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Badgermordakin

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  1. RHUNSTEEL Deep in the realm of Val’Garis lies the secret to an ancient steel, known only to Garumdir as he worked endlessly to perfect his craft. In the wars against Ixris, the recipe has laid dormant, no longer can Garumdir take the time needed to forge of this steel and carve masterworks. Until now, he has kept his craft a secret, but as he lends his powers of the Spark down to his devotees, he too lends the recipe to one of his most important crafts. While a lesser version than that of Garumdir’s, the Rhunsteel given to the Runesmiths of the mortal plane serves much the same purpose. Rhunsteel allows the craft to bear more runes and for a longer duration, critical to Garumdir’s operations within the Avant Sphere. CREATION Rhunsteel does not have a raw form, as it is not carved from ores in the earth but rather made from a recipe of metals and the Spark created by Garumdir himself to ensure his runes were more capable in Val’Garis. To craft Rhunsteel there Runesmiths have developed a method of marrying black ferrum with Garumdir’s spark. First, the Runsmiths must heat their black ferrum to its melting point of 3000F in a Rhunforge fueled by charcoal. It would require roughly half an hour to melt down the ferrum to the point where it can be poured into a cast or mould. The process is quite similar to that of Black Ferrum, as that is what the smiths are crafting. Rhunsteel requires the Spark to be hammered within each fold of the metal. As such, the Runesmiths must once more place the ferrum under the fire and thus, each draw upon their own forge-fires from Val’Garis. As the smith flares hot, they must strike each blow filled with the Spark into the metal, folding as they go. This would be a great and lengthy process that would severely diminish the heat of the smiths’ forge-fires for a time - barely burning. As the smith shapes his steel, veins of the glow from runes would begin to creep throughout, forming the distinct pattern of Rhunsteel. PROPERTIES OF RHUNSTEEL Rhunsteel is characterized by its distinct patterning within the matte steel of black ferrum. The veins of spark make themselves known within the darkness of steel, and glow softly with the forge-fires of its smith. But Garumdir is a practical being, he does not innovate purely for aesthetics. The spark held within Rhunsteel enables it to handle the power of more runes carved within. An object made of Rhunsteel may hold the power of Gorumdir’s spark for longer and in greater capacity than any other material. Purpose (OOC) Changelog:
  2. FORGE MASTERS OF VAL'GARIS In the shadows of war, innovation thrives. Or so the tale passed from Khazad to Khazad for centuries on end tells. For in carving from steel, one finds the best way to carve from flesh. And yet… in realms unknown, wars rage and innovation dies. Val’Garis: The Clockwork Realm. Wrought from the great craft of Garumdir. A war eternal, waged between the armies of Ixris and Garumdir have forced the fires of innovation to run cold. No more can Garumdir stand idly by while craftsmanship goes purely to blueprinted work. No more can Garumdir weep for the creations he holds the knowledge to create. And so, he has given his greatest gift unto the realm of descendants: The Spark. Though Garumdir fights on in his war eternal, he knows that those gifted in the use of the spark can carry on with creation and perfection in his name. MAGIC EXPLANATION: Idle hands make cold forges. In the realm of Val'Garis, a cold forge is unknown, shameful. Garumdir is not like to give his gift to one with idle hands. In giving his gifts, Garumdir chooses his candidates with a critical eye. Only the best craftsmen can come to be known as Runesmiths, heralds of Garumdir’s craft, wielders of Garumdir’s Spark. The ideal runesmith is one who is known to craft endlessly, who’s forge never runs cold, who’s chisel is never blunt. Smiths, carvers, masons, lapidaries, all are important