sabrina
, Moondust
, jasper!
, KnivesInSpace
, SEINA
HELPPPP fuckkkkk BRO
VAES DOTHRAK —
introduction
LEGENDARY ✵ adoption family thread
(link to the diabolus family lineage - open for new family members! this empire is run by this family.)
SIGIL: 3 headed red dragon
LOCATION: A secluded massive island surrounded by a body of water.
CAPITAL: King's Landing
MAJOR CITIES: City of Meereen and Bravvos
NATIVE LANGUAGES: English (official), Latin (ruling family tongue), Romanian, Spanish and Ancient Greek.
RELIGION: Wecca is the primary religion scriptured by the ruling family. Although other religions are welcomed, so long as the primary religion is respected.
ABORIGINE: Dothraki, Dothrakian's.
GOVERNMENT: System of Lordship (ruling family elders and Tier 1-2 HP positions are part of the government)
POPULATION: Thousands of animals of prey, few members as of late and room to grow. (will tally up the population of characters whence it comes to that)
CURRENCY: The Gold Dragon currency system - based on the inherent value of the amount of gold or silver in each coin, as opposed to fiat money - like modern banknotes - in which currency is assigned a theoretical value but is physically just a medium of exchange.
RESOURCES: Feymar Lake, The Eyrie Waterfall, Seagrad and the body of water surrounding Vaes Dothrak (The Taryn Sea)
MARKETS: Oldtown and Fair Market
POPULAR LANDMARKS: Winterfell, Felwood, Dragonstone and The Fist of the First Men
SPIRITUAL TEMPLES: The One's Temple
Elegant. Deadly. Sharp. Noble. Vaes Dothrak serves 'The One God' and seeks to establish a kingdom on earth worthy of his notice. It is believed that if the Diabolus' (the ruling family) are successful in conquering the mortal lands that they will be reunited with their divinity and reclaim their place in the heavens. Mithras Diabolus, King of Fel'Nova in his previous realm and head of his family, seeks to uphold that goal but his focus will be on creating a foundation from which others can build. Like a gardener tending to his garden and pruning back overgrown branches and weeds, Mithras seeks to help those under his rule grow in their skills and remove undesirable traits so that they may find their purpose within the empire and the world at large.
It's an aesthetic. Vaes Dothrak is a place for steady creatures of stable mind and ambitions of all levels whether it be higher ranks or betterment of self, or if they wish to fertilize their prowess in evil. The conflicted, the deranged, and the cunning will do well here. Mithras expects his members to be unassuming, but deadly. A seemingly kind face, manners, and elegance that mask violent purpose. Those that would fly off the handle or immerse themselves in nonsensical violence best be wary. Mithras has no trouble trimming back branches that have overgrown their means.
THE HISTORY:
The Diabolus family ruled in a Kingdom far, far away. It was called Fel'Nova and in this Realm only the strong were to survive. The weak were not coddled and usually were eaten alive by the Godlike dire wolves whom housed a mysterious entity among their vessels, which is where their House Sigil was crafted from. Dragons were not only fascists of life, but key parts of it. The Diabolus' worshiped these Dragon Deities and in turn the Gods gifted the family with powerful souls of fallen dragons. This new power rebirthed a new and allowed the ruling family to reign over all mortals with eternal life as their great dragonic forms were both a blessing and a curse. The history behind this 'Tales of Scales' is one everyone mortal in Fel'Nova is told, the Diabolus family is legendary as their lineage dates back to the Pleistocene eras, about 250,000 years ago. (refer to the adoption thread above for more details)
Fel'Nova was a large Empire, one of the largest in their Realm and became a known target for the Armadan King who ruled over an Empire called 'Donostrea'. Fel'Nova and Donostrea were rival enemies as the Armadan King and the Diabolus King went head to head for m any countless years. This feud soon turned into a war, declared by the Armadan King whom wanted the head of Mithras Diabolus on a pike. Thus with the declaration of war, all hell broke loose. The two rival King's set their sights to destroy each other, even knowing the undeniable threat of the Diabolus Dragons hung above their very heads. Howbeit, as badly as Mithras wished to unleash his inner beast and burn Donostrea to the ground - he felt it all too easy for his rival. So, the war raged on through Summer and even Winter, until finally the masses of the Donostrea army dwindled to nothing. Many fled the battlefield and their King, leaving only the Armadan King and Mithras to settle the score.
