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SirBlocklips

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  1. The Clan Father of the Frostbeards, Dugan Frostbeard, skimmed through the missive while sequester in his cave upon the spine of Azuras. His cold, steely eyes latch onto only one phrase, selectively ignoring the rest of the words upon parchment. "THE UNKNOWING PATRIOTS" "By me beard!" The Great-Great-Great Grandson of the great Paragon Rhewen spoke, "This may be the first time the Irongrinders have called us what we are, true patriots of the Sons of Urguan!"
  2. If DarkShamanism has a million fans I am one of them. If DarkShamanism has ten fans I am one of them. If DarkShamanism has one fan I am the one. If DarkShamanism has no fans I am dead.
  3. Hello people of the internet! Now that the Subjugation period is over for Urguan, we are recruiting for the new settlement Korod'Azwyr. It is a warrior-cultist settlement, founded by the Frostbeard Clan of Mountain Dwarves with many non-dwarven citizens, holding a focus on deep roleplay, historical research, monster hunting, magical RP, and player-ran eventlines. What is Korod'Azwyr? Korod'Azwyr, or Grimfrost, is a secret settlement hidden within the Rimeglen, veiled under sheets of snow. Governed by a Council, the Frostbeard hold is a Jarldom, carven into the mountainside. Robbed of their once-Grand home, Korod'Azwyr stands as a refuge for these lost Sons of Kaz'Ulrah and their allies, persecuted in both race, religion and politics. Verily so, the duties and works that lie in the hands of the settlers of the hold prevent them from stirring their inflamed hearts, their busywork preventing them from casting their lives away in vainglory as they might try to avenge their fallen kin. At the advent of the fall of the Grand Kingdom of Urguan, the Frostbeards gathered what they could muster, and set forth out onto the ocean expanse out of their cove. They sought for far off lands, in frigid tones. For the berserkers, only a land of freezing temperatures and chilled rain could cool their bleeding hearts, as the Rimeglen beckoned them into quiet isolation. Requiring the same, if not greater secrecy, the settlement harbors a burgeoning cult of blood ritualists, fervently known as the Cult of Wyrvun, a wise congregation of clandestine monks who hone both their mind and bodies in service of their god, guarding the wintry lands. What do those in Korod'Azwyr do? Korod'Azwyr remains hidden in the frozen lands of the north to do one thing; survive. In their survival, a fervent adherence to the estranged Wyrvun, the White Dragon, Aengul of Virtue for the Frostbeards, is kept. Much religious work and sessions are held within their halls, as well as beyond, for it is the duties of the Acolytes of the Redeemed to protect the Rimeglen and all frozen expanses, for that is the domain of Wyrvun. Furthermore, within the hold are activies mundane and mesmerizing. A grand library has been constructed in the manners of the Remembrancers of old, in which the hold gathers and restores knowledge long lost. These shelves serve a more active use, providing it's readers lessons, classes and studies. An alchemical workshop is propped, as well as golemancy masonry and voidal pillars, to facilitate great crafts lost to time. The Bearserkers, restless blood within their veins, step out into the tundra, seeking glory or death before the greatest beasts the White Dragon may present them. All the while the true cultists in the hold construct pallid rituals, to enact worship, and other directives that move swiftest in secrecy. Beneath it all, an expansive cavern system older than the fallen Fourth Grand Kingdom of Urguan itself crawls and carves through the belly of the earth, collapsing much history, and much horror. It is up to the settlers of the Jarldom to uncover untold mysteries, ancient lives, and corrupt betrayals of those who came before, deep within the bowels of the mountainhome... Is Korod'Azwyr for you? Korod'Azwyr is not for everyone. The settlement does not welcome darkspawn, as well as Imperials. Besides that, most are welcome! If you do not like heavy roleplay, and deep storylines that take weeks to resolve, this is not the group for you. Rather than consistent daily activity, our group strives for scheduled and instanced gatherings, in which our playerbase gathers and plays together, whether that be a hunt, magical activities, events, or just good social gatherings. Being hidden, organic growth of our playerbase will be hard, if not impossible, for there are no wanderers this far north. Furthermore, if your character wishes to immediately avenge the wrongs of the past, or inversely sympathizes with Imperial mindsets, this group is not for you. However, if you like magic RP, crafting RP, deep and intimate RP that many others will skim over, you are in the right place. If the hunting of a great beast, in which you use weapons and traps that were all crafted in roleplay weeks prior, slaying said beast, and then offering blood sacrifices for ritualistic worship to create grand works with those who have earned their stature within the Hold through quality RP sounds like fun to you, then we are the place for you! How can I join Korod'Azwyr? You can join the settlement by reaching out to me on discord, or in game. Discord is SirShitlips, MC name is SirBlocklips. Send a message and we can schedule your assimilation into the settlement. As well, you may run the command /charter sign korod in-game. We have a number of players already eager to play in our hold, so you will want to join in on the fun! Join today! Pics of the build: https://imgur.com/a/korodazwyr-yhihtBh Further readings about the culture and the Hold:
  4. "The Age of Gravel!" Wailed the Clan Father of the Azwyrtrumm, crying out not tearfully but in sorrow at all that had been lost. "The Age of Gravel has come! Stone, Gold, Iron, Blood, Fire and Silver have all amounted to Gravel! The Age of Gravel has come!"
  5. For those that dig up the past;

     

    How do you recover the books on old map's world downloads that are stored in bookshelves?

    Edited by SirBlocklips
    1. Crevel

      Crevel

      Some people use the Stendhal mod to copy old books and paste the content into new ones. I suggest that if you're going to do that though, just make sure you discern that whatever character/group you're doing this with is the publisher while mentioning the original author, so it doesn't remove credit from the original author. 

    2. SirBlocklips

      SirBlocklips

      No I mean physically; if you download an old map, vanilla minecraft doesn't have interactable bookshelves, so all books stored on the lotc maps are gone.