to the Spark and the one who gives it. Garumdir’s gift enables runesmiths to wield the innovation and knowledge created by Garumdir, giving them leave to further master their craft and infuse it with greater abilities and powers. However, the Spark is not of the Material plane. Any who wield it must bear Garumdir’s Stamp - A mark upon their bodies so that they may safely allow the Spark to flow through them. When harnessed, the Spark runs hot, a fiery aura of the forge-fire within its smith. But a forgemaster of Runes must heed his craft carefully, lest his fires burn too hot. The Spark was not created for descendant use. A runesmith activating the runes of his own crafts proves far more dangerous than the descendant body can handle. The descendant runesmith cannot wield his own runes for the heat of the forge-fires of the rune upon the craft and Garumdir’s rune upon his flesh will be too much for the body. Garumdir does not give the gift of the Spark merely so that a Runesmith can hoard his creations for himself. Ixris’s war on Val’Garis taught him the folly in these ways. In each creation the smith must carve the mark of his stamp so that if he tries to use this creation both runes will light up and he will be scorched, else the runes will not light and the power of the Spark will never flow. GARUMDIR’S SPARK To breed innovation once more from his powers, Garumdir gave unto the Runesmiths the power of his magnum opus: the spark. It is the duty of the Runesmith to wield its powers in imbuing each rune with its powers. While Garumdir does not have the time to speak with his followers or make himself known to them, the spark he provides is plenty sufficient to show them even a fraction of his power. A Runesmith must wield the spark through his stamp, the most concentrated area of his connection with Garumdir. As he imbues a rune, Garumdir’s power flows from this mark and gives each rune what makes it special. The spark lies dormant otherwise, but still stirs within a Runesmith. One might find that Runesmiths are never cold, even in the most frigid winters, and are always slightly warm to the touch. GARUMDIR’S STAMP Marked upon the bodies of all who have received the gift of the Spark is Garumdir’s Stamp. It is through his rune that runesmiths wield the Spark and into their crafts to create great masterworks. Garumdir’s stamp resembles a tattoo when unlit on flesh and a carved rune on crafted material like metal or stone. To utilize the Spark, a Runesmith must first connect to it, as there is no mortal being that can wield it at all times. To connect to the Spark, the Runesmith must press a finger to the mark to light it. When connecting the gift of the Spark to a craft, a smith’s stamp will light up with the forge-fires of Val’Garis. The distinct fire of a forge will emenate from the stamp and envelope the Runesmith so that they become scalding hot to the touch anywhere on their body. When the Runesmith is done, they may once more press a finger to their stamp and the forge-fires of Val’Garis will fade from their bodies. Only a Runesmith can find themselves unscorched by the heat of Val’Garis and Garumdir’s gift will protect them from their fellow Runesmiths as well. The Forge-Fires of Val’Gorkis [P+C] When in combat Garumdir’s smiths may require the use of the spark so that they might protect their craft. Garumdir understands the need for warfare, a soldier in his own endless war. As such, he has given unto his devotees the power to call upon the Forge-Fires of Val’Gorkis to defend the craft and forge so that hammers may continue to fall as battles subside. CONNECTION Garumdir does not have much time as he fights his eternal war. His hands are to remain working constantly, keeping the forges lit. As such, Garumdir does not converse with his followers. He trusts those who already have his gift to entrust others with the Spark. An existing Runesmith may take their hammer and strike upon their Rhuneforge, calling upon the Spark to bring forth and strike upon a new apprentice once more. And