Mithras defeated the Armadan King in battle, dismembering the mans body limb-by-limb until the Armadan King's head was on stake and his heart was served to the Diabolus King on a silver platter...
Today, as King Mithras travels far and wide to search for a new awakening for himself and his family. He decides, by the grace of the Gods he worships, to establish a home and a new Empire where he can rule. Thus, willed by the Gods themselves, Vaes Dothrak was bron from the ashes of Fel'Nova in this foreign land.
DEITIES OF VAES DOTHRAK:
Gods are divine, ethereal, and spiritual beings that have long reigned over the Realms of the Living and those of the Dead. Powerful, divine beings of great importance, witnessed by the first scholars as creators and guardians, these are beings that transcend the boundaries of normal mortality and immortality, also known as the Divine Spirits or Oversouls. So powerful are the gods that those who rank higher than their fellows may upset the balance between Realms, and may accidentally pitch it to one side or another; the meddling of Greater Gods especially can destroy entire worlds, should the balances of those worlds be upset. Therefore, gods do not dabble in the affairs of the Living Realms more than they must, or on a very restricted basis. Though they are allowed somewhat to interfere, most often the gods watch from afar and offer indirect approaches to express their will. These may include Wards, oracles, blessings, curses, and many more subtle effects. A personal appearance and large-scale event created by a Greater God is a very rare thing indeed.
The divine master of all creation; a beautiful and ethereal being of incredible grandeur, and the first true god. Often worshiped as the greatest god by many of the Diabolus', particularly those who have taken long study in the religion. Most powerful of the First Beings, being equal to his counterpart, Death.
Primary colors are white and silver, accented with a creamy off-white, as well as metallic gold and rainbow-hued gemstones that shift and change in color. Shed scales and hair from the One often vanish upon striking the ground, though plants that are touched will glow with a bright light for years afterwards. To touch the One is to touch all of creation, and touch alone is said to drive one insane, overloading the mind and destroying the soul with sheer presence of power alone.
It is impossible to lie in the presence of the One, or commit any crime. His absolute authority commands that those who look upon him do as he wills, with dire consequences to result if they do not. Those who look upon the One with ill intent, be they anything less than a god, are prone to bursting into terrible, white-hot flame.
The divine master of everything evil, worshiped most by mad men of Diabolus bloodline or members of the Vaes Dothrak. A shadowy, ethereal being of chaotic, vengeful energy, hatred by all who look upon him with light in their hearts. Most powerful of the First Beings, being equal to his counterpart, The One.
Primary colors are black and red, accented with a dark grey and silver, as well as black that seems to absorb the light around it, save for the shining black gems. Shed scales and hair from Death often vanish upon striking the ground, though the earth that they touch may be corroded and tainted, devoid of life, for years to come. To touch Death is to touch the end of one's life, and touch alone is said to drive one insane, overloading the mind and destroying the soul with sheer presence of power alone.
All in the presence of Death are bound to thoughts of hatred and murder; the desire to do evil is nearly overwhelming, and entire armies may be brought beneath his will by presence alone. His absolute authority commands that those who look upon him do as he wills, violent deaths taking those who resist or attempt to rise against him. Those who look upon Death with ill intent, be they anything less than a god, are prone to bursting into terrible red fire that melts the skin off one's bones.
God of war and peace, retribution, and punishment. Often flips between giving both blessings and curses.
One of the most powerful among the Greater Spirits, Lementas is a six-legged dragon with scales white as polished pearls. Across his back, down his shoulders and thighs and extending the length of his tail lay ever-changing black runes that gleam silver when his emotions run high. From his back extend three pairs of long finlike feathers, black as the night and dotted with blazing white. Matching these, three like feathers fan from his tail, and in place of horns two much thinner ones grow from the top of his skull. The elbows of his middle set of legs an his hind fetlocks are tufted in white fur, as well as the mane that sprouts halfway down his neck, falling over his shoulders and back. The most surprising aspect of the God of Balance is, however, his eyes; again in a set of three, symbolizing good, neutral and evil, they change color in accordance to his emotions. Only one set will remain open at a time until he is angered; the second set is a warning when it opens, and the third certain, undeniable death.
God of nature and growth, good heart, and optimism. Always seems to be in a good mood, playful and carefree.
