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-=The Irongut Clan=-


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The Irongut Clan

 

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History of the Irongut Clan

 

The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons, the exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar.

 

Ancient History:
 

Spoiler

Dwain the First Irongut

 

This is the tale of Clan Irongut, an ancient and powerful family reaching back to the days of Great King Urguan, the father of all Dwedmar. Eight sons was the King of Stone gifted, yet the one who would see to the founding of the Irongut Clan, was the Cave Dwarf Dwain. A strong-willed, brave individual, who was well-versed in the art of combat and lived to see many battles. But while all these qualities made him a fine dwarf, he is most notably renowned for his ability to consume copious amounts of alcohol and food without end. In both feasting and Drinking Competitions, Dwain outshined all of his brothers. Urguan quickly took notice of this, and granted Dwain the most fitting name, by which his descendants would be known for centuries: Irongut.

 

 

As the years marched on, and the sons of Urguan began to grow in age, families were established, and the Dwedmar clans grew larger with each passing year. While most of the sons of Urguan remained in their father’s Kingdom, Dwain chose instead to venture out into the wild, new world that Yemekar had forged. While ancient records mention little of Dwain’s endeavors in this period of ancient time, he did return to his father years later, now with two sons of his own: Draco and Heron. A great feast was held that day to celebrate the reunited family. As the celebrations of the day began to die down, Urguan turned to Dwain and asked:

 

 

“Where have you been, my boy?”

 

 

Dwain gave only a short nod and a simple reply. “I wish I could tell you father, but I cannot. While I cannot make up for my absence, I do wish to compensate you for the worry and trouble I may have inflicted upon you.”

 

 

There, amidst his drunken brothers and their kin, Dwain told Urguan of his plan to build an outpost near the Lands of Horen in his father’s name. While Urguan was hesitant to grant his son’s request, he thought the plan wise, and so the father consented to send his son off to complete the quest. 

 

 

After only a week’s rest, Dwain and his two sons set out to complete their task. After two stone weeks of travel, they made it to the spot where Dwain would build his outpost. But this would be no ordinary outpost, no. Dwain would make his father proud by building a grand structure to bring glory to his father. Dwain’s two sons, Draco and Heron, contributed greatly to the construction of the outpost, but as the two young Ironguts worked, they discovered their differences. Draco, the eldest, was physically stronger than Heron, and spent many days and nights perfecting what was to become a masterpiece. On the other hand, while Heron the younger did not possess the strength of his brother, he was a clever lad with a strong mind. If it were not for his calculations, measurements and planning, Dwain’s dream for the outpost may never have been realized. And so, after years of constant work, Dwain and his two sons finally completed the first Irongut Manor. A grand hall; a walled domain nestled in the hills beyond Oren. Dwain was proud of what he and his sons had built. Oh! how he would rejoice when his father would come to see his greatest creation. 

 

 

Though Heron was eager to accompany his father, Dwain chose Draco to accompany him back to the kingdom of Urguan. Unfortunately for Dwain, times had changed. Upon his return to the Kingdom, there was no feast, no songs of union or joy. The king, the all-father and eternal guardian of the Dwedmar race, had perished in his old age. Dwain was heartbroken, and darkness took him. Years of intense labor wasted on a futile attempt to impress his father, whom now lay dead before him. The ire, the unquenchable anger inside of him was overwhelming. After a grand, majestic funeral worthy of a Dwedmar King, Dwain and Draco returned to the Irongut Manor home, where they had now established a home for their clan, but Dwain was now plagued with a heartache heavier than a thousand stones.

 

 

 

 

 

Dwain’s Descent:

 

 

Word of Urguan’s demise reached the other Ironguts before Dwain and Draco’s return. Heron, ever thoughtful, had already begun to prepare a feast, for he knew that Dwain mourned his father deeply. Tables were lined with the finest dwarven cuisine, and ale kegs upon ale kegs were stacked from floor to ceiling. However, as Clan Father Dwain returned with his son, he was in no mood for fun, feasting, or kinship. While the other Ironguts sang songs and feasted in honor of the life Urgan had led, Dwain simply sat there, staring into his mug of ale. He drank nothing; he ate nothing; he sang no songs and told no tales. Draco and Heron were filled with worry over their father, but neither knew how they could help him. 

