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Everything posted by Norgeth
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By order of Azdor Morulson: Lord Overseer of Verak’Dor & The Underloc of Kal’Umthos, conquest of the unlawful folk of The Underloc has been enacted. All inhabitants must follow the laws of Verak’dor, while pledging loyalty to The Lord Overseer, or leave under risk of extermination and eviction. All parties currently residing within the Underloc are expected to send a legal and unarmed representative to negotiate or be assumed a threat to the sovereign rule of The Lord Overseer & his council. Terms may change during negotiations. Laws include but are not limited to: Murder is outlawed within the underloc unless in self-defence or having been authorized by the council before hand. Theft is outlawed unless authorized by the council. The Council and Lord Overseer have ultimate power within their domain & may change or add laws at their whim, thus, treason is outlawed by all means. Azdor Morulson: Lord Overseer of Verak’Dor & The Underloc of Kal'Umthos, Friend to Dwedlings.
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A far flung echo resounds to a silent crowd, a sorcerer inventor's soul missing among infinity ... body turned to naught.
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[!] A depiction of a Dwedling Essence-stone [!] Missives are posted in Du Loc, Urguan and various other settlements and cities, the handwriting of a young yet learned Dwedki scrawled upon it. "Requesting all enchanters and magi, my late father created a system of enchantments that I'd be willing to handsomely reward anyone able to recreate said creations through the payment of golden goods, ranging from trade bars to large storage ingots. Be it by sorcery, alchemy or some other path to power, whomever is able and willing to help in this task should contact me in Urguan or Du Loc, more information will be provided during meeting - Azdor Morulson" "amount of payment is negotiable upon meeting, depending on the recreations source and accuracy"
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Law Amendment | Prohibition on the Underdark
Norgeth replied to Shorsand's topic in Lordship of Du Loc
Azdor Morulson looks upon the missive, nodding to the paper until he remarks "WAIT! Es moi house apart o' teh underdark?! ets undergrund!" He'd exclaim, scrambling over to ask a local lector or The mayor himself to make sure his home is safe. -
Azdor Morulson cries upon the death of his father in the distant land, for he is truly gone, never to be seen again...
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Morul Tinkerbeard looks upon the worn parchment, a single word coming from the sorcerer Dwed "Fascinating..." as he takes the parchment in hand, walking deeper into The Enclave of Verak'Dor.
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MC Name: Norgeth_ Character Name: Morul Tinkerbeard Contest(s) you wish to enter: Ogradhad Are you a citizen of Urguan or one of Urguan’s Vassals? If so, which one: I am a Dwarf who lives in the city (Urgauni Citizen)
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=-O-= A small tuberous root, similar to rutabaga but much smaller. Rumble-root is dependent on Systels and Glimmerstone for light, the small plant taking advantage of the nutrient-rich bed of many water formed caverns, as well as the relative lack of competition, named after its discoverer “Morlo Rumble-Quake” a forest dwed who fell down a large sinkhole while lumberjacking, Rumble-root has since became a favorite among cavern dwelling descendants such as cave dwarves and dark elves for its nutty yet sweet flavor that some would call a mix between a peanut and a carrot. Since farmed and propagated by deep-dwellers around the realms, Rumble-Root is known to be a hassle to farm, requiring much effort in not only supplying light via nearby Glimmerstone or Systel gatherings but also in making sure the ground has been thoroughly tilled, as rumble root grows best in soft moss-like soil. Best-known cooking methods include baking, boiling, and even pies, but many other techniques are able to be used. Rumble-Root is inedible unless cooked, near as hard as a rock raw, when cooked it becomes like that of a finer textured potato. Redlines and Rules 1: Rumble-Root may not be used as a loop-hole to allow underground farms, it is meant to be made as player-signed items for flavor and RP's sake. 2: In Order to Rp having any sort of Rumble-Root, cooked or not, must require a player-signed item in your inventory. 3: Rumble-Root is harmless and completely non-toxic, having no effects other than being a flavorful addition to caverns. =-O-= Credits and Citations. Written by Norgeth_ Looked over by Titanium430 Glimmerstone written by Xx_BloodStalk_xX & Titanium430 Systels written by Reece_Nolan
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[!] A Sorcerer peers upon everything, yet saw nothing, a distinct smirk upon his bearded face... Innovation shall move forth.