Babilon's appearance changes as each season passes. In the spring, his scales are a light green. In the summer, they're a deep, forest green. In autumn, they range between orange and yellow. In winter, the scales are a rich shade of copper. Two horns come out of his skull, always brown, like a tree trunk. His eyes are a warm shade of green, his pupils slitted into thin discs of black. The mane that flows down his back is green like grass, and mirrors its condition, as the rest of his appearance does. His eyes will suddenly become a dull, deathly shade. His scales will become a shade of brown that dead leaves have. The webbing of his wings is always a slightly lighter shade than his scales.
Goddess of healing, comfort, and sorrow. Often appears to those enthralled by grief to help them recover.
Ethereal and white, the Healing Spirit is a great dragoness who appears to be carved from iridescent opal. With a long, golden mane and thick leonine tail-tuft, her appearance echoes the beings she created, enhanced by the great spiraling horn that sprouts from her brow. Two very long, deerlike ears are swept back against her neck, splayed in frills at the very ends, usually tucked underneath a set of branching white horns. Her great, luminous eyes are a glowing purple, swirling light like stars at their depths. Four wings spread from her back, the main set hybridized feather and web, the secondary set of a bird's. Each feather is tipped in gold, and the webbing is semitransparent and glitters in the sun.
Wise and all-knowing, Kruz'aryn is the lord of knowledge and learning. Often associated with stars and constellations.
Covered in long, fine black fur, Kruz'aryn is a serpentine eastern with white twelve-pointed antlers and a flowing golden mane. His face is horselike, narrow and almost crocodilian, with a golden beard that flows halfway underneath his jowl towards his throat. His paws are wide and have retractable golden claws and long fur of the same color bind around his wrists, often brushing the ground when he moves. Gold flecks dot his pelt like stars, and his black eyes hold glittering points of light in their depths that shift and change in color and position to resemble constellations. He carries a glass-like orb that shows various portions of the cosmos, changing every few seconds, endless night trapped within a singular ball.
A beautiful goddess of fortune and luck, often worshiped by those who gamble and lead risky lives.
Built long and lithe like a slender eastern, Zephyra is covered in soft down and feathers. Much of her is a glossy purple of varying shades, glimmering red-violet in the sun and deep blues in the shadows. Her thin, semi-transparent wings are a patternwork of lace-like golden webbing with three fingers and a long-clawed thumb. When she spreads them, it appears she has a secondary set of wings resembling that of a fairy's. Her head is narrow and delicate like the rest of her, and she has two long feathers that stretch half the length of her body sprouting from her skull; these feathers are tufted at the ends, and shimmer with golden light. Following the curve of her jaw, shorter feathers fan out in a frill that tapers near the bottom. Beneath these grand feathers, she has a leonine mane of sleek purple fur, golden at the top, fading as it travels along her neck. Her eyes are a silver so light it appears to be white, the cat's pupils faded to nearly nothing.
The god of rage and wrath, always angry and very fearsome. Chaotic and unpredictable.
Ruthgar's scales gleam deepest black, accented with a dark shade of violet that stripes his neck, wingtips, and legs; the spikes down his spine, wing-claws, and deadly talons are the same color. He possesses two sets of wings; the first larger with two wing-claws, the second small and near-vestigial. A webbed crest adorns his head and upper neck, and splits in two to end on either side of his spine beside his bigger wings. His pupil-less eyes - all four of them - gleam bright gold, though only the first and largest pair are always open. Ribbed black ram horns curl from behind his eyes to point forwards, their crimson tips near the end of his muzzle.
The serpentine goddess of the oceans, Taryn is a deity of unpredictibility and change.
As the second smallest goddess, Taryn takes the form of a frilled sea-serpent, resplendant in colors of blues, purples, and reds. She is covered in barbed, venomous frills and spines, some with small tendrils hanging from them, others with glowing markings that can be seen from far beneath the ocean waves. Her eyes burn red, as do her spines, and she may spread and flatten her frills at will. Her jaws are filled with sharp, venomous teeth, as well as a serrated beak that can crush a ship in two with ease.
Beautiful and delicate, L'scletta is a goddess of beauty, love and fertility.
