Literate to semi-literate canine / feline roleplay set within an Icelandic and Northern Canadian inspired continent. Semi-realistic with unique lifespans, species and the influence of rudimentary magic...Who are you and how will you shape Rothenheim's story?

rules


out of character| ooc |

Important:
By joining Rothenheim, you have agreed to abide by our regulations both in-character and out-of-character. Failure to abide by these rules can result in removals from our server and or a permanent ban.
    All rules are subject to edit and revisions without prior notice.

    Literacy
Rothenheim is a literate to semi-literate roleplay.
Therefore we do not accept one-lining, abbreviations of spelling or improper grammar. Though fret not as mistakes do happen. Additionally, you are required to write in third person.

    Maturity
General themes of this setting include but not limited to vulgar language, blood/gore, death and more that might not be suitable for all participants. We do not use CWs on our posts, either. It should be noted that explicit NSFW is not allowed in the public chats. In such cases those scenes must fade to black and or be taken into DMs.
You must be 18 years or older.
Minors will be removed immediately and anyone caught falsifying their age can, and will be, banned permanently.

    Staff
Our goal is to ensure that every member is welcome and safe within our community. Let us deal and sort out any issues that may arise. Attempt at assuming power when you do not withhold a staff position is not acceptable and very unhelpful.
If there is a member that has been caught breaking the rules let our moderators and admins know. We will handle it from there and ensure that you remain anonymous.

    Drama
Do not take IC actions personally.
Not every character is set to get along nor do we expect such to occur. Bringing feuds from IC into OOC (or vice versa) will not be tolerated and staff will become involved in said disputes. We're all adults here and we would expect you to act as such.

    Bullying
We do not tolerate harassment in any shape or form. Not only does this mean within our server but privately reaching out to members as well. Caught doing so will result in repercussions according to your behaviour.

    IRL Political / Religious Content
As this can be a sensitive topic to some and to avoid any discomfort, please keep this out of our servers.
If you want to have discussions on these topics please do so privately.

    Plagiarism and Theft
If staff becomes aware of any theft of art and or plagiarism will call for an immediate and permanent ban to Rothenheim. Usage of line art and or your own commissioned pieces is okay to use with proper credit to the artist. Tracing, uploading or using artwork that is not yours is not permitted.


in character| ic |

    Setting
While this is not wholly a realistic canine / feline roleplay due to unrealistic abilities known as thaumaturgy. However, this is still a feral animal roleplay with Nordic influences and set within an Icelandic and Northern Canadian inspired world.

    Powerplay
Taking control of another person's character is not tolerated and disrupts the entire flow of the roleplay. You are only allowed to control your character and your character only.

    Godmodding
Assuming the ability you are incapable of obtaining damage, all your hits are landing while your dodging the players hits and so forth can be punishable by termination. This is not fun for any player nor is it fair. Your character is not impervious to damage nor death.

    Mary / Gary Sues
Your character is not and will not be perfect in every shape or form.
Every individual must have a balance of flaws, weaknesses and strengths.
When creating biographies we require a minimum of 3 strengths and 3 weaknesses.

    Fighting
It is anticipated that between characters, physical altercations will likely occur.
In doing so, a 3:1 hit ratio should be applied for balance if you have not discussed and agreed upon an outcome. Therefore every third attack must hit if the other two have been avoided. If the ratio does not want to be followed, one can opt to roll dice with a set HP score and later roleplay can be as followed.

    Character Limit
Character slots available are 10 total.
Second slot is free. The subsequent slots must be purchased from the merchant bot in the server.

    Currency
Rothenheim's form of monies is classified as Tals. Crafted using a circular gold piece that has been carefully cut in the center to replicate a triangle shape. You can obtain these by roleplaying within the server, joining in events, and or in-character. Certain ranks also obtain an income on a monthly basis.
This currency can be used to obtain items IC, purchasing licenses for additional characters, etc.

art done by oddgreyhound

guide


overview

In the absence of a dedicated plot, Rothenheim takes on a member-focused approach. Therefore most happenings are dictated by its membership and their plots. Thus, it is more free flow, a touch of "slice-of-life" and less linear. On occasion there will be outside influences that may assist, hinder, or even alter the course of membership plots! This is to help keep things moving and engaging.Otherwise, it is entirely up to our membership how Rothenheim unfolds.
For the better... Or worse.



character creation

Your character must follow the guidelines of design and applicable species.
Otherwise you will be requested to edit and adjust as necessary.

    Eye Colour
Eye colour is fully at your creative freedom.
Allowing for slitted pupils, pink or red eyes to name just a few.