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(Application Form) Name: Morul "The Truth-Seeker" Race: Cave Dwarf Experience: Master Air & Fire Evocation, Master Conjurationist Do you promise to uphold the Cosmic Balance and all it brings? Aye (McName:) Norgeth_ (Discord:) Norgeth#6211
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The Election of the Grand King of Urguan
Norgeth replied to Treaty's topic in Grand Kingdom of Urguan
IGN: Norgeth_ RP NAME: Morul Irongrinder AGE: 94 ACTIVITY REQUIREMENT: Home-Owner CANDIDATE: Levian'tol Grandaxe -
Looking for someone to play my dwarven engineer/sorcerers son, DM me for more information at Norgeth#6211, thanks for reading.
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[✓] Spellforging, The Magnum Opus
Norgeth replied to squakhawk's topic in Magic Discoveries/Inventions
I like it, neat +1 -
[!] A message is pinned to the Irongrinder Clanhall, reading thusly “I Morul Irongrinder henceforth apologize for my accusations of the Lord Irongrinder, and for causing chaos and disrupting the Clan as a whole I apologize to it as a whole entity. I shall be self exiling myself from Clan Irongrinder and as well shall be taking up a new name to signify new beginnings. Good day to you all – Morul
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[✓] [World Lore] Glimmerstone
Norgeth replied to NightOfTheWind's topic in Metals/Minerals/Crystals/Etc.
Titanium Lore?! Wowzers! Its good too! how wonderful! +1 -
[!] An Invitation would find its way into Morul's Mail-Box, him walking out into the street and opening it to find the letter folded neatly within the box... Morul opening the letter as a grin forms upon the normally orderly dwed's face, him letting out a chuckle as he looks up from the letter "Protocol 2-SB7 shall begin shortleh eh" he'd utter and place the letter down and walk off into the streets of Urguan.
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The Elections of The Grand Kingdom of Urguan
Norgeth replied to Dhaelena's topic in Dwarven Realms & Culture
IGN: Norgeth_ RP NAME: Morul Irongrinder CANDIDATE: Norli Starbreaker -
The Wronged: Morul Irongrinder The Assailant: Brynaelda Grandaxe The Wrong: Insulting of The Wronged’s honour by calling them amoral, a poor teacher of the arcane arts, and thus disrespecting Ogradhad by disrupting the teaching process; dishonouring Belka by preventing The Wronged’s apprentice's passion for learning and his interest in the arcane and finally calling The Wronged a Heretic when such is false in all senses of the matter. Date of Wrongdoing: 14th of the Sun’s Smile, Year 6 of the Second Era. Terms of Settlement: A public apology to a crowd with The Wronged present to witness such, Or an honour duel in a place chosen by The Wronged with each side being able to choose a champion to fight on their behalf. ((OOC: PvP))
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[!] A leather-bound tome sits upon the pedestal within Dwed-Corp’s shop, open for all to read. Khaz’ad Khotha: A Monograph on The Fortress of Chains and its Denizens. [!] Khaz’ad Khotha at its peak, A Fortress of ice and iron. Born of the early expeditions into Amaris’ frozen-wastes to its north, Khaz’ad Khotha was the home of four intrepid pioneers, only to be lost in the dunes of time, what happened to the grand stronghold of dwarven might in the time after its creation? Only the gods know for sure… Forged from the icy wastes by Aghuid Ireheart, Urist Ireheart, Morul Irongrinder, and Svuli Metalfist, Khaz’ad Khotha was a sight to behold, located in a cavern of Permafrost and held up by massive chains of wrought iron, Khaz’ad Khotha was a fortress hanging in mid-air, its denizens having dug housing and storage rooms within the cavern walls when the floating rooms were close to the edges of the crevasse. Things were peaceful for a time, the four Dwedmar carving out the fortress one chain at a time, that is until the beasts of the north took offense to the grandness of the structure. three sabertooth tigers would have attacked the Dwed, their walls being half-built, in a glorious battle, the Irehearts bringing axe and spear to the beasts, as Morul would cast a blazing spectacle of voidal flame, distracting the beasts as the mighty dwed had them slain where they stood, a nice stew was later prepared from the beasts, it warming the hearts of the icy fortresses denizens, soon a yeti body would fall into the cavern, its body turned to mush by the fall, a gift from the gods thought the dwed, them carefully hooking the body and and lifting it back to the kitchen, though it seemed to have angered the local human explorers who set up camp near by the mighty