isn't merely passed down a bloodline, but instead a random phenomenon. 

With such a history to their people one might wonder why they're even called elves, and in all honesty it is merely a moniker given to them by man to describe those with elven traits, those traits primarily being their appearance, which is what you'd normally expect when you think of an elf; Pointed ears, a graceful, slender physique, and often more vibrantly colored pupils then their human counter parts. The other trait that sets them apart is their increased affinity towards magic, as the believed cause of their change in physical appearance works to also increase their abilities in drawing out the mana required to cast spells more efficiently then the other races. As for their aging, they both age the same as humans, and live around the same length as them.

As far as the opinions towards them from the other races go, gnomes of course hold no hatred towards them, as it is against their very nature to hate any of the races they co-exist among. Dwarves too, hold little hostility towards them, seeing them the same way they would a human, an an ally surfacer who they'll treat with respect until given reason to do otherwise. As for their human counterparts, the opinions towards them is quite diverse, while some may hold indifference towards them aside from the typical curiosity, others may see them with hatred and disgust, both looking down at them for their difference in appearance, as well as fearing them for their higher aptitude when it comes to magic. 

Still though, there are also many out there who look upon them with praise and interest, whether it be due to attraction to their differing appearance, looking up to them as exemplars of magic, or out of faith, believing them to be the chosen of the Gods, as it was the gods who brought magic to the world in the first place. How they are treated through their lives often reflects upon how they behave, some might hold high pride after being appraised and almost worshipped for most of their lives, others may think of themselves as abominations, and believe themselves to be treated with disgust, while some may just be rather indifferent towards their difference, recognizing their own strengths, but also noticing their own faults to remain in the middle of prideful and self-loathing.

 
 
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1. Keep guild lore out of phases that aren't ours.
This means what it says, don't bring our custom lore to other peoples phases. We will remove you if we get reports that you were shoving our custom lore down other peoples throats.
 
2. ALL members must adhere to the rules listed here.
This includes myself, the guild master, other officers or DMs and anybody else in the guild.
 
3. Do not spark OOC drama.
Self-explanatory. If you go out of your way to make a big deal out of a small matter, you'll find yourself removed rather quickly.
 
4. Actively RP once a week
On the character you're in the guild with. If you're not online once a week (without explanation) you'll be kicked for inactivity. If you have something going on, just let us know, either on Skype, in a private message, or in game.
 
5. Have a sound understanding of basic RP concepts.
These are things like metagaming, godmodding and power-emoting. If you don't know what these are, this guild probably isn't for you.
 
6. Respect the authority of officers.
We're here to provide a quality and friendly RP experience. If you ruin that, we'll shut you down faster than a porn video on YouTube.
 
7. Respect others ICly and OOCly.
You don't have to run around loving everybody, but at least be mature and respect others.
 
8. Keep explicit content out of our chats.
Now, granted, the occasional mention of some adult topics is very fun. But, if it gets to the point where you are belting out the stage directions for a porn film, you will be removed. Period.
 
9. Don't make us make more rules.
There are more rules than the ten posted. Don't make us get them out if you're being an idiot. Cause if you're the kind of person that makes us have to have more rules... Oh, may god have mercy on your soul.
 
10. Keep any racist or otherwise derogatory commentary out of our chats.
We're all about a friendly environment here - and if you're the one being toxic to that friendly environment, then you are no longer welcome.
 
 
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Given our Custom Lore, it is expected that our only form of recruitment at this point is through application via this thread. Therefore, if you are interested in joining the Chronicles of Veruna, please fill out the following application and posting it here, PMing me on the forums or over Discord: ๖̶̶̶ۣۣۜۜ͜ζ͜͡The King#4354 or via the guilds Discord: https://discord.gg/5JkgcyM . Following acceptance of an application, one of the DMs or myself will speak with you in-game to finalize your recruitment and introduce you to the guild itself.

A note for those wishing to join as Arcanists, after approval of your application we'll wish to go over how you want to go about your character, what sort of magic you aim to use and the such, this is purely in order to develop the Deva Contracts and assist you in a better RP experience.