 

 

Dwain fell into a state of deep depression. He spent most of his time alone, reflecting on the past, rarely speaking and only moving when necessary. It soon became clear that Dwain was no longer capable of leading his clan or their settlement. Draco took charge of the clan in his father’s absence, while Heron simply sought to help his father. In Heron’s eyes, he had always been overshadowed by his brother’s achievements, but if he could save Dwain, then Heron might finally become the favored son. With this in mind, Heron started studying the many tomes and scrolls, which his clan had been collecting for many years, in order to find a way to cure Dwain from his sickness. 

 

 

As Draco struggled to keep order and Heron desperately sought for a way to cure their father, word of Dwain's depression slowly spread, eventually reaching the lowest denizens of the world. The news of Dwain’s descent into depression happened upon the ears of a mysterious merchant, who appeared one night without announcement or invitation at the Irongut’s doors. He claimed he had a special deal for Heron: a certain book which described Dwain’s mysterious condition and how one could cure it. Naturally, Heron did not hesitate. Although the price for the tome was great, he purchased it from the merchant without argument. However, what Heron found in this ancient book was not a medicinal cure for Dwain, but a magical one. A dark spell that Heron knew his brother would never allow, for Draco was a righteous man who refused to toy with the dark arcane arts.

 

 

Years passed, but Dwain’s condition only grew worse. The once strong-willed Dwain was now a shadow of his former self; no longer the dwed bursting with joy, but an old, silent man without the will to even eat. Heron’s desperate search for a cure drove him into a reclusive life; he spent most of his time in the tombs below the manor, in a secret and hidden room where he had been studying the large book he had bought from the mysterious merchant. This tome held great secrets beyond Heron’s wildest dreams: How one could bring the dead back from their graves, how to bend them to one's will. Heron slowly became obsessed with these dark arts and the limitless power they offered. Draco on the other hand, having inherited the same fervor and ambition as his father, worked hard to improve his clan and expand its influences. Draco took great pride in his children, most of whom were hardworking and dedicated, but as time progressed he felt more and more distanced from his brother and nephews. 

 

 

Dwain Irongut, however, was not destined to remain in his state forever. News of the Ironborn’s coup and conquest of the Dwedmer spread throughout the land until it reached the ears of the Irongut Clan. Dwain, after centuries of silence, was provoked to action. He took up his own sword and marched to the Ironborn throne room. There, he challenged the Ironborn King to an honor duel and though Dwain was quickly silenced and beheaded for his rash actions, the people rallied behind his cause and took up their own arms, beginning Simmpa’s rebellion. Dwain’s body was returned to Irongut Manor, and he was buried in the tombs, returned to stone as all living things must with time. Draco, who had faithfully served as Clan Father in the midst of Dwain’s Depression, officially took his place as the head of the clan. 

 

 

It was not until Dwain’s funeral that Draco finally started to notice the strange behavior of Heron: How he had stopped socializing, how he did not share any meals with his clansmen, and how he spent so much time down in the tomb where their father lay. It was as if Draco had lost his brother too, for even when he did see Hero, it was clear something was wrong. Heron’s eyes were in no way those of his former self; they were now darker and deeper.

 

 

The Betrayal of Heron

 

 

Draco eventually ventured down into the tombs to have a serious talk with his brother Heron. He stopped first at his father’s tomb to pay his respects, but as he drew closer, Draco realized something was very wrong. Strange noises coming from the inside of Dwain’s sealed tomb, as if Dwain’s bones were being rattled by a strong wind. Draco was quick to act as always. He grabbed a nearby maul used in the seal’s construction and smashed it into the tomb wall, forcing open the tomb. Draco narrowed his eyes as dust swirled out from the cracked tomb as the rubble settled on the floor on the floor. Mystical, bright and purple lights shone through the  hole he had created, and the foul scent of death entered through his nostrils. 

 

 

Much to Draco’s surprise, there stood Heron, wielding a staff with a mounted skull. Heron was surrounded by the mangled corpses of both men and animals, which littered the bloodied stone floor around the grave of Dwain in a peculiar, circular shape, casting long shadows from the purple, bright haze. Draco could not believe what he saw, nor did he know what to feel. Anger or fear. Disappointment or grief. Hatred soon filled his mind as he drew the curved blade Dwain himself had forged, which is now the famed Irongut blade Mourgil.

