The Irongut Clan
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.
Modern History of the 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.
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.
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 one of 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 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.
Falk Irongut (TheFirstShroom)
Dwain II Irongut (Hiebe)
Dimlin Irongut (Beamon4)
Balek Irongut (Hobolympic)
Hogarth Irongut (Jordan1917)
Sharr Irongut (lordbobby123)
Grandor Irongut (SaltyVibes__)
Dwalin Irongut (Cordial__)
Almaic Irongut (Volous)
Dverga Irongut (Clayphish)