 

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Full Character Name: (Esteban Julio Ricardo Montoya de la Rosa Ramerez)

In-Game Name: (Esteban)
Age: (23)
Race: (Human)
Useful Skills / Class: (Lockpicking, Tracking, Fletching, Archery, All-around-dungeoneering) / (Ranger-Rogue?)
Roleplaying Experience: (3 - 4 years)
How active do you plan to be on this character?: (Once or twice a week)
Do you plan to RP actively or casually?: (Actively)
Brief Background of your Character: (500 words max)
 
'Class' Based Optionals
 
(Arcane Users) What does the mark on the back of your hand look like?: (There's no hard limitation to this, just keep in mind it's only meant to be on the back of your hand, so keep it small. It could be anything from a rune, to a magic circle design, etc etc etc - Please provide picture if possible)
(Divine Users) What is your characters opinions and beliefs of followers of the other gods?: (If a follower of Hecate, how do you see the followers of Thesia? As an example)
(Dwarves) Which Megalith are you more inclined towards / Which type of Dwarf are you?: (Galoran / Stone Son)
Additional Information: (While still wanting to be kept brief, you can supply any additional information for your character you might have here - Aim for 500 words max)

Stat Layout (Not 100% implemented yet) 35 pts
 
Strength:
Dexterity:
Endurance:
Will:
Intellect:
 
(5 is average, 10 is well practiced, 15 is prodigy-like. Minimum is 0, max is 15.)


Alongside our normal recruitment, we are now also actively looking for more DMs to contribute to the story for the world the guild takes place in. Behind the scenes information on lore and where we intend to go with it will be given to those accepted onto the team, and we will ALWAYS take ideas and suggestions from both our regular players and our new DMs, especially as the world itself was ultimately designed to be a sandbox for members of the DM team to work within.

Below you fill find the application required to join the team, but ultimately you will not be fully approved until after completion of what we call a trial event, which we will speak about with those whos applications we accepted. IF you wish to join as both a DM as well as a character within the world, then please submit both applications.

 

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In-Game Name: (Esteban)

Roleplaying Experience: (3 - 4 Years)

DMing Experience: (For how long and with whom)

How active do you intend to be as a DM?: (Active)

How often do you intend to host an event?: (Once or twice a week)

References: (Optional)

 

 

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Have you spotted one of our members breaking the rules listed? Or even breaking server/private rules without any regards? Here's a following format you can fill out to report the player in question, and have them punished by the officers of the guild. The people who will handle these reports are myself and the officers / DMs. Anything with a red asterisk (*) is required to be filled out for the report to be taken seriously. If you make a false report or try to harass one of our members through reports, future reports will not be considered from the person submitting it. I ask that all reports be PM'd to me directly and not posted here in the thread so as to not create unneeded drama as well as to allow the reporter to remain anonymous.
 
In-game name*:
Offence*:
Evidence/Screenshot*:
Witnesses:
Additional Notes:
 
The following is an example of a report:
 
 
Quote
In-game name: Radgar Mountainhelm
 
Offence: Bringing lore into Main Phase
Evidence/Screenshot: imgur.com/aBc1234.jpg
Witnesses: Jacob Whelpsmacker, Timothy the Red
Additional Notes: Was generally rude and disruptive of RP when asked to leave, mod had to interfere.

 

 

 
We take quality RP and good-behavior in Chronicles of Veruna very seriously, and if you're found to be a general nuisance or exhibit anti-social behavior, we will not hesitate to reprimand those involved.
Edited by Maeralya

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Q. Whats the technology level in Veruna?

A. Since I don't have a specific Real World age to state to make this simple, I'd say as far as technology has gone in regards to combat...guns don't exist. You might see the occasional cannon, but it's mostly ballistas, trebutches, crossbows...your typical medieval sort of weaponry.

 

Q. Whats the limitations on magic in Veruna?

A. We haven't put a hard limit on the magic allowed. For the most part we are giving freedom to our members to use their imagination on what they do, just realize that there are ZERO Archmage-like characters in Veruna. This isn't to say you won't be allowed to cast plenty of spells during events, but instead that, at least at the start, your spell selection won't be explosively powerful. (Also, demons and warlocks don't exist in Veruna, so no demonology. Thats our own hard limitation.) If you have questions about if something is okay, feel free to ask in advance.

 

Q. How do the Blackguard work? What sort of powers do they hold domain over?

A. "Wearing black in perpetual remembrance of the lives that have passed on from the mortal plane, they wield their powers of darkness where no light shines, so that others may live to see another sun rise."