 

 

A dark, ominous voice boomed from Heron’s throat, one which did not belong to him. “So you finally found me, brother?”

 

 

Draco stood firm, his sword never wavering, as he shouted back. “What is this? WHAT HAVE YOU DONE, HERON!?” he bellowed as he shook his head, staring in disbelief at the horror taking place before him. The shadowy figure simply laughed. “I, Heron, have brought GREATNESS to our clan. ME!” rung in the room as he pounded his chest with his fist. “Not YOU. You shall watch me, as I bring him back to the living, AS I DEFY DEATH ITSELF! He shall know of my great power now, how I am the chosen one!” he roared as raw, crackling energy surged up through his arms. A small orb of blue, misty matter formed in his palm and grew in size. “NO HERON, DO NOT DO THIS!” Draco yelled, but it was already too late. The orb exploded, shooting forward a blending beam of darkness into the stony grave of Dwain.

 

 

The tomb began to shake violently as dirt and rubble crashed down from the now cracked ceiling. The grave broke open, cracking into pieces as a grotesque, decaying body rose from it. There he stood, the dead Dwain Irongut. The father of the Irongut brothers. Draco’s face turned pale as he watched the undead Dwain turn toward what was once Heron, with a dark, cracked smirk upon his face.

 

“HERON IRONGUT” Dwain boomed. “YOU HAVE PROVEN YOURSELF WORTHY OF YOUR CLAN. KILL YOUR INCOMPETENT BROTHER, MAKE HIM SUFFER FOR HIS INTOLERABLE FAILURES!”

 

 

Draco’s face turned bright red as he felt his tears pressing on, yearning for release. Hatred boiled inside of him. “You are not MY FATHER! He would NEVER DO THIS!”

 

 

Heron cackled madly as he tapped his staff on the ground, sending out a wave of purple energy along the cracked floor tiles. “Rise, my minions! FEAST ON THE FLESH OF MY BROTHER!” The mangled corpses that littered the floor around him suddenly began rising up to their feet as they lunged at Draco. With a swift, horizontal strike with Mourgil, he sliced one of the ghouls in half before he took a huge leap back, ready for another attack. Draco swung again as another one jumped on him, sliding the blade into the creature’s neck, before he turned around and stabbed another one right through its skull. He suddenly screamed and fell to his knees as another ghoul bit right into his left arm. As he yanked the blade out from the skull to defend himself, another creature grabbed his sword arm, locking it in place as it pressed its foot into the back of Draco.

 

 

Draco thought that this would be the end, but all of a sudden, out of nowhere, a bright light emerged from the middle of the room, blinding all, both living and dead. The two remaining ghouls disintegrated before Draco as he fell over, covering his eyes. As the light slowly got dimmer, he dared to open his eyes. There stood four men, dressed in white robes. Bright, yellow lights beamed out from their palms, crashing straight into the withering body of Dwain Irongut as they shouted in unison.

 

 

“Return to the shadows, foul deamon of Old!”

 

 

The dark, decaying body of Dwain was lifted up by the flows of light, hovering above the cracked grave. Black shadows swirled around him as his eyes began to glow a bright red. Whatever hid inside his body now thundered. “CURSE YOU, SAGES OF AERIEL! YOU ONLY DELAY THE INEVITABLE!”

 

 

The shadowy figure exploded as darkness was quickly driven out from the crypt, the body of Dwain crashing back into the cracked tomb as bright energy pieced together the broken stone, before fading away. Heron fell to his knees, the demonic staff sliding out from his grasp. Draco hobbled over to Heron, kneeling next to him as the sages carefully watched from a distance.

 

 

“Why, brother. Why did you do this? Is your hatred greater than your love for this family?”