    Coat Colours
While this RP is set in a semi-realistic world we expect for your character to be created with some realism in mind. Therefore your character should sport realistic pigmentations. However, we do allow liberty of using saturated/diluted unrealistic colours! No neon green or anything of the sort. If you have any questions about your character, please reach out to staff.

    Markings
Markings that you will not see on a canine are permitted (stripes as an example). Take inspiration from other animal species that might inspire you or have fun giving them a unique spin!
Just keep in mind the colourations and stay within the realistic spectrum provided.

    Art
Any usage of line art, commissioned work or art that you've done is more than welcomed (with proper credit!). However, under any circumstances if caught stealing, tracing and or using art that does not belong to you, you will be permanently banned from our server. Theft of art is not welcomed here.

    Species
Below is a list of playable species that each have their own unique appearance and sizing. Please adhere to their guidelines or staff will encourage you to change accordingly.


playable species
| ulfur |

In the land of Rothenheim the native species are primarily known as Ulfur.
These canines make up the bulk of Rotherien's and the clan itself. However, there is variations amongst them that gives them dynamic range of appearances. Please see the tier list below.

    Fjall Ulfur
Also known as "Mountain Wolf". They are the largest of the inhabitants of Rothenheim. These Rotherians are significant in size with broad shoulders, sporting thick legs and bulkier heads. Their paws are significantly massive in comparison to their counterparts.
Maximum shoulder height: 6ft
Minimum shoulder height: 5.5ft

    Skoglendi Ulfur
Otherwise named as "Woodland Wolf". While they range just beneath the size of the Fjall, these Ulfur are certainly not a canine to be readily dismissed. Evenly toned with broad chests, sturdy shoulders and strong legs to support them. Their paws are quite large though not reaching their larger kindred.
Maximum shoulder height: 5.3ft
Minimum shoulder height: 4.5ft

    Dalnum Ulfur
Alternatively named "Valley Wolf". These Ulfur are smaller than both Skoglendi and the Fjall. They are far daintier aside their brethren being slender and lithe bodied, carried on willowy limbs with average paws.
Maximum shoulder height: 4ft
Minimum shoulder height: 3.5ft

    Hundur
These canines are otherwise known as "Dogs". They do not carry the same Ulfur genetics but can breed fluidly between making a Hundur Ulfur crosses. They vary in size and bodily stature, but within the same height range of the Dalnum cousins.
Maximum shoulder height: 4ft
Minimum shoulder height: 3.5ft
Notice:
For Hundur exclusively - dog breeds should be medium to large.
Small dog breeds are not accepted.

    Litill Ulfur
These canines in other terms are decreed as coyotes. They may not share the similar DNA that a "true" Ulfur has (given their difference of species), but can still breed amongst each other without repercussions including mingling with Hundur should relations occur.
Maximum shoulder height: 3ft
Minimum shoulder height: 2.5ft

    Refur
These small creatures are the fox inhabitants of Rothenheim. Small and adaptable but cannot breed outside of their own species.

Maximum shoulder height: 2.4ft


playable species
| kattardyr |

In the land of Rothenheim a common species of felines are known as Kattardyr, or alternatively dubbed "Kottur" for short.
These felines add to the bulk of the clan, holding the same respect and honour like that of their canine-ilk.
Please see the tier list below.

    Graslendi Kattardyr
Also known as "Grasslands Feline". They are the larger feline inhabitants of Rothenheim. They are commonly significant in size than their other counterparts. This species encompass large cats including but not limited to: lions, tigers, jaguars and some leopards. Species should be set within their weight limits.
Maximum weight: 750lbs
Minimum weight: 200lbs

    Skoglendi Kattardyr
Otherwise named as "Woodland Feline". While they range just beneath the size of the Graslendi, they are not to be trifled with. This species encompasses medium sized cats including but not limited to: cougars, chetahs, servals, caracals and some leopards. Species should be set within their weight limit.
Maximum weight: 190lbs
Minimum weight: 45lbs

    Innlent Kattardyr
Alternatively named "Domestic Feline". These felines are incredibly smaller than their counterparts. Most species are of domestic breeds or smaller wild cats. Due to their smaller frames, it is not uncommon for this species to often be considered "companions" for fellow Rotherians. This relationship is mutual which aids in their survivability and benefit for both parties, unlike that of a drudge.
Maximum weight: 30lbs


life stages| ages |

Unlike canines and felines in real life who possess a shorter life expectancy, those of Rothenheim have a greater range of life and have different age specifications. Sometimes other circumstances may inhibit an Ulfur or Kotturs' lifespan such as sickness, disease and or injury.

