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Found 25 results

  1. By the time all the invitations were sent out, the event was no longer very much of a surprise. It was no secret that Chieftain Sigrun of Clan Askr and Vakstyra Halvard of Clan Breen had hit it off very well ever since their first meeting in the Saarvergerg Arena, and fast became more than friends. The fact that their homeland was split by a civil war, however, intruded inevitable delays on anything official. Not to mention the somewhat complicated politics involving Clan Breen’s public neutrality in the matter of the war, while Sigrun and Clan Askr were very much on the side of the Loyalists. Many tedious months of politics later, however, and Halvard had finally managed to shift his Clan’s position, and considerable resources, behind the King’s cause. As these were not inconsiderable in amount, the ceremony itself would be made a fairly extravagant affair, the marriage of the two now seen as a symbol and lynchpin of their clan’s alliance. Which meant, of course, that their wedding was now further delayed by the amount of planning that had to go into it… *Good thing I’ve never been one to shy away from logistics.* Halvard mused, smiling as he completed the last double-check of the mead supply. Sigrun wasn’t one for fancy and frou-frou, thank the gods, but an abundance of guests required an abundance of food, drink, and space. Running his eyes over the hall, and comparing the numbers on their guest list, he pursed his lips. *Well…. Two out of three isn’t bad. Hope the foreign guests don’t mind the crush.* At least the native guests wouldn’t. After all, it isn’t a party until everybou’s up in each other’s faces! Whether from joy or fighting really depended on the mood and the mead. Hopefully, this all wouldn’t be too much… ~~~ While Caribou weddings weren’t exactly the same ceremony as one generally saw in the southern lands, there was a general commonality between them, in that the groom and bride didn’t come alone. Each would bring either a close relation, or a close friend, representing all the relationships surrounding the pair that would intertwine. Halvard had thought long and hard about who he would bring, but ultimately settled on what he felt was the best, and only choice. “Are you ready, Calder?” The bull called out to the one whom he had come to think of as a son. This was not a trivial question, as the younger bull had many quite legitimate reasons for being nervous about publicly appearing back in Whitescar. Halvard had strongly encouraged him to come out with him, though; partly for his own good, to face and conquer the demons of his memory, at least in some ways. The other reason, however, was one he wouldn’t say to his adopted son, as it had to do, again, with the politics of the situation. Calder wasn’t exactly a stereotypical bull, in many ways, but Halvard felt that what he himself was fighting this civil war for was to make a place for caribou like his son. This was a public show of solidarity for the family, and the gods have mercy on any who’d have a problem with it!
  2. RexDraco