The Blackguard are essentially just Dark Paladins, in combat they offer a prayer to Hecate in order to make use of her powers just like a Paladin might do so to Thesia. As for what they hold domain over, with Thesia representing Light / Life, Hecate represents Death, so Blackguard typically wield Shadow / Unholy magics in combat. You can't raise the dead though, that's not a thing introduced in Veruna. Take it as...anything a Paladin can do with Holy magic...you can do with Unholy...just the visual appearance and method might be a bit different. Also, keep in mind that unlike the WoW DK (who are far more powerful by their lore,) Blackguard are living, uncorrupt and have emotions, they are not EVIL Paladins, but DARK.

 

Q. What should we expect from your events?

A. You should generally expect a lot of story, especially in these early events, as well as some emote fights. We like to enrapture our members in this new fantasy world, let you explore it (though not as far as to make it open world.) Be warned though! With every action you might take, there are always reactions - Some good, some not.

 

Q. Would you say your events are difficult?

A. Depends on how much you're paying attention. If you listen to what the NPCs are saying and think before you act - You should do just fine!

 

Q. Can players die?

A. YES, and we won't be asking for permission before doing it either. That being said, we're not Grim Reapers, we're aiming for a story to occur here and thats rather difficult when everyone is dead now isn't it? Death will only occur when warranted, so don't be dumb and you won't die (well, sometimes you might, but usually SOMEONE was being dumb to cause it.) We are realistic. If you get surrounded, by yourself, by 20 orcs, and you're alone with no way out? Unless you're Indiana Jones and there's a vine that you grab to swing to safety with...Good luck!

 

Q. How do fights work?

A. All fights are emote based. I am trying to entirely avoid any form of roll system as my experience from my previous guilds is that nobody likes them because RNG sucks ass, hense the idea of the stat system. If your stats are good in correlation to what you're doing, you'll succeed, if not? Well...maybe you should have thought that through, eh?

 

Q. How can we tell if something is important for us to know or not?

A. This is possibly the most important question here. In general, when you interact with NPCs, there are four types - General NPCs, Minor Characters, Characters, and Major Characters. General NPCs include things like mobs, city guards, lumberjacks, etc. Minor Characters are named people who exist in the world. They generally do not have quests, but you can generally talk to them. These include things like merchants, barkeeps, etc. You can often buy things from them. Characters and Major Characters both grant quests. The difference between them, is that a Character is important for the part of the story/location that you're currently in, while a Major Character is important for the plot as a whole. Major Characters are recurring characters, while Characters generally appear just the one time.

 

Q. Is there any indication on an NPC as to who is who?

A. Yes! We'll be making custom NPCs that'll have their status in the world as their guild tag - So, Major Characters will have a little <Major Character - Veruna> underneath them. Also, you'll see entries in Felix's journal about them!

 

Q. Can Druids shapeshift?

A. Currently? No. Druids are currently Balance / Healing spec as far as WoW references go. Shapeshifting may be something introduced in the future however.

 

Q. Whats the difference between a Sorcerer, Wizard and Mage?

A. The spelling of their class? It's flavor text. Whatever you feel like calling yourself will fit. Something more might be implemented more as you explore the world however.

 

Q. Whats the limitation on enchantments?

A. There's no strict limitation on enchantments you might find on equipment or other objects you might discover during the story, however, players do have a set limitation on enchanting themselves. All player done enchants are either temporary and only meant to last a certain amount of time as if you were buffing the object and not the player, or are extremely weak in comparison to what you'd normally think of enchantments.

 

Q. What about teleportation? Whats the methods of travel in this world?

A. Teleportation over vast distances is /NOT/ a thing allowed by our players. At this point I can't even say for sure whether the Major Characters will be capable of such spells. As far as you need to be concerned however, teleportation doesn't exist within Veruna, and your methods of travel are limited to the same methods you'd find in a normal fantasy setting without the use of teleportation - Walking, horse, boat, etc.