Life StagesAge Range
Whelp (child)Newborn -- 11m
Yearling (teen)1yr -- 1yr 11m
Young Adult2yr -- 9yr 11m
Adult10yr -- 17yr 11m
Middle Aged18yr -- 25yr 11m
Elder26yr -- 33yr (cap)

    Whelps
One month in real life is equivalent to two months in character.
Once they reach a yearling they follow below.

    Yearlings and Above
One year in real life is equivalent to two years in character.
    Portrayal
We expect you to portray your characters age with realism in mind.
Example: An elder should not be diving head first into battle as if they were in their prime. With old age comes aches and pains from old wounds, the body slowing down, etc.


thaumaturgy| abilities |

"It was said that they were blessed in their creation by the Lifesblood..."
For them to flourish they were granted Thaumaturgy, enabling them to create beyond what their paws could not adapt to.



    Important
These abilities are an aid, a crutch, to assist in the unrealistic portion of the roleplay. Such as but not limited to: building, crafting, sewing, etc. as canines do not have opposable thumbs. It will never be used to make one overpowered, immune to afflictions or otherwise. This will never be used for combat under any circumstances.

    What is Thaumaturgy?
Thaumaturgy is rudimentary magic that every ulfur is capable of - even if the hail from foreign lands. It is something that all are born with and are capable of using. Each are honed throughout their lives and cater to their needs as necessary.

    Telekinesis       every ulfur is blessed with this ability
Telekinesis is the primary thaumaturgy that all ulfur use in a majority of their every day life. It aids with crafting, smithing, and even building. However, due to the concentration required of the mind - it is incapable of being used for combat (wielding a weapon, for example). Some manufacturing requires more than one individual labourer - this is common among builders, especially when lifting framework for a home (as an example) as it is too heavy to lift on ones own. This thaumaturgy cannot lift another living entity.
The bigger and heavier the object is will require more than one individual.
Whereas bracing iron and wielding a hammer to bring it to shape does not require more than one.
Telekinesis is also visible when in use - often portrayed as thin translucent ribbons or a thin streak of dull light, hovering around what is being lifted/used.

    Sparkspell       learnable ability
By training the usage of Telekinesis to create friction and heat, some ulfur are able to create sparks. These are equivalent to using flint and steel, meaning it cannot exceed beyond sparks. But it can come in handy to some when needing to refire a forge or light a campfire!
This process should take one month for an ulfur to learn and readily access this thaumaturgy.

    Familiars       obtainable via permit
There are two distinct types of familiars, each with their own benefits and cons. There are Totem familiars and Ethereal familiars. All familiars regardless of type must be either terrestrial or arial species. They cannot be a creature larger than an ulfur or something that can benefit as an aid. These familiars are capable of speech, thoughts and feelings aside their keeper.
Familiars regardless of type cannot be traded, sold or part from their keeper. They are soul-bound to their keeper and thus cannot be changed. Given the severity of this bond, if a familiar succumbs to death by unforeseen circumstances, an ulfur cannot obtain another. One familiar per ulfur only. You must purchase another permit for a different character and if in the instance the character has passed (or is shelved, etc.) the permit does not pass to the next new oc.
Totem Familiar
A Totem is known as a physical entity made of flesh.
These creatures cannot succumb to illnesses but can be killed or starved. Totem familiars always know where their keepers are and can find them quicker than any tracking party. Their soul-bond can be felt waning in the instance should either party die before severing entirely. Unlike their keeper who can live on in their Totem's absence, the Totem cannot and will die along side their keeper. Additionally, they cannot exceed in age as their species normally would due to their properties. Thus, they will remain along side their keeper for as long as they may live.
Ethereal Familiar
An Ethereal is known as a nonphysical entity, akin to an astral projection.
These creatures cannot succumb to illness and are impervious to death, unlike their Totem counterparts. Additionally, they cannot travel great distances from their keepers as if they were physically leashed. Regardless of such and while they may not have a solid form, they can still interact with the world around them (land on branches, etc.) but they cannot pick up items. Ethereal familiars can be summoned and dispersed at the keepers will. Despite this, there has been cases of some Ethereal that get too from rowdy being stored away for long stretches of time and they manifest themselves without the control of their keeper.
Ethereal familiars, due to their nonphysical form, appear partially translucent - almost phantom like. In these instances some may appear to possess a coloured hue. Common appearances may include white being the brightest, blue and or purple (the colours are never neon but significantly diluted). Some emit a dull glow - no more than the strength of a single candlelit flame.

guilds


overview

The clan is made up of separate factions, otherwise known as "Guilds".
Each one serves its own unique purpose, hosting its own assorted ranks and duties that keep the society functioning.
You are permitted to select a guild and rank as long as it is not deemed as earned. Said ranks are marked with ◆ beside them.
Pre-establishing your character with an earned rank will require you to redo your application with a rank that is open.


dregnr
| combat |

Dregnr guild is the militant body of the clan. They are the brute force and merciless soldiers that come to aid of any brawl. They are apart of the front lines, the individuals who dive head first into war. In times of peace they are often training or patrolling. It is not uncommon for Dregnr to work closely aside Skjoldur and lend assistance as necessary.
Dregnr bring the clan triumph and honour.