    Ijiroc

    From the album: Rex's Art

    The spookiest of spooks! The Ijiroc! Wrote up some spooky lore based on a scary reindeer picture @Dusty found in Canter-chat! Credit for idea goes to ponies and me! Doodle is mine. Lore can be found here.
  3. So my newest oc Calder is ready to go! I want to get the ball rolling with him and that means he needs to start meeting others, something rather important to do as he really is starting with nothing in a land he hardly understands. So I’d love for some more… open and less judging natives of Long Guo too help him out or at the least get him going. As such this RP being his first will be a real going of “day in the life” As he learns more about where he ended up, how to make the most of it and try to fit in some more buy being a Bull he may need a more gentle… and understand touch as a lot of this is going to be very foreign for the poor guy. So let me know if you’d like to give down on his luck, washed up Caribou some help.
  4. Roleplay Type: World of Equestria Roleplay. Name: Calder Stormur Carrson Calder (KAHL-der: Harsh and cold waters) Stormur (STORE-mur: storm) Carrson (KAHR-son: son of Carr) Runic signature: ᚲᛊᚲ Sex: Male. Age: Bull. Species: Caribou. Eye colour: Forest green. Coat: Dark gray that fades into a snowy white around his muzzle and legs. Mane: Darker than the his gray fur, very messy and never seen a brush in its life, runs down too his shoulders. Has two braided ropes of hair that starts behind the ears and hangs down, they are long as his neck and the ends are tied off using rope. Physique: Has a lean and strong body type. Has a number of scares from blades and accidents do to his lifestyle as a Caribou Raider of clan Allvadr Harr (AKA: viking/pirate). His most prominent injury is his back left leg that’s cut off below the knee from a member of the Imperial Watch from Long Guo. Piercings and jewelry: Two large fishing hooks in the left ear, used by Caribou of clan Allvadr Harr to represent the fact they survived an encounter with a seamonster. An anchor with a (fake) skull impaled on it that’s held onto his neck with rope, only veterans of raids that were gravely injured may wear it. Visual reference: Residence: Was the ships of his clan, currently homeless. Occupation: Was a Caribou Raider of clan Allvadr Harr, currently has no occupation. Flank tattoo: A longship with his Runic signature on it’s sail. A traditional tattoo that’s very common in clan Allvadr Harr. Unique Traits: Basic and rather crude ninja training. Trained by One Eye, he understands some of the basic combat tricks and skills of ninjas. Though nowhere close to being as skilled as a real one, it does make him act unlike other Caribou in combat, as he will favor sneaking and attacking from blindspots. Along with already having a fondness for cloak and dagger dealings, he is one sneaky and cunning Caribou while having plenty of room to grow his skills. Clan: Few recognize clan Allvadr Harr as a real clan, as they lack any land or holdings on Whitescar and only exist as a fleet of raiders and pirates. But the Caribou of clan Allvadr Harr swear they are a full clan and demand recognition as such. Hated even by other Caribou for their lack of honor and backstabbing behavior, they are just at home raiding and stealing from other species as they are with stealing from fellow Caribou. As such, many that deal with them view them as untrustworthy liars that care only for gold and will happily betray anything for more. :History: Forgotten and rejected Calder was not born in Whitescar, in fact he did not step hoof on land for the first year of his life, as the calf came into this world during a raging winter storm as the first son of Carr Spinebreaker the leader of clan Allvadr Harr. But this did nothing to make his early life easy as his father hated him from the start for being a small runt of a calf. As such his most of his earliest memories of his father are full of insults, being ignored or kicked around and dismissed as a failure, as his mother was disallowed from pampering or helping the runt. Growing up facing the constant hardships made Calder extremely jaded at a very young age, as he learned the only thing in the world he could trust was himself. Things only got worse when his father had another son, this one was bigger, stronger and even as a young calf was a head taller than the other young Caribou. As such his father took to this calf with joy and love, pampering it and shoving Calder even more to the sidelines as if he was a forgotten scrap of food that dropped on the floor, and like such leftovers was utterly forgotten by his father. The slow and painful crawl to power Where many may have faded into the shadows of history, forgotten, beaten and hopeless, Calder did not give in to such a fate. Fueled by a flaming rage for his father and brother, the young bull grew up learning how to make the most of what he had. Lies, sneaking and betraying other young Caribou, Calder started pulling himself up the social ladder as his growing web of contacts grew, bribery and blackmailing took root as he planted himself as the defacto leader of the bottom levels of the clans social structure. As he grew older, he slowly creeped his way up in power, but being seen as just a calf put a strong limit on where he can go. He had to become a bull, and the only way to do that was to pass his clan's test of bull hood known as the Braking. A grueling test of endurance he had no easy way to cheat, as he must survive a full day and night chained to the front of a ship during a sea storm. So he began to prepare himself, training to hold his breath, resting in the cold and forcing himself to stay up longer, while not falling to the clutches of sleep unless he wanted to. After a year of training Calder declared his willingness to be tested and for the trail of Braking to be done. His father laughed and told all the clan that Calder was too weak to do it and he was going to die, as he personally tied his first son to the bow of his flagship and aimed it headlong into a raging storm. Wave after wave slammed into Calder, frost grew on his fur as the cold bite deep into his bones, as the raging sea gave him no mercy or pity. The sun sank below the sea and last leg of his test came, as Calder held onto his fading consciousness, while the cold and endless waves pulled him closer to death's door with every freezing blow of the sea. But the sea had worse plans for Calder, as lurking below the cold waves laid a horrific beast. The first shouts of panic were lost to Calder as he faded in and out of darkness, but as a longship to his left disappeared in a splash of water and splitters, he saw the giant sea serpent. I did not slay the beast. Chained to the front of his feathers ship, Calder was helpless as he watched more ships disappear below the waves, jaws snapping longships in half and coils pulled others down below the dark sea. All he could do was pray to the gods he was not next. His prayers were not heard as his father's ship was lifted into the sky, the beast surging up from below, before slipping the ship into its jaws. Calder for a moment believed he was free, as the chains loosened and he started to fall with the splitters of the ship, only for his fall to stop. Hanging from the monsters fanged maw the chains were stuck around a tooth, trapping Calder to the beast as it dove back under the waves with him. Pulled along under the waves alongside the beast Calder found himself next to it’s eye. The two looked at another as Calder relaxed, as he only had one way to solve this. So using his antlers, he slammed the back of his head against its eye. The effect was immediate as the monster trashed and leaped back out of the sea, again and again he swung his head at the monster’s weak spot as it swung its head around violently, until the chains came loose and Calder was tossed down to the sea with what remained of the fleet, as the injured monster dove beneath the waves and disappeared. Beaten, cold, and shaken, Calder was pulled back onto a longship, as what remained of the clan all gathered and started to chant his name. Much to his disappointment his father did not die. Nor did his younger brother. But even his hateful father knew he could not look the other way from what happened, and declared that Calder was not just a bull now, but a hero of the clan and was to be gifted the honor of wearing the twin hooks of a monster slayer. I don’t feel like a Caribou The following years of Calder's life went by in a blurring haze as his father, albeit unwillingly, realized he had to care about his first son again. With all the honer that came with besting a monster the whole clan was looking at him more than ever, and he knew he had to make something out of Calder, and so gave him the best rider in his clan to train the young bull. Calder found the training not to his taste and the growing fan fair, as the small bull was just outmatched from his fellow brothers, and learning to fight like them was showing to be useless. Soon, Calder was feeling the agonizing hate of his father more than ever as he failed raid after raid. Just when it seemed like all his clan was ready to toss him to the side again he found an unlucky saving grace. A Longma slave named by the crew as “one eye” do to an injury he suffered when captured by the clan in a raid. His approach to Calder was slow at first, just trying to win his favor with gestures of help and in time Calder finally heard him out. The Longma was a soldier, and claimed to be skilled in ways of combat that favors the cunning and stealthy, where one wins the battle before it started. Calder was untrusting at first, but as the years passed he and One Eye grew to be trusted friends of one another, training another in secret as One eye revealed what he wanted in payment for training Calder. Calder was to claim the clan for himself, and in payment, he was to secretly swear his loyalty to the clan One Eye hailed from, and do their bidding in secret. If he played along One Eye promised Calder power, fame, and all the gold his heart can crave. Calder as expected, fully swore on a blood oath to the Longmas ponies clan. The training was hard and difficult, made all the worse as they had to train without being seen on a fleet of ships, or whenever the fleet made landfall to rest and resupply. But with the guiding care of One Eye, Calder soon found his way as he learned how to handle smaller blades, move unseen and strike from the shadows. Soon, he was able to apply his training on raides to outstanding success, striking from the rear and sneaking deep into towns, while his brothers and sisters smashed headlong into defenses. He was often the first one to reach treasure, and sneak back to the ships with ever larger halls of gold and food. But the training with One Eye was having side effects he did not predict happening. He felt less and less like a Caribou and more he was meant to be something else. His clan did not understand him, they looked down on his methods, even as he came back with the larger halls of goods many started to resent him. He acted less and less like a Caribou and was even starting to learn how to speak and read like a Longma, as he grew fascinated by the cultures of both the Qilin and Longma, which made him more and more unwilling to raid towns and villages belonging to them. It all comes crashing down Finally his hesitation costed Calder. On the largest planned raid yet on Qilin lands, they were to invade a small city and sack it. It was the largest settlement their clan has ever attempted to raid and Calder knew deep down it was going to go bad. This feeling only grew worse when his father appointed him the leader of the attack. He’d have to be on the front line. No sneaking. No creeping out of the battle to loot. The raid was a disaster in the first moments of the landing. The city knew they were coming and the beach was covered in pit traps, archers were hiding and opening fire on the disembarking Caribou, and things only fell apart more as they pushed inland. Dozens of Qilin soldiers were hiding amongst the sand, bursting out as the horde ran past them and striking out at legs. Not one Caribou made it past the sands of the beach before they in a full on retreat. In the thundering stampede of running Caribou, Calder was left open for the leader of the defenses to single him out. A mare belonging to the Imperial Watch. The clash was short lived as Calder was overwhelmed watching the chaos around him, only snapping out of it as pain washed over him. In one swing of her blade the mare severed his back left leg just below the keen. He fell and looked up at her, gazing into her eyes as she was ready to finish him off. Yet she did not. She saw something in his eyes and speared him his life, leaving him on the beach as he was finally saved by One Eye, braving the beach to pull Calder back to the ships as they departed the beaches and limped back to sea. Calder can only wish he was killed by that mare, as the rage unleashed from his feather was absolute. Calder was blamed for everything, every death, every loss. Even worse, his younger brother announced he was fully aware of the secret pact Calder made with One Eye, and soon all the clan was convened this failed raid was all planned by Calder to kill them. He was a traitor, liar and unworthy of being called a Caribou. For two day the clan discussed what to do with him, until it was decided Calder did not deserve to even be killed. The gods will pick his fate as the Bull had rocks tied to his body and was kicked out to sea, with One Eye being sold to a far away land so Calder can never know the fate of his only trusted friend. Driven on by rage, hate and disgust for every member of his clan and most of all his father, Calder did not drown, his rage powering him onwards to the only land close by, Long Guo. With no clan, no friend and nothing to his name he washed ashore on the sandy coastline of Long Guo, with nothing left but a dream to save the only friend he had and to destroy his old clan. Character Personality: Calder is out for himself, pure and simple. He never feels compelled to keep his word, and is perfectly at home using deception and lies to gain power, wealth and advantages over others. But he is not without some small shreds of honor, for if one manages to unlock his frozen heart, he can be extremely protective of the one he may trust so much as to call friend, and will go to great lengths for them even putting them before himself if he truly holds them close. He also has deep hatred for fellow Caribou do to years of hardship, being picked on and how fast they happily betrayed him the moment they needed the scapegoat, as he fully believes it was fully planned by his dad to get rid of him. But many of his personality traits hail from what happened to him, as deep inside there is a very different Bull. One that wishes for friendship and to actually be cared for what he is, not what he did or can do. Along with this he has many uncertainties about himself and what he wants to be. Character Summary: Runt, liar, betrayer, and full of hate for his fellow Caribou, Calder lived a hard life. And at the summit of him finally achieving something, had it ripped out from under him. Now without anything to his name he only has one wish, to destroy his old clan and find his friend, wherever he may be. Fully aware he can’t do it alone he will do whatever it takes, however long it takes, to get himself in a place of power to carry out his desire.
  5. From the album: Other user's OCs

    ... It's Balder! I've been working on this all day. Dubstep doesn't have nearly enough OC art or avatars so I have taken it on myself to remedy this as much as I can! First up: Balder. A cute, gangly bou from Clan Kare of Whitescar. He's been a fan of Sigrun of Askr for a while and has recently joiend her on a hunt for a special type of prey! Surely his skill with a greatbow will be instrumental in defeating a relatively recent foe!
  6. From the album: The Character Corner (Color!)

