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Norgeth

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Everything posted by Norgeth

  1. Titanium Lore?! Wowzers! Its good too! how wonderful! +1
  2. [!] 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.
  3. IGN: Norgeth_ RP NAME: Morul Irongrinder CANDIDATE: Norli Starbreaker
  4. 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))
  5. [!] 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]
  6. 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.
  7. -=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. -========-
  8. -=- 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.
  9. Jorvin Metalfist would jump up and down, taking a bite of his lemon, smiling he'd cheer "Papa! ye be ah gud clan fatheh an' ah gud Da! Now get meh ah anotheh lemon!" he'd order his father, pointing to a large bag labeled 'Lemons'
  10. Coming from a person who plays a fire evocation mage, I honestly feel that Tox’s rules make more sense over all, now this may be bias, as its the only system Ive used since i gained my MA, but that is my opinion. on the other hand, I do think that mages should be limited in their armour choices as well as weaponry, but as said before, I think that Tox’s rules would be easier to grasp in a pinch, as the post has clear descriptions of how many emotes it may take, etc. it may also benefit players who just got into voidal magics, as it is simpler in my mind.
  11. Name of the creature: Dwarven Riding Beetle (Optional) Link to a picture of the creature + name of the artist: https://i.ytimg.com/vi/tF_z1kC1w3I/maxresdefault.jpg Artist = Kruggsmash Is this creature tamable and if so, how: The Dwarven Riding Beetle is a docile beast with a demeanor similar to that of a work oxen but calmer, this makes the taming process relativity simple, simply feed the beetle small amount of mushed up mushrooms mixed with water, and over a few weeks, the beast will begin to expect the food every day. if raised from hatching, the beetle will care for their owners, although the beetle may begin to refuse food from other folk if they are fed regularly by their caretaker. Can you use this in combat: Nope, these animals are very Docile. Habitats - Check all that apply: Caves/Caverns Summary of the creature: An Oxen sized beetle resembling the mundane Rhinoceros beetles of the surface world, these majestic beasts are bluish in color and commonly graze on moss and fungi native to the caverns beneath the world’s surface, they have been domesticated by the Dwedmar of the Kingdom of Urguan, and the secrets of keeping these beetles healthy is kept by the Dwarves who very much do not wish to disclose this information. The beetles are known to be used as riding animals and work beasts, having mighty strength in carrying very heavy wagons and the like, and while they can be used for fighting if need be, these animals are docile and calm, preferring to simply eat their feed and do work for their dwarven owners. during the breeding process these beetle never leave their nests, making hand-feeding them a upmost priority, once hatched the small beetle larva will eat mushed up mushroom prepared by the dwarven caretaker or simply be fed by its mother, after a month of eating and growing they begin to molt and become tiny versions of their adult selves, it then takes a year and a half for them to fully grow. Characteristics of the creature: A docile beast, the life of a Dwarven Riding Beetle starts with it’s egg being laid by the mother into a nest of dried mushroom fiber, after one week of being laid and sat on, the egg will hatch into a small larva the size of a mug of ale, after one month, the larva will molt into the smaller adult form and after one year, they should of grown to the average size of a mundane oxen if they have been fed well. (Optional) Origins of the creature: Originally simple Herbivores living in the deep caverns on the world, these Oxen sized beasts were tamed ages ago by the Dwarves, but they have fallen out of favor from being sensitive to the sun’s light, making them weak on the surface. Strengths/Weaknesses Dwarven Riding Beetles are sensitive to light and bludgeoning weapons , such as war-hammers and maces, Sun light will cause them to be disoriented and blinded while blunt force weapons can crack the shell of the beetle, causing horrid pain and later, death. Red Lines 1: The Beetle can not be used on the surface effectively due to being sensitive to light. 2: The Beetles are docile and will not fight unless attacked themselves, even then, they would rather run. 3: Although the mundane Rhinoceros beetle can fly, The Dwarven Riding Beetle has far to small wings to even lift off the ground. 4: Beetles Must be Fed every day or its body will begin to slowdown after 3 days of lack of food, making them useless unless hand-fed to health, they will die after 1 week without Food. Availability: Common - Anyone can RP finding this creature.
  12. Ougor would attempt to read the paper "Ougor not know how to read funny squiggles..." he'd frown and walk away, wondering what the paper said
  13. Hello ? I Currently am starting up a Neolithic based group of elves! We are looking for members, so if you like being a Cave Man who says “Unga Bunga”, send me a message on discord at Norgeth#6211 

    Here is a Link to the forum post that describes the Culture of my group ?

    1. Carson

      Carson

      I love the Neolithic! Definitely gonna add you.

  14. Cool dude that makes good skins! +1
  15. RP Name: : Dworic Starbreaker MC Username: Dwarf_of_Norgeth Discord: Dwarf_of_norgeth#6211 What Nation Are You Affliated With?: Urguan Why Do You Wish To Come?: To explore the realms of Dwarves past! What Skills Can You Bring?: Experienced Baker and Food Preparer
  16. Norgeth

    Dwarf_of_norgeth

    Dworic was born in a small mining community in the Under-Realm of Urguan, his parents where weapon smiths who had a decent reputation in their village. Dworic took up the craft of his family at the young age of 9, helping around the forge whenever possible. When Dworic was 23 he inherited his family business but he steered his businesses efforts toward the creation of magical and mundane metallurgical metals. At 25, A band of drunken rioters burnt down his shop and home, leading Dworic to wander the world in search of purpose. he has been wandering ever since!
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