A large, long, eastern-styled dragoness with scales of snow white and bright gold. She has shimmering gold markings splayed across her shoulders, neck, face, thighs and tail, and luminescent red gems centered within them. Slender horns and tendrils tipped with red, glowing orbs spring from her face, neck and tail, while feathery fur spread from her face, elbows, back, and tail. Her eyes glow a beautiful green.
empire rules
Spread the Name — You do not stand upon the borders of a pack. You stand upon the threshold of an Empire. It is not our fate to sit quietly among the ranks and become lost to time. However, the mission is impossible without faithful servants to see it through. A righteous place in the heavens awaits those who serve The One God and seek to return him to his throne. It is an honor and a glory to do so. The pious among the Empire are respected members of their community. But beware: Do not take this burden on flippantly. If it is discovered that your faith is not heartfelt, and that you have been speaking the word of The One God without his spirit to guide you your words become blasphemy and your actions treason.
Conquer the Weak — It is the duty, the right, and the honor of the strong to rule the weak. It is the inevitable way of the world that some are not fit to lead. As superior creatures the Diabolus' (ruling family) will always come out on top in these endeavors, and as such their Empire is destined to succeed... And spread. Godlike creatures are encouraged to attempt to claim Kingdoms of their own in the name of the Vaes Dothrak. These satellite packs, so to speak, swear undying allegiance to King or Queen, and he or she will swear the same unto them. These joining kingdoms will stand as unwavering allies, bound by ties of both blood and faith, together possessing a strength certain to crush any and all enemies. Creatures of the Empire should always consider offering The One God's mercy to those they face, for if they choose to walk in their God's light, they are not truly enemies.
Pride in the Empire — Members of Vaes Dothrak are to be protected regardless of their rank. While justice should be dolled out swiftly and severely in cases of treason or dissent, in other cases you would be mindful to recall that every member in a pack has its place. Members of all tiers are expected to offer others the respect that ranking deserves. That being said, insubordination unacceptable. In the ranks of any military operation, you are expected to trust the word of your leaders and follow orders, without asking questions. Your King or Queen asks for your undying loyalty in exchange for their everlasting protection, both in this life and the one to follow.
setting
King's Landing: ref - The Capital of Vaes Dothrak. WHere the ruling family lives as well as any other tier 1-2 members.
The Pit: ref - Fighting arena. Fighting events are held here and many Gladiators can train to better their skills here as well. The Pit is located inside of King's Landing.
The Lochgate: ref - Entrance into the Empire
The Bridge: ref - Bridge leading into the land
Meereen: ref - Major city in Vaes Dothrak - Where many tier 2-3 members are housed
Braavos: ref - Major city in Vaes Dothrak - Where many tier 3-4 members are housed
Fair Market: ref - Sort of like your black market, where criminals sell their goods but also a place to buy delicious food
Oldtown: ref - A small town outside of King's landing - Where many tier 4-5 members are housed
The One's Temple: ref - A temple for the Gods, most specifically for The One God. Shamans go here to pray and new Shamans must swear their oaths for an entire night and sleep within the temple to accept the Gods' into their minds.
Seagrad: ref - A beautiful beach where you can come to relax and where some events take place.
Winterfell: ref - A place that has little inhabitants, it's a dangerous area and it's fairly cold, but has very delicious fish.
Frozen Shore: ref - Colder than Winterfell, it's gloomy and also dangerous. I wouldn't suggest venturing out into the waters, angry and deadly sea dragons roam as well as few sharks.
Flatlands: ref - An open area that expands for as far as the eye can see. Where many animals of prey roam. Would possibly be used as a battlefield considering it's flat.
The Eyrie Waterfall: ref - Beautiful waterfall with various pathways and a large tree in the center of the fall.
Feymar Lake: ref - An eerie lake that is pretty in its own way, not quite the sight as the Eyrie waterfall but often used for fishing.
Felwood: ref - A dangerous forest filled with mysterious and deadly creatures.
Dracwyn Forest: ref - A glorious sight. It's not as dark and scary as Felwood, it's calm and quiet. Beautiful creatures roam here, good place for hunting large game and finding mysterious animals.
Dragonstone: ref - Very mysterious place, a fairly pretty sight but yet holds extreme mystery as an abandoned cathedral has grown into the land it was built from.
The Fist of the First Men: ref - A very strange place, where the shores crash against jagged rocks and where a large moutain like rock thats shaped into a fist rests a a few feet into the sea.
Casterly Rock: ref - A dark land scattered with rocks and bolders. It's a dry area and filled with danger. Feral tigers unknown to man roam here, a threat to the smaller Dothrakis, but easily killed by a Diabolus or large Dothraki creature.
