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TheFirstShroom

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About TheFirstShroom

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    Newly Spawned

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    TheFirstShroom #5790
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    TheFirstShroom

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  • Character Name
    Falk Irongut
  • Character Race
    Mountain Dwarf

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  1. 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. Ancient History: 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. 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 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 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)
  2. IGN: TheFirstShroom RP Name: Falk Irongut Candidate: Jorvin Starbreaker
  3. RP Name: Falk Irongut MC Username: TheFirstShroom Discord: TheFirstShroom#5790 What Nation Are You Affliated With?: Urguan Why Do You Wish To Come?: To aid Dimlin Irongut in his quest to retrieve his diary. What Skills Can You Bring?: Expertise in smithing, masonry, and combat.
  4. RP Name: Falk Irongut MC Username: TheFirstShroom Discord: TheFirstShroom#5790 What Nation Are You Affliated With?: Urguan Why Do You Wish To Come?: To aid my mentor and ex-Clan Father in his quest to recover his diary. What Skills Can You Bring?: General Combat skills. as well as smithing and masonry experience.
  5. Falk Irongut shakes his head solemly “Let teh Brath watch o’er yeh, mah king.”
  6. Armakak’s Coin From the office of The Grand Merchant: Many years ago, when I was still a young lad living with my mother, I often found myself being lectured by my grandfather, who deemed it necessary to inform me on the workings of the world. It was during one such lecture that he told me the following: "Listen to me carefully, Falk. It's important that you understand what I am about to say. Most people view nations as if they were works: like a monument hewn from stone or a sword forged from a hunk of steel. Most people are wrong. Kingdoms and nations are living, breathing creatures, more similar to the horses of the fields. And, like any other living thing, a nation requires blood; not literal blood like you or I have. The lifeblood of a nation is trade: the free flow of coin, good, and services. When trade stagnates, nations die. In this day and age, when nations are always on the brink of war and bandits roam the roads freely, I look around and see that the lifeblood of all nations, the flow of coin, is beginning to stagnate, and unless we are to let the world fall into chaos, some measure must be taken. For this reason, the Grand Merchant of Urguan and da Kirkja Dverga have joined together in a united front to form Armakak’s Coin, a Merchant’s guild supported both by the church of the The Brathmordakin the Government of Urguan. Operation of the Guild: Armakak’s Coin is designed to serve the dwed by buying resources from Yemekar’s Workforce as well as other dwed suppliers. It is against the philosophy of the order to purchase minerals and other products often made by dwed from other groups, as this would hurt their industry. The acquired goods will then be distributed to certified Armakak guild merchants or shipped across Arcas to stalls associated with the guild. Official guild merchants will receive a portion of the profits from everything they sell. Additionally, Armakak’s coin will take outside requests to obtain rarer items for specific clients, charging a finder’s fee in return for our services. Organization of the Guild: Guild members are divided into four different tiers, dictating their level of responsibility within the guild. Herald of Armakak: This is the person in charge of running the guild. They set the rules for merchants, maximum and minimum rates, and decide the locations where the guild shall sell it’s wares. They must demonstrate a greater understanding of the Brathmordakin, although not requiring the knowledge-level of a preceptor. Senior-Merchant: If a Merchant shows they are competent and reliable in their duties, the guild may approve them to become a Senior Merchant. Becoming a senior merchant has several benefits: their cut of the profits is increased slightly, they are entrusted with larger amounts of goods to sell, but the greatest benefit is that the senior-merchant is entrusted with the running of one of the stall outside of Urguan. Merchant: A Merchant of Armakak’s coin is a wandering salesman. They travel around Arcas They get a cut of the profits of the stall, and are given the resources to sell. The stall is paid for by the Coin, all the merchant must do is take count of what is sold and how much. The merchant must stick to the initial pricing set by the Herald of Armakak unless the Herald or a Senior Merchant advises a new one upon request. Supplier: A Supplier of the Coin is tasked with making deals with manufacturers or gathering the resources themselves for the guild. Goods they acquire are sold directly to the guild itself at regular intervals for an agreed upon price. Tradesman: A Tradesman’s role is not to sell, but rather to create fine and beautiful works, swords or jewelry, which the guild will then sell. Due to the nature of crafts, being less numerous in quantity and more focused on quality, Tradesmen will often find themselves taking commissions through the guild. Code of Conduct: Members of the guild will obey the degrees of the Herald of Armakak and of da Kirkja Dverga. Members of the guild will conduct themselves in a professional manner while conducting business. Members of the guild will always complete a business transaction to the best of their ability. Members of the guild will always conduct themselves in an honest manner, never trying to cheat a customer or the guild itself. Joining Armakak’s Coin: If you wish to join Armakak’s coin in any fashion, simply fill out the following application: In Character: Your Name: Your Race: The Guild Position you are applying for: Do you accept the Brathmordakin as the only true religion?: Do you swear to abide by the standard code of conduct for all members of Armakak’s Coin? : Out of Character: Your Minecraft Username: Your Discord Username:
  7. A little late, but Accepted!
  8. [ MC Name: TheFirstShroom] What is your name? Falk Frostwrought (I’d change to Irongut if accepted) Where do you live? Nobleton What are your primary skills? Fighting, Smithing, and Masonry. Short biography (5+ sentences): Falk Frostwrought was a sworn warrior of the Grand Kingdom of Urguan. During the War of the Beards, Falk fought at the Battle of Jorheim Fields against the Coalition forces, where his leg was seriously injured. Because of his injury, Falk was forced to retreat into the mountains, where he spent several years recovering. Once he was finally healthy enough to return, the War of the Beards had already ended in Urguan’s defeat. Falk once again retreated into the mountains, fearing that the Frostbeards would execute him as a traitor. When a pardon was finally passed over all enemies of the Frostbeards, Falk Frostwrought resolved to leave his mountain exile and return to the Dwarven kingdom, where he hoped to regain his lost honor. How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Falk was the bastard son of Bowman Irongut and Malif Frostwrought, but Bowman refused to accept him. Do you swear loyalty to the Irongut Clan?: On my life, I swear it. OOC Do you agree to follow all the rules of the Irongut Clan? I do agree Discord ID? (optional, you can also send it through PM if required) I will PM it if I am accepted
  9. TheFirstShroom