so the Spark answers, a great bolt of lightning shall strike down upon the new smith. Held within the great bolt is the gift of the Spark which Garumdir gives unto his new follower, who would find themselves dazed by the interaction for a time - too disoriented to craft or use the Spark until their body adapts to the new forgefire held within. In the place where the bolt struck, Garumdir’s stamp makes itself visible upon its new tenant. THE RHUNFORGE In order to carve runes and imbue them with the Spark of Garumdir, a Runesmith requires his most important tool: The Rhunforge. A Rhunforge is a forge specially crafted by a runesmith to be able to withstand the power of Garumdir’s spark. Any attempt to imbue a rune with power on a regular forge would quickly find itself flat and useless as it would not contain the necessary runes to emit the spark into a rune. To create a Rhunforge is a long and complex process for a Runesmith. He must first spend days toiling away at carving endless runes into the structure, everywhere but the surface on which he is to strike. Once the process is complete, a Runesmith must find 2 fellow runesmiths and begin to strike the forge several times. With each strike, they must let the Spark of Garumdir flow through their stamp and through their hammer, thus forging a link between the forge and Garumdir. A Runesmith can only have created one Rhunforge, but may use any at his disposal. RUNESMITHING The Runesmiths of Garumdir each are known for their abilities to carve the Spark into the very veins of their creations. They strive for innovation, for modernization. But they do not wield the full power of Garumdir, for he is not so foolish as to give such to descendants. To carve a rune is something anyone can do. A Runesmith is not made a runesmith by what he carves but what he imbues that carving with. The spark, Garumdir’s power given unto the mortal plane. A runesmith cannot act without the spark being gifted to him from Garumdir. The spark manifests differently with every smith but all know that to grant power to a rune, they must let the Spark flow through them and into their craft. When the spark flows through a smith the forge-fires flow brightly from within. But each rune requires a certain complexity and familiarity with the Spark. Some are out of depth of the novice runesmith while others can be carved in seconds and imbued in just the same. Each rune given by Garumdir provides an individual power from which it can draw upon as it holds the Spark within. General Runesmithing Guidelines: RUNES: [T1] Rune of Chanting [P+C] The sounds of a forge are notoriously loud and communication is often necessary between smiths to forge a great masterwork. Garumdir thus created the Rune of Chanting, allowing voices to rise above the great booms of the forge and instruct in crafting. [T1] Rune of Illumination [P+C] Delving for ore and mining away at stone is critical to those who seek to craft from it. Garumdir understands this, and has spent a great deal of time in the dark depths of Val’Gorkis himself. To protect his followers, Garumdir developed the rune of illumination, allowing them to light the way for themselves even in the darkest of depths. [T2] Rune of Mending [P] Even the greatest, most masterful crafts are destined to break. But their value is not lost, and nor should their materials be. To reforge is as important as it is to forge. The most essential smiths find themselves repairing far more than creating, for that is the true heart of the forge. [T2] Rune of Purity [P] Pulling slag from metal can often be the most difficult aspect of forging. It takes a great deal of time and effort, time and effort that Garumdir doesn’t have. To save himself time, Garumdir crafted the Rune of Purity so that his metals always remained as pure as they could be. [T3] Rune of Darkness [P+C] Sometimes, to protect innovation and crafts the smith must grow weary of those around him. Secrets must be kept. Garumdir understands that in the darkness it is far more difficult to unearth that