 

 

“Father loved you. And I wanted his love more. I did EVERYTHING FOR HIM, YET HE CHOSE… YOU!” Heron slid a dagger out of his pocket as he unexpectedly lunged at Draco. However, before Heron’s blade could find Dwain, the four sages blasted him with a burst of their magic, flinging his body to a wall and setting it ablaze. Draco quickly ran to his brother. Tears ran down his cheeks, into his beard, as he held the charred remains of Heron in his arms. One of the sages walked up to him and placed his hand on Draco’s shoulder before he uttered: “I can offer you little consolation, for a dear brother is an irreplaceable loss. But I can offer advice.” Draco slowly lifted his head, narrowing his eyes as he stared into the glowing, blue eyes of the sage.

 

 

“You must leave this place and go back to your fellow dwarves, for your sons and daughters will be needed in the centuries to come. So too, shall your nephews and nieces, but forever more will they be tainted by their father’s choice, and must choose for themselves the right path. So it is spoken, and so it must be done.” The sage finished, sliding his hand off Draco’s shoulder as he rose. “We will take care of the Manor, just take whatever supplies you’ll need for the journey home, and be off.”

 

 

Two weeks later, Draco finally led his clan back into familiar halls of Kal’Urguan. Here the Irongut clan served their Kingdom for many prosperous years, Draco himself becoming the Lord Marshall of the Kingdom.

 

 

Modern History of the Clan:

Spoiler

-Aegis-

The Ironguts rebuilt the Irongut manor and lived both there and in the Capital of Kal' Urguan. They are the first clan to discover their past and gain together in many numbers. Two notable ironguts ascend to the throne, King Algrim and King Belin. Kilgrim Irongut becomes the first dwarven mage, and Hiebe Irongut becomes the first and only ascended of the Dwedmar. Ironguts eventually lose their famed manor to the invasion to the Undead and in a desperate attempt to ensure that their dead would not be reanimated, had to burn the bodies of the past Ironguts. The ashes were collected and from then on the Ironguts have always burned the bodies of the dead.

 

-Asulon-

 

In the early days of Asulon, Hiebe was involved with a plot to remove the King Thorik, but was unsuccessful due the other political leaders backing out due to threats from Thorik. The Ironguts left the dwarven nation and created the Island Nation of Holm. This nation was short lived, and after news of Thorik’s death the Ironguts returned to their brethren of stone. The Ironguts supported the new King, Kjell, but Kjell proved to lact forethought and was only concerned with the construction of new cities. The Ironguts sided with the other grand clans, Grandaxe and Goldhand, and rebelled from Kjell and lived in Kal' Dwain built by Darius Irongut. The major clans prospered, but then Hiebe, backed by the other clan lords, rebuilt Karik and moved all the dwarves there. Hiebe became King shortly after.

 

-Anthos-

 

The early days of Anthos where a troublesome time for the clan. While other larger clans used what positions they had in the government to get access to large quantities of food and materials, and grow rich, the Ironguts had no such power. Their numbers were no more than a handful as many had gone missing during the trip from Asulon. Through all opposition, they survived, and with the end of King Omi's reign things turned around for the clan. When Thorin took the crown, so to did Dominic Irongut take the leadership of the clan. Dominic attained a clan hall and power in the government for the Ironguts, but for some it was not enough. The young beardlings of the clan felt it was time for the Cave Dwarfs to rise up, so Duregar left the clan taking a few young dwarfs with him and formed the Thunderfists, a dishonorable and rebellious clan. Their fool's errand ended roughly an elven week later, and as a result, they were banished to the Iron Aquifer. Now with only a few old dwarfs the Ironguts began to grow again. 

Following the destruction of Kal’Azgoth and the construction of Kal’Ithrun, Hogarth Irongut became Lord Chancellor shortly after, providing the clan with influence and power. Later on, the Ironguts joined the Goldhands in the construction of Dol’Garud, a small farming town close to the capital. After the flooding of Anthos, and escape to the Fringe, with a prolonged war against the Carrions of Oren, Grand King Wulfgar Grandaxe abdicated, allowing Hogarth Irongut to seize the throne, and in turn grant Balek Irongut his old position. Hogarth abdicated shortly after however. Hiebe Irongut managed to get hold of the Kal’Varak. In Thales, a treaty was finally signed, putting a stop to the violent warring with immediate effect, allowing the Ironguts to recover from the huge losses we had suffered.