    Everyone meet Astrid! the latest (for now) addition to my OC lineup. The High King of Whitescar is currently busy dealing with a multitude of issues back home in the lands of caribou. In the hopes of a united Whitescar that can grow beyond the image all other nations have of their kind as berserking barbarian conquerers and nothing else, HIgh Queen Astrid has been hoping to do more diplomatic work with the adjacents lands... Maybe Neighpon if she thinks that their inhabitants are over that whole... war thing that was a long time ago. She's getting up there in age along with her Husband, Havardr, but also like her beloved she has not let it slow her down. She's an experienced warrior but also one of the best healers and potion makers in her homeland. She'll likely be venturing outside fo whitescar and visiting certain areas of lands beyond in order to meet both creatures of note and those they rule over... and maybe adding to her collection of pulp stories. The drawing itself was a fun to do... although I still think the antlers are a bit goofy looking.
  7. Roleplay Type: World of Equestria Name: Astrid Sex: Female Age: Elder Cow Species: Caribou Eye colour: Amber Coat: Thick and Dark Brown Physique: Strong and sturdy. Even in her growing age, Astrid's build implies the strength and practice of one who has seem as many a battle as her husband. Residence: The Palace in Heil, but ventures out often Occupation: High Queen of Whitescar, Shares Rulership with High King Havardr Cutie Mark: N/A Unique Traits: Hoof of the All-mother: Astrid is a renowned healer across Whitescar. Her knowledge of herbal remedies, salves, and potion making given her the lofty title of “The Allmother's hoof”. Friegyr, The All-mother in the caribou pantheon is the wife of Odyrr and the mother of healing arts for the caribou. For a cow who has saved more than her fair share of caribou lives on and off the battlefield, it is a most fitting name. Experienced Fighter: Even with a preference for her healing, Astrid is no stranger to causing harm. Like all caribou she was taught to fight young and practices and maintains her physique regularly. Due to her age and experience, Astrid has learned how to use a wide variety of weapons and has fought in more battles than she cares to recall. Her reflexes and strength are close to that of the high king and her mind is as sharp as it ever was, however even she is merely a mortal and she can feel that she will one day slow down and leave the betterment of Whitescar to the next generation... that hardly means she'll simply be quiet and not tell them when they've made a fool of themselves though. Seidr practitioner: The caribou pantheon is something that Astrid holds in very high regard as well as their legends talk of fate. Her desire to grow closer to the caribou deities is what lead her to discover her talents as a seer. Seidr is a simple but weighty form of magic to the caribou and not always accurate or easy to interpret. Meditation is a common activity for Astrid, She believes her trances give her glimpses of what is to come. Sometimes it can be clear immediately, and others it takes the benefit of hindsight (and a bit of imagination) to see if her practice bears fruit. History: On the south-western shores of Whitescar lived a small clan of caribou known by the name “Skyld”. A small settlement laid by the waves that would was the wreckage of fallen ships made victim by other clans. Her clan was small, not large enough to have a true chieftain and mostly limiting itself to trade with Clan Breen to the North: a common practice being the selling of whatever valuables floated ashore from wrecks. The clan was mostly a home to a mix of healers and merchants. This was the life that Astrid had been born into: Not the next in a line of great conquerors, but one of many trained healers in a clan almost unheard of. Growing up in clan Skyld was... difficult in the turbulent times that they lived in. With little in the ways of metal to work, She was trained mostly with spears, and hammers and shields. All of them wood until she was old enough to pay for something better. As soon as she did, Astrid decided to make her name as a different sort of Mercenary. In the many clan wars that broke out she served the role of a shield maiden in battle and healer during the rests between. While she wound staying with no one group of warriors for very long she made more than a few friends through her work. She'd even made a name for herself that only grew more popular with age: The Hoof of the All-mother. She would eventually find the army that she would spend her life with during a stay in a tavern at the lands of clan Aured. A great dragon had descended on them, planning to steal the caribou's riches. Rather than simply try to lay siege to the keep, it challenged the leader of the group sent to subdue him and lost horribly to the bull. Astrid was part of this group and after helping what remained of Havardr's foe off of him she was the one who treated him. Havardr Had a fire in him: A strong one that she'd heard only those with the qualities of true leaders possessed. This same fire made him a trial to treat and seemed to drive him to keep fighting even when his wounds had not fully recovered. His repeated attempts to lead parties before she said he was ready eventually ended when Astrid managed to subdue him and forcefully pull him back to rest. This wound up being a repeating event in their lives. Soon enough though he learned to accept her advice... and something more grew between them. During the events of the great Inter-clan wars that broke out across Whitescar, Astrid stood by Havardr's side throughout all of them. When there was a spear thrown he was too busy to catch she would catch it with her shield. When Havardr was wounded in battle, Astrid was there to apply the salves and treat him until he was fit for the next. In the small periods of peace between the fighting, He and Astrid spoke often. Back where she lived, her clan would often have dealings with the more trade oriented clan of Breen. They impressed upon her how trade with other lands could greatly improve the lives of the caribou as a whole. Astrid grew somewhat more relaxed once Havardr had been appointed as a Jarl. Already the war was seeming to near it's end. Around this time as She began to learn more about the corruption and decadence that had spread among clan Aured... and still she bore a daughter with Havardr. A lively little calf who they would name Randgrid. Even as a young one playing with wooden swords and shields, Astrid could see she had inherited a lot from her father. As proud as she was of her little girl, she could not rest: Astrid was far from the type of cow to revel in luxury as her husband toiled. When Havardr's quest to the spine of the serpent was proposed, Astrid agreed to go. If there was a chance this mission could cleanse Aured of the corruption it had bore within itself she would make sure that she was not part of it. When her beloved emerged from the halls of the spine and received his vision she emerged with him not half as bruised or tired, if only because he had been the one leading them deeper in. Finally, with all the corrupt having fallen to the shrine she found the resolve to move along and raise her and Havardr's daughter. Or so she thought. Then came the war with the shape-changers: insectoid abominations who fed on emotions. Battles against them were unlike other foes caribou had faced. An enemy that could take the face and form of another sword brother and shield-sister on the field made open combat with them an absolute mess, especially with the disorganized and still feuding clans of Whitescar. It took Havardr's leadership, but also the connections that Astrid had build through her time on the battlefields to get even the most grudging of clans to work together for one battle... but they did. In the events that lead to the final confrontation with the shapeshifters' queen, Both an older Randgrid and Astrid distracted the monarch at great personal risk long enough that Hvardr was able to land the blow that forced her to surrender and beat a hasty retreat. The end of the conflict signified the beginning of a new era for this generation of Caribou: That of the High King Hvardr. Hvardr had agreed to her advice: Trade opened with nearby lands, the move angered some of the more 'traditional' clans. Those of Olin and many others who wished to stay true to the pillaging, raiding, and slavery that had made the caribou such a hated group among other lands. Their ongoing rebellion of the united clans made significant progress in Whitescar much harder than it needed to be... and then they chose to work with a dark organization that was called WRAITH. The day she had learned of their recent machinations was the day Astrid promised to deliver any operative of WRAITH she found a very personal and vengeful type of justice if she caught them: You tend to hold a grudge against a group who mind controlled your offspring and send them to battle against newly made allies. Not letting her desire for retribution completely consume her, Astrid took to several important, less battle oriented responsibilities. She has regularly traveled out of the palace in Heil in order to inspect certain trade routes with the Vakstyra and Kingsguard. Taking care of bridges and structures needed to keep trade in and out of Whitescar was an important task if the Caribou were to better their land and society. Projects were set up at her behest to improve fortification to allied clan structures wherever it was reasonable. Even now, Astrid refuses to keep from getting involved in the betterment of Whitescar. With her husband hard at work and her daughter still making her legend, the high queen refuses to let her age or new position spoil her. Character Personality: Astrid is a cow who has lived a long life full of conflict the loss of close friends, siblings in arms, keeps, and settlements all in the hopes of bringing Whitescar into a better way of life. Even with all of her past behind her she rarely loses her composure and keeps calm in most situations. In almost any dealing she attempts to give those in her company the chance to speak and is inclined to treat any caribou or other creature with respect she deems she should give them. While she is most at home in deal making and compromises among those of her homeland, Astrid is willing to give powerful individuals respect so long as this sentiment is shared. Even though she tries to present the best qualities of the caribou at the forefront of any meetings with the elite of the lands beyond Whitescar, Astrid still tends to be flummoxed by some notions held by other cultures: Lines of succession being one of those she has difficulty understanding. She knows better than to debate the merits of it with those who benefit from such positions. In Whitescar, the High Queen has made her feelings on the state of other clans in the alliance clear: especially the clans who had been most hesitant about aiding her husband. Some of her opinions on certain players in Whitescar's situation are more openly known, such as her belief that the Red Jarl and to a certain degree his former mate are less interested in actually improving their homeland rather than playing heroes of their own little worlds. Even then, she knows some caribou are capable of impressive change... so long as they truly wish to. The allies she considers the closest to her can often be subjected to the occasional blow of brutal honesty in regards to her opinions on certain matters, but Astrid typically knows when to leave something to those most suited or most knowledgeable, whatever her feelings. In regards to Foreign Relations, Astrid has only recently begun to make more trips overseas to the east and south to better establish trade opportunities with those lands. Given the history between Whitescar and Neighpon, she feels attempting better deals between them and the shogunate may be a wasted effort but is willing to hear out any who feel they may be able to find benefits in trade with that land. As of now, her eyes are set to long guo and the lands of Equestria, hoping to make visits to the other countries in shows of Good faith. Certain things that Astrid has found herself exposed to in both her travels and her life have resulted in her having very little patience or openly hostile towards. The decadently wealthy who take advantage of their citizens are by far those she absolutely despises dealing with: This mostly being inspired by the corruption she needed to work against in the very clan where she and her husband raised their daughter. Those who make light of the pantheon she holds so dear are known to quickly draw her ire, and those mock them even more so. In her downtime, Astrid can often be seen reading books. She’s found she has a taste for Equestrian mystery novels and pulps stories when some of them were brought ashore. After she learned of a less… controversial method of acquiring the tomes, Astrid set out to buy a set and on her trips to Equestria is known to frequent various bookstores in the hopes of improving her collection back in the hall. There exists a soft spot in Astrid’s heart for any young or small creature. One of her favorite animals (and one of the few mostly harmless creatures back in Whitescar was a breed of thick furred cat that roamed the forests. When she was a calf she had taken care of an injured one… only to have become visibly sick herself until her clan’s shaman told her that she was allergic to the creature and they’d have to give him a new home. She refused and carried that cat with her most anywhere to the end of it’s days. Even now she can be easily distracted by the presence of felines. Character Summary: When all's said and done, Astrid is many things: A healer, a warrior, a leader, a mother, and many names that she and her husband’s enemies surely call her that she couldn’t say in good company. She works hard for Whitescar and it’s natives and strives to work in their best interests.