    3. Crevel

      Crevel

      You answered your own question then. You don't because they're gone, unless if you see them in a chest.

  6. The Clan Father of the Elder Clan Frostbeard would add his signature upon the Ending Oath, stricken unto parchment stashed away on the departing steamships of the Sons of Gotrek, holding Dugan as a signatory to a calling that was unending in nature, signaling a close of the Age of Silver. Son of Dwengar, Son of Dwengot, Son of Grungot, Son of Kerwyr, Son of Rhewen, Son of Karl, Son of Drakk, Son of Kaz'Ulrah, Son of Urguan ᛗᚨᛚᛖ•ᛟᚠ•ᛞᚹᛖᚾᚷᚨᚱ•ᛗᚨᛚᛖ•ᛟᚠ•ᛞᚹᛖᚾᚷᛟᛏ•ᛗᚨᛚᛖ•ᛟᚠ•ᚷᚱᚢᚾᚷᛟᛏ ᛗᚨᛚᛖᛟᚠ•ᚲᛖᚱᚹᛃᚱ•ᛗᚨᛚᛖ•ᛟᚠᚱᚺᛖᚹᛖᚾ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᚨᚱᛚ•ᛗᚨᛚᛖ ᛟᚠ•ᛞᚱᚨᚲᚲ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᚨᛉ'ᚢᛚᚱᚨᚺ•ᛗᚨᛚᛖ•ᛟᚠ•ᚢᚱᚷᚢᚨᚾ In addition to the Ending Oath, a new Grudge was stricken within the Book of Grudges, a final, Unending Oath. For as long as the Sons of Urguan should remain in the lands of Aos and Eos, in far distant times, and the conclusion of this new Age of Gravel, any and all future nations of the dwarves are sworn to never allow the Sons of Horen to rise to such power again. So long as the Azwyrtrumm draw breath, even in the days to come where the Empire of Man dissolves due to civil strife and greed far greater than the Curse of Khorvad upon the dwedmar, it is forever written into the sacred tome that no Empire of Man shall ever be allowed to form, nor begin to burgeon. Such is written, So will be, By the will of the Ancestors, Azwyrtrumm’s Decree.
  7. Korod'Azwyr Settlement Leader MC Name: SirBlocklips Settlement Leader Character Name: Dugan 'Dragonsbreath' Frostbeard Settlement Name: Korod'Azwyr Settlement ID: korod'azwyr (if your plugin doesn't allow ' then just korod will work) Primary Settlement Color: White Settlement Members (include the name followed by the character they are playing): SirBlocklips (Dugan 'Dragonsbreath' Frostbeard), Grungot (Grungot Frostbeard), Diphz (Vithar Frostbeard), Blainer9r (Rurik 'Rimehand' Frostbeard), _Zbruh (Rhorgvar 'Rimeguard' Frostbeard), Garrond (Ubbe Frostbeard), Rhewen (Volden Frostbeard), Conkledurr (Mervel Frostbeard), TheWaffleEater2 (Vollok 'The Seared' Frostbeard), Thriku Frostbeard (Beardicuss_), Night800 (Balin 'The Redeemed' Frostbeard), AechQQ (Aech Frostbeard), Neutral_Tones (Agnar'verdigrumm), __Media (Thrain Frostbeard), Zeag7509 (Vorik 'Hoarvein' Frostbeard), Wolfer_Dork (Ysra Frostbeard) Proposed Settlement Locations (Highlight/draw at least three on the map): Tile 2 is where we want. Settlement Lore: At the advent of the fall of the Grand Kingdom of Urguan, the Frostbeards gathered what they could muster, and set forth out onto the ocean expanse out of their cove. They sought for far off lands, in frigid tones. For the berserkers, only a land of freezing temperatures and chilled rain could cool their bleeding hearts, as the Rimeglen beckoned them into quiet isolation. Korod'Azwyr, or Grimfrost, is a secret settlement hidden at the very north of the map, veiled under sheets of snow. Carven into the mountainside, a inconspicuous site burgeoned, a culmination of IRP years of settlement roleplay for the area by it's settlers, the Frostbeards, alongside the Cult of Wyrvun. Robbed of their once-Grand home, Korod'Azwyr stands as a refuge for these lost Sons of Kaz'Ulrah, persecuted in both race, religion and politics. Verily so, the duties and works that lie in the hands of the settlers of the hold prevent them from stirring their inflamed hearts, their busywork preventing them from casting their lives away in vainglory as they might try to avenge their fallen kin. Requiring the same, if not greater secrecy, the settlement harbors a burgeoning cult of blood ritualists, fervently known as the Cult of Wyrvun, a wise congregation of clandestine monks who hone both their mind and bodies in service of their god, guarding the wintry lands. The vast majority of the lore (and it's 1000+ words requirement) can be found below: Settlement Governmental Structure: The governing body of the settlement of Korod'Azwyr is simple, and clean. At the head of it's rule is the Jarl, a singular leader not appointed by vote, but appointed by the Frostbeard Clan Elders. The Jarl is responsible for leading the settlement and ensuring it's perseverance, going to great lengths to maintain it's secrecy. Below the Jarl stands the Council. On this council sits 2 figures; the Clan Father of the Frostbeards, and the Speaker of the Squall from the Cult of Wyrvun. Both have equal say on the matters at hand, with their wisdom being birthed in different facets of life. On the side of the Clan Father, Clan Elders rule under him, giving guidance to Beardlings and Longbeards of the clan, as well as any whom take shelter within their hold. On the side of the Speaker of the Squall, a line of order stands with Dragonpriests, Redeemers, Acolytes and Aspirants all following the rule of those above them. As a separate entity stands the Frostbeard Clan, given a noble status within the settlement as it's founders, and the main body of the settlement's population. They are subservient to the Jarl and the Council, but less on a legal basis, and moreso on a social basis. No law binds them to the hold, only their duty to ensure the livelihood of their proud people and those that shelter within their stone halls. Settlement Build and Infrastructure: https://imgur.com/a/yhihtBh How does this realm/settlement offer a unique niche not already found in an existing group on the server? The Frostbeards have been a part of the sever since 2011. In that time, an enormous amount of roleplay and storytelling as been fostered from this clan, all the way back in Aegis to now. The Settlement's existence will allow the Frostbeards to continue on, and the server at large shall benefit from having a remaining vestige of loyalist dwarves existing on the server, creating more intense dynamics in the plot of the future. Also, the Cult of Wyrvun adds a new take on the classic faith of Wyrvun, in a way that has never been done on the server yet, in which the Settlements enables to take place. Beyond the cultist rituals and worship for those involved, outside of the group lies much interaction. Such includes the self-given role of protectors of the Rimeglen and all frozen lands by the Cult, interacting with all who may wander into those lands. As well, any who seek out the group may trek far into the deep winter wastes, ascending dangerous mountains and braving battering winds to beseech these sequestered cultists for their wisdom and virtue. Have you ever run a realm/settlement on LotC before and what experiences does your group have with leadership within Roleplaye communities? I am the leader of the Frostbeards, running about 15 players. I have experience through this role with hosting events, guiding new players to the server, onboarding new members of our group, integrating our playerbase into our lore, and maintaining the lore of our group. Many within our group have been past NL's of old dwarven groups like Kaz'Ulrah and the Fourth Grand Kingdom of Urguan. Do you understand the metrics for upkeep, maintaining activity, and the grounds for Settlement Removal? Yes.