 

-Athera-

 

With the new Kingdom established in the Kazradin region, many Ironguts had returned to reunite with their family. While a few handful had gone missing on the voyage to the new promised land, including Clan Father Gamle Irongut, Balek Irongut was promoted to Clan Father, and Hogarth Irongut the Clan Thane. Many Ironguts felt Midgor Ireheart’s reign was oppressive, and with the help of Dwain Irongut, Hiebenhall was established. Midgor was deposed shortly after, and while some moved back into the capital, the majority wished to stay at Hiebenhall. Clan Father Balek then purchased a clan hall in the cave dwarven district of Kal’Agnar, as well as securing a stall for the clan company, Irongut Emporium, to sell their wares. A new Kal’Varak is found, and the old in possession of Hiebe Irongut loses all its energy, rendering it useless. Balek has since transferred the position of Clan Father to Hogarth Irongut, making Hogarth both the Clan Father and Thane.

 

-Vailor-

 

Skippy of Clan Irongut became king in Vailor. During this period the Clan itself slowly dwindled in numbers as the eldest of the clans went to their own ways to pursue their own ideas and research.

 

-Axios-

 

The Irongut Clan fell into a state of disrepair. The eldest of the clan have returned and began working to restore the clan to its former glory. Dorin Irongut is elected Clan Father, and the clan now works on building a hold for all. Splintered from the other dwarven clans, hard times are ahead. But hopefully, prosperity will follow.

 

-Atlas-

 

The Irongut Clan sailed to Atlas in small numbers and began to assimilate into the successor state of Urguan, Azadar before holding a large Clan Summit on a remote Island in the cloud temple bay. This meeting came to the conclusion of the founding of a new state which would be named Khronheim then later Holm. Under the stewardship of the Ironguts, Holm expanded in population and became a powerhouse economically in Atlas before holding at a slump. Holm now lays at a crossroads to become great again or slump to destruction but as before in Axios prosperity will follow.

 

-Arcas-

 

As the kingdom of Urguan reunited under King Fimlin Grandaxe, the Ironguts once again returned to the home of their kin. In an agreement with King Fimlin, the Ironguts were given their own plot of land, both on the surface and in the caverns, which has since been developed into what is now known as the Irongut farms and the Irongut hold. It serves as the current home of the Irongut clan.

 

 

Clan Culture and Tradition:

 

Forging of Weapons:

 

It is tradition that those with the skills to use the forge will often make their own weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut.

 

The Creation of Personal Relics: 

 

For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. 

 

For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. 

 

Beard Braiding:

 

For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. 

 

Bearers of Magic:

 

According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. 


 

Funeral Customs:

 

The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. 

 

Clan Crest and Colors:

 

The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it!

 

 

The Clan Trials:

 

The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing these three sacred goals.

 

The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. 

 

The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. 


The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan.

 

 

Clan Organization

 

Clan Hierarchy and their Rights:

The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. 


 

Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. 

 

Clan Father Rights:

  • Clan Fathers enjoy all the rights of a clan elder 

  • Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. 

  • Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion.

  • Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. 

  • Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. 

 

Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. 

 

Clan Elder Rights:

  • Clan Elders enjoy all the rights of a clan member

  • Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable.

  • Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. 

  • Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. 

  • Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen

 

Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan.

 

Clan Member Rights:

  • Clan Members enjoy all the rights of a clan beardling

  • Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. 

  • Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. 

  • Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop.

 

Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. 

 

Clan Beardling Rights:

  • Right to Hearth - Each beardling has a right to housing in the Irongut Hold 

  • Right to Food - Each beardling has a right to take their own food from the Irongut farms. 

  • Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. 

  • Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. 


 

Clan Roster:

 

Clan Father:

Falk Irongut (TheFirstShroom)

 

Clan Elders:

Dwain II Irongut (Hiebe)

Dimlin Irongut (Beamon4)

Balek Irongut (Hobolympic)

Hogarth Irongut (Jordan1917)

 

Clan Members:

Sharr Irongut (lordbobby123)

Grandor Irongut (SaltyVibes__)

Dwalin Irongut (Cordial__)

Almaic Irongut (Volous)

 

Clan Beardlings:

Dverga Irongut (Clayphish)


 

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"Based"
Echoed Ameg.

 

"Based"
Echoed Birch, and the entirety of The Edict.

"Based"
Echoed I.

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