Isle of Babilon: ref - A spacious isle just off to the side of Vaes Dothrak, connected by a stone bridge and maybe other animals of prey roam here as well as dinosaurs (but only a couple T-Rex's inhabit this Isle).
Taryn Sea: ref - This sea surrounds the entire land of Vaes Dothrak, a deep pool that can be crossed through when the tide is low. But it's best to seek the bridge that leads into the Empire. The Taryn Sea connects to the actual larger sea after a few miles around the coast of Vaes Dothrak.
customs
The Full Moon Festival — (Spring: Hunting) This festival will take place during the night of the first Full Moon of the spring season, once the petals and leaves have emerged. The full moon is a sacred essence, a blessing gifted to us by The One God. On the night before the Full Moon of spring, when our most primal instincts arise, the entire pack will set out on a journey across the lands where we are safe from mortals of mankind. There in, on the night of the Full Moon, we will hunt as not only a pack but as a family. Thus throughout the night we will hunt, kill and prey on anything living and bring the hearts back to camp as a gift for The One God.
The Rising Sun Festival — (Summer: Fighting) This festival will take place throughout the morning on the longest day of summer. Soldiers will be roused before dawn for a marathon of tasks, spars, and mock battles. Warriors from across the land will be invited to the tourney to pit their skills, and worthy competitors may very well be offered places of rank for a good show.
The Land's Bounty Festival — (Autumn: Healing) This festival takes place after the first frost of the season. With plants and herbs beginning to wither and die, healers will be encouraged to range far and wide to gather what resources the pack yet needs for the winter. Hunters will mass together to provide a feast for those in Vaes Dothrak and any willing to join their ranks.
The Starlit Race — (Winter: Scouting) This gathering is meant for the navigators, spies, and scouts of the pack. During the new moon closest to the winter solstice, they will be given a challenge by a ranking member of the pack that must be completed before the sun rises the following day. This may be a mission or strategy, a riddle, a quest to find an item of sorts, or something else entirely. Each year the challenge will change.
The Celestial Ritual — (Any season: Weddings) This ritual is for the bonded, the cherished and the unbreakable. When a man and woman unite, they will be gifted by the power of Goddess L'scletta to wed one another for all of eternity. Once a pair are mated their bodies will be painted, blue for female, and red for male. The members of the pack will offer gifts to the newly weds, later on the King or Queen will allow them to pick a home within their colony.
The Somniua Ceremony — (Any season: Funerals) These ceremonies are for the dead. Vaes Dothrak never forget the dead, nor do they mourn them. Instead of the common ritual for a funeral, the Empire uplift and toast to the dead after they are gone. It makes for a better passing onto the next life, with the gods. During these ceremonies the bodies of the deceased animal will be set on fire in a bed made from roses, once the body is fully decomposed and all that's left is ashes the family to the deceased will then pick a desired area of place where they want their loved ones ashes to be spread. Funerals last all day and sometimes even carry on to the next day, with a candle light event with small lanterns being lit into the sky as a way to guide the soul of the animal to the heavens with their gods.
the dothraki horde
*Tiers 1-3 are filled with HP ranks. Tiers 4-6 are lower ranks*
TIER 1
— KING (1) - The King's word is law. He has been blessed by the gaze of The One God. He must remain pure in his bloodline. His dedication to Vaes Dothrak is unchallenged, and unquestioned. As such, his word is absolute law. To some, the King holding this position may as well be a God. He speaks with the will of The One God.
- Mithras Apollo Diabolus. MITHRAS D.
— CONSUL (1) - The second-in-command. His or her authority is only a step below the King's in strength. They have the power to accept and deny potential members as well as force claim rogues. They CAN make interclan/rogue trades, promote/demote members. They CANNOT form alliances, start wars, free slaves or contradict or void the decisions the King makes.
— ULTIMUS (2) - Eldest children of the King. The heirs, the successors, the next in line for the throne. Should the King be unable to lead for whatever reason, the Ultimus Haeres will step up to take, either temporarily or permanently, his place.
- Prince: Poseidon Diabolus. poseidon deus.
- Princess: Raquel Dea Diabolus raquel d.
TIER 2
— ET UXOR (1) - Vaes Dothrak's Queen. This rank is for the best of the best; the most capable of the King's love interests. A force to be reckoned with, the Uxor defends her position the same way the King does. This position is earned and defended in battle. The one who possesses this title must be strong of character and decisive in her actions. She is expected to undertake all of the responsibilities of a tier two member, including accepting/rejecting potential members, promoting/demoting members and force claiming. The Uxor is above the Praetor and Militaris in rank and capable of overriding their decisions.