which must be protected. [T3] Rune of Sight [P+C] The fires of the forge flare hot and unpredictable sometimes. A smith must always be prepared for the fire to leap forth and blind them, hurting their craft. It is critical that the Runesmith must then be protected from the blinding flashes of flame. [T4] Rune of the Forge-Fire [P+C] The Forge-Fires of Val’Garis are to burn eternally so that Garumdir might continue his endless war. As more fires burn, more weapons can be forged. What once wasn’t a weapon can become one, and what was a weapon before can become a deadlier one. [T4] Rune of Retrieval [P+C] The greatest travesty to the forgemaster is the loss of his crafts. To tear so many hours away from one so dedicated to his craft is tantamount to tearing years away from his life. It is abhorrent. Garumdir, he who understands the loss of craft, has forged the rune of return so that his dedicants might protect themselves from such a travesty. [T4] Rune of Thieves [P] A great craft is of great allure. Often, it is so that those who do not work to be able to craft are so inclined to steal from those who do. A great crime it is to take the masterwork from a smith, and so the smith must be able to protect his crafts. [T5] Rune of Stone [P+C] When activated, the rune of stone glows for a brief time and causes objects to shift to stone. Use of the rune of stone is often seen in shifting rune-tattooed limbs to stone for a brief time in combat, or turning wood into stone so it becomes easier to chisel for crafts for a time. [T5] Rune of Swiftness [C] To protect the forge is to protect innovation. It is essential that all runesmiths learn to and have the ability to protect their crafts and their forge. For without, they are meaningless. Garumdir seeks to provide this assistance with the Rune of Swiftness [T5] Garumdir’s Stamp [P] A master runesmith may find that he now desires to move his stamp to another place. Or perhaps his friend lost a limb bearing the stamp. Naturally, there must be ways in which to bring back Garumdir’s stamp upon the body. The runesmith may return once more to his Rhunforge and call upon Garumdir’s bolt of lightning to once more brand himself or his fellow smith with Garumdir’s stamp. PROGRESSION: Tier One - Novice A Novice Runesmith is one just starting in his path, learning only basic runes and still getting familiar with his stamp. His wielding of the spark is minimal at best, and his forge-fires barely burn. Lasts two [OOC] weeks. Tier Two - Apprentice An Apprentice Runesmith has increased their proficiency, able to control the spark slightly better and understand more complex runes. His forge-fires begin to burn a little hotter. Lasts three [OOC] weeks. Tier Three - Adept An Adept Runesmith has really begun to hit his stride, his forge-fires burn a nice toasty temperature and his knowledge of runes becomes a great deal more complex. Lasts five [OOC] weeks Tier Four - Expert The Expert Runesmith has nearly achieved mastery of the art, his forge-fires burn scalding hot and he knows all but the greatest and most complex of Garumdir’s runes. Lasts six [OOC] weeks Tier Five - Master The Master Runesmith has mastered all that Garumdir’s spark has to offer. His forge-fires burn as hot as the forges of Val’Garis. The runes he carves rival that of Garumdir himself and he is ready to carry on innovation even beyond. ALL EXISTING MAs AND TAs ARE WIPED AT THE TIME OF THIS WRITE. PURPOSE (OOC): Changelog:
  3. The Wronged: Thromdrick Irongut The Assailant: Garedyn Mossborn The Wrong: An insult to his honor by offering a meaningless position as recompense for his desecration of Dungrimm's justice to satisfy the proposal of one Jorvin Starbreaker in addition to multiple sustained insults to his honor over the period of Thromdrick's time as Lord Justiciar of Urguan. Date of Wrongdoing: 8th Malin's Welcome, 147 S.A. (Sept 21st, 2023) Terms of Settlement: The public apology of Garedyn Mossborn and his resignation from the position of Grand King of Urguan.
