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TheFirstShroom

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  1. The Exile of Sir Vulpe Earlier this stone day, the High Courts convened to try Sir Vulpe Hazmezul, Lord of Izvoroshu, Citizen of Vasiyeva for several crimes, including: Assault - The crime of physically and unlawfully accosting a citizen of Urguan. This charge was brought against Sir Vulpe on account of the merciless beating of Birch, a member of the Crimson Edict. Insubordination - The crime of disrespect of or insufficient reverence for legitimate authorities of the Grand Kingdom of Urguan. This charge was brought up against Sir Vulpe on account of his failure to attend his own trial. Subversion of Justice - The crime of taking deliberate actions that undermine the authority of the High Courts in cases of legal matters within Urguan. This charge was brought up against Sir Vulpe on account of his refusal to comply with and active hindrance of an Investigation of a Magistrate of the High Court. The High Court of Urguan has found Sir Vulpe guilty of these three crimes. As punishment for these crimes, the High Courts sentence Sir Vulpe to be exiled from the lands of Urguan, her vassals, and her protectorate states. Sir Vulpe shall have until the end of the month of Sun’s Smile, Year 42 of the Second Age to leave the lands listed above. If, after this deadline, he is found within the lands under the jurisdiction of Urguan, he shall be treated as a fugitive and criminal of the highest order. Lord Justicar of the High Courts of Urguan, Rikkin of Clan Irongut, Prelate of Ogradhad, Master Remembrancer of the Order of Remembrance Grand King of Urguan, Lord of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor of Urguan, Elder of Clan Frostbeard, Son of Rhewen, High Remembrancer of the Order of Remembrance
  2. IGN: TheFirstShroom RP NAME: Falk Irongut AGE: 200's ACTIVITY REQUIREMENT: Clan List CANDIDATE: Ulfric Frostbeard
  3. [!] Large scrolls would be hung about the Dwarven capital city of Kal’Darakaan, and on Notice Boards in every vassal of Urguan. [!] ᚢᛚᚱᛟ-ᚡᛖᛚᛖᚱᚨᚴ-ᛖᚱᛟᚾ-ᛞᚨ-ᚱᚺᚨᛞᚨᚡ’ᚴᚨᚱᚨᚨᛞ ᚾᚨᚱᚡᚨᚴ-ᛟᛉ-ᛞᚨ-ᚴᛁᚱᚴᛃᚨ-ᛞᚡᛖᚱᚷᚨ Urguan’s Festival of Talent! It has been too long since the People of Urguan were called to display their skill as an act of glory and worship to the gods of the Brathmordakin. Such a circumstance is lamentable, so it is for that reason that Da Kirkja Dverga, sends out the call for all talented craftsmen, mages, and warriors living within the lands of Urguan to come forth and display their skills at this grand festival; a display of knowledge, talent, and passion great enough to draw the attention of the Brathmordakin. This festival shall occur in three parts, spread over three stone days, with each day being dedicated to one of the Brathmordakin patrons of great talent. Each day shall contain a short sermon on the related god, a contest in the domain of the god, accompanied by a prize to be gifted to the winner, along with a feast and gifts for all who attend the events. ((OOC: The event will be held on August 6-8th, starting at 6 p.m. E.S.T. each day. All events begin in the Temple area of the Urguan capital city Kal’Darakaan)) Day One: Yemekar and Craftsmanship Of all the prayers and rituals a dwarf can do, nothing pleases Yemekar more than when his children take up their tools and create something new. For this reason, the contest of Yemekar shall be one of craftsmanship! The Contest: Craftsmen of Urguan shall present to the clergy the greatest work their hands have created to be displayed openly in front of all. Attendees of the festival will observe these great works and vote on which they believe is the most well-made and beautiful in form. The work that receives the most votes will be declared the winner of the contest. The Rules: The item must be made by the person submitting it. The item may be enchanted but such will not be taken into account for the scoring for the Yemekar Contest. The item must be submitted the stone evening before the first day of the festival begins. Any citizen of Urguan or her vassals may enter the contest. Clergy Aid: Clergy members will be available to mark each crafted item with a carved blessing of Yemekar, blessing it with the gods favor. The Prize: The winner will be awarded 50 Karzul (250 mina) and a unique anvil crafted and blessed by the craftsdwed of the clergy. The Gift: As a gift to those who attend the festival, Da Kirkja Dverga will give each attendee who turns in their vote a commemorative golden coin. Day Two: Ogradhad and Magic Of all the feats that knowledge informs, few are as difficult as magecraft. Ogradhad, as the patron of all who seek knowledge, also serves as the overseer of mages. For this reason, the contest of Ogradhad shall be one of magic! The Contest: Mages of Urguan will present before the attendees of the festival their greatest display of beautiful and intricate magic. As in the previous contest, the attendees will then vote on which display of