 

Q. What sort of internal conflict is present within Veruna?

A. It goes without saying that there's going to be conflict between the races and religious sects. We can't live in the same city with just humans of different heritage and religion without conflict arising, there's no way it would work out with entirely different races. There's your typical murder, robbery, misunderstanding of the gods such as a cult of murderers who believe they should kill for favor with Hecate. There's arguements between the Clerics of Thesia and Hecate, along with the followers of the other gods, but as stated previously it's a taboo for it to turn into a major conflict, as doing so might risk their acceptance and blessing by the one they worship. All in all, it's far from a perfect world they live in. But it's small enough that the main focus on conflict lies to their southern border. This story is mostly based around LEAVING the valley to confront the unknown world afterall, harder to do that if your valley is filled with it's own problems to solve.

 

Q. How are the followers of Hecate viewed typically?

A. It depends on ones history, really. Some may hold fear or hatred towards them due to the activities of death cults which seek the blessing of Hecate by "offering" those they kill to her. But most see them on the same level as the followers of Thesia, as the true followers of Hecate, those who take on the roles of Clerics and Blackguard that is, are defenders of Veruna and work alongside the other faiths. They are considered Lawful Good in all accounts, and thus typically treated as such.

 

Q. What are the limitations on resurrection?

A. Resurrection is not a common occurrence, in fact there hasn't been a single record of anyone being resurrected within Veruna. So the answer is that there are no spells of knowledge that bring back the fallen. Who knows though, maybe the larger world might reveal something different.

 

Q. You said that you have no limitations on magic, does that mean stuff like fel or void is usable?

A. Okay, I lied. Fel is not a thing in this lore, no matter how much you search for it the DMs and I have already decided it simply doesn't exist. As for void magic, while I haven't discussed it appearing in lore at some point with the DMs, our exact words to players using void magic is "We'll void you" and yes, pun intended.

 

Q. What about Necromancy? Do Hecates followers use it?

A. Glad you asked. Necromancy as in raising the dead does not exist at this point in time, so stop thinking about making an undead army Lord Ainz. A cleric and blackguard of Hecate would typically have access to something like say...leeching the life of their opponents to empower themselves. Overall though? Think a Paladin, except instead of healing you transfer, and instead of a yellowish white light, it's all a purpley darkness.

Edited by Maeralya

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I am Canadian. I work 10 hour shifts four days a week (Monday to Thursday) so IF I run any events during the week (depends how I'm feeling after work tbh, and probably only minor ones then) it'll be later in the day. We're talking 6 PM or later CST. On my days off? I'm fine with having them whenever as long as I'm awake so keep this in mind. This is my schedule though. If I acquire more DMs they'll set their own schedules.

Prologue

Our story begins, like many tales of adventure, glory, gold, and fame, in a tavern. Ye Olde Rose, as it happened to be, in the small fishing town of Caren. Caren was a peculiar place, and because of this, one ripe to be our starting point. Located at the edge of the forest groves, it sat at the fork of the Everstar River, as it flowed from its two spring sources in the mountains – one to the north, and one that came perpetually from the east. While small, this place served as a connecting point for the Kingdom of Veruna, a mushing of cultures and peoples, and serving great geographical importance, as Humans, Elves, Dwarves, and Halflings all had business to conduct here. And, one would find followers of every creed, and of any of eight gods. 

Now, as it happened, Caren was overseen by a Human Noble, a trade baron by the name of Maxamilian. One could simply say that… he wasn’t the nicest sort. Insanely greedy. But he cared for Caren well enough, and the town prospered for the most part. There were occasional moments of tense… race relations, incensed as money traded hands between various sorts. Even here, despite what was already a peculiar place... the stench of racism could be felt. Even religious aversion, as those who were followers of Hecate remained typically misunderstood by the population at large, and followers of Kurnous quarreled with followers of Hecate, and followers of Hecate quarreled with followers Thesia, and followers of Thesia quarreled with followers of Kurnous. A tense cycle.

Our story begins with Maximilian in a panic and on the hunt for a group of folks to escort a trade convoy of his that was intended for the capital. With the advertisement, came an… impressively high price tag, which was enough to attract people, certainly. But the price tag wasn’t without reason – there had been a recent rise in attacks on the roads, seemingly without cause. And the attacks… changed. The Orcs and Goblins were… fiercer. Reports came that even their war cries had changed. No longer were they just brutish yells and screams – now there was a… something to it. Reports were mixed. “Urga,” “Huga,” “Uggha!,” to name a few variants. But most agreed on “Gurda” as being their new war cry. Yet more then just Orcs and Goblins would be found on this journey, so the question came… were there people ready to aid in these darkening times?
 

Edited by Maeralya

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