  4. [8th of Malin's Welcome, 147 S.A.] [September 21st, 2023] Many years ago I was but a pilgrim to the great hold of Khron'Hundmar. A mere beardling at the time. But from that hold, I was forged as Vuur'dor from Yemekar's hammer. I imbued within myself Vuur'dor as Yemekar once did. The hold fell with time, but its lessons were instilled within me. Until, that is, I had spent due time upon the King's council. It is clear now to me that I have been mistaken in supporting the actions of the Grand King of Urguan. I told myself that by standing by him and his actions I did my duty on my position. None know the law of this land as I do, and all find themselves critics of that which they do not understand. Garedyn Mossborn has besmirched the reputation of Urguan and the dwedmar eternal by his insistence on rights for epiphytes. His sidelining of the umgorumm, his promotion of war to serve those who froth at the mouths for blood. His insistence on a new system that would destroy the true law and order of Dungrimm in the Grand Kingdom has become the final straw. I cannot stand by and support such desecration of the values of the dwedmar any longer. I hereby publicly proclaim my resignation as Lord Justiciar of Urguan. I pray that the Grand King can one day find reason in time. And if not, I pray for a new King in our time in hopes that the Grand Kingdom can live up to the word Grand once more. Signed, Clan Father of the Khorul'mar
  5. Praise be Yemekar Praie be Ogradhad It is my privilege to announce a minor breakthrough in my research in the field of the study of Vuur'dor, an enchantment beyond that of modern enchantments upon an old piece of clothing known to this world: hats. Yemekar's crafts should not be held by one Khazad and as such it is my intention to spread this knowledge much as I can. Come find me should you seek it, I give lectures within the heart of the Grand Kingdom of Urguan, and amongst the mages of Hohkmat. Signed, Lord Justiciar of Urguan Clan Father of the Khorul'mar
  6. Very much so. Dwarves have the best interpretation of magic on the server in my 100% unbiased opinion. Also probably the most famous one is Hiebe Irongut. -Your Resident Dwarven Mage
  7. Changes To be added under Soulbound Golems spoiler: Soulbound Brutus Core Golems are capable of housing [3] Auxiliary Sigils while Soulbound Mundus Core Golems are capable of housing [6] Auxiliary Sigils. Purpose: Soulbinding a golem currently takes quite a bit: essentially a pk from someone and all three golem slots from a golemancer. Additionally, soulbinding is generally illegal in settlements that account for golemancy in laws (yes I'm a dwarf player how can you tell). At the moment there isn't really... any reward at all for going out of your way for all this beyond the interesting flavor. But the fact that a soulbound golem takes up all three slots means that there really isn't a reason to make one when you can just make essentially the same thing but for one slot. Old golemancy lore gave extra sigils to soulbound golems due to a soul powering the core and I think that this should also be added in to the current lore. Given that a soulbound golem takes up 3 slots to make as opposed to one I've just tripled to number of sigils able to be powered in comparison to a normal golem.
  8. Signatory of Region: Gotrek Union User: BuffBadger/Weakbadger (the alt this personas on) Persona name: Kabokk'rum Persona ID: #83368
  9. Thromdrick Irongut's incessant headache only continues to grow...
  10. Thromdrick sighs and rubs his temple tiredly before penning his response "This whole war was predicated on the fact that dwarves were punished within Urguan without proper trial. Prove to me that Bakir had a full and righteous trial and I will consider your last point relevant. Additionally, it is not the job of the Lord Justiciar to determine the soundness of mind for one at trial, nor is it written in the codex of laws that one who is not of sound mind should not be allowed to be brought to trial. Additionally, several citizens of Urguan were present at the trial. Indeed, I was not the one to take the hands of the Norlandic King. This honor I left to those clans wronged by his actions. Even so, if I had conducted the trial without citizens to witness it, this would not be against the laws either. But as a gesture of goodwill I conduct all my trials publicly and loudly. If you seek to claim that I have desecrated the laws of Urguan please cite any such specific laws and/or procedures I have broken in accordance to the Articles of the Grand Kingdom Urguan."
