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Information Post for the Grand Kingdom of Urguan


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The Grand Kingdom of Urguan

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Urguan Discord: [Click Here]


 

About The Grand Kingdom

 

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The Grand Kingdom of Urguan is a constitutional monarchy established to unify and represent the Dwarven race. The Grand Kingdom itself is one with tremendous history, being the sole nation of the Dwarves for a millennia, leading back to the very first dwarf himself, Urguan. 

 

Represented through the colors of orange and gray, the nation has united the Dwarves under its banner through common religion, culture, and ideals. The religion of the land, the Brathmordakin, is a polytheistic religion composed of  7 gods, each of which represent a different aspect of Dwarven culture. 

 

Throughout history, Urguan has been best known for their expert craftsmanship, unique clan diversity, beautiful underground cities, engineering capabilities, and wartime strategy. Now on the realm of Almaris, the Grand Kingdom continues to serve as the top Dwarven hub, occupying a sprawling mountainside on the South-East section of the realm.

 


[THESE SECTIONS CAN AND MOST LIKELY WILL CHANGE OVER TIME]

The Settlements of Urguan

 

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The Capital City of Kal’Darakaan

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Kal’Darakaan, or “the City of the Ancient Might,” is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan.

 

Being the largest and only Dwarven hub on Almaris, the city is a staple for dwarven culture, craftsmanship, and religion. Within the capital city, travellers can expect to find multiple clan halls, housing districts, a bustling market, a Brathmordakin temple, Grand Arena, and large area for craftsmen to hone their skills. Unknown to many is the city's origins, as the modern Dwarves of Urguan were not the ones to construct the city. Through the investigation of clues left behind, many believe the city to have been a colony of the ancient Dwarves, hence its name of ‘Ancient Might’.

 

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The Forest Dwarf Village of Hefrumm

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The Forest Dwarf Village of Hefrumm is a town settled in the woodland valley surrounding the capital city of Kal’Darakaan.

 

Home primarily to the Forest Dwarf Clans, Hefrumm’s unique culture is one linked to the care of sustaining nature surrounding them. Living amongst the flora and fauna specific to the region, strolling through the village is a beautiful nature walk for all to take on. The smell of roasting boar and spilled carrot ale often radiates from the Hefrumm Tavern and Inn. Some of their practices are seen no where else throughout the realm, such as the Seers, a branch of the Brathmordakin faith with an emphasis on spiritual guidance.

 

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The Crimson Edict

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Karmesinfels, a mountain settlement to the East of the Dwarven Docks, can be seen by some as a tourist destination with its beautiful architecture and winding vineyard.

 

A working redstone tower's chimes call out across the valley every morning and evening, with a warm tavern connected at its feet for travellers. Next door is the Red Croupier Casino, the first casino on these lands with fully automatic slot machines and a working roulette table. There's also a magnificent belltower with a shop in its base, a greenhouse, the Knox Apartments, and a war memorial all surrounding the central castle, home to the Crimson Edict. The castle is mostly residential to members of the ancient order, though it does have its own bar, grand hall, bank, and bathhouse, with its grand crypts beneath.

 

[Seek out the Crimson Edict to learn more and possibly grab an invite to their discord!]

 

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Lubba's Keep

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Lubba's Keep, developed by The Silver Lubba and their mercenary group, is a bustling seaside town that has come to house vassals of it's own. Prosperous, these folk enjoy their day to day lives, working to fill any demand as seen as necessity to them.

 

[Link to Lubba's Keep Discord]

 

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[More to be added!]

 


 

Important Documents to Know!

 

Articles of Urguan

Civil Codex of Laws

The Book of Grudges

Da Kirja Dverga

History of the Dwarves

Kings of the Old Realm

The Dwarven Language

Dwarven Family Tree

 

 


 

Government Leadership

 


 

The King’s Council

 

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Grand King

Agnar Grandaxe | Austin7984#0060

(Discord: Austin7984#0060)

 

The Grand King of Urguan is the sole monarch and utmost authority within the Dwarven nation. 

 

Elected by the majority of Urguanites, the individual entrusted with the power’s associated with the role is one of great status and respect amongst their peers. The Grand King is responsible for overseeing the entirety of the realm, as well as appointing a council to assist them in running the day-to-day aspects of the nation. The title is one held until resignation, removal, or death, and therefore has no set time limit.