  8. Scarred, cut and bleeding, the Clan Father of the Elder Clan Frostbeard shuddered as his strong shoulders shivered, the weight of seeing Tomrin fall in the battle heavy upon his mind. Many had fallen on the day of the collapse of the Fourth Grand Kingdom of Urguan. Even more memories would be left buried in the sundered stonework. As Dugan and the remainder of his kin dredged up the anchor upon their steamship and departed from the battle, the Bearserker was silent as icy eyes gazed upon the flame that poured forth from the cove's mouth. In the smoke, Dugan made out shapes in the chaos, in evocative forms that brought his mind to the last good memory with the Blind Dwarf, deep in the Underroads where the son of Norli Starbreaker was to be recovered. A sigh of longing was left in the ship's wake.
  9. Awaiting Story Admin to announce the official shelving of the dwarven race!
  10. Dugan Frostbeard sat alone in his clan hall, consuming a chicken wrap gifted to him by a wee goblin lass in the lands of the Uruks. He reads over the missive, and rubs his face, leaning back in the mahogany stool which creaked under his heft. He thought of his time at Veilward, short as it was, and his endeavors there. To his kin, he was Elder of the Noble Clan Frostbeard, Speaker of the Squall to the Cult of Wyrvun, aspirant to the Clan Throne as well as Jarl of Rhorheim. To the Veilward, he was but an observer, not even a student for the years of persistence the dwarf had pressed on with. So it was, for the dwarf, burning with ambition, had many centuries before him to achieve greatness for his clan. He thought back to one of his favorite lessons within the magi's enclave. As he sat within the less-extravagant chairs in the libraries of the arcane school, using pillows to prop himself up to pour over dusty tomes many might find moot, he learned in the passings and goings of those whom he thought his peers, enrolled as they were, in despite of himself. The existence of arcane metal and how to forge it, the beings above it all that called themselves gods. The preference for breakfast by cursed children. While watching many enthralled eyes study the trickery of the Master of Illusion's class, Dugan thought to himself a poignant thought. He could wait. He returned back to himself, in that clan hall. It was still empty. With powers clandestine did a ball of snow conjure before him in the air, hues azure brushing hues of cold light across the living canvas of his stout features. As the arcane bulb orbited afore him like a dying sun, the Azwyrtrumm looked down into his gnarled hands, scars and calluses retelling battles fought, and battles lost. A deep scowl marred the Bearserker's face in morose fashion as the blessing of Availer faltered in his strong heart. Dugan thought to himself a poignant thought. What was to show for any of this?