  11. Thromdrick Irongut also posts a quote from the Codex of Urguani law for any relevant authorities who might be confused as to what Kinslaying is.
  12. [14th of Sun’s Smile S.A.] [July 30th, 2023] ᚠᚱᛟᛗ ᛏᚺᛖ ᛟᚠᚠᛁᚲᛖ ᛟᚠ ᛏᚺᛖ ᛚᛟᚱᛞ ᛃᚢᛋᛏᛁᚲᛁᚨᚱ The Trial of King Balon ᚴᛁᚾᚷ ᛒᚨᛚᛟᚾ'ᛋ ᛏᚱᛁᚨᛚ In a raid by our very own heroic Frostbeard fighters the dwedmar have won a great victory in our current conflicts with Norland. Recently, The King of Norland Balon has been brought before me to stand for trial for his actions against the dwedmar. He was accused and found guilty for the crimes of assault and kinslaying our brave legionnaires and fighters. To clarify for any who are not familiar with dwarven law, the act of kinslaying is that of killing a dwarf, by any folk. Not merely killing one of your family. The High Courts, in accordance to the codex of laws of Urguan offered the King a trial so that he might defend against the allegations, but he decided to waive this right in exchange for clemency. As such, punishment has been dealt accordingly. The dwedmar are not unreasonable folk, we shall not take the life of a King who’s people need him. But his attacks cannot go unanswered. As such, we have taken a hand for a hand. One hand was for the egregious assault on one Bakir Ireheart where his hand was taken. The other, for the many dwedmar lives that have been lost in the ensuing conflicts. We hope that we might have peace now that justice has been dealt upon the unjust and criminal king. Dungrimm shall guide this great verdict. Yemekar be with us all. Signed, Lord Justiciar of Urguan
  13. I do generally agree with this if I'm being honest, I'd prefer if the lore was more available to the common mage especially with it already being locked behind an MA. However due to the nature of ensconcing being similar too and but a bit of a crappier Ward Shield I feel it warrants an ST signature in a similar manner to enchantments. I could see myself being ok with this to this one yeah. I just generally wanted to divorce it from non-voidal magic stuff and nerf it a bit so that mages can't use each other's hats. But I wouldn't mind with switching that up a bit. I like both of these considerations and will be adding them in. Originally I had it so that mages could cast while ensconced but went back and changed it as I figured doing so would be a bit too similar to casting while also having some sort of warding shield up or the like. Just felt a bit overpowered, especially because then theoretically if you wanted to min/max you could do all the emotes for a spell whilst under the hat and then pop up to cast and turtle shell once more on the next emote. And that's lame. Generally, I don't want ensconcing to be particularly good in a fight. In fact, it's almost always the wrong answer as the opposition can just come up and stab you and you can't do anything about it. The 4x emote cast comes also from warding shield cast, as I don't want this to be on par with it. I also originally had it at 3x emotes but changed it so that it was a bit of a crappier version of the spell. I'd be partial to changing it to 3x as that feels a bit less in the way of word vomit to fill emote requirements but I think 4x is just more likely to assuage ST.