fortress, they claimed that they risked tooth and nail to slay said yeti, but the Dwedmar had no time for their shenanigans, it died on their property, thus its theirs to own, simple as that. The Yeti was later cooked into a piping hot pie fit for a king! And with that, the Denizens lived happily for a time, before returning to aid in the evacuation of Arcas. When the four once more set foot on Almaris, they almost instantly went to look for their hold to reclaim, only to find it gone, no traces of it within the vast frozen tundra… over 3 years went by as the four looked and looked, almost every month did they trek to the icy wastes in search of their former home, that is until Urist found it, a cave identical in every single way to Khaz’ad Khotha, yet, it had no buildings, not even a ruin remained, after showing Morul, they both agreed that some sort of magical or divine power erased the fortress from its cave, never to be seen again… Morul later purchased an old abandoned tower on the edges of dwarven land, naming it the small starting site of a fortress named after its icy predecessor, and in its center sits The Obelisk of Anoros, May Khaz’ad Khotha rise once more! Narvak Oz Khaz’ad Khotha! Narvak Oz Urguan! [Written by Morul Irongrinder: Year four of the second age]
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[✓] [Creature Lore] Karbeks
Norgeth replied to Norgeth's topic in Non-Playable Creatures/Event Creatures
That could work well! although, they may be warm blooded, considering the massive amount of energy coal contains, them using some of that energy for heat would make sense. -
-=The Karbek=- [!] A rare “limestone” colored Karbek, bred for its light almost orangey beige color, a mutation caused by years of selective breeding. -=Overview=- Originating from frost-bitten ice caves deep within the northern parts of Almaris. Karbeks were discovered by an expedition group of dwarves in the lost fortress of Khaz’ad Khotha. Having large plate-like dark grey scales running along their bodies, these small lizards have a peculiar ability, they possess the strange capability of digesting mineral oils and most interestingly, coal! Composing nearly all of their solid diet, save for the few rodents that come across their caves, Karbeks have sharp, sturdy claws used not in combat, but in digging, they were commonly seen digging in the stone walls of the icy caves of Khaz’ad Khotha, scratching away stone to reveal small flakes of low-quality coal, only needing to eat minuscule portions of such to survive and thrive, this odd function of the Karbek puzzled the more scholarly minded of the expedition, them concluding that Karbeks have a highly advanced digestive system, adapted to cold coal-rich environments with very little flora or fauna to be seen. The Karbek has recently seen a boom in popularity among exotic pet owners, their specific needs an interesting challenge to those raising such lizards. -=General Infomation and Taming=- Karbeks are small lizard like creatures, around the size of a small ferret, having sharp teeth and claws with large plate like scales, though they posses the interesting ability of consuming things such as Coal, Mineral oils and even Waxes and Natural polymers! The Karbek's odd diet was evolved due to its habitats lack of flora and fauna, though its rather large veins of poor-quality coal, useless for forge-work, though still full of energy. In order to tame Karbeks, the trainer must slowly feed the karbek mineral oil, as it seems to be a favorite snack for the little lizards, then slowly introducing coal and other foods such as mice into their diet and slowly yet surely, the Karbek will begin to become used to the feeding and face of its trainer, though they are still wild animals and must be treated at exotic pets at best. Karbeks also hold a extremely interesting quality, due to their extreme metabolisms and the amount of energy their diet holds, When a Karbek eats an excess of coal or other foods, it would radiate a very small amount of heat, this is caused by the Karbeks body quickly transforming the potential energy of the excess coal into thermal energy, this is rather uncomfortable for the karbek in question and should not be abused as a living heater, the warmth is similar to that of a person rubbing their hands together and is not able to cause any harm or ignite anything around it, this has granted the small lizards the nick-name of "Lap-Dragon" despite the two beings having so real connection at all, Karbeks being natural beings while Dragon-kin being magical in nature. -=Breeds=- Karbek "Breeds" have almost nothing different about them other than color, them ranging from the