  11. The Cult of Wyrvun stands as a group of what are essentially warrior-monks, sequestered in far-flung lands coated in ice and snow. These adherents isolate themselves in order to focus on the teachings of wisdom and the world at large that whisper in the crunch of fallen snow underfoot, in the gambit of the arctic fox that chases its prey, and in the blizzard that bars all from entry to its frigid squall. As far-0ff as they may be, trouble tends to find these wisdom-seeking worshipers. From the Mali’Fenn's persecution by the Mali'Aheral for their “plague” that is the worship of the Lord of Winter, to the inciting of Frostbeard Rebellions due to the removal of The Lord of Virtue by numerous High Prophets of Da Kirkja Dverga, to the cults of Fjarriagua, born from a forbidden frozen kiss, the worshipers of Wyrvun have seen much persecution throughout the time of the deity’s prevalence in Aos and Eos. This prosecution is not without reason; the very god that is now worshiped as the Lord of Virtue was once the wrathful God of the Dark Cold Ondnarch, woven into a draconic shell by Iblees the Arch-Daemon. Though persecuted as they are, the flames of adversity have failed to truly melt away the frigid devotion of those who worship the Aengul of Ice. Many groups have followed Wyrvun in the past, as well as the present, ranging from the Azwyrtrumm Order of the Redeemed, to the Witch Covens of the Grand Witch Brunhylde, to the modern Vigilants of the Mali’Fenn, Wyrvun seems to persist a following throughout the ages. Now, upon the fall of the Fourth Grand Kingdom of Urguan at the hands of the Empire of Man, does the Cult of Wyrvun surge forth. What was once only a forgotten practice of the Elder Clan Frostbeard, now is a clandestine congregation that gathers all Descendants who prove to the Cult that Virtue beats within their bleeding hearts, as the Redeemed. Bleeding these hearts shall be, for in the raging fires that have prosecuted the followers of the Lord of the Deep Cold for centuries, a macabre devotion full of ritualistic sacrifice and hemomantic sorcery has been born, all in service of the White Dragon. In their gathering, the Cult of Wyrvun casts aside all preconceived notions that the varying faiths of Wyrvun have once held, and only holds what is lain out before it’s own congregation as both true, and sacrament. Many such beliefs are born from those who came before, such as the original Cult of Wyrvun from the Frostbeards, as well as those closely held mantras of the Mali’Fenn in the Idhren’tirn. In their conjoining does a new faith burgeon, hallmarked by zealotry and sacrifice. The Aspects of Wyrvun Wyrvun the Uniform Casting off the bagged of Da Kirkja Dverga’s High Prophets, as well as the beliefs of the Idhren’tirn in the multi-faceted nature of Wyrvun’s divinity, the Cult of Wyrvun asserts that The White Dragon is one, and only one, god. While others may claim of the 6-fold nature of Wyrvun and the numerous Aenguls and Aelor that constitute his divinity, the Cult of Wyrvun disavows such beliefs; there is only one Wyrvun, the worship of which is paramount. Wyrvun is uniformly the White Dragon, Aengul of Virtue and Redemption, guarding of the frozen expanse and Master over Ice and Snow. There is only one Wyrvun, and there is only one god who is over such domains. Wyrvun the Manifold As so Wyrvun is one god, his form is Manifold. Seen in the variety of faiths that all view the god in their own ways, the names for Wyrvun shift like the falling snow. The Manifold Dragon, as often called by the Cult, goes by names such as; The Lord of Virtue, Father Winter, God of Ice, Lord of the Deep Cold, The White Dragon, the Blackened Bear, and likely more. With all of these varied names and titles, a singular persona, as frigid guardian over all things Virtuous and Frozen is solidified amongst the cult, as well as the assertion of a new domain; that of Wisdom, and Discernment. Beyond this, much interpretation is to be had by the Redeemed, so varied are their beliefs. Wyrvun the Merciful A breathtaking sight of the tranquility of Wyrvun’s wonderful winter world is all most need to comprehend the mercy at which they stand before. The merciful nature of Wyrvun is what prevents persistent blizzards in screaming squalls from ravaging the land, as well as keeping his inhabitants safe in his realms. Wyrvun the Wrathful Benevolent as he is, any who trek into his lands during a snowstorm are quickly confronted with the Wrath of Wyrvun. Those that are foolish enough to invoke his divine wrath are met with frigid fronts unending, beset on all sides by both the winds around them and nature itself as beasts rise to halt their defilement. ≃ The Winds of Winter ≃ In summation of who Wyrvun is, the chilled breath of the lands is said to be his very breath, blowing through all who call his lands home. The Winds, as they are called, is also what his Cult regards as their intended path in life. By following the Winds, one may pass through the chaos of one’s jumbled mind, into a quiet mind of serene purpose. The Path of the White Dragon is the term used for those who follow Winter’s Winds, embracing all that is their duty to the Aengul of Wisdom. ✙ Paramount Praise ✙ The Cult of Wyrvun does not bring disdain for those who worship other gods; verily so, Wyrvun is still considered a part of the Brathmordakin by many in the Cult, for it has been a predominantly Frostbeard organization in the annals of history. However, what the Cult does assert is that no matter what, Wyrvun is the absolute authority in his own lands. One may beseech the Golden Lion for blessings of Order, or one may even request zeal from He who Bears the Sword of Horen, but when snow crunches beneath your feet, no god may be put above Wyrvun. ☾ Corruption and Purity ☽ Many are the arts arcane in these lands; some darker than others. As per the hoary vein of wisdom that pervades the Cult of Wyrvun’s mantras, the veracity and worth of a group, their actions, and their magick, is determined by how virtuous they/it is. That is to say, magic such as Voidal Arts is not the cause of immediate derisive gestures in the Cult of Wyrvun. Rather, anything that corrupts others, or the lands of Wyrvun, are met with fervent fury. A voidal practitioner may not be the cause of disdain, but the spreading of Voidal Influence is; the creation or establishment of Heaths and Hollows within their lands are paramount blasphemy. Where those of the Idhren’tirn took a more neutral stance on matters, the Cult of Wyrvun harbors an ice-cold focus on those who dare taint Wyrvun’s blessed purity. Those that seek other religions are free to do so outside of their lands, but to enter unto the lands of Wyrvun in the name of other