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The Brotherhood of The Forgeguard


Reece Nolan
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Da Dverga Eron Da Kadrelakvel

ᛞᚨ ᛞᚹᛖᚱᚷᚨ ᛖᚱᛟᚾ ᛞᚨ ᚲᚨᛞᚱᛖᛚᚨᚲᚹᛖᛚ

|>x<| ᚨᛁᚾᚨ'ᚲ'ᚨᛉ ᚺᛖᚠᛃᚺᛟᚱ ᛞᚨ ᚨᚲᚺᛟᚱᚨᛚ'ᚷᛖᚱᛟᚾ ᚹᚨᚱᛖᚲᚨᚾ ᛃᛟᛏᚺ ᚲᚺᚱᚢᛗ ᛚᛁᚷᚷᛃᚨ ᚲ ᛟᛉ ᚠᛃᛚᚷᛃᚨ |>x<|

BFDQRZdoCTV0jtkkkWJ2Ji8Oz35tagdIdch-OR3KHqjq_Zj8N0gyne94Nqx4z9hH1fdhanfEmfOYeKigJ1fiGQ3WK43Vuga6zfz6NcPXkF8KcfxYv83o8dq_F-XEYbLq_Q

 

The Birth of the Forgeguard

 

Founded upon the sacred principles of the ancestral order of Dungrimm’s Folk, The Brotherhood of the Forgeguard, established by Angr Ireheart, Torsun Goldhand, and Ulfar Starbreaker, seeks to revive the brotherly teachings of the ancient order to the Grand Kingdom of Urguan once more. Composed of only the best fighters across the continent, this battalion of elite warriors aims to protect the heritage and culture of the dwarves from beasts and unholy creatures of all kinds, sparing no expense to ensure the safety of both the Working Guilds and Urguan itself.

 

The Brotherhood cares not for your clan nor your race, simply carrying out the work and teachings of Dungrimm as well as making Almaris a safer place for all involved. One could still lead a normal life outside of the Forgeguard, so long as they answer when duty calls. Initially, the concept of Dungrimm’s Folk was pitched by the late Grand King Vorstag Ireheart, who passed proprietary rights of the Folk to his sons upon his untimely death, who then passed leadership to his youngest son, Vorstag II, a dwarf who bore many similarities to his father. The order was later revived by Vulkin Frostbeard many years later, only to fall back into obscurity. Now it has risen once more, repurposed and bathed in aurum as it takes up the mantle of protecting the Grand Kingdom of Urguan once more, though no longer at odds with the legion.

 

Duties & Purpose

Pilgrimages & Lectures

First and foremost, every two stone months the brotherhood prepares for a pilgrimage out into the vast lands of Almaris. Such ventures are to educate members on the history and traditions surrounding Dungrimm, among them are the Teachings of the Mask as outlined by Da Kirkja Dverga, as well as the information within texts authored by the Prelates of Dungrimm. Members may bring food and water to be blessed, gifts, trophies and weaponry, these may be taken to shrines, temples or even used in the making of a new shrine.

 

Outside of these religious expeditions, the Forgeguard will be hosting lessons on navigation, mapping, survival, and most importantly, creatures. These lessons are also mandatory, as they can prove to be life or death when out in the field. Lessons outlining creatures may have a live specimen or a corpse used to demonstrate weak points, bodily functions, and uses of harvested parts such as bone or hides. Lessons on navigation and mapping explore topics of terrain traversal and proper usage of equipment such as filtered masks in the swamps. Lessons outlining survival are more practical, taking members into the field to learn firsthand survival techniques.

 

Hunts

Hunts are a major part of the brotherhood, as descendant races are not the only threat posed to the Kingdom of Urguan or the various Working Guilds. Hunts are undertaken by individuals or groups and range from all types of creatures. These hunts are often carried out in areas of high interest such as the voidal hallow or the freezing tundras of the north, areas which need to be kept safe in order for our workers to meet their quotas and supply the kingdom with all that they can muster. Although uncommon, these hunts can also be carried out on our own turf such as the valleys or deep roads, these are just as important if not even more so as a threat closer to home could risk the lives of the common folk.

 

When a hunt is undertaken, there is no discrimination. Voidal, Infernal, Ghostly, Afflicted, Azdrazi, Beastly creatures and even Descendants with a bounty are fair game. Our goals are solid and impenetrable as is the earth we were molded from, and with it, our resolve to protect the kingdom from any foe.

 

Patrols

The Forgeguard maintains their own route through Almaris, as opposed to the Legion which scours our roads for bandits and protects us in times of war. Such routes are patrolled regularly and usually either arrive in, start at or encircle property of the Working Guilds scattered across Almaris. This includes but is not limited to shop stalls, forges, foundries, mining equipment, nodes, mine entrances, ports, trade routes, the homes of important figures such as guild masters and so on. These patrols can also follow imminent threats to the kingdom such as patrolling the voidal hallow, the deep roads and the Rimeveld to ensure there is no buildup or nest forming that could pose even greater danger down the line if unchecked.

