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About TheFirstShroom

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    TheFirstShroom #5790
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  • Character Name
    Falk Irongut
  • Character Race
    Mountain Dwarf

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  1. Large scrolls would be hung about the Dwarven capital city of Kal’Evraal, and on Notice Boards across Arcas. The Festival of Ogradhad The Legions of Urguan are the most feared force in all of Arcas; the thought of just one dwarven axe sets every soldier shivering in his boots. The chosen of Yemekar, The Godsmith, are renowned for their craftsmanship; all descendents are eager to possess a weapon forged by dwed hands. The Dwedmar grow the finest of grains and produce the most refreshing drinks. Even in these uncertain times, it is clear that the Dwedmer are at the forefront of every endeavor. However, one must not forget the centuries of toil our ancestors have endured to bring the children of Urguan to this point, nor can we forget the Brathmordakin, which has watched over our progress with caring eyes and guided us with gentle hands. It is for this reason that da Kirkja Dverga announces the Festival of Ogradhad: A celebration of history and lore, and the Lord Ogradhad who keeps it. Time and Location The festival will be held one stone week from now. During the month of The Grand Harvest, 17--. The festivities will take place in the Grand Library of Kal’Evraal. ((OOC: The event will begin at 4 p.m. E.S.T. on Saturday, September 19th.)) Itinerary The love of food, drink, and competition is deeply ingrained into every dwed. Thus, it is fitting that all these needs be sated during the celebration. In addition to ample feasting, two competitions will be held. Competition of Knowledge During this competition, participants will compete against each other to see who among them has the greatest knowledge of our history, language, and culture. The winner of this competition will be awarded with a 5,000 mina prize and an ornate Slayersteel dagger. ((OOC: This is a Dwarven Trivia Competition.)) Competition of Scribing For this competition, the participants will submit original written pieces, which fall into one of the following categories: Knowledge: This category includes any instructional books. Books that contain information on magic, occupations, flora, fauna, history, religion, or most other topics will be accepted. Poetry: This category includes any original poetical works. All types of poetry will be accepted. Fiction: This category includes any works of fiction. Short stories, fables, folktales, and any other related work will be accepted. All works will be reviewed by a panel of judges, and a reward will be given to the winner of each category. Each work must be submitted no later than one stone day before the beginning of the festival, and the winners of each category will be announced at the festival. There will be a submission box placed at the Temple in Kal’Evraal, which participants may use to submit their written works. ((OOC: Writings can be submitted either by in-game written books or google docs. All submissions must be turned in by 4 p.m. E.S.T. on Friday, September 18th.)) Participation If you wish to participate in any of the events, please submit the following entry form: MC Name: RP Name: Discord: Which competition do you wish to participate in (Knowledge/Scribing/Both): DA KIRKJA DVERGA ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~
  2. OGRADHAD ~ ᛟᚷᚱᚨᛞᚺᚨᛞ ~ “YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it.” OGRADHAD is the god of knowledge, The Lore Master. He serves as a patron of knowledge; watching over any place where knowledge is kept and any one who pursues the further development of their own knowledge. However, OGRADHAD does not only guide those who wish to learn, he also acts as warden to hidden knowledge. It is OGRADHAD who determines which knowledge might be revealed to the descendants, and which knowledge must remain hidden in order to maintain Yemekar’s Balance. Tenets of Lore The Tenets of Lore are three major principles based in the patronage of OGRADHAD. All those who wish to honor the Lore Master manifest these tenets in their daily lives. These tenets revolved around the discovery and preservation of knowledge. Grond Grond, meaning discovery or to discover, is the first of the Tenets of Lore. We honor OGRADHAD by constantly seeking out new knowledge, whether that knowledge is simply new to the seeker, or if it is a great discovery never before seen by the descendants. OGRADHAD delights in those who search for new knowledge, and any who wish to honor The Lore Master will dedicate their everyday lives to the discovery of knowledge. Kahiv Kahiv, meaning wisdom, is the second of the Tenets of Lore. It is not only enough to obtain knowledge, one must also possess the insight to apply the knowledge effectively. We honor OGRADHAD by using our knowledge of the past and present to inform our actions. This is the path that all followers of OGRADHAD must take to shape the future. Anym’arkon Anym’arkon, literally meaning “A Life of Remembering'', is often translated to simply “Scholarship”. To lead the life of a scholar, one must not only gather knowledge and wisdom, but should be dedicated to fully understanding that which they have learned. We honor OGRADHAD by taking the time to study the knowledge and wisdom we have gathered, and by preserving that knowledge for use by future scholars. Paragons and Heroes of OGRADHAD Paragon Valen Grandaxe Valen Grandaxe is venerated as one of the greatest dwedmer scholars to have ever lived. It was by his hand that most of the dwed oral tradition was preserved on parchment so that it might not be lost to the ages. It is because of these actions that Valen was named a paragon. His life symbolizes the epitome of scholarship and wisdom. Paragon Hiebe Irongut Hiebe Irongut is venerated as the greatest dwedmer mage to have ever lived. As a Master Sage of the Ascended, he showed incredible prowess with the arcane arts, and took great care in passing his skill down to his descendants so that the dwedmer may never lose use of the voidal arts. Because of this, Hiebe is lauded as the dwarven Paragon of Magic, and is recognized as a symbol of wisdom and scholarship. DA KIRKJA DVERGA ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ Da Kirkja Dverga thanks Falk Irongut for his remarkable leadership in writing these teachings.
  3. I feel that this rewrite fixes a lot of the power issues involved with runesmithing. At first glance, it is easy to see the potential power behind runes, but I believe that the counter measures against powergaming with the runes are more than adequate to balance the magic. Runesmiths have limitations on: How many runes can be carved in an OOC week (a limitation not put on most magics), the number of runes put on a carried object, the material and preparation required to carve T4 and T5 runes, needing to be taught EVERY rune irp, no matter your tier level, the fact it is a 3 slot magic (covering for its wide variety of applications), and the need to have ST signed tools on you to perform it, just to name a few. Individually, they seem like small concessions, but when combined I think the rp dedication required to utilize adequately balances it. I would like to see a few clarifications, such has how many emotes are required to carve one rune. I’d suggest 3 per rune, as this would drastically decrease the power of runesmithing in the middle of combat and require runesmiths to really consider their use of the magic during combat. Overall, +1 but does need some minor adjustments
  4. 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 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)
  5. IGN: TheFirstShroom RP Name: Falk Irongut Candidate: Jorvin Starbreaker
  6. 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.
  7. 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.
  8. TheFirstShroom


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


    Well my character is the grandson of the Dwarf from the War of the Beards, so I made him pretty young.
  10. 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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