gods, especially in the claim of ascendancy before the White Dragon, is met with shivering strength. ⥼ Sacrifice ⥽ In their worship to their god, the Cult performs blood rituals in order to appease and strengthen Wyrvun. In doing so, the Cultists do not give praise to those Six Facets of Wyrvun; legs and arms are not given in supplication to Katas, The Aelor of Destruction, nor the head to Ignoshey, the Aengul of Knowledge. Rather, the parts of the body - in the case of animalistic sacrifice - are repurposed, if possible; horns fashioned into drinking vessels, throats used for warhorns, flesh eaten, bones for effigies of the White Dragon, stomachs for bags, and so on. With the dwedmar roots of the cult showing, the Cult holds that the Ursine Aspect of Wyrvun does not set out the great challenges as he does for pure slaughter, but for the benefit of the Descendants. Those who disrespect nature’s balance and slaughter for the sake of capturing the Winds of the world shall invoke the ire of thine god. ☸ Virtue ☸ As is expected, the Cultists of the Lord of Virtue value his domain above all else. To the acolytes, virtue is defined as “Uprightness of heart”. Righteousness, purity, morality, wisdom, all could, and often do, fall under this net of Virtue. Discernment of the mind stems from this embodiment of virtuous thoughts, of which the Cults strive to bear their focus towards. By living as rightful as possible, living as passionately and stoically as the winter tundra, and by gathering the Winds set out before them in the world, the Redeemed live more virtuous lives. Purity of the heart matters not, if virtue is not beating within the heart. It is one matter to know what is right, but to do what is right is another thing in entirety. The heart is to be kept pure and righteous above all else, in a living offering to their god. ⫸ A Wise Mind ⫷ Furthermore, mental representations of winter are likewise embodied. The silence of the snow is paralleled with sharp clarity of the mind, focused and calm as if frost. So is passion and vigour, embodied by the raging blizzard that rips through quiet life, though at much detriment to the world around it. Level-headed and cool-natured are the cultists, and above all, wise as white winter’s ice. Above all, the Redeemed value wisdom. Wisdom is the blessing of discernment, granted by the Redeemer to those who bear the Rune of Wyrvun. The cult follows the Winds of Winter, a lifestyle that calls for meditative study on the nature of the frozen expanse, the evils of this world, and their quiet detachment from it all. ⌬ Frozen Solitude ⌬ An aspect not often pursued in the history of Wyrvunic worship is that of solitude. A few of the more devout of the Lord of Virtue seek solitude, casting off the warmth of companionship, family, and comradery. At the furthest reaches of the cult, often only seen in their most fervent Dragon Priests, worshipers of Wyrvun will cast off their past life and take to the frigid lands, wherever those may be, and establish a new life of solitude there. Without, lies frigid lands frozen in time; within, lies a tranquil mind, sharp, and replete with quiet clarity, all held with a chilled grasp. The warmth of before is emptied from the mind, replaced with frigid focus. It is the mandate of the cult to ensure secrecy of the order’s current goals and directives, spoken in hushed puffs of chilled breath. ⍒ Strength ⍒ The harsh conditions of the frozen dominion of Wyrvun is a literal and figurative test of one’s mettle. That is, unless one is virtuous, one cannot hope to survive in the harsh conditions that the climate harbors. This virtue is often shown through strength, both physical and of will, and mind. The strength to brave the harsh conditions of their home, as well as to stand resolute against any who would seek to bring them harm, is a trait virtuous indeed. There exists only one true duty demanded of the Cult, an ancient oath aligning with the mantra of the Frostbeards of Anthos. This is to protect the domain of Wyrvun from those very beings which could corrupt Wyrvun as they had once before in the form of Ondnarch. This is done by hunting down those of impurity. This impurity is not one of lineage like those of the High Elves, but impurity of the heart; those that would wish to corrupt others and lord over them with malicious intent, for their own selfish goals. ⍲ Vigilants of the Boreal ⍲ The more fervent in the cult go as far as to assert that the frigid realms they inhabit are theirs to protect, as well as their inheritance. Much like how the Ithrandos, devout Isvinites of the Mali’Fenn, believe that Wyrvun is the master of the Fin’hesin, also known as the mortal realm of ice and snow, so too do the Cultists of Wyrvun believe all tundra, taiga and frozen expanses are the lands of their Lord of Virtue. It is the sacred duty of the Redeemed to protect the lands of winter with zeal, standing as stalwart as a glacier upon their mountain perches to ensure the lands are not defiled by those unworthy of their bounty. As Wyrvun is the highest power within these lands, it is the duty of those who stand vigilant before the boreal lands to ensure they remain unsoiled, uncorrupted, and upkept. So much so, that any who settle the lands of frost, hunt, quarry or even simply trek through them do so by the good graces of the Cult. All of this is done through Divine Right. It is the belief of the cult that their fervor, zeal, and authority over the frigid lands is not through their own power, but the Divine power of Wyrvun, a divine right beholden to none in the land. To attempt to take advantage of the White Realm without the blessing of the Cult, and thus the Protection of Wyrvun, is to incite the wrath of His realm. In parallel, the aspects of his lands, the frozen tundra and all of his creations are considered sacred to the Cult, to varying degrees. Whether beast, botanical, mineral or mortal, all that hail from snow-swept lands are under the religious domain of the Cult. That is to say, respect for such is demanded. To exploit the world’s bountiful stores is an offense to He who gave it, and those who watch over the lands will seek to rectify such. Any who settle within the frozen lands are mandated by the Cult for their blessing, and to be subject to their purview, lest the very biome burst with baleful blizzards that batter their bastions. “Shhh… Listen… Don’t you hear it? The Silence, in the snow. Isn’t it deafening?” - Dugan Frostbeard, first Speaker of the Squall. Aspirant Those who seek the blessings of Winter, but have not yet stood the test of the Tundra are simply Aspirants, contenders for the frozen focus of the greater Cultists of Wyrvun. Their only method for further entry into the clandestine