 

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Grand Minister of War

Sigrun Ireheart | xMuted

(Discord: xMuted#7195)

 

The Grand Minister of War is the military head of the Dwarven nation. 

 

Tasked with overseeing the Obsidian Guard and strategic planning of both offensive and defensive wars, the individual who holds this title is typically an experienced war veteran who has served the nation’s legion for years prior. This title is appointed by the Grand King and is held until the Minister is removed or replaced.

 

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Grand Steward

Garedyn The Green | _RoyalCrafter_

(Discord: HyperAlphaKing#3040)

 

The Grand Steward of Urguan serves as the head of stewardry for the Dwarven nation. 

 

Tasked with regulating taxes and the distribution of Urguan’s homes and land, the individual who holds this title is typically one with an economic background. This title is appointed by the Grand King, and is held until the Grand Steward is removed or replaced.

 

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Lord Chancellor

Ulfric Frostbeard | Terry_23

(Discord: Terry#1337)

 

The Lord Chancellor of Urguan serves as the nation’s leader for the Grand Council and representative of it's clans. 

 

Elected by the clans themselves through a majority vote, the individual who holds the title is one well-versed in both diplomacy and advising. As the title is appointed by the Grand Council and approved by the Grand King, the position is one held until removed or replaced by the Grand Council.

 

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Lord Justiciar

Ulfric Frostbeard | Terry_23

(Discord: Terry#1337)

 

The Lord Justiciar of Urguan serves as the lead justice and keeper of the book of laws for the Dwarven nation. 

 

Tasked with overseeing the court systems, the individual who holds this title is one well-versed with the book of law. This title is appointed by the Grand King, and is held until the Lord Justiciar is removed or replaced.

 

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High Prophet

Garedyn the Green | _RoyalCrafter_

(Discord: HyperAlphaKing#3040)

 

The High Prophet of Da Kirkja Dverga, otherwise known as the Dwarven clergy, is the religious head of Urguan. 

 

This individual is one well versed in the Brathmordakin, and is responsible for preaching its teachings to the dwarven populace whilst overseeing the clergy’s members.

 

 


 

The Guild Masters of Urguan

 


 

High Remembrancer

TBD

 

The High Remembrancer of the Order of Remembrance is the leading scholar of the Dwarven nation. Whilst in charge of teaching future scholars and providing the Dwarven populace with tomes and classes, they also serve as an advisor to the Grand King due to their plethora of learned knowledge.

 

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Yemekar’s Pick

Ursus Grandaxe | _Grey_W0lf_

(Discord: _Grey_W0lf_#7961)

 

The Yemekar’s Pick is the head of the Working Guilds of Urguan. This individual is one with experience in both managing large groups of individuals, and in craftsmanship and gathering. The Yemekar’s Pick is also in charge of supervising the mines within Kal’Darakaan, and the output they produce for the nation.

 

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Anbella’s Hand

TBD

(Discord: TBD)

 

The Anbella’s Hand is the head of medicinal practices for the Dwarven nation. This individual is expected to be a skilled medic capable of training others in what they have learned. The Anbella’s Hand is also tasked with overseeing the Urguani Clinic.

 

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Armakak’s Coin

DISSOLVED

 

The Armakak’s Coin is the head of trade practices for the Dwarven nation. This individual is one with experience in the mercantile field, and is capable of training others to assist in merchantry for the Grand Kingdom. The Armakak’s Coin is also responsible for overseeing national stalls located in other nations across the realm.

 

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Grand Huntmaster

DISSOLVED

 

The Grand Huntmaster is the leader of the Hunter’s Guild for the Dwarven nation. This individual is one who has shown a natural prowess for hunting, and is capable of teaching the skill set to new huntsmen.

 

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Grand Architect

Garedyn the Green | _RoyalCrafter_

(Discord: HyperAlphaKing#3040)

 

The Grand Architect is the head of all construction projects for the Dwarven nation. This individual is expected to be a master at both building, and planning out various projects throughout the nation.

 

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Iron Baron

TBD

(Discord: TBD)

 

The Iron Baron is the brewmaster and head of the tavern for the Dwarven nation. This individual is expected to provide quality brews for the Dwarven people, and continuously stock and run the tavern to host Kal’Darakaan’s citizens.