  8. Being an advisor to a theoretically absolute ruler was tricky. How do you stop your boss from doing something you feel is stupid, once he’s made up his mind? There are no workarounds in the system to exploit, and direct contradiction and obstruction is dangerous to the pony who wants to keep their job. Such was the dilemma facing Shiroi Boshi as she left the Canterlot debating platform, keeping an eye on the retreating figures of Halvard and Sigrun. The latter caribou had apparently brought with her the legendary Ninhoto no Uto, the singing sword of legend, in an attempt to establish a rapport and eventual alliance between the clans loyal to the High King of Whitescar, and the Shogunate of Neighpon. She drove a hard bargain for itm if you asked her, in only having to give up half the blade, but then, she was less sensitive to the sympathies of either side’s legends. No, her mind was on other things. She’d done research on both Sigrun and her companion, Halvard. The latter had been instrumental in expanding his own clan’s trade networks, and was rumored to be working on breaking into the lucrative Polyneighsian market. As far as Shiroi was concerned, that could not be allowed to happen. If Nieghpon lost its resource monopoly in the region… a long slide down from the position of greatness would be certain, as well as it no longer being able to sustain its magitek dominance, or even to sustain its economy in general! But… the Shogun had agreed to the proposal. Unless the deal was stopped at the last minute, negotiations would likely continue. If Shiroi tried to sabotage the deal, and was caught, that would give the caribou a diplomatic edge they’d be stupid not to take advantage of. No, the only possibility would be for the other party to act dishonorably. And if they did, Shiroi would make sure to catch them in the act. To minimize the risk of being caught, Shiroi would employ the very latest in espionage technomancy!... One of the little robots from her homeland used to clean the floor. With a camera on it. To the uninitiated, it would look like a horseshoe crab with a knobbly growth on it’s back. Hiding out from a distance, holed up in the Nieghponese retinue, the technomancer to the Shogun began her campaign of espionage… ~***~ “Do you feel like we’re being watched?” For the past few minutes, Halvard had felt the hairs on the back of his neck prick up. At first, he put it down to normal caution, as he was escorting his mate carrying a valuable artifact. After not being able to see any followers as the traveled along the boulevards of Canterlot. They’d just come off the debate, and it was possible that Neighponese sympathizers might try to snatch the blade to avoid having to split it. He couldn’t let Sigrun’s hard work be undone now...
  9. Name: EydisSex: Cow Age: Young adultSpecies: Caribou Eye Color: Bright Blue Coat: Snowy White Mane/ Horns: Has an unusual look for a caribou as she seems to file down her antlers to the stump and actively tries to keep them from growing. Physique: Thinner and more lithe when compared to most other caribou. To most onlookers she could pass for an unusually tall deer. Residence: N/A Occupation: Skald, Historian, and Explorer Traits: Stamina: While not being very strong, Eydis seems to always have an extra bit of energy and is usually the very last creature to wind up being exhausted from most tasks. Be it Running or lugging around moderately heavy things, Eydis can handle it and keep going until the night falls and probably after. Skald: Gifted with a voice for song, Eydis has shown success as a Skald in her homeland. Skalds in caribou society are a mix of historians and bards. IN her time she’s leanred how to play several History: In the wild lowlands of Whitescar, this where Eydis’ story began. Clan Hakon was and still is a small clan spread all about the continent. Rather than being known for their might or skill as combatants, Hakon is known around their homeland mostly for their explorers: Cows and bulls who delve into the depths of the forgotten histories of the land to share the knowledge with rest of the clans. One day a pair of their kin produced a calf of unusual appearance. A bright white coat and sky blue eyes. Her parents took this development as a sign that their daughter had a gift for beating the odds. Celebrating their little one, they named her “Eydis”: ‘Ey’ meaning good luck, and ‘Dis’ being spirit. Luck wasn’t always on her side, however: She was a much more slender caribou then her brothers or sisters. While most of her siblings split their focus between their studies of self defense and lyricism, Eydis focused most on music and history. Between the gusts of the windmaking lowland trolls and the occasional raid by rebel clans she felt it was a miracle she’d been able to read all that she had. In time she managed to prove her gift of voice as well, although mostly through song, poetry, and text. As Eydis grew she found herself developing a curious wanderlust and constantly hounded by an intense desire to learn more. Eventually she took up the occupation of viking, although not how many might expect. Rather than pillage and raid, Eydis began to work exploring old archeological sites, exploring territory and documenting wildlife and the locals, and hunting for ancient texts from ages long ago. Her pursuits were written down every day and after some prodding from her parents she sent them to an Equestrian publisher… even Eydis was surprised when they said they would love printing her logs and journals! A long journey was taken in order to get to the publisher located in Stalliongrad. When she got there the deal was arranged and now she could share her work to the rest of the world. In her time in the more northern area of Equestria she’d first gotten into the practice of filing down her antlers (Mostly so she could get through doors). In Stalliongrad it turned out a major contributing factor to the open-ness of the publisher to take her work were songs that she’d written down in the end of each topic she covered. Eydis promised to make use of that trend and the deal was struck. That development was only a few months ago. Now, Eydis has been published for a while and her work is reviewed quite favorably. However she regularly works as a singer in small taverns or inns when the proprietors let her, seeing as her works are not fictional and don’t draw huge crowds. She has met a fan here and there but nothing so overwhelming as what she’s seen for some of the stranger fictional books about an explorer who for some reason went around ruining sites of great historic importance! Summary: Eydis is constantly curious caribou with a compulsion to collect commodities closely connect to chronicles of cultures. She goes about this with a great deal of research and investigation before going, and usually going regardless of how dangerous she is told it can be. Her work often take her to dark damp caves, ancient ruins, lost settlements and more: all with varying degrees of danger to them. As of now, Eydis’ most well known work would be her report on trolls, the northeastern forests of Whitescar and the inhabitants therein. Spreading out though is a high priority and one of the places she wishes to see beyond the borders of her home is actually Neighpon. When meeting other people, It wouldn’t be odd to describe Eydis as being somewhat subdued. While not a wallflower at parties she does regularly try to converse with others and in smaller crowds really enjoys singing or playing her panflute. She usually tends to go out to taverns and provide some music if the owner allows it, if only so she can see how her latest composed song or melody is received… and also get some money to pay for a lodging. Eydis couldn’t say she has many friends at her side but those that she’s met and formed some sort of kinship with she regularly maintains contact through letters. In those few hours where she is not consumed by her desire to search and travel or she finds herself for whatever reason doing that impossible, Eydis will often cook to give herself something to do. Typically she finds recipes and ingredients native to the area that are safe for her consumption and cooks something up from that with varying results. When Eydis first came into a sum of bits, she used them to pay for a warehouse stalliongrad where she can store the various books she collected on her travels. Seeing how hard they were to come by growing up for her, Eydis treats almost any book that catches her eye like a treasure. Traits that Eydis dislikes about herself would probably be how she can sometimes brushoff the concerns of others in her constant endeavors for knowledge. Even now when looking back she feels she can pinpoint the point at which she’d broken a bond because she pushed a bit too far or dug too greedily and deep… despite this she still searches to form bonds as her mother Hilda told her: one’s greatness is not measured by the fear their shadow inspires for their enemies, but the shade it offers their friends.”
  10. The forest in the east was not always united under the major clan that it is now. In the past the forest was home to a multitude of warring clans. Raids, wars, stories of battles that are still sung today were what made up the lives of the forest dwelling clans. Origins of the smaller clans and tribes that settled in the dimensionally confusing forest of frosted ash are difficult to find. Theories are numerous and difficult to prove, the members of the modern clan believing they are descendants of an ancient breed of elk that migrated to the north after pony settlements arrived in the land that would one day be called Equestria. Wherever they hailed from, in the past these ancient tribes made their homes in multiple settlements across the forest. As any Skald will tell you, caribou will find reason to fight. In a place like the forest those reasons were mostly out of pragmatism. In the woods coming by certain resources was very difficult. As per usual for many clans raiding was a solution. A war had been raging in the trees of forest, one with little steel for blades and a great deal of time to learn efficient ways of fighting one another without steel or iron. Eventually though there came a time when the fighting needed to stop. Clan Stokkr: a clan of woodworkers, after the dethroning of it's old chieftain had offered to have a meeting between of the heads of the warring forest clans. This meeting was lead by Heigi who had come into possession of a powerful sword. After pointing out the various losses they had suffered and how together they could be stronger than any of the clans outside the forest... the heads of the smaller clans agreed to merge their clans as one over the ages. Upon deciding what to call themselves, one of the chiefs suggested why not after the very trees that they took shelter in: the Aska tree. Over time, the Askr Clan came into being. While this clan is definitely looking to the future ahead, it has not forgotten its roots. Events of the past have shaped this clan into the fearsome forest dwellers that they are and have made them both enemies and admirers throughout Whitescar's history. Like all caribou clans, Calves are taught to fight at a very young age. At first they are taught a variant of the martial art native to Whitescar: Glima. But after their calfhood is over and experiences are taught they are taught another way of fighting that the clan called Rodhovar: A rather brutal style of fighting that could only have been born from a culture so deeply wrought in conflict.The style of fighting is used exclusively for war and focuses heavily on attacking vulnerable areas on the body: Knees, hooves, Sides, hind legs and very often the head.It also teaches