    ◆ Dregnr Chieftain    [ 1 / 2 ]
        Active Chieftains     Svalla
The reigning individual over the guild. They who oversee training, comprises missions, members and convenes frequently with the Regents and other guild Chieftains.
Benefits:
- Three personal drudges. First one given freely, Chieftains choice.
- Every 10 days receive 135 Tals.

    ◆ Warlord
Those who have proven themselves a worthy soldier. Whose prowess on the field of battle was truly a force to be reckoned with. The slayer of the clans enemies, he who brandish courage and true devotion to the guild. They obtain the title of Warlord and with it reap the benefits.
Benefits:
- One personal drudge, given freely. Warlord may choose which.
- Every 10 days receive 75 Tals.

    Warrior
The bulk of the guild and its core membership.
Minimum age requirement is 2 years old.
- Receives 50 Tals every 10 days.

    Fledgling
Trainees of 8 months old.
They graduate at 2 years.


skjoldur
| protection |

Skjoldur is the guardianship of the clan. They are the peacemakers, the gaolers, both the holders and enforcers of clan law. Whether it requires force or deescalation, they provide as necessary dependant on the situation given. Anything for the safety of the clan.
Skjoldur bring peace and order to the clan.

    ◆ Skjoldur Chieftain     [ 1 / 2 ]
        Active Chieftains     Vangr
The reigning individual over the guild. They who oversee training, comprises missions, members and convenes frequently with the Regents and other guild Chieftains.

Benefits:
- Three personal drudges. First one given freely, Chieftains choice.
- Every 10 days receives 135 Tals.

    ◆ Verjandi
Rising above their kin, these ulfurs are proven utmost worthy of the Verjandi status. Prized for their capabilities of ensuring peace and enforcing clan law, they are incredibly dutiful creatures. Unswayed by falsehoods woven by the tongue of the guilty, they remain unshaken and ensuring that the clan remains faithful of its laws.

Benefits:
- One personal drudge, given freely. Verjandi may choose which.
- Every 10 days receives 75 Tals.

    Keeper
The main body of the guild.
Minimum age requirement is 2 years old.
- Receives 50 Tals every 10 days.

    Sentry
Trainees of 8 months old.
Graduate at 2 years.


regent skjoldur
| shields |

This guild possesses it's own small faction that pertains to personalized guardianship over the Regents and the Flame Smith. These are hand picked by the Jarl and Frue specifically, providing their own benefit and duties in ensuring the safety of the Regents.No longer do these Ulfur adhere to the Skjoldur Chieftain but directly to the Jarl and Frue.

    ◆ Riddara    [ 0 / 2 ]
These Ulfur have since proven themselves worthy of the Jarl / Frue's gaze. Hired to provide personal safety and protection against any threat that may attempt the rulers breath. They have proven themselves to be a formidable protector against any adversary, their loyalty unmatched.
Benefits:
- Two free personal drudges. Riddara's choice.
- Every 10 days receives 175 Tals.

    ◆ Warden [ 0 / 2 ]
These Ulfur are the protectors and shields of the Baron / Baroness. Hired for their unyielding loyalty, their willingness to lay down their life to shield those they protect and slaughter any threat that the Advisors may garner.
Benefits:
- Two free personal drudges. Warden's choice.
- Every 10 days receives 175 Tals.

    ◆ Logaskjoldur    [ 0 / 1 ]
These Ulfur are the guardians of the Flame Keeper. Hand chosen by the Regents themselves for their dedication to their duty, their loyalty and devotion. It has proven them worthy to watch over the Flame Keeper and ensure no harm befalls them. All in due to safeguard their skill and breath.
Benefits:
- Two free personal drudges. Logaskjoldur's choice.
- Every 10 days receives 250 Tals.


jeger
| hunter |

Jeger guild is the sole providers for bringing in fresh prey for the clan. Their main focus is tasked with hunting and fishing to ensure that there are no hungry mouths. Their skill in the hunt is unmatched and they are deemed lethal predators.