 


 

The Dwarven Clans of Urguan

 


 

CLAN IRONGUT | Khrorul

[ Click for Clan Post ]

 

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The Irongut Clan is the first-born elder clan of Urguan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts have held much influence within the dwarven timeline, presenting their own multitude of Grand Kings.

 

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CLAN GOLDHAND | Aurokanar

[ Click for Clan Post ]

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The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments.

 

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CLAN GRANDAXE | Kathaikaz

[ Click for Clan Post ]

 

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An influential clan of mountain dwarves that has stood the test of time, the Grandaxes are known to be equally skilled in their prowess with an axe as they are in their command of language; renowned as great revelers and gifted elocutionists, they find themselves at home in various professions across the dwarven capital. From legionnaires to bards, to tavern keeps and politicians, Grandaxes are an amicable and charismatic folk who are staunchly loyal to their roots. Above all else, Grandaxes hold their kin in high regard and adhere to a strict code of honor handed down by their ancestral forebears. The quality of a Grandaxe is from the values of their heart.

 

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CLAN FROSTBEARD | Azwyrtrumm

[ Click for Clan Post ]

 

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The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as kings, government officials, hunters, diplomats, craftsmen, scholars, and warriors. Unwilling to let the past destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community.

 

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CLAN IREHEART | Kravamoruk

[ Click for Clan Post ]

 

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An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. The Irehearts are also known for their many fabled Paragons, warriors and Kings, as some of the most fearsome and respected dwarves in all of history have hailed from such a mighty clan.

 

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CLAN STARBREAKER | Kornazkarumm

[ Click for Clan Post ]

 

MMIBQKe.png

 

An Elder Clan of Cave Dwarves mostly consisting of smiths, miners and Golemancers. They are known for their scholarly pursuits, including the study of magic or alchemy, but are most famed for their masterful skill in smithing and particular affinity for starsmithing.

 

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FOREST DWARVES | Hefrumm

[ Click for Clan Post ]

 

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The forest dwed of Hefrumm are known as spiritual guides through The Seers, proficient hunters in the Grand Hunters Guild, expert farmers, herders, fisherman, artisans of woodworking, as well as each clan or guild’s specific talents. The village currently consists of the Cottonwood, Blackroot, Treebeard, and Emberhorn Clans, in addition to a few lesser clans. As guardians of Anbella’s Hearth, the community welcomes the likes of epiphytes, druids, and any others that share that passion.

 

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CLAN GRIMGOLD | Korodaurok

[ Click for Clan Post ]

 

image-faction-dwarves.png

 

The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry.

 

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CLAN IRONGRINDER | Khroneknazkarum

[ Click for Clan Post ]

 

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Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder.

 

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CLAN METALFIST | Ithorrym

[ Click for Clan Post ]

 

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A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies.

 

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The Grand Legion of Urguan

 


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The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here;

 

[ Legion Post ]

 


 

The Guilds of Urguan

 


 

DA KIRKJA DVERGA

 

The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar.

 

[Click here for Clergy Post]

 

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THE WORKING GUILDS OF URGUAN

 

The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives.

 

[Click here for the Working Guilds Post]

 

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THE ORDER OF REMEMBRANCE

 

The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to the High Remembrancer.

 

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THE MERCHANTS’ GUILD

 

The Merchant’s Guild is the centerpoint for Dwarven trade both within Urguani lands, and abroad. The expert merchants of the guild are considered the economic hand of the Dwarves, selling Dwarven crafts far and wide to any who wish to buy them. Any who join the guild can expect to learn the trade of a master merchant, and will soon be out attending stalls, selling goods, and establishing trade internationally.

 

[Click here for The Merchant’s Guild Post]

 

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THE GRAND HUNTERS' GUILD

 

We dwarves are naturally isolationist folk and for too long have our lands gone unexplored and wild; teeming with beasts of all sizes and ruins lost to nature. For this reason, the GRAND HUNTER’S GUILD was formed, a guild whose goal is to encourage and organize dwarves in exploring the great unknown, and to hunt and study creatures.

 

[Click here for The Grand Hunters' Guild Post]

 

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THE HEALERS’ GUILD

 

Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. 

 

[Click here for Healer's Guild Post]

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