grappling, disarmament and use of terrain to fight. It's not uncommon among the caribou to see every cow, bull, and calf willing to take up a weapon in defense of their homes. In the Askr hold it is almost unthinkable to not be without an axe at your side if you’re an adult or a wooden sword if you're a calf. Due to the region's previously mentioned lack of easily locatable ore on the surface, Raiding parties and expeditions into Cave troll dwellings are often performed in order to retrieve ore for the crafting of armor, weapons, and other things, alongside raids of clans outside the forest. Like some other more 'civilized' clans in Whitescar, Askr is one where most every member has been a viking at some point in their lives. For some it was to prove their mettle as a warrior, explorer, or a merchant: As these are all things that are attributed to the clan's definition of “Viking”. Unlike some outsider believe though, being a viking is something the majority of this clan does for the entirety of their lives. Many of the older caribou along with the younger who have made a name for themselves have actually gone on to become farmers, woodworkers, skalds, or merchants. Social classes still exist in Askr as it does in most other clans. Karls are the commoner class of caribou. Smiths, merchants, explorers, warriors: a karl could be any of them. Above the karls, are the jarls: Clan Nobility. Jarls are wealthy, owner larger areas of land and territory then Karls do. Typically better equipped to handle conflicts and owning their own ships, but the most important part to becoming a jarl in any clan is the confidence and good graces of the caribou beneath him. If the popular opinion of any jarl crumbles, soon everything they own is sure to follow. When a jarl perishes it is usual that their oldest kin would inherit their estate, however if a karl has gained a great following in the community then they very well could supplant the jarl's son and inheriting their estate and responsibilities. The third and final social rank is the singular position of the Chieftain. The seat of Chieftain is a position of great importance to any clan, among large and powerful clans such ask Askr they are almost comparable to kings or queens in their own right if there is no High-King above them. Much like jarls, A chieftain is subject to the will of their clan: Usually worries and ills are relayed to them through the Jarls beneath the chieftain due to the difficulty managing the various settlements in the forests. Perhaps to facilitate bonds and a sense of unity in the clan, Karls and jarls alike will often have their offspring live among friendly clans or fellow members of the forest dwellers. Around middle adolescence a calf is to be shared with another in the clan or a close friend in order to gain new skills and be exposed to different approaches to problems. The effect of this practice seems to have made the clan very connected with each other, for all the good and bad that may bring. Despite the gentler side of caribou that Askr exhibits, certain insults to personal honor will have usually two outcomes: Apology and an agreed compensation, or a duel to either settle the score or decide who is in the right. Historically the clan has more than a few enemies beyond the wild lands they call home. Remnants of reclusive clans who dwell in the forest still attempt to make attacks on the hold every once in awhile, Troll raids and small scale invasions are still common in the more rural areas, and since the recent events of a group of outsiders they have had to deal with a plague that is still being examined. While Askr clansbou are not willing to ever attack their neighbors to the Northeast in Neighpon: they are far from fond of them. Oral Histories told by the skalds state that this could be due to the clan's history with the island nations. In the genesis of the clan's formation some of the clan's closest to the shoreline would make regular raids on neighponese vessels. In retaliation, the Neighponese waged war on the raiding clans, beginning a long series of conflicts with each side taking revenge for the previous attack and vice versa. One weakened nation against a newly formed united clan of the forest. Finally the fighting stopped when both a new chieftain and a young shogun realized that neither said was gaining any ground and both were only losing kin, and so a peace was reached. Even with the peace, it is hard to find a caribou among the Askr who doesn't have a story of how one of their ancestors fought and fell in that affair. Much like the merchant based warrior clan of Breen, the caribou of Askr put a great deal of value on personal appearance. Grooming, bathing, and dressing well is considered very important to both bulls and cows alike, with certain perfumes or colognes added to their coats. Typically all members of the clan own at least one article of clothing or an accessory that is the color green and bears their clan’s symbol. For upper class of Jarls it is common custom to come to peace-talks with enemy clans without cloth or armor to show that they are entirely unarmed in good faith. Seers can be found in any clan, but few are as valued as the ones who reside in Clan Askr. This change can likely be attributed to the skills that the shaman here have branched out into. Normally practitioners of Seidr might be more like hermits out in the wilds trying to meditate in order to peer into the vast tapestry of fate. Seers in Askr are more akin to medical shaman, working to mend the minds and bodies of those who have been wounded or taken ill. While they are not able to wield healing spells like some more magically gifted nations, it seems that they have taken a page from Zebra tribe-like methods of potion mixing. While they still practice Seidr and make their vague prophecies, the more mystical aspect has taken something of a backseat to the practical: To be used in times of emergency. Seers however do tend to be devout believers of the major deities to the clan: Hreinn, Tuktu, and Qalipu. Celebrations are very important to these Caribou, seemingly as a way to keep up morale and promote the sense of togetherness that has bound this clan as one so tightly with no threat of division in sight. Mead Halls are usually filled well and musical accompaniment is always to be expected. Dance lines are common occurrences along with instances of good natured flyting: A series of Insult said in verse along to the beat of the song of the moment. One of the traits among members of the clan that seems to exist in some capacity in everybou born in these forests is and unnaturally good sense of direction and spatial awareness. Historians native to Whitescar believe that this trait may have emerged from them in response to the Forest of Frosted Ash’s unusual dimensional properties. It has made them the perfect guides to any traveler in these woods and it seems difficult for them to lose track of where they are in the forest even if they try. One of the most well known thing about the Askr Clan to the world beyond Whitescar is their production of and mastery of Woodworking and carpentry of trees that share their name. The wood from these trees has the uncanny ability to absorb, dissipate, or outright nullify any magical induced energies: a trait that has confounded even the best minds of Neighpon and Equestria alike. To any Caribou Blacksmith who wishes for the best of anti magic inlays for their armor, they must come to Askr. If a clan wishes for the best designed Flying warship or longboat that can withstand almost any magical attack, they must come to Askr. With the abundance of wood in their region and their experiences with it, growing new trees and crafting them into great exploratory vessels and merchant ships has made the clan quite a living now. The warships of theirs that has ever fallen into rebel hooves are known to be a thorn in the side of any culture that relies heavily on magic, usually proving strong enough to withstand and dissipate magical attacks from some of the best magitech defenses and offenses. With their skill as fighters, craftsmanship, and close bonds among their kin, the Askr clan are a powerful force in Whitescar. Between their regular battles with the Rebel clans to the south-east and their home territories natural harshness, it is no surprise that they proof a fearsome foe to their enemies and a true friend to any ally who has earned their goodwill. Traveler’s Guide to Whitescar: Clans of Note Eydis Hildusdottir, Skald and Historian of Clan Hakon
  11. All across Whitescar Caribou deal with these creatures: Trolls. To an outsider it may appear these beings are no different to any of the other monstrous aggressive creatures that roam the lands. This is absolutely untrue. Trolls come in all different sizes, shapes, and can even have entirely different ways of existing. There are, however recurring acts that occur across most of the differing subspecies along with appearances. The most common breed of troll that causes the caribou inhabitants no shortness of grief would be the Cave troll. When outsiders think of the trolls of Whitescar these are most likely what are pictured: bull moose sized creatures, covered in shaggy brown fur, with longish tails. Their maws are full of sharp teeth held by long muzzles, small eyes and a thinly furred face. Known for traveling in packs, stealing from homesteads, and even kidnapping caribou from caravans and in their cradles: These trolls are detested even amongst the rebel clans. It's a shame that those who visit almost hear only about the latest events that the cavern dwellers have caused as they would see that there are a great deal of other trolls in the land who clash greatly with their ground dwelling counterparts. There is a friendly face among the trolls: The Nisse. The Nisse are a curious … and rather cute species of troll when you can convince them to show themselves. Not much larger than a mouse, A Nisse is covered in a large fluff of brown fur. From what has been seen their eyes are rarely visible, typically covered up by the aforementioned fur. They have slightly stubby muzzles and usually you can tell their mood by tiny smiles they sport or the tiny frowns they express... then again it's rare to get them to show themselves to a simple traveler. Usually Nisse make their homes in the dwellings of caribou, rather than messing up the place or stealing from the homeowners they've been most known for cleaning, and assisting with certain things around the house in exchange for food if the owner of the home can provide it. Finding and observing them proves to be a very difficult task, in no small part thanks to their impressive speed and surprising strength. There are no records of them ever harming a caribou of their own accord, rather they have been known to be a great hindrance to thieves who enter a home uninvited. A middle ground between friendly and hostile has been most notably filled by the neutral Forest Trolls. These beings are large enough you could conceivably build a small house on their backs if said backs weren't covered in shrubbery and trees of varying sizes. They seem to be herbivorous, mostly eating berry bushes of all types. If approached carefully and respectfully they are known to tolerate the presence of Caribou so long as they don't attempt anything aggressive towards them. The most unusual trolls that Caribou have dealt with would be the mysterious Hulder. Some skalds and historians are still unsure if they can be called true trolls at all. Seeing as the Hulder have a strange form of unusually attractive members of the caribou species with some subtle and not so subtle hints at their troll origins. A traveler could have met a Hulder without even knowing, as all of them who appear to the rest of Caribou kind wear thick clothing such as robes in order to hide the troll tails that take the place of the small tufted tails natural caribou have. Still a very reclusive species they are not known to be aggressive, in fact they are comparable to the Nisse in that they will sometimes assist hardworking caribou with tasks and then just disappear. The most dangerous and frightening Troll breeds would be elemental trolls. Mountain trolls, Rime Trolls, Wind Trolls, and Sea trolls. These trolls are especially notorious... but few only three of these types have been seen regularly. The Mountain trolls are great stone behemoths, dangerously territorial and aggressive they seem to monitor and patrol the spine of the world serpent. The reason these trolls are rarely encountered during daytimes was made known through them. When the daylight comes and hits them, they turn to their namesake and merge into the mountains until the sunlight fades. Rime trolls also disappear during the daytime, but are also limited to appearing only during freak snowstorms and blizzards. Suspected to be kin to the Wind troll who roam the flatlands. They are known for their ability to produce gale force, freezing winds from their maws. One of the troll breeds who show some form of intelligence, they are often accompanied by large white lupine creatures who produce small whiteouts around them. Any great windstorm that plagues the flatlands or plains out of nowhere at night can readily be blamed on the Wind Trolls known as the Kajsa. Despite their tendency to cause dangerous windstorms they are relatively rare to anger. It is possible to converse with one but don't expect to hold it's attention long before you're blown to the distance for being “Boring”. Sea Trolls are only seen on Whitescar shorelines. Much like the trolls native to the mountains, they tower over most creatures. They tend to build small, crude settlements along the shores and almost never venture inland. They are however fiercely terrotorial and will ambush and assault any vessel in the water or airship that is low enough for them to bring down via thrown projectile. On occasion these creatures can be seen in battles with the Kaiju who harass neighpon, recent reports suggest that they may be trying to tame younger versions of the beasts for unknown purposes. Finally we come to the most difficult to find breed of troll in Whitescare: The Fire Trolls called the Surtr. Visual accounts of this breed are hard to come by as they often make residence in the deepest caverns and ancient ruins of Whitescar. Journals by explorers depict them as being jet black quadrupedal giants with burning orange eyes. Thankfully these beasts rarely leave their dwellings unless provoked or something is stolen from them. To any travelers curious about the trolls. I advise you not try to observe or analyze these creatures without a native guide. Magical Fauna of Whitescar: Trolls Eydis Hildusdottir, Skald and Historian of Clan Hakon