The Jeger bring prosperity and sustenance to the clan.

    ◆ Jeger Chieftain    [ 1 / 2 ]
        Active Chieftains     Harbor
The reigning individual over the guild. They who oversee training, comprises missions, members and convenes frequently with the Regents and other guild Chieftains.

Benefits:
- Three personal drudges. First one given freely, Chieftains choice.
- Every 10 days receives 135 Tals.

    ◆ Huntsmen
Those who have shown great success in their duties.
Not only prized for their kills, but showcasing true honour in the respect for their prey and all life that Rothenheim provides.

Benefits:
- One personal drudge, given freely. Huntsmen may choose which.
- Every 10 days receives 75 Tals.

    Trapper
The body of the guild.
Minimum age requirement is 2 years old.
- Receives 50 Tals every 10 days.

    Chaser
Trainees of Jeger.
They start at 8 months old and graduate at 2 years old.


heilri
| medicinal |

This guild is in charge with giving medicinal aid to the sick and ailing. Skilled in the art of herbalism, knowledgable in the canine / feline anatomy and curatives to ensure that the clan thrives unburdened by ailments. It is not uncommon for them to dabble in the art of poisons either. Such skills may be sought after by Skjoldur should a prisoner be unforthcoming...

Heildri ensure that all are able bodied and healthy.

    ◆ Heilri Chieftain    [ 1 / 2 ]
        Active Chieftains     So'lek
The reigning individual over the guild. They who oversee training, comprises missions, members and convenes frequently with the Regents and other guild Chieftains.
Benefits:
- Three personal drudges. First one given freely, Chieftains choice.
- Every 10 days receives 135 Tals.

    ◆ Surgeon
Prized medics of Rothenheim with keen skill in aiding the broken and mending the ailing.
Their knowledge is vast in curatives and no illness can deter a surgeon from their work.

Benefits:
- One personal drudge, given freely. Surgeon may choose which.
- Every 10 days receives 75 Tals.

    Healer
Core of the guild.
Minimum age requirement is 2 years old.
- Receives 50 Tals every 10 days.

    Leech
Trainees of the Heilri.
They start at 8 months and graduate at 2 years old.


logavörður
| lifesblood |

Unlike a regular guild, it is small in numbers compared to the rest. It takes great dedication, experience and respect of to become a volcanic smith. These canines / felines work and dedicate their breath to working with the Lifesblood of the earth.

It is truly an honour to harness Her wrath.

    ◆ Flame Smith     Adohán
The skillful craftsmen of them all. They who oversee all Volcanic Smithing for the clan and adhere directly to the Regents while also granting the ability to commission their work.

They are revered and prized for their skills.

Benefits:
- Personalized guardianship known as the Logaskjoldur.
- Two personal drudges, given freely. Flame Smith may choose which.
- Ability to hand pick a Neophyte of their choice.
- Every 10 days receives 100 Tals.

    ◆ Neophyte    [ 0 / 1 ]
The single and sole trainee of the Flame Smith.
Hand chosen by the Smith themself to later carry on the work when they have since retired.
They begin training at 8 months old.


vassals
| rotheriens |

The main populous of the clan that is unbound to any guild but belong nonetheless.
Commonly seen are freefolk, idlers, elders, drudges and other individuals that may provide uses to the clan in a variety of other means. Whether its craftsmanship, farming, etc.
All Freefolk receive 50 Tals every 10 days.
Drudges do not receive any benefits.

Note:
It is encouraged to take creative liberty if you're a freefolk for different abilities.
Is your character a farmer? Mead maker? Jeweller? Drudge supplier? Don't hesitate to explore or even ask staff if you're unsure!


    Freefolk
General population that is not apart of any guild.

    Elders
The elderly that have contributed to the clan until their bodies are weak and frail. They are honoured and well respected in the clan for their wisdom. It is clan law to ensure that they are well taken care of and fed. To disrespect an elder is to bring dishonour to oneself.

    Whelps
Direct offspring from the clan membership or adopted orphans that are unrelated to any clan members.

    Drudges
Slaves of the clan. Their freedom is stripped, their rights severed and their life is gifted unto their Master only. Their duties vary dependant on their Master and may be kept until they pass unto the next life. However, freedom may only be returned if their Master purchases the papers. Unsold Drudges are under the watchful eye of the Regents until they are claimed and or sold.


einfari
| strangers |

Those whose loyalty is not to the clan but of their own or simply those who have not been cultivated into the clans embrace.
These outsiders are revered with utmost caution and aggression when stumbled upon by the clans patrol.

society


the hierarchy



| regents |

The reigning authority whose word is final and equally commanding.
Decreed and revered as royalty amongst the clan.