magecraft was the most impressive. The Rules: Any spell cast cannot be harmful to the people attending the festival (OOC: All spells must be non-combative) If a mage is a practicing enchanter, they may instead submit an item enchanted with magic, the effect of which can be displayed in lieu of a spell. Any citizen of Urguan or her vassals may enter the contest. Clergy Aid: Clergy members will help the spellcasters prepare by practicing their spells with them, providing prayers, and offering assistance in the methods of Dwarven incantation. The Prize: The winner will be awarded 50 Karzul (250 mina) and a unique magical artifact. The Gift: As a gift to those who attend the festival, Da Kirkja Dverga will give each attendee who turns in their vote an enchanted item to aid in celebration. Day Three: Dungrimm and Combat There is no greater way for someone to display their valor and fortitude than in a contest of single combat. For this reason, the contest of Dungrimm shall be a fighting tournament! The Contest: Warriors of Urguan will participate in a single-elimination fighting tournament. The winner of the tournament and the prize will be the warrior that stands victorious at the end of the bouts. The Rules: All battles will be fought with fisticuffs and without the aid of weapons, armor, magic, or any other method that may provide unfair advantage. (OOC: Battles are PvP with fists only). The tournament bracket shall be made through random choice. Any citizen of Urguan or her vassals may enter the contest. Clergy Aid: Clergy members will be available to offer blessings of Dungrimm and prayers to each warrior participating. The Prize: The winner will be awarded 50 Karzul (250 mina) and a uniquely crafted weapon forged by the finest craftsdwed of the clergy. The Gift: As a gift to those who attend the festival, Dak Kirkja Dverga will give each attendee an Iron Mask of Dungrimm. Entering the Contests So long as they comply with the rules of each contest, any citizen of Urguan or one of her vassals can enter in any contest they wish, or in multiple contests. In order to enter a contest or contests, please submit the following form. (Note: No entries will be accepted after 11:59 P.M. on August 5th) MC Name: Character Name: Contest(s) you wish to enter: Are you a citizen of Urguan or one of Urguan’s Vassals? If so, which one:
  4. OOC MC Name: TheFirstShroom Discord: TheFirstShroom#5790 Timezone: Central Standard Time IN-CHARACTER What is your name? Falk Irongut Why seek membership to the Mages Guild? Magic has, for centuries, been treasured by the Irongut Clan; as the current Clan Father of the Ironguts, I carry on this tradition. Though experienced with voidal magic, I wish to grow my knowledge and refine my technique through interaction with other magi. What arts, if any, do you currently practice? I am a Master Pyromancer and am currently learning Transfiguration. What position do you desire to attain upon acceptance? Adeptus Minor, as I am practiced, but still have much to learn. When should you be contacted for an interview? I am usually available later on in the stone days, but I can make myself available at most times if need be. (OOC: 6pm. E.S.T. or later is best.)
  5. IGN: TheFirstShroom RP NAME: Falk Irongut AGE: 200 -ish ACTIVITY REQUIREMENT: Clan List CANDIDATE: Dorimnur Goldhand
  6. A very well thought out attempt to honor the previous runesmithing lore while addressing a lot of the concerns expressed about the magic in the past. +1.
  7. Falk would lean back in his chair, smiling fondly "Armakak's Coin, now t'ose were some interestehn toimes."
  8. IGN: TheFirstShroom RP NAME: Falk Irongut CANDIDATE: Norli Starbreaker
  9. The Wronged: The Irongut Clan The Assailant: Morul "Irongrinder" The Wrong: The unwarranted abandonment of Clan Irongut and the forsaking of the Irongut Name. Date of Wrongdoing: Malin's Welcome, 1796 Terms of Settlement: Morul Irongrinder is to adopt the name of Morul the Amoral, and is to keep this name until the end of time. Furthermore, he is to pay a wergild of 500 mina to Clan Irongut. The grudge may also be settled by honor-duel, wherein Morul shall face a champion warrior of Clan Irongut.
  10. 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 Sage of the Ascended, he showed incredible prowess with the arcane arts, and took great care in passing his skill down to his descendants during his tenure as the Archmage of the mages guild, 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.
  11. 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
  12. 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)
  13. 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.
  14. 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.
  15. I think all the previous issues with my application are now fixed.
  16. Well my character is the grandson of the Dwarf from the War of the Beards, so I made him pretty young.
  17. 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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