castes is through proof virtuous, in the form of ancient trials set out for them far before they were a whisper on the winds. Many warriors who protect the cult deign to be referred to instead as Warriors of the White Dragon, which have included the Frostbeard Bear Guard and Bearserkers, as well as the Fennic Vigilants and ancient Valkyrim of the Ivae’Fenn. Attire: Nothing. Ceremonies: Rituals of Initiation. Acolyte Should one prove themselves worthy of the Cult of Wyrvun, an Aspirant is branded into the clan with a Rune of Light, alongside their own fashioned Rune of the Redeemed, denoting their fealty to the congregation in cyan luminescence. Thus they are an Acolyte, a full member of the Cult of Wyrvun, now Redeemed. The Acolytes watch whichever way the wintry winds weave throughout the world, as vigilant watchers in the tundra. All Acolytes are subservient to a Dragonpriest, whose Virtue is of their choosing. Much of the work and duties of an Acolyte is the transcription of blessed scripts, cleaning of sacrificial tools, preparation for the Redeemed’s sacrifices, and studying the nature of the Winds, Wyrvun, and the World. Much of the responsibilities of the Acolyte within the Cult is to learn; gain wisdom, above all else. Others choose to construct sculptures of their god in the vein of ice and stone. Attire: Cultist’s Cowl. Ceremonies: Rituals of Initiation, Lesser Rites. Redeemers It is the duty of the Redeemers to lead lesser rituals, as well as to be at the forefront in enacting the will of Wyrvun. In virtuous duty do the Redeemers trek out into the frozen lands, ensuring that all is in balance, and that the Winds still breath through the carven vales. When voyagers into frozen lands are confronted by members of the Cult, the Redeemers are the hand of the Speaker, enforcing their will upon an unforgiving landscape. When the respect of the Winds is tossed to the wayside, the Redeemers are militarized, alongside the Warriors of the White Dragon to take care of anything that might threaten or corrupt the realm of rime. It is at this level of trust within the Cult that the secrets of the Pallid Arts are bestowed, in sanguine ceremony. The Redeemers are limited to only those rites which do not require greater dedication to the arts. Attire: Cultist’s Robes, Redeemer’s Sacrificial Dagger Ceremonies: Rituals of Initiation, Lesser Rites, Rituals of the Wind. Dragonpriests To become a Dragonpriest is to prostrate one’s life before the almighty wisdom of Wyrvun. In subservience, does the Speaker of the Squall raise a Redeemer to the rank of Dragonpriest, reserved only for those who have shown to be exemplars of Virtue. Truly put, each Dragonpriest must chose a Virtue to don as their eponymous mantle. Some of these include the Virtue of Silence, of Wisdom, of Courage, of Mercy, of Loyalty, of Temperance, of Discord, of Fervor, and so on. In their choosing, they become a beacon for all who walk the Path of the White Dragon, being taught by the Speaker to perform the greatest sanguine arts, as well as being permitted to lead grand rituals and bestowing this knowledge upon the rest of the congregation. Attire: Cultist Robes, Dragonpriest’s Sacrificial Sabre, Mask of Virtue Ceremonies: Rituals of Initiation, Lesser Rites, Rituals of the Wind, Rituals of the Storm. Speaker of the Squall For every flock, a shepherd. For every congregation, a leader. For every Lord of Virtue, a Speaker. Much like the Paragons of the Dwarves, and the Fen'ikur of the Mali’Fenn, the Speaker of the Squall is the greatest amongst the Cult, as well as the one who bears the most burden. It is the responsibility of the Speaker to act as the Will of the White Dragon, enacting Wyrvun’s demands in order to appease him, lest a Deep Cold sweep the lands once more. None are more virtuous and upright of heart than the Speaker, and only the grandest rituals of the Sanguine Arts can be undertaken with the Speaker present. The rituals they are permitted to perform are only limited by the powers available to the practitioners of Blood Magic itself, constructing grand rituals in the vein of the attempts on the Gelid Mirror at Almaris’ wintry heart. Attire: Speaker’s Robes, Mask of the Speaker, featuring the visage of a dragon bearing prominent horns of silvern metal twisted in draconic imagery. Ceremonies: Rituals of Initiation, Lesser Rites, Rituals of the Wind, Rituals of the Storm. An Archvigilant preparing to sacrifice their hunt before Father Frost just outside the Princedom of Fenn in the olden lands of Arcas, 1724 of the First Age. The Cult of Wyrvun’s main practice is that of blood sacrifice. To the Cult, all living beings in the world hold Winds, or an essence of life, a teaching bestowed upon their founded by the ancient Vitki of Agnarumm. Some may call this power Maleus, while others refer to it as Lifeblood. No matter what name it takes, it cannot be denied that a motive force urges the world on. Through hunting great beasts, or by offering the Winds held within the cultist’s very blood, sacrifices are offered up to Wyrvun not only ritually, but through the Sarkic Arts. Wyrvun’s name is invoked as the Cult’s Dragonpriests lead great rituals; where these runes and rituals once originating from the Archons of Malghourn, the Cult repurposes them in abject wonder to Wyrvun. By doing so, hunting and sacrificing this power to Wyrvun, the Cult abates the ire of the Lord of the Deep Cold, as well as showing the depths that Virtue grasps their hearts in adulation. It is The Lord of Virtue who is said to empower their runes, a blessing through the offered Winds released in their blood rituals. Rituals of Initiation In the initiation of an Aspirant to the Cult, they must perform four trials first, referred to as the Tests of Virtue. Each ritual grants you a pendant, bound in leather, forged in the shape of Wyrvun paraphernalia; on the completion of all three trials, they are forged into something new for the new Acolyte. ♆ Trial of Virtue ♆ An Aspirant is presented with a series of moral dilemmas or ethical questions. As Wyrvun blesses his followers with discernment, the aspiring devotee must prove they themselves hold a semblance of such virtue in their mind. By answering or acting in a way that aligns with the cult’s values, they may pass this trial. Some moral quandaries include choosing between preserving of a Cult secret or preserving a life, or choosing between telling the truth or lying to protect the innocent. ❅ Trial of Snow ❅ The duties of the Cult lie not just in the ritual sacrifice of the winds of mortals and beast, but also in the cultivation of life prosperous within their domain. In this trial does the Aspirant seek to embolden the wildlife, whether it be raising an