    Jarl and Frue
Leaders and masters of the clan, governing as they deem fit.
Their word is law.

    Heirs
Offspring directly from the Jarl and Frue, deeming themselves as royal bloodline.
In the instant that the Jarl/Frue are to step down their heirs are to become the next leading Regent.

    Baron and Baroness
Second in command who aid the government issued by the Jarl and Frue.
Most trusted by the leading Regent and often revered as advisors. In the absence of the Jarl/Frue the Barons duty arises to step into their place to handle whatever arises.

    Scions
Offspring directly from the Baron and Baroness bloodline.


| chieftains |

The authoritative body of each guild. These individuals prized for their skill, loyalty and devotion to the clan has rewarded them with higher status. Though it is not without the additional responsibility.These canines are solely responsible for their guilds membership. Which includes but not limited to: training, graduation, recruitment, ensuring all duties are completed, directing drills, etc. They must ensure that their guilds are functioning to the highest decree in order to ensure that the clan flourishes. They directly adhere to the Regents and convene with them frequently to provide updates and whatever else is required of them.


| guilds |

Guilds are the core function of the Rothenheim.
This has been put in place to evenly distribute the burdens of the clan and encourage its kith to hone their strengths. The guilds assist the clan in its overall functionality and productivity. They are incredibly important and it is an honour to serve as a guildmember.


| freefolk |

These individuals are not associated or apart of any specific guild.
Otherwise deemed as civilians, they make up the remaining bulk of the clan and society as a whole. Often freefolk range from elders to children and those who carry out their own jobs. Some may be (but not limited to) farmers, labourers, jewellers, smiths, etc. In this instance we encourage you to be creative!


| drudges |

Lowest ranking amongst the hierarchy.
These individuals have been marked for servitude (whether by force or choice) and do not possess the extent of rights that freefolk, for example, can exhibit. Unsold drudges belong to the Regents until they are purchased by their masters.


society


clan law

All those bound to the clan are bound to it's law.
Those who seek to break it will suffer the beneath fang and claw.



| adhere |

    Hierarchy
The order of status must be respected at all times. To disrespect or challenge your superiors can, and will, result in physical punishment decreed by the offended. The severity of display may hinder ones credibility in achieving greater, or in worse instances, either enthrallment or exile.
    Treason
Any Rotherien that conspires against the clan is subject to permanent enthrallment including that of their future lineage. Those born from the loins of the treacherous snakes will be subjected to drudge birthright. Should the offender in this instance succeed in their plots, thusly bringing harm or death upon the clan, will succumb to immediate and public execution.
    Drudges
Otherwise owned by the Jarl and Frue until sold. These individuals have limited freedoms and thusly, rights.
  i. All must adhere to their Masters decree lest they be reprimanded. Drudges may be used at their masters discretion.
     i.i. Drudges may not be freely killed by their masters.
     i.iv. Masters are responsible for basic care of their drudge should they succumb to any ailment.
  ii. Drudges may obtain freedom but under the permission of their master, enabling them to become Freefolk.
     ii.i. Unlawful behaviour can result in a freed drudge to become enthralled again.
     ii.ii. A freed drudge returning to enthrallment will become a permanent drudge.
     ii.iii. Drudges may be required to serve an allotted time of enthrallment prior to freedom.
  iii. Drudges are not permitted to speak during public councils.  iv. Drudges are not permitted to possess Tals of their own.  v. Drudges are not permitted to bear offspring.
     v.i. This must be discussed with the Jarl/Frue.
     v.ii. Offspring must be between two drudges.
  vi. Relations between drudges and masters are not permitted.
     vi.i Caught doing so can result in their master becoming enthralled.
  vii. Any prior possessions of a newly established Drudge are seized by the Jarl/Frue.
     vii.i In some instances their possessions may be given to their master.
  viii. Drudges are not permitted to own possessions of any nature.
     viii.i. However, their master may allow them to keep items.
     viii.ii. Jewelry is often removed upon enthrallment but can vary. A master may embellish their drudge if they wish.
    Thievery
Thievery of your clanmates is not permitted. Caught doing so can result in a fine or a physical punishment.
    Murder
Murdering a clanmate is punishable by public execution and or exile. Failed attempts at a clanmates life will result in drudge birthright.