  12. A vast sea of trees... a very accurate description of the Forest that takes up the North and eastern territories of Whitescar. To those who approach this intimidating place would find the name of it confusing, depending on what season one came to see it. Much like all of the lands outside of the serpent's spine, The Whitescar forest is verdant land of such grace that it rivals even that of the forests of Equestria: at least during the warmer season. During the winter seasons is when it lives up to it's name, just like the rest of the land it rests in. As things grow colder, most of the trees that make up the body of the forest turn various shades of ashen gray. Some of the trunks and leaves shifting between muted, dull blues, purples and greens depending on the breed of flora. Those who know the forest well tend not to travel much outside of their homes on the winter nights as it is easy to become lost and wander off the roads. The warmer seasons of Whitescar are when the untamed beauty of the forest is on full display. Lush, tall grasses grow. Great canopies of various trees that let rays from the sun shine through the leaves like fleeting rays of warmth. Flowers, roots, and all types of unusual forms of plant life grow all throughout the soil. Despite the verdant growth, farming is far from easy. Harvesting of the forest's namesake trees occurs fairly often by the powerful clan of the region. The Askr Tree is the abundant in this part of Whitescar: A powerful boon that has helped maintain the power of Clan armies and the creation of longboats due to it's unusual property that allows it to disrupt and nullify many types of magic. Beasts and odd magical beings still roam these woods actively, especially during the night. It is not uncommon to find abandoned settlements set up by those attempting to make a living farther away from the paths showing signs of recent Great troll attacks. Other threats that stalk this forest do exist, but once the sun sets it is best to stay close to the path and set up a camp … and also make sure that you enlist the aide of the Nisse: a group of magical beings that are said to live all throughout the forest. Not dissimilar to the 'breezies' of equestria (at least in size). These entities from the accounts of those who say they've seen them... are diminutive creatures who wear small hats, are sturdy and quick. Gaining their favor by leaving treats outside your hearth or by your campire will result in their protection for the night for campers, and sometimes even useful items brought to them as well. The are tails of other species of troll that stalk the forest, ones I at least think I have not run into. A more difficult to find subspecies of them are said to be heard in the forests at any time of day. These trolls are called the Hulder: The secret. Despite the ominous name, it is entirely possible for a polite visitor to have met them and never known it due to the fact they are identical to caribou. Usually they wear thrick clothing that hides their hind quarters as unlike true clansbou of whitescar... they have the tail of a troll. Even if by some miracle a traveler finds one they are not known to be aggressive and are supposedly quite kind and charitable, usually helping some of the settlers farther away from the clan. Not everything in the forests is settlers and trolls though. There are still old clan sites and battlegrounds that dot this great expanse. ON the few times I asked to go off the trail with my guide he showed me one of the old burial Barrows. Old ruins and large crypts run deep beneath this mounds, some holding treasures, others holding curses. The necromancers who manage to eek out a living in the forest often work their crafts in ancient places like this. The one tomb that we visited had apparently been visited before by one dark sorcerer, but for whatever reason he hadn't returned. At the bottom of the tomb there was a small clearing with trees and a pond, along with a smallish hoard of treasure from ages past. We left it undisturbed. If you meet a member of the clan that holds a tight grip on this forest: The Askr. They would tell you when in the “Skog av Vintern Aska”, that you must follow these three rules. 1. Bring a guide from their clan along if you plan to explore. 2. If you don't plan to explore, stick to the path. 3. Bring food or learn to forage. if you ignore the first two rules: You'll be there for a while. Having strayed from the ath once, I was lucky to be found my guide. While I was in the woods on my own, it felt as if things were much larger. I managed to find an opening in the canopy... and it looked as if the forest had grown five times its size. The Askr guide tells me that the forest has a way of messing with travelers. If you're off the path, distance slowly begins to mean nothing. When we arrived at the clan's city... there was mention of other, secret trails that only the clan dares to tread, but out of respect for my guide: I chose not to dwell on them. Wanderer's Guide to Whitescar Eydis Hildusdottir, Skald and Historian of Clan Hakon
  13. At the center of one of Whitescar's largest forests, by a long river that slithers further to the core of the land itself... there lays a curious source of light and sound. Boisterous and occasionally bawdy laughter accompanied by spirited musics serve as a good omen to any wanderer in these treacherous woods: For they have found the heart of the north-eastern forest. Skogr Hjarta: The oft talked about home of the Askr clan. Great walls of sturdy lumber and stone serve as a massive ring of protection around what from above appears to be nothing but a series of hills of varying size within smaller rings. Up close however, one would find that these hills hide the homes of the eccentric residents of this forest they have come the closest to taming. The homes of the residents of the east forest are called turf houses. Their roofs hidden by the grass and snow of the season with surprisingly spacious interiors. Warm hearths, communal baths lay beneath the cold weather that harasses the clan daily. Some structures are more visible to the scouting eye than others, such as the ritual buildings that serve as places of worship to the gods of the caribou. The three primary deities that clan Askr put their faith in being a trinity of beings: Tuktu, Qalipu, and Hreinn. Tuktu is the askr clan's spirit of war, fertility and loyalty. Associated with not just the night sky but the stars that speckle it's majesty. According to myths every star in the sky they can see and cannot is one of their clan's fallen. Watching over them and cheering on their prosperity. Qalipu is a the clan's spirit of wisdom, compassion, love, and is closely associated with the practice of Seidr. The shaman of the clan will often hold great festivals and celebrations around the time of the aurora as it hangs and wafts overhead. Hreinn is a deity with more mystery and obscurity about him, Refered to as both the spirit and guardian of the eastern forest Askr lives in... Hreinn is a cold, harsh, but not uncaring spirit. Said to be the being who grants strength to those who pass the askr will test, he represents the unending challenges of life and his graces can be felt both in the tranquil moments in the wilds and the bristling of fur on your neck when you feel as if you are being stalked. While the Askr clan still show a clear preference for the major deities they feel most benefit them. Travelers can still find shrines to gods from other clans to be used and revered as any faithful wanderer may see fit. These structures serve as places of reverence for not just the gods, but also their fallen: Stories are often shared of past heroes and how now they have taken their place among the stars. Adjacent to the ritual buildings and at the center of the fortress ring is the chieftain's keep. The Chieftain's keep differs from most buildings inside the rings as it is built beneath the largest tree at the center of the fort-city and is reinforced with more stone and iron that the rest of the buildings. It is an old building that stood since the clan's genesis, Surrounded by large rune-stones around it with intricately detailed carvings of the heroes to the clan who have occupied it. In this hall is the seat of what government the Askr clan has. The chieftain of the clan makes their home in this keep, protected by the elite guard of the clan who also stands watch over their family members. TO what few invading clans who have made it to the heart of the forest they have been met by the challenge the keep puts in their path. Tall stone walls rest on top of a great mound created by the past members of the clan. The slope of this mound making getting any siege engine's close a trial, and the great tree above making maneuvering longboats to attack from above even harder to manage. Not all inside the fortress ring are hills and trees however. Within the city there are several worn streets made by those who walk these paths so often on busy days. Longhouses lay close to eachother, some of them connected to the turf houses partly below the surface. These buildings serve as a sort of face to those who travel to their clan's territory. Many of the these structures being taverns and shops, selling the wares that make them so effective in both travel and conflict. It is in this aspect of the clan that Askr enjoys showing the most, especially to travelers from foreign lands. Any pony, griffin, zebra, or otherwise that can make it through the ancient woods that surround the heart have already proved strong enough to be celebrated. A curious blend of turf and boathouses have also been created by the eastern caribou, attempted attacks that somehow make it past the dangerous wilds and the great sea of trees flummoxed by ships that seem to come from nowhere. Dotting the insides of the ring there are several of the clans' namesake trees, standing guard over them and protecting from outside threats. In the present years, The heart has grown quite a few sizes in these days. The clan's rise as a power player in modern Whitescar politics has grown the Heart to a size rivalling even Barn. It boasts an impressive population and diverse members, all of whom wear the clan's symbol. Clans of the Ages: Records of Whitescar Eydis Hildusdottir, Skald and Historian of Clan Hakon