animal, protecting it from another threat, cultivating wintry fauna, and so on. ❄ Determination of the Deep Cold ❄ In inspiration from the Trial of Death from the Vigilants of the Mali’Fenn, the Determination of the Deep Cold is a test before Wyrvun himself. The Aspirant must trek out into the heart of a fierce blizzard, battling the squall until they reach it’s frozen heart. There, they are to meditate on the elucidation provided by the White Dragon, in the form of Karumolival, while the whipping winds rip their warmth from their body. It is here that they will experience the true depths of the Deep Cold, and show their acceptance of the powers of thine god. ۞ Ordeal of the Ursine ۞ Before an Aspirant is considered a full Acolyte, one must undergo a final test; a challenge against their varied skills. The Aspirant must trek into the arctic expanse, and slay a great foe in virtuous combat. This could be a great beast, a banditing raconteur, or any enemies of the Cult of Wyrvun. Should they return with proof of their achievement, they join the cult as a full Acolyte. Fail, and they shall be branded with a white scar upon their palm, a symbol of their indecency taken from the Ithrandos ways. It is with this very blood that they shall receive their Rune of Light upon their skin, alongside their own fashioned Rune of the Redeemed, branding them as fully beholden to the Cult of Wyrvun. ⟴ Praxis of Acension ⬲ Upon being deemed Virtuous, the aspiring acolyte must swear the Oath of the Icebound, which pertains to fealty to both the Cult, but foremost Wyrvun above all. In finality, a blood rune of light is carven upon flesh, alongside their own fashioned Rune of the Redeemed, in which an icy azure tone shall glow at their willing, as a symbol of being part of the cult. ⋖⋤≬⋥⋗ Lesser Rites Many are the works of the Acolytes; many are the hands of the Acolytes. Their rituals are of the more benign variety, preceding their induction into the Sarkic Arts. ⤜ Everfrost Assaying ⤛ To discern the will of the White Dragon, cultists will set out a number of ritualistic offerings, placed within a bowl of blood. Drinking from it, and then sprinkling it upon the ground in an array of runic letters, the words of their god are said to be evident. A variety of ingredients can be added to the mix to discern His words, so the belief goes. These include Gelunite, Frostvine, Athins, various parts of bestial organs and bones, frozen blood, and other elements of the tundra. ⋖⋤≬⋥⋗ Rituals of the Wind For those within the Cult who have reached the status of Redeemed, an entirely new world opens before them in possibilities, tainted red. ♁ Sacraments of the Silver Serpent ♁ Named after Tenvar Atmorice, first Valkyrim of the Snow Elves, who was pronounced Sentinel of the Valkyrim by Aelthos II, son of the First Snow Elf, for his incomparable martial prowess. These are the applications of Elemental Runes through Ensorcell Material and Ensorcell Flesh, blessing them with the Winds gathered. In addition to the requirements of the base rites, a snake coated in silver is offered before the pyre, alongside incense of turpentine. ≈ Ritual of Windcatching ≈ When the Cult follows through on their duties to gather the Winds of the world to offer up in sacrifice to Wyrvun, they are permitted to keep a modicum of this power for themselves, in order to better server the Lord of Virtue. By enchanting their attire with the powers of the blood, the cultist casts off prior weaknesses, emboldened by the powers of the Winds of the World. ☊ Ceremony of Summoning ☊ Through the use of the Winds, one can construe the currents that dance in the air to carry with them more than just warmth and chill. Utilizing the Blood Magic ritual of Hail, a Redeemer can summon that which is required by the cult, be it extra-planar beings, or important relics in far-flung lands. ☍ Invocation of of Snow ☍ When in need of solace, or in the construction of a religious site for the holiest of holy, the Rune of Silence is repurposed to create the Invocation of Snow, in which all noise is softened to the faintest whisper. ☌ Ritual of Wrath ☌ In emulation of the Manifold Dragon, the Ritual of Wrath allows the Redeemed to construe their weapons with the wrath of the White Dragon, causing any cuts to weep far more than a mundane strike would. As if draconic fangs that pierce and pull at the skin, these armaments enchanted with the powers of wrath are reserved for those who have thus incited the wrath of Wyrvun, as discerned by the Cult. ⭄ Communion Calamitas ⥺ Only in the most dire situations must the Cult intervene with the greatest of their magickal might, in which the Communion Calamitas is employed, through the ritual of Call Calamity. Great blizzards that span entire valleys have been summoned by the might of the Redeemed with reservation, for such can bring a great devastation towards the life in the lands, urging them one step closer to embodying the Lord of the Dark Cold. 〥 Wind-weaving 〥 Through the powers of Engorge, one may imbue their attire with the very winds that flow through those near and in the world at large. These winds allow the casting off of enfeeblement, surging one’s strength back to how it might have been should one be stricken by plague, voidal or otherwise. ⋖⋤≬⋥⋗ Rituals of the Storm At the pinnacle of the Cult stand the Dragonpriests and Speaker, both of which may perform the grandest of rituals for the will of Wyrvun. ⭄ Ritual of Sagacity ⥺ Within the confines of the Cult, the greatest acts of magic protect their sequestered hold, through the utilization of the rites of Spiritspell, of which is called the Ritual of Sagacity. Great magics can be woven into something grander, empowered by the Lord of Virtue himself. ☄ Voyage of Vigilance ☄ Wherever the wind blows does not always take you to where you need to be. In the ritual of the Voyage of Vigilance, the Redeemed Embark upon a new location, opening a rift through the power of blood to step forward into whatever far-off land or plane needs to be cleansed on behalf of Wyrvun, or for other intentions. ❆ Works of Winter ❆ When the magicks that permeate the lands of Aos and Eos fall flat for the needs of the Cult, the Redeemed beseech Wyrvun directly, in the construction of a new artifact by the means of Invent, one which may bring about great change in the world through its imbuement of Virtue. ☉ Blessing of Wyrvun ☉ In finality does the Dragonpriest and Speaker bestow the Rune of Insight, the great blessing of Wyrvun himself. It is through this Awakening that one gains the discernment so foretold by the cult, allowing archaic wisdom to flood the mind and the feeling of the Winds within others. While others might claim such is the work of the power o