| punishment |

    Fines
Usually for petty crimes, the convicted will be punished by paying an allotted amount of Tals.
    Public Execution
Those warranted a public execution have committed great harm unto the clan. Their death serves as a reminder what happens to those who attempt to slight the clan.
    Enthrallment
Those who have been stripped of their freedoms. They are made available for purchase and are to serve a master.
    Drudge Birthright
Rotherien's whose forefathers have committed significant crimes against the clan and have their bloodline suffer for it. Any offspring and the generations afterwards will become a Drudge as penance for their crimes.
    Exile
Ties to the clan have been severed and the convicted are hereby treated as a stranger. Patrols who find exiles have the full permission to give chase and make an attempt on their life. Exiles who are killed, their tails are severed and brought back to the clan. Those who claimed their life are often given Tals for their work.


lore


history
| the beginning |

Origins, generations and the lineage of Rothenheim is presently a WIP.
Vashti, for reference, is approximately 6th generational heir.


belief system
| her warmth |

All Rotherien's believe in Her Warmth, a spirituality with their worship and praise dedicated to the Lifesblood.
That being the very lava that flows from the volcanos around them and through the earth beneath.
It is what drives them, warms the land and keeps their spirits afloat. Without Her the realm would be naught but darkness and sea.

    The Creation
From the stars a Mother Wolf nursed her cubs. Their eyes had yet to be opened and when they had, what would there be to see? It was naught but darkness and sea, a vast emptiness afore them with nothing else to offer but to chase meager twinkle of distant constellations, all within their own worlds...
What kind of mother would she be bringing life into this stretch of nothingness? It unsettled her that they would not be able to thrive with only dreams of space. Could they even be called dreams then? As they slept in the cradle of her warm belly the Mother Wolf grew restless.A mother needs to provide or else I'd be no mother at all.Swept into action she grew determined to give them more than this. From the stars she descended into the blackened waters below whilst her cubs remained above. All other constellations, bewildered, had begun to watch... Treading water for what seemed like eons in search of a glimmer of something, something other than darkness. Yet it was to no avail as her body's strength begun to ebb and the distant wails of her hungry cubs came from above. Water logged and cold joints could do not bring her to rise back into the stars. Her greatest fear had begun to manifest into reality. Those above who bore witness to her descent merely frowned, hearts heavy in the loss of the Mother Wolf. None were able to travel beyond without death, it was hopeless.But visions of a future flickered in the minds eye. Something more than darkness but light and colour. Glimpses of freedom from the dark but life - whole and true. The Mother Wolf dove beneath the waves, finding new found strength to carry her down. No matter the salt water that sung at her eyes or the liquid that rushed into her lungs. Vision blurred and in the final moment she thought she hadn't made it until a final stroke.Claws struck the sand beneath. As her life begun to fade the Mother Wolf smiled.From the warmth of her love split the ocean floor in two and swallowed her body whole. The remaining beats of her heart sent ripples through the crust before it erupted. The birth of a volcano emerged from the blackened depths and it had spit out a monstrous molten sphere into the stars. Light had finally severed the dark before another had joined in its wake - except this one came from beneath. The frigid waters had cooled its surface, extinguishing the flames and becoming a brilliant sphere of white, reflecting that of it's kith.The sun and moon had been born.The volcano had wept. Landscape begun to unravel as it's lava spread outward, hardening into stone. But her love could not be stopped and slowly fractures begun to emerge from the stones surface. Breaking away akin to a shell to reveal what she had given.Her flesh became soil, bones became stone, blood became the molten ichor that warmed the surface beneath. From her tears fresh water bloomed in pools, nurturing the earth that was once flesh and giving life to plants. Imperfections became creators, valleys and rolling hills. Disbelief and awe betook the constellations above. Through her sacrifice she gave life.From the heavens the stars too begun to descend - creatures of many forms begun to take shape. From the fox to the bear, the ram to the geese, to even the worms that dug into the soil to the fish that plunged into the streams. As all others made haste to life, it was the moose that paused at the helpless cubs that cried still. Touched by their Mother's sacrifice he cradled the cubs into the giant paddles of his antlers and descended their mother's haven.What should we call our new home?The newly born creatures whispered amongst each other. Many names had been thrown about carelessly, thoughtlessly. That is until a great bellow urged all to quiet, bringing forth their attention. There the Great Moose stood with the wolves at his sides - no longer meek cubs of stars but that of flesh and bone. Though it was not his voice that pierced the sudden silence but her children.We will call it Rothenheim, The Great Mother. She who lives still within the soil, in the molten ichor of her blood that flows beneath, the fiery beat of her heart at it's core and the tears that created the lakes and rivers of life. This is our Mother and our home.

the realm


rothenheim
| the continent |

This lush region is teams with life and this is where Rotherien's thrive.It is an island embraced by sheer cliffs and jagged mountains, providing adequate coverage against most threats. The water ways and beaches can be temperamental according to the oceans preference. It is encouraged to tread with care lest one be swept away by the opportunistic waves...


key locations

Locations are in order of the slides.
It begins at Ashen Sands and click on the right arrow.