standard dark grey to a almost lime-stone like colour, these colours are the result of breeding programs used by the exotic pet market, and due to the Karbeks extremely high metabolism, they seem to mutate and change color rather quickly when introduced to habitats and climates other than its one in nature. -=Behavior=- Karbeks are territorial and only congregate when needed, them lacking any proper intellect, being far less intelligent than even a house cat. Only fighting among themselves and whatever small animals they come across, such as birds and rodents, them not messing with larger creatures, themselves only being slightly smaller than a ferret, and like ferrets, they have an obsession with small shiny objects, collecting polished rocks, coins and anything with luster that they can get their claws upon. -=Life Cycle=- Viviparous by nature, Karbeks are born living, having no eggs to be hatched from. Maturing in a single year, juvenile Karbeks are much smaller and less territorial than adults, mostly relying upon their mothers for food and shelter, upon maturity, the now-adult Karbek leaves its mother’s burrow, going out into the tundra and frost-bitten mountains in search of a cave to call its own. Surprisingly, Karbeks have a life span of around 50 years at most, being active until around 40 before losing large amounts of stamina, becoming inactive guardians of their burrows, and stolen shiny bounty until they die. -=Red Lines=- If accepted these rules and redlines must be followed. 1: Karbeks can not be used in combat, them cowering in fear at larger creatures. 2: Karbeks, although interesting animals to study, hold nothing of note magically, being completely mundane. 3: Karbeks are rare animals, and even rarer pets, don’t expect to find one outside its natural habitat. 4: Karbeks are able to be RPed as exotic pets to those who go to the effort of finding and taming one, but they can never be anything more than that visual “Pop” for Roleplay, having no mechanical or Rp benefits other than being a friend and possibly catching some mice. 5: The Karbeks ability to consume oils and coal is limited and cannot be used to break into places, it is simply for flavour. -========-
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-=- The Tinker-Beard Company Presents: Grudge Cubes -=- Overview -=- Originally created in the final days of The First Age, Grudge Cubes are a game like no other, with many combinations and tactics. Each of a Grudge Cube’s six sides have information engraved upon them, always including an engraving of what the cube represents, The Cube’s Defensive Points or DP, and The Cube’s Attack Points or AP, and up to two abilities, and if what the cube represents has historical importance, it usually contains a small description of it. Rules -=- There are two types of cubes and one type of slate. Object Cubes represent Artifacts, Relics and Mundane Items, Having Abilities and AP only, and are able to be Equipped in one action, giving said Dwed Cube the Object Cube's Abilities and AP. If only 1 Object Cube remains, the player still having a dwed cube active wins. Object Cubes can be equipped to Dwed Cubes. Dwed Cubes represent People and Notable Dwedmar from history, having Both AP & DP as well as Abilities. Fortress Slates represent the notable fortresses and hold throughout dwarven history, having DP and Abilities. Dwed Cubes can fortify within Fortress Slates, them gaining the DP and Abilities of said Slate for one turn. All Players Start with 1 of each type of cube and 1 Fortress Slate, each Player being able to make one action per turn, actions being Attacking, Defending, Activating an Ability and Fortifying. When All Cubes have been removed from the field, whoever still has cubes active wins! Player turn order is counter clockwise around the table with it starting with whoever wins a coin flip. -=- All Cubes can be acquired by opening Grimdugan’s Wager Boxes or via trading with other players. Grimdugan’s Wager Boxes cost five mina, but many cubes can cost less or more than said five mina depending upon rarity.
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Morul Irongut would be sitting in the tavern when the mandate is revealed "et was teh Umreh!" he'd say to other folk within the tavern "Oi "ave nae been to teh surface en months." he'd shuffle in his seat
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- legion of urguan
- dwarves
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Morul Irongut would get news of the regency, he'd sigh, mumbling a prayer to Anbella to help heal the ill king. "oi 'ave nae doubt 'e will return stronger an' betteh tahn before, get well soon yer majesty!"