 

Escorts

The brotherhood is responsible for escorting members of the various Working Guilds to their destination. Without thid vital workforce, the kingdom may perish and as such, the Forgeguard with it. Members of the order are expected to accompany, if possible, missions out to nodes where miners may collect them, smiths on their way to cities, or trade routes traveled by the merchants of our grand city. Any of the guilds under Yemekar’s Pick are treated as a high-priority escort whenever they are to leave the city. No matter the number of individuals in need of an escort, the Forgeguard must gather as many of the brotherhood as they can and be prepared with PvP Gear and appropriate CRP weaponry or equipment at all times during these escorts.

 

Association with the Legion

While the Forgeguard is a separate entity from the Legion, there are still certain measures required in order to keep the Grand Kingdom well oiled. If you aren’t a member of the Legion already, you are not expected to show up to Legion Training of any kind. However, you are expected to rally with the legion in more serious circumstances such as rallies to defend, times of war and rescue raids. The Forgeguard is not obligated to attend raiding parties assaulting other nations not involved in war, nor is it responsible to attend Legion Patrols.

 

Handling the Dead

As disciples and acolytes of Dungrimm, naturally, we should also strive to do his work. This includes the responsibility of tending to the dead. Should a member encounter a corpse or make one themselves, they are responsible for either burying the body with rites traditional to the descendant’s culture, the rites of Dungrimm, or returning the body to their loved ones so that they may tend to their fallen. In the case of beasts, it should be remembered that these creatures are not to be considered merely as fodder to be slaughtered, instead they should be honored for their lives and respected as a formidable foe that has fallen. After the pickings have been removed by the brotherhood, a trophy of the creature should be displayed proudly as to emphasize their ferocity and tenacity.

 

Ranks & Trials

Waymaster | ᛋᛁᚱᚲᚲᚱᛟᚾᛟᚲ

The Waymaster is the leader of the brotherhood, a title that is given only by Yemekar’s Pick or the Grand King himself. The Waymaster has the final say when it comes to matters such as dwelling, brotherhood structure, ranking and political affairs. The Waymaster has seen their days of battle and is typically occupied with keeping the brotherhood intact and working in tandem with its environment and allies.

 

 

Vigilant Shield | ᛞᛟᚲᚱᚢᛗ ᚲᛚᚨᛞᛁᚨᚾ

The Vigilant Shield is hand picked by the Waymaster to serve as a sort of administrator. In times of absence, the Vigilant Shield takes on the responsibilities of the Waymaster. Outside of these times, they work alongside the Waymaster to lead the brotherhood, often organizing hunts and patrols, managing the planning of future events and the direction that the rest of the brotherhood follows.

 

 

Light Bearer | ᚺᛖᚠᛃᚺᛟᚱ ᚹᚨᚱᛖᚲᚨᚾ

The Light Bearer is the title of our active rangers, these are members which have proven reliable time and time again and are thus given the responsibility of spearheading our gatherings. They are responsible for leading our brotherhood out on Patrols, Expeditions, Pilgrimages and so on. The light bearer is to set an example for all ranks beneath it and as such, is a title to be carried with dignity.

 

Songslayer | ᛋóᚾᚷᚱᛞᚱᛖᚾᚷ

The Songslayer forms the backbone of our brotherhood, drawing inspiration from the prelates of Dungrimm who would give sermons in battle. Songslayers are responsible for shaping our recruits and initiates through the issuing of trials, sparring and hunts. They are devout and fierce fighters who have proven that they can hold their own out in the field.

 

 

Oathbound | ᛒᚨᚱᚨᛉᚤᚾᛟ'ᚠᛃᛟᛏᚱᚱ

The Oathbound is the initiate, the flame unkindled and the light but a flicker. They are at the start of their journey within the brotherhood, undertaking the many tasks and trials assigned to them by the Songslayer in an effort to form them into proper Forgeguard.

 

|>x<| Trials of the Oathbound |>x<|

The Unlit does not stop facing trials once they have been initiated. As Oathbound, you face the many tasks and trials assigned to you by a Songslayer. These trials are not limited, though precautions are taken to ensure that the Oathbound does not die as a result of a task being insurmountable. Such trials focus on the inherent weaknesses of the descendant, such as an Elgi facing a test of strength.

 

Unlit | ᚢᚾ'ᚹᚨᚱᛖᚲᚨᚾ

The Unlit is the uninitiated, having not yet been branded but still considered an ally or an individual interested in joining the Brotherhood. Before those bearing this title can even swear their oath, they must undertake the sole trial of the Unlit, as described below.