    Ashen Sands
The bottom of the peninsula is enveloped in pristine ebony sands and blackened mountains that enshroud either side. They hug the sheer cliffs that overlook the vicious waves that crash into the rockface. From the ocean waters jagged and pointed stones replicate that of teeth, attempting to close in around Ashenfall. Within the encasement of dark summit lays a dormant volcano. Rotherien's say it hasn't stirred since the birth of the continent. Some elders whisper that Ashenfall is an ill omen...

    Lowlands
As the black sands recede into rich soil and towering grass is the Lowlands. A long horizontal stretch of the southern peninsula, commonly housing various avian species during the warmer months. The land is flat without any buffers against the salty winds and the tall grass ripples to its breath. It replicates the very waves of the oceans tide.

    Meadow
Further inland a quaint forest embraces a quiet and lush clearing. Often dappled in greenery and brilliant florals during the warm months, it is a spot frequented by medics... and sometimes lovers who seek solitude from the clan. It's south western side is sparce in woodlands but grants a high vantage point to overlook both the ocean and the Guardian Isle.

    Serpent Riverwood
The most significant stretch of woodlands known to Rothenheim. Along the western border it is a haven to many creatures that favour the security of a dense forest. Through it's center a winding and slow moving river murmurs softly, providing nourishment to both land and those seeking to quench their thirst.

    Long Valley
Cradled by sheer mountains and the ocean, it spills from the upper eastern peninsula and toward the Hearth. A valley of rolling hills and a scenic view of vast greenery. Another prime hunting ground where herds of prey often have their offspring before migrating to the Narrow Vale.

    Slough Mire
Northern area of the peninsula resides a putrid swamp. Riddled in thick muck, various pools of still dark water and decrepit trees that have long wasted away. It's an eerie location that one should be careful to wade through - for its mud often hungers for those not of sure foot, awaiting to swallow them into its depths.

    Hollow Canyon
Nothing seems to grow within the canyon. The soil is naught more than dry, cracked earth and stone no matter the rain Rothenheim provides. A peculiar quietness hangs in the air as strange remnants of stonework cling to remain upright, slowly loosing its battle against time itself. Due to its decrepit environment not many travel here - not even the wildlife that inhabit these lands. Rumours amongst the clan whisper that the Hollow Canyon is where exiles go to die, unable to return to the warmth of Her embrace.

    Narrow Vale
Even during the brutal winters, the Narrow Vale teams with life of all kinds. A river severs the earth down its center, providing ample resources in great abundance. During the warm weather herds migrate here to enjoy the comforts of the vast valley, providing plentiful hunting opportunities for the clan.

    The Reach
A long stretch of sandy beach stretches out toward the ocean, as if yearning to return beneath the waves. During the heat of the summer months many Rotherien's travel to The Reach for enjoyment and relief within the crisp ocean waters. For the craftsmen there is always a plethora of shells washed ashore - if you know where to look.

    Jaw-Hinge Pools
Shaped akin to a teeth bared maw, steam steadily rises from the brilliant cerulean waters. Aptly named, these are the only hot springs within Rothenheim. They can be temperamental akin to a grumpy ulfur during warmer seasons as the water froths and hisses. Only does it become tame during winter, providing a comforting swimming opportunity for those who dare.

    Alpine Plummet
A quaint spills from between mountain peaks, dense and flourishing by the fresh glacier waters. It spills from the peaks and into crystalline pools below. It is believed to be the freshest water that Rothenheim provides and those who make meads seek out its clarity.

    Guardian Isle
During the birth of Rothenheim it is believed that the Guardian Isle was the Mother of All. Memorialized in the very soil and now said to be the guardian over Rothenheim. The protector of all those living upon the land she birthed from flesh.

    The Hearth
The center of Rothenheim, cradled by jagged cliffs and towering mountains that some call the Ribs. It's northern point housing the most precious of them all; an active volcano believing it to be the very first, Her warmth and the core of the Lifesblood. The heart, the hearth.
Here is where the clan resides and makes it their home. Given their sedentary lifestyle the area is dappled in turf homes and bustling with life. Closing in on the volcano a large tunnel awaits visited with a wide, blacken mouth. A sacred site where the Flame Smith harnesses Her wrath, blessing their work with the Lifesblood.