  14. Wizards’ Hats Explanation: For centuries wizards have worn hats. The stories and songs depict old men wearing hats and walking with large staves and long robes. Naturally, any scholar of the void understands why wizards chose large staves and long robes. The staves served as great foci for the casting of spells and the robes were fashionable alternatives to the clothes the poisoning of the void prevented them from wearing. But why the hat? No particular advantage to them and as such they’ve fallen out of use. It seems, until now. Creation: Wizards' hats are created via a ritual containing multiple mages. The process, while not difficult, can be timely as it requires the collection of materials and the crafting of a nice and sturdy hat. First the mage must make or acquire a hat of some sort. The hat must then have magegold or arcanium wire wrapped around it covering at the very least a fifth of its surface. The leading mage must then imbue their mana into the hat alongside any other mages involved in the ritual. The magegold or arcanium will seep into the weaves of the hat and cause it to be imbued with its voidal powers. If the mage weave the hat with arcanium wire as opposed to magegold, the hat will take on an arcane appearance coinciding with any voidal MA a participant of the ritual may possess: Red Lines/Restrictions: Capabilities: A Wizard hat’s job is the general upkeep and light protection of the mage that created them. Slight movements such as waking them up, making sure they’re fed, or scooching themselves over to cushion their mage’s head from bumping into a ceiling. Wizard hats have been known to often shift around independently to ensure the best air flow to their mage’s face to help cool it down on hot days or perhaps shift to cause friction and warm their mage’s heads. More notably though, mage hats have tasked themselves with the protection of their mage when the mage is no longer capable of doing such. An unconscious mage might find themselves clumsily dragged away from trouble or fed medicine or food wrapped up in the loose strands of their turban. Wizards' hats are often known to lightly tug their mages toward obelisks for their abundance of mana or away from hollows for their horrific safety violations. Red Lines/Restrictions: Purpose (OOC) A wizard’s hat is a staple of any good wizard archetype but I’ve found (myself included) a severe lack of them on the server. While, yes, you can chalk this up to stylization, I like the idea of producing lore to help perhaps revive these hats and add an additional level of flavor to voidal magic and mages. Citation: Changelog:
  15. [11th of Great Harvest, 138 S.A.] [July 22nd, 2023] ᚠᚱᛟᛗ ᛏᚺᛖ ᛟᚠᚠᛁᚲᛖ ᛟᚠ ᛏᚺᛖ ᛚᛟᚱᛞ ᛃᚢᛋᛏᛁᚲᛁᚨᚱ The Trial of Torsun "Blackhand" ᚨ ᛞᛖᚨᛏᚺ ᚠᛟᚱ ᚨ ᛒᛖᛏᚱᚨᚤᚨᛚ The dwed known as Torsun "Blackhand" is now called for trial. Commencing now. Should he fail to show he will have waived his right to a trial and Dungrimm's justice will commence. Signed, Lord Justiciar of Urguan
  16. [11th of Great Harvest, 138 S.A.] [July 22nd, 2023] ᚠᚱᛟᛗ ᛏᚺᛖ ᛟᚠᚠᛁᚲᛖ ᛟᚠ ᛏᚺᛖ ᛚᛟᚱᛞ ᛃᚢᛋᛏᛁᚲᛁᚨᚱ WANTED DEAD OR ALIVE: TORSUN AND RYLANOR BLACKHAND ᚨ ᛞᛖᚨᛏᚺ ᚠᛟᚱ ᚨ ᛒᛖᛏᚱᚨᚤᚨᛚ The halls of Yemekar have been besmirched with the blood of the dwedmar. Kinslaying by the hand of a one Torsun formerly Goldhand. Bring us his head and you will be rewarded greatly. 250 mina for either Torsun Goldhand or Rylanor Goldhand. 500 for both. Signed, Lord Justiciar of Urguan
  17. eww what the ****?????? you were a covert G*ldhand this whole time?????? I feel so betrayed, I can't believe you've done this.
  18. [1st of Malin’s Welcome, 137 S.A.] [July 13th, 2023] ᚠᚱᛟᛗ ᛏᚺᛖ ᛟᚠᚠᛁᚲᛖ ᛟᚠ ᛏᚺᛖ ᛚᛟᚱᛞ ᛃᚢᛋᛏᛁᚲᛁᚨᚱ An Inquiry for Witness ᚨᚾ ᛁᚾᛩᚢᛁᚱᚤ ᚠᛟᚱ ᛃᚢᛋᛏᛁᚲᛖ Recently, it has come to the High Courts’ knowledge that an incident of possible vigilantism has occurred within the Grand Kingdom of Urguan between that of one of the Frostbeard clan and a Barclay. Naturally, we will be holding an investigation into this manner and would like to see justice come from whatever may have illegally occurred in this particular instance. As such, the Courts would like to encourage any witnesses to come forth so as to give interviews on the events in question so that Dungrimm’s justice might occur. Please seek out any of our magistrates or the Lord Justiciar himself. Signed, Lord Justiciar of Urguan
