Monthly Archives: April 2018

Royal Scribe Wanted

With continued exasperation and muffled groans from advisors and nobility, and numerous missed Charter meetings. King Dleatherus of Bordweall has now posted, several times, a Royal Scribe title to aid in remembering. The charter reads:

Due to necessity and realm stability a new charter has been posted. The individual claiming this charter must incessantly follow King Dleatherus to ensure all wandering and rambling are left to a minimum. That all major policy discussions and meetings are transcribed, and copies are left in the King’s facilities to allow for ample re-reading. Ensure that at least three short period naps are had daily; that the King is wearing clothing, including the correct ceremonially attire; and sufficient amount of forewarnings are provided ahead of meetings.


Mayoress Kitlandria Bokest, a fellow host of the Bordweall Broadcasting Company stated, “I think it is a bit too much. He [King Dleatherus] is more than capable, and I only ever caught him napping in his plague mask  a dozen or so times during the show.” Some are thankful for the title posting, Count Elbereth Cedargore saying, “I am grateful to see that the King is receiving additional help. I’m not sure I ever want to see the royal staff again.”

Those wanting to claim this royal title, should remember to visit the Kingdom of Bordweall.

Coin’s Guide to Dungeons: Castillion

Castillion, Vornair – G’day readers Kyle Coin world traveler, and prison connoisseur here. I write after adventuring into the heart of Vornair, into the capital of Zylphania. I have landed in prison elsewhere for nefarious and misgiving situations: impersonating a priest in Thearyn and disguising as a tax collector in Fortuna come to mind; which is quite difficult when there is only one citizen. Today, it was for kicking the soapbox of Aerus Morningray, who was fanatically rambling about securing titles and needing donations from Zylphania patrons to help create a “New Dawn”.

Guards with uniformed cloaks were posted outside, the cloaks evergreen color turning black in the darkness. Although the cell could hold five it was spacious, with room to fit an easel. The amenities were humble with actual pillows and used bedding. With such hospitality, even Duke Bombastus visited, while there he painted as he declared ‘happy little ‘staches’ on seemingly thousands of self-portraits. I enjoyed the company for a time, I think Duke Bombastus was more grateful for it, as he could hide from responsibilities. The food was warm and considerate coming straight from the ducal estate kitchen. Activities were few; however, the Solarium was right above the cellroom so the conversations were fantastic. Near check-out, I even received a survey form asking how the stay was to help create informed, dispassionate policies.

Overall I would rate the Dungeon of Castillion at 3 out of 4 stars. Would visit again!


Verdict: Above Average.

Elyrian Anthropology Survey – Brudvir

Written by Anders Anderson and Grandmaster Anthon Taelysziq of Arkyn


Brudvir are predominantly primitive hunter and gathers, with reliance on animal husbandry for dairy products. However, due to the absence of agricultural, cold and acidic soil environment, as well as the natural- and player-cycles of hunting. These forces leave the Brudvir in a perilous state for food, potentially relying on trade or agriculture outside of their native habitat, leaving the Brudvir in Sustained Food with a ranking of one out of five.

Living in the Alpine Forest, the Brudvir are constantly surrounded by conifers which is used throughout their culture and society, such as: heating, cooking and housing. The ampleness of the forests allows, if sustainably harvested, a near constant supply of trees. Which will help with those frigid nights, and carving competitions, leaving the Brudvir in Access to Energy a ranking of four of of five.

Although, one of the largest and physical tribes, the Brudvir primarily use bone and wood for tools and weapons which are abundant due to the constant need of hunting and surrounded by forests in their native habitat. Metal is present, but the availability causes it to be a secondary material. The rareness of these metals and mundane materials of bone and wood causes the Brudvir to have a three out of five in Materials of Weaponry.

Living in the Alpine Forest causes biological diversity to drop, this drop occurs with available materials as well. The Brudvir have an absence of unique materials in their native biome, and the materials that are present most tribes have access too. Being specialists in woodworking, and the durability and size of their conifers will, likely, help the Brudvir in trade and material wealth leaving with with a ranking in Material Wealth of two out of five.

The Alpine Forest serves as protection for its altitude and impenetrable evergreen forests, but compared to other tribes these forests only slow a marching army. A foe with the knowledge of permafrost preservation and ample food could remain in Brudvir biome till their food stock or armies collapse. Coupled with small population centers of town or villages, and wood the primary material for housing. Sieges and fires could destroy cities and forests leaving these small settlements dependent on their neighbors at times of war, leaving the Brudvir with a rank of two out of five in Defense.

The Brudvir, as with the Neran, have no disadvantages in regards to leaving their native biome. This coupled with understanding both Denhørt and Proto-Neran dialect, and the diffusion of Proto-Neran throughout the realms allows the Brudvir to travel quite freely, except for visiting their fellow Faedins the Kypiq. Allowing the Brudvir to have a rank of four out of five in Travel.

Due to knowing Proto-Neran dialect, friendliness with the Hrothi and Neran the Brudvir have potential trade and relation access through proxies with most of the tribes. The limitations to the Brudvir’s trade capacity, as well as material import and export is through distance and logistics causing the Brudvir to have a rank of four out of five in Trade.  

The visual appearance of the Brudvir, along with their chiseled landscape of the Alpine forest and mountains leaves the impression of dominance in war and of nature. However, the current known weakness of the Brudvir is their biome. Materials of Weaponry and Defense could be worked on through trade. As long as a sufficient amount of metal weapons and armor, stone walls are designed and developed, trade can cease with minimal interruption to Brudvir armies and defenses. However, Sustained Food, relying on hunting and gathering leaves the Brudvir vulnerable during war and insufficient hunting seasons; even while using livestock, and permafrost as a preservation method. This is due to the potential of overhunting and eco-destruction during war, and ability to sustain livestock in an environment unable to cultivate.

The strength of the Brudvir is exemplified in Trade and Travel. With no biome-based disadvantages, linguistics and physicality the Brudvir can travel, trade and battle in all realms. Compelled with their pack society expect Brudvir traders, mercenaries, raiders and guards seeking riches throughout the Kingdoms of Elyria.

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