— PRAETOR (1) - The Praetor is the most capable creature in the Militia. He or she must have won at least 6 death matches to qualify for said rank, should they prove themselves to the King. He or she oversees each tier and their management, and has the power to override the commands of the Palatine and Praedator. He or she is allowed to test potential members, force claim rogues, promote/demote members as well as hand out punishments and is expected to regularly call the Militia (Gladiators) together for training.
TIER 3
— PALATINE (1) - The lead Healer, the Palatine is the most experienced medic Vaes Dothrak has to offer. As well as overseeing the training and advancement of lower medical ranks, the Palatine acts as any doctor might, tending to the needs of the population. This is a position of esteem and as such, the Palatine is able to make decisions beyond the mending and tending of others. The Palatine is able to test potential members (a recommendation from the Palatine will go far), but the decision to accept a creature as a full fledged member is ultimately up to a tier two or higher.
— PRAEDATOR (1) - The lead hunter. Is in charge of calling hunts and making sure that the empire is fed. All Tier Four and Five members over the age of 1 are expected to attend hunts called by the Praedator unless told otherwise. The Praedator is below the Palatine in rank and equal with the Custos.
— SHAMAN (1) - This is a strictly spiritual rank. Given by the divine gods. To achieve the rank of Shaman one must have been born by the gift of each said god, often proves worthy of the Empires spiritual guide and foresees the future (in a sense). They are not healers persay, but they heal the mind and the soul of a person just by the will of the gods. Should a man or woman fall subject to said rank they hereby swear a holy oath to forever be pure, they must swear to never procreate and always be loyal to the gods and therein they will reveal what lies for the Empire through the eyes of the pure one. Any omen foretold to the Shaman by the gods must always be discussed with the King, and only him.
TIER 4
— THE HORDE (GLADIATORS) (∞) - Vaes Dothrak seasoned warriors. With much skill and hard work the Gladiators have earned a position of esteem in the clan. They are capable, knowledgeable fighters and with this rank their prowess is recognized. Gladiators are above Soldiers, considering they have proven to be far more brutal in battle and their skills in fighting exceeds expectations. Gladiators are the first ones to arrive in war before anyone else. Gladiators are encouraged to call hunts and fight training. They themselves are required to attend only tier 2+ fighting and hunting events unless instructed otherwise.
— VENATRIX (∞) - The hunters of the empire, each Venatrix is skilled in tracking and bringing down game, and is expected to provide for members who are temporarily unable to hunt for themselves as well as assist in training Vaes Dothrak's youth. They are expected to to attend every hunts called by tier 3+ members unless told otherwise.
— MEDICA (∞) - Healers keep the pack strong, and are valued members amongst the ranks. Healers are expected to attend to the needs of ranking healers and continue their apprenticeships regardless of age until they are deemed ready to achieve a higher rank. Healers are expected to maintain their own stores of herbs, as well as contribute to empire stores as well.
TIER 5
— HAERES (∞) - The King's youngest children who have not yet decided a career path for themselves.
— CREATUS (∞) - The Empires children, the youth, those who do not belong to the King. You children and your grandchildren who are below the age of 1.
— COMMONER (∞) - A commoner is an omega who has not decided their path yet. These creatures may be in-between vocations or new to the empire, but they are not expected to linger in this rank for long. Creatures who stay as Commoners for an extended period of time may begin to be viewed as dead weight for the Empire. This is not a good position to find oneself in.
— Apprentice (∞) - An apprentice or novice is a child aged 13-17 (5-8 moons). They are expected to undertake lessons with several different HP members to decide the path they will want to pursue as they grow. These are valued members of the empire, whether they be Godlike or Mortal, and are to be protected at all costs. Apprentices are expected to learn fighting skills regardless of their chosen path.
TIER 6
— SERVUS (∞) - Vaes Dothrak's slaves, the Servus are awarded few freedoms but expected to pull their weight nonetheless. Their voice holds no weight and full fledged members may do with them as they wish. High ranking members are welcome to take slaves as they see fit and the general populous, with the King's approval, may take ownership of Servus who aren't already claimed. These lucky ducks get to attend all hunts called by full members. Failure to show will result in punishment that may or may not include maiming.
joining rules