  19. Thromdrick Irongut has another headache... why do they have to be so frequent these days...
  20. This oath has been approved and written into the book
  21. Da Dammazavos'rum Kron ᛞᚨ ᛞᚨᛗᛗᚨᛉᚨᚡᛟᛋ'ᚱᚢᛗ ᚴᚱᛟᚾ Deep within the libraries of Urguan, there sits upon a pedestal a tome both ancient and sacred to the Dwedmar. Kept under constant guard both day and night by the legion of Urguan, whilst the book itself is kept shut using powerful runic locks. It is none other than the most honored, Book of Grudges. The Book of Grudges is a most ancient and sacred book tying its origins back to the forefather of all dwarves, Urguan himself. This great tome serves as an eternal recording of the wrongdoings committed against the honor of those of the Dwedmar. These grudges are held secret and safe, while many might have heard of them very few have seen the contents of this tome. Any who have infringed upon the honor of the great dwedmar shall have their names written for eternity within the tome until such a time when a settlement has been met and their grudge may be stricken from the tome. Any and all grudges approved in this book must be approved first by the relevant authorities in accordance to the Laws and Articles of the Grand Kingdom of Urguan. In this section, one might find the list of lesser grudges within this ancient tome in accordance to new Urguani Grudgelaw. The Wronged: The Assailant: The Wrong: Date of Wrongdoing: Terms of Settlement: OOC Disclaimer: The Book of Grudges is locked away under constant guard. In no way should you be able to see it, or anything written within, unless you were admitted into the vault. To be admitted, you must be a dwarf of the Grand Kingdom of Urguan who has been explicitly given access by someone who has the appropriate authority. This means if you are a banished dwarf or a wanted criminal or anything of the like, you would not have access to any of the grudges written into the book. Please RP accordingly. Active Grudges Struck-Out Grudges Original Post
  22. Da Dammaz’hattr Kron ᛞᚨ ᛞᚨᛗᛗᚨᛉ'ᚺᚨᛏᛏᚱ ᚴᚱᛟᚾ Deep within the libraries of Urguan, there sits upon a pedestal a tome both ancient and sacred to the Dwedmar. Kept under constant guard both day and night by the legion of Urguan, whilst the book itself is kept shut using powerful runic locks. It is none other than the most honored, Book of Grudges. The Book of Grudges is a most ancient and sacred book tying its origins back to the forefather of all dwarves, Urguan himself. This great tome serves as an eternal recording of the wrongdoings committed against the honor of those of the Dwedmar. These grudges are held secret and safe, while many might have heard of them very few have seen the contents of this tome. Any who have infringed upon the honor of the great dwedmar shall have their names written for eternity within the tome until such a time when a settlement has been met and their grudge may be stricken from the tome. Any and all grudges approved in this book must be approved first by the relevant authorities in accordance to the Laws and Articles of the Grand Kingdom of Urguan. In this section, one might find the list of major grudges within this ancient tome in accordance to new Urguani Grudgelaw. The Wronged: The Assailant: The Wrong: Date of Wrongdoing: Terms of Settlement: OOC Disclaimer: The Book of Grudges is locked away under constant guard. In no way should you be able to see it, or anything written within, unless you were admitted into the vault. To be admitted, you must be a dwarf of the Grand Kingdom of Urguan who has been explicitly given access by someone who has the appropriate authority. This means if you are a banished dwarf or a wanted criminal or anything of the like, you would not have access to any of the grudges written into the book. Please RP accordingly. Active Grudges Struck-Out Grudges Original Post
  23. [8th of Snow’s Maiden, 135 S.A.] [June 28th, 2023] ᚠᚱᛟᛗ ᛏᚺᛖ ᛟᚠᚠᛁᚲᛖ ᛟᚠ ᛏᚺᛖ ᛚᛟᚱᛞ ᛃᚢᛋᛏᛁᚲᛁᚨᚱ WANTED DEAD OR ALIVE: ULFAR STARBREAKER ᛟᚾ ᛗᚨᛏᛏᛖᚱᛋ ᛟᚠ ᚠᚢᚷᛁᛏᛁᚡᛖᛋ In a great act of cowardice it appears that a one Ulfar Starbreaker has fled Dungrimm’s justice and now acts as a fugitive of High Crimes against the Grand Kingdom of Urguan. Such cannot stand in a civilized society of dwedmar. As such, a public warrant of arrest shall be issued for the sake of the safety of King and Kingdom. Any who bring him in for trial, preferably alive, shall have the eternal gratitude of the dwedmar. Ulfar Starbreaker is known to be dangerous with many golems to protect him from such acts and has exhibited signs of tagum, beware any confrontation. Ulfar can be described as a Cave Dwarf, ashy in skin and is known to have golem limbs. Proceed with caution. Any who have knowledge on the whereabouts of Ulfar are strongly urged to come forth with such information as he is now known to have committed many crimes and shall be brought to trial. Should Ulfar be reading this, please come forward peacefully and return, clemency will be given should you prevent the shedding of more blood. Signed, Lord Justiciar of Urguan
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