 

|>x<| Trial of the Unlit |>x<|

Once the Unlit is prepared to undertake their journey and join the brotherhood, they must pass the Trial of the Unlit. At some point in each member’s journey, a lantern is taken into their arsenal either as a chain weapon or a simple tool. Some even opt to make their lanterns into a sort of flail to bash creatures over the head with. These lanterns are of great significance as they are a symbol of our service to Dungrimm, guiding all behind us to safety just as Dungrimm himself shepherds our lost ancestors to the great halls. The Unlit must make their own lantern and carry a flame to the peak of our mountain while weighed down with stones at the ankle. This flame cannot go out, lest they wish to return to the base of the mountain and start again. Once they have reached the top, they may pour their burning oil into the magma beneath the shrine of the world maker, and retrieve their aurum crest placed there prior to the trial. Once they come back down, they are ready for their oath.

 

|>x<| The Oath of the Forgeguard |>x<|

Once the Trial of the Unlit is passed, the Unlit is brought before Yemekar’s Pick and made to kneel over their lantern while they swear their oath aloud, “As Forgeguard, I am molten, a metal yet to be formed into one of many instruments for our kingdom. I am remade into a holy warrior, bound to the Brathmordakin by oath like a sword to its handle. I serve our Working Guilds, our Clans, and our Grand King with my life alongside my brotherhood. I light the way when all is dark, I guide those behind me.” At this point, they are branded by closing a red hot cuff around their dominant forearm, which is engraved with a hammer and lantern interwoven between lines and runes reading, “ᚨᛁᚾᚨ'ᚲ'ᚨᛉ ᚺᛖᚠᛃᚺᛟᚱ ᛞᚨ ᚨᚲᚺᛟᚱᚨᛚ'ᚷᛖᚱᛟᚾ ᚹᚨᚱᛖᚲᚨᚾ ᛃᛟᛏᚺ ᚲᚺᚱᚢᛗ ᛚᛁᚷᚷᛃᚨ ᚲ ᛟᛉ ᚠᛃᛚᚷᛃᚨ.” Meaning, "I bear the guiding light for all behind me to follow." This essentially tattoos their arm with a scar that cannot be erased.

 

Ruhn Caller | ᚱᚢᚺᚾ ᛒᛃᛟᚦᚨ

A unique rank not among the primary ones, the Ruhn Caller is the one that herds our golems, be it preparing them for battle or repairing them, these are the golemancers and imperas capable of commanding our heavier weaponry.

 

Ruhn Golem | ᚱᚢᚺᚾ ᚲᚺᛟᚱᛖᚾ

A unique rank not among the primary ones, the Ruhn Golem is a rank reserved for constructs such as Golems, Animii, and Atronachs. These constructs typically don’t require initiation and are simply referred to as Ruhn Golems.

 

Medals & Honors

Medal of Dungrimm

Awarded for showing gallantry in battle.

 

Medal of Khazadmar

Awarded for showing brotherhood in all fields.

 

Medal of Victory

Awarded for leading consecutive offensive victories.

 

Medal of Hearth

Awarded for leading multiple defensive victories in our lands.

 

Medal of Wilds

Awarded for slaying a beast that posed significant threat to the kingdom.

 

Medal of Honor

Awarded for showing dignity and respect towards a foe in combat.

 

Recognition of Loyalty

Awarded for staying with the order for one stone month.

 

Recognition of Faith

Awarded for showing dedication to the Brathmordakin as a whole.

 

Recognition of Valor

Awarded for finishing ten infernal, voidal or ghostly creatures.

 

Recognition of Fervor

Awarded for saving the life of another.

 

Recognition of Study

Awarded for having finished magical studies. (Either becoming a T5 or passing MA.)

 

Recognition of Bonds

Awarded for resolving a major conflict peacefully.

 

References

Thy_Serf (Torsun Goldhand)

XxEnderking (Ulfar Starbreaker)
Reece_Nolan (Angr Ireheart)

Nooblius43 (Norli Starbreaker)
DixieDemolisher (Enryn Blackhammer)
Terry_23 (Ulfric Frostbeard)
DrHope (Kazrin Starbeaker)
Da Kirkja Dverga Dungrimm Post

Prelates of Dungrimm Document
Original Dungrimm's Folk Post

Second Dungrimm's Folk Post

Third Dungrimm's Folk Post

Grand Hunters Guild Post

 

(Message me in-game Reece_Nolan or over discord Reece | Sam#7749 if interested in joining.)

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Kronk grumbled at this new military entity as he took a swig of whiskey. "Yeeh fookin' pussehs bettah fookin' join taeh damn Legiohn aswell!" He slammed his drink down as he shouted out, breaking the table as he did so.

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Torsun Goldhand, holed up in his office, examines the document of this newly formed Brotherhood.
"Aye.. tae pieces 'ur foinally comin' together..."
He stated ominously to himself as he read over each word.

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