  14. Name: Yxa "Da Axe" Kastare Sex: Male Age: Adult Species: Caribou Eye Color: Goldenrod Character Color: Dark brown, with an underbelly of white. Mane/Tail: His mane is essentially a spiked mohawk, with the spikes dyed in colors so that he covers every color of the rainbow. His tail is not dyed, simply being comprised of his coat colors. He also has a spike of a beard dyed a bright red. Physique: He has a very average build for a caribou, aside from his smaller size. He is not very muscular, all things considered, but he is stronger than you would think. Residence: Sigrun's clan in Whitescar Occupation: DJ for the clan, and other gigs when he can get them. Cutie Mark: N/A Unique Traits: He carries an axe with him wherever he goes, as well as another kind of axe, a guitar. History: Growing up in Sigrun's clan was an interesting experience for him. Even as a child, he was not interested in anything but the music he heard from his parents. He just couldn't bring himself to care about combat or other bookish pursuits. As a result, he was the recipient of many lectures about the dangers of where they lived, though he still couldn't care about them. Not to say he didn't learn anything though, and he stuck with the axe as his weapon, mostly because that was the first one they tried to teach. His test of will was not the most traditional of things, as instead of searching for the flower he left and boarded a boat. The trip had him ending up in Equestria, where he found himself in Manehatten. Following his ears, he found a club and was instantly entranced by the music the DJ was making. He traded music for music, training this DJ in the music of his clan while learning of their own type of skills. After a year or so, he made his way back to the clan. He had no flower, but he had brought something else. He had brought his own equipment, setting himself up as the only DJ in the clan. Personality: Yxa is a very relaxed individual, laid back and friendly. He only really gets serious when it comes to his art, wether that is dabbling with his guitar or using his skills as a DJ. He likes to make friends with everyone and jokes around even if they aren't considered friends. He doesn't like secrets, and therefore is usually completely honest with others. Summary: A laid-back bou that is entirely serious about his art, his gift to the clan that sheltered him in youth and continues to do so in his adulthood.
  15. Call of Clan Askr Hi, Everyone! I’ve been kinda sad lately after realizing how few Whitescar based OCs there are. I’d also noticed there was a bit of aversion to the idea of the viking caribou when they were first released (and I admit they could have had a better first outing), but I’d been kind of hoping more of our user-base might find some interest in playing the native creatures of Whitescar. I can’t speak for the other clans in the region but I started my own a while ago. Clan Askr is a very open and rather progressive clan. Moose, Caribou, pony, griffin, etc. All are welcome but for certain reasons those born on Whitescar land typically are the most prominent if only because those who have weathered the land’s harsh conditions are likely to work well in them. Outsiders are still permitted to join the clan but they have a bit more to prove. If you have any questions about the groups listed or positions I should elaborate on please feel free to ask. ---The Clan Itself and its Positions--- In northeastern most territory of Whitescar there is a Hold the size of a city surrounded on all sides by a sea of resilient trees. The caribou who live there follow many paths, a great deal of them them artisans, but all of them fight for what they love against the things that encroach on their lives: Be they the threat of the monsters who stray too far from the serpent's spine, or the rebel allied clans who push at their borders. Since their clan first came to be, Askr Caribou have been the more calm tempered and hard working members of the species, but also some of the better ranks of their kind to brave the harsh wilderness of their homeland. To other clans in the lands of Whitescar: Askr is a group composed of inventive minds and well trained warriors, most of them follow a pantheon of gods headed by the two deities Tuktu and Qalipu. With the clan's current rise to prominence, and their willingness to accept members of other species and develop new ways to fight battles for their land, They have become one of the most powerful clans in the current Whitescar scene: Now headed by a chieftain who is adamant in the shared vision of a unified homeland and a brighter future for the caribou. Karls Karls are a low rung in the clan's hierarchy, but still massively important. Composed of merchants, farmers, and craftsbou of varying professions: these citizens make up the backbone of Askr as a whole. As the clan was founded by artisans such as them, they are some of the more knowledgeable and more experienced members of their trade in caribou-kind. While all are taught how to fight and protect themselves their knack for the production of the most iconic imagery for the viking aesthetic of their species has not dulled and to this day it is hard to match the speed and strength of one of their longboats of the sky, or the potency of their magic nullifying inlays. Recently a group of the most skilled members of their caste have joined together and began working directly with the forces of the clan's military to produce some of the more unusual but unique weapons that the high ranking caribou tend to wield. Typically these items are weapons that can change form or function using engineering techniques from other countries. Example, A large axe that can extend into a halberd. Through a good deal of hardwork, loyalty, and the blessings of the citizen's goodwill: A Karl can actually become a Jarl. Jarls Jarls are similar to nobles, they are wealthy, own more land or typically are in charge of the land that a Karl owns. Unlike the nobility of Equestria, the offspring of the Jarl will not inherit his position as the title is given to those who show exceptional ability or strength in any form. Service as a warrior is not required but it is an immense boon. When a Jarl is chosen they usually wind up living in a larger house or more fortified home inside of a hold (usually the one they lived in) and are in charge of settling matters among the community within it, acting as a judge might and dispensing justice that suits the situation. Jarls can appoint advisors and have guards of their own and tend to command smaller armies. as a part of the Askr clan some of the newer additions to this rank are former chieftains to older clans who have joined in alliance to Sigrun's own. Many important topics dealt with by the clan are done with feedback from all available Jarls and are regularly voted on. Chieftain of the Clan Jarls after some time serving and pulling of particularly noteworthy deeds have a chance to be the Chieftain over their entire clan. The chieftain hold a good deal of the wealth and determines may important decisions of the clan. When we go to war with another clan, when states of emergency are declared, when food stores are low and monsters begin to grow too close to settlements: All of these are things that the Chieftain must deal with, as well as worry protect their own family and keep the morale of the clan high. As of now the clan is lead by Chieftain Sigrun. The Seidr (Translation:The Seers) Titles: Seidkonur (Female) Seidmenn (Males) Perhaps due to the less aggressive nature of the clan's inception, the practice of Seidr: The shamanistic practice of the caribou, has gained more notoriety among the citizenry. Trances, visions, medicine, potion making, are all practices that many Seers learn. These caribou and creatures tend to be somewhat more introverted than many of their rowdy and outwardly inclined kin and more prone to studying books instead of swinging a sword. Many of them carry staffs at their side and carry a plethora of salves and potions to aid the ailing and sick. It is also not uncommon for Seers to bond with a certain animal at their side, this creature usually being intelligent enough to assist in medical aid. Some of their ranks even have learned to cook food for starving warriors and are usually trained to be a soothing presence to any warrior who did not get the end they had been hoping for. The Seers are led by by the Highseer Ylva, sister of the current chieftain although due to the current increased demand for Seers in the service of medical needs for the armies she has saw fit to share her position with a fellow seer and together have founded the group in the clan known as the Hooves of Qalipu: The askr clan's goddess of the aurora. Being one of the least magically blessed species, the caribou’s mystics do not have any innate magic to use. The sorcery that they speak of is based around visions and trying to untangle and understand the web of destiny. If one cannot respect them for the practice of what little mystic options are open to the caribou, perhaps one can appreciate they’re regular acts of charity. Skalds Poets and historians: The skalds of the Askr clan have gone through changes not unlike the clan's seers. Rather than focus on the mysticism and shamanistic practice of the seers, the Skalds began becoming a more official and respected group of caribou who wove wonderful poems and sang inspiring songs of the heroes in the past. Most Skalds of the askr clan tend to be knowledgeable historians and seekers of the the glorious past of the Whitescar's natives. Clan Army Skogenvakt: A ranger type branch of the Askr army. They serve as the first line of defense against invading clans and provide early warning against the monsters that come down from the spine. They tend to try to blend into their white and green surroundings with many camouflage tactics and favor ranged methods of attack such as longbows and crossbows, but they are perfectly capable of fighting on most terms. Thanks to the in-depth knowledge of the forests, terrain and local fauna, the Skogenvakt have turned back many an invasion force. The order is led by a commander appointed by the Chieftain. Huskarls The personal guard of the chieftain and family, made up of a group of well trained warriors hoof picked by the chieftain herself. These warriors are trained in various disciplines to be fiercely capable bodyguards and bulwarks against threats to the clan’s head or any relatives who stay in the center of the great Hold. The Mestrdyr Loosely translated, Mestrdyr means the ‘greatest beast’. In a few ways this is hardly inaccurate as it was a term coined by a group of seers who were infected by the plague curse that was visited upon the clan courtesy of W.R.A.I.T.H. After the treatments were given to the citizens of the clan and beyond this group have been concerning themselves with unlocking the secrets of this curse and using the power it brings as a boon to their species. Enemies of the Clan The Rebel Caribou Armies of Olin: While there are many clans of Rebels, the clan of Olin has been the most active against Askr territories. Lead by the Chieftain of clan Olin and the infamous Red Jarl, the caribou of clan Olin came to embody the oldest and most traditional mindsets of the natives of Whitescar combined with it’s most worrying aspects. The rebel’s way is one of conquest and the glorification of the old ways of caribou culture. To a rebel, the caribou are the only true great race and all others are inferior. Ponies, the eastern originating races, griffins, hippocamps, etc: all are beneath the greatness of Boukind and are not worth a thought beyond taking what they currently have that can be used by their clan. On some level the clan does honor other caribou in the way their ancestors would but that luxury seems to be allowed only to worthy opponents. The current Askr Chieftain was once the mate of the Red Jarl: although to her she knows him as Brann. The Remnants: A group of caribou from the clans who rejected Sigrun’s offer to join her own. Usually these were individuals who were planning to join the rebel ranks or work against the high king. In the case of either of them they would find their lands seized and their clan’s treasures and artifacts taken and used by the Askr clan. Necromancers: A strangely common problem in Whitescar would be the necromancers that commonly torment the land. All clans have had to deal with these practitioners of the darker sides of magic. The necromancers are as far as anyone knows not organized and rarely have allied with each other. Necromancers can come from any species although it is safe to assume that the more magically gifted ones would be the most prominent. Among the Askr Clan, Necromancers are generally viewed as perverse and wrong, the presence of outspoken necromancers is usually not welcome and so far only one necromancer has been allowed into the clan… this necromancer having helped the entirety of their clan when in crisis. This case is unique though in that this mage: Chipper Demise, has not raised any caribou and only animals. Any who tamper with the fallen of the clan tend to be treated with scorn at best. Notable Events (in order of occurrence) Rebel leader’s younger brother taken in by the chieftain Aiding the Crystal Empire after it’s horrible sacking by the rebels. The beastly berserk plague inflicted by WRAITH. Recovery and slow of the war against the rebels. The great debate between the Shogun of Neighpon and Chieftain of the clan of the fate of a sacred blade. (More to come!)
  16. From the album: Request/trades/gift art