    TheFirstShroom

    I think all the previous issues with my application are now fixed.
  10. TheFirstShroom

    TheFirstShroom

    Well my character is the grandson of the Dwarf from the War of the Beards, so I made him pretty young.
  11. TheFirstShroom

    TheFirstShroom

    Falk Frostwrought was a sworn warrior of the Grand Kingdom of Urguan, and he served the Dwed kingdom as a faithful soldier for many years. Most of his service was during a time of peace, but in 1631 the War of the Beards began. Falk was called to go to war, leaving the live he had built behind. Initially, Falk was excited to enter the conflict; young and naive, he had never been a part of a large battle before, and was eager to wet his axe. During the early years of the war, his unit was involved in a few small skirmishes, but Falk’s first real battle came in 1634, with the battle of Jornheim Fields. During the battle, Falk was knocked unconscious by a charging cavalryman and his leg was trampled. When he awoke, the Coalition had won the battle and had already continued down the road, leaving only a small group of soldiers behind to care for the dead. Against great odds, Falk was able to kill one of these soldiers, disguise himself in his armor, and escape into the wildlands, where he would spend almost two years nursing his leg and preparing to return to Urguan. When Falk was finally healthy enough to rejoin the ranks of Urguan, he descended from the cave that had sheltered him and began to seek out his Dwed in arms. However, he was too late, the war had ended and Urguan had been defeated. Fearful that either side would condemn him a traitor, Falk returned to his exile in the wilderness. In 1714, when Under-King Fimlin Grandaxe pardoned every political enemy of the Under-Realm, Falk finally saw his chance to rejoin his fellow dwarves. Now, Falk seeks to rejoin the Dwarven military and wants to use this second chance to regain his lost honor.
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