    This one took me a little while but it was very fun to paint. Blue is a nice color to work with and I had a chance to practice defining the fur and armor. It would also be my first time painting a beard like this. I'm pretty happy with how it turned out. Halvard belongs to PrinceBlueblood
  17. From the album: Request/trades/gift art

    This one took waaay longer than I'd like. Sorry about that! I struggled quite a bit with this one, which took me off guard because I thought drawing her would be a breeze for me. I guess It was art block or something. Either way I prevailed! And I'm pretty happy with how this turned out. I tried a few things with the fur and the result look pretty neat. Though it was a little challenging, she was a blast to draw! Sigrun belongs to Pretzelpony.
  18. CaptainMcDerp

    Limi

    From the album: Request/trades/gift art

    I would have finished this one a couple days ago but stuff and things got in the way. Anywho, I had a blast drawing Limi. Non-ponies of the cervine variety are always fun to draw/design to me. And I got some much needed practice on clothing. I added a little blur effect to the edges this time. At first it was a freak accident but then I was like, "hey, that looks neat." :P
  19. Zeig

    Sunburst

    From the album: OC Art

    They've only been in one thread together, but Mei and Limi have gotten along pretty nicely. Maybe a little, too nicely... This took a lot longer to finish than I had originally planned, especially since that original plan had been to quickly doodle something out of an RP. Half because I forced myself to try different poses that I normally wouldn't try, and half because of Mei. Her design means she takes twice as long to finish than almost any other character I have. Except maybe Inkbrand, because of his tattoos. And, maybe Arc, because of his tattoos. ... -designs more OCs with tattoos, everywhere- Limi (c) Bellosh
  20. From the album: Requests, Gifts, Commissions

    Fourth customer in Inkbrand's Tattoo Parlor. First time drawing a caribou, I like how it turned out. Especially the hooves, I really like drawing cloven hooves for some reason. Sigrun © Presteza
  21. Zeig

    GtPO Winner

    From the album: Requests, Gifts, Commissions

    A reupload of the winner from the Guess the Pet Owner game, here's Lími with his pet Northern Inuit. So cute, much wow~ Please re-Like if you like! Lími (c) Bellosh
  22. Zeig

    Floof

    From the album: OC Art

    Reupload of my Floof! picture, because this is what happens when I'm bored and in a Skype chat with several Canterlot people. Seriously. This is what literally happens.
  23. From the album: Regular Cast Pics

    Probably seen this on the side bar now, but this is a larger image of the same. Enjoyed making this; the challenge was to get as many species as I could without it becoming cluttered when shrunk to sidebar size. For the curious, the reason for no yaks was the picture was completed before Party Pooped came out. Why Cheerilee? I always imagined her as the tourist type, going on trips (mostly in the summer) to various places in Equestria, collecting images and souvenirs for herself and for future school lessons.

    © Characters © Hasbro Artowrk © Brianblackberry

  24. Elderflower

    Ylva

    From the album: Elder's Flower Bed

    Shamanbou yaaay.
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