Eireamhan the Hermit, the Redeemed know this power for what it ♅ Ceremony of the Redeemed ♅ Born through the tradition of the Azwyrtrumm’s Order of the Redeem, this ritual is the conjuring of a ferocious blizzard, in order to announce the election of a new Speaker of the Squall, drawing parallels with the Order’s fracturing from the Faith of New Jornheim in order to unite the dwedmar at the behest of Wyrvun’s Wisdom. As lax as the Cult is on some matters of their faith, there are a handful of topics that bear resolute definition. Such are the matters of Wyrvun’s divinity, and his total ownership and dominion of the domains of ice and snow. To speak sacrilegiously about Wyrvun or sacred things such as the nature of Virtue is a dire thing indeed, requiring penance of a variety of sorts. So is the defacement of statues or any likeness of Wyrvun, a vile debasement of the Lord of Virtue. Unforgivable is the public declaration that Wyrvun is an evil god, or working directly against he or his people. For those who offend, it is often the simple matter of paying penance, in a variety of forms. In the righting of wrong of those who do not repent of their ways, a carven Rune of Earth awaits them, to bestow greater affinity for the wisdom of the Winds, in order to redeem their mind. In the worst offenders, those who directly oppose the White Dragon’s ways, only one path for redemption is offered, through the visceral Rite of Redemption, as outlined in the Rituals. ⚙ Oath of Barradin ⚙ In emulation of their god, the Cult strives to be both merciful, and wrathful. The first step in more aggressive punishments for wrongs against Wyrvun and the cult is the carving of runes from the body; if the Acolyte is more tenured and has more runes upon their body, only one will be taken per offense. If no runes are left on the skin, the offender is considered removed from the Cult, and must either begin their trials anew, or be expelled from the cult as an Oathsworn, banished to never return. Much as how King Barradin of the ancient dwedmar banished Ondnarch into the Mind City of Kal’Tarak, so are the Oathsworn forever cast out of the frozen lands they once served within. ✹ Ritual of Redemption ✹ For those whom the cult has ascertained are unable to redeem their lives, and in which being an Oathsworn is far too merciful in the eyes of their god, the Acolytes offer final redemption through death. In a gruesome sacrifice using the ritual of Tearing that sheds one’s body, a Dragonpriest may enact powers macabre to ritually sacrifice the offender upon an altar, in offering to The Redeemer, as a final atonement for their sins. ➢ First stands what is paramount to the Cult of Wyrvun, which is the upholding of their divine duty to protect the lands of Wyrvun, at any cost. When the realm of rime is encroached and corrupted, so too does Wyrvun’s strength wane. In his waning does the threat of the Dark Cold encroach, threatening to return when it’s guardian is too weak to abate it’s frozen grasp. ➣ Second to the goals of the Cult is the worship of Wyrvun in fervent continuity, spreading shrines of great masonry, ice, and cut stones throughout his lands, confined not just to sequestered halls but in prominent peaks and caves of ice. This is done by daily worship, as well as offerings at these shrines in the form of carven runes, furs, or slain beasts in offering up of their Winds to Wyrvun’s domain. ➢ Third, is the abstract goal of Karumolival. An idea taken from the Prophet of Wyrvun Baldin Frostbeard, this is a philosophy of attaining Areté. The Cult describes this as mental enlightenment, through absolute moral virtue. By the awakening of the mind, one begins to hold Pure Sight, through the blessing of discernment from Wyrvun. Only through Wyrvun and the awakening of one’s mind can a soul find true mental clarity, and uprightness of way. Wyrvun has been a deity shrouded in a veil both frigid and forgetful. From the corruption of Iblees as The Ondnarch, to the Frostbeard’s Order of the Redeemed guided by the ways of the Vitki of Agnarumm, to the beliefs of the Mali’Fenn in the redemption of their minds by the insanity that lingered in their minds upon the journey through the World Altar of Lomal, to the Vigilants that stand today, Wyrvun has had a following in both man, elf and dwarf. Shoutout to _Zbruh for helping make the text dividers and the Cultist Garbs image and the logo, all of which are AI generated.
  12. Absolutely legendary, so glad others are recording the history of this stories server. The Library of Dragur would weep in jealousy.
  13. One of many Ungahs was Dul'Drum, who watched out from his quiet cavern, wearing azure skins marked with white spots. The outcast thought of the others who, like him, had watched their esteemed kin fall in the battle of Golden Forest. Their people had seen much in terms of tribulations, but this was to be told by the Storics for quite some time. In solemn solidarity, Dul'Drum marked his face with the Soot-Mark, a blackened hand upon his features as a sign to the world that the Unguh would avenge the death of their family. Departing out from the cave, Dul'drum pondered what he might do now. In his wisdom, the Ungah set out from his cave, with only one thought in his mind, which he shouted from the hilltops. "UNGA BUNGA!"
  14. The Bearserker's Denmaster cheers on his fellow kin as they parade through the very halls in which so much woe has been born. Between the infernal Black Church and the tyrannical Imperial Host, Dugan could not choose which foe he would be more elated to see being dragged behind the Legionnaires of the Alliance's noble steeds. A victory was earned today, with more soon to come!
  15. Those Acolytes of Wyrvun did press on into the heart of the Rimeglen, the happenings of which only the Sons of Kaz'Ulrah could say... Thanks again @Ardory!!!
  16. ⤁ It had been as any other day; long treks through the Mountainhome to reach the lands of the Urukhai to delve into their bounties of minerals, stop by Veilward to attempt to remember a smidgen of arcane knowledge, return home through the Deeproads. Many days had went this way, and many more would be similar. Or so it would seem, as Dugan 'Dragonsbreath' Frostbeard strode into the heart of Kal’Baraz, a laden burlap sack swung over his polar bear pelt. Before his eyes stood a congregation of infernal beasts, donned in rotten rags and swirling blue metal that made the Bearserker’s mind spin. The greatest amongst them, towering twice the size of the dwarf, bade him no further entrance into the stronghold of Urguan. “Do not move, dwarf, or I will slay you where you stand” spoke Argal, The Prophet-King, brandishing a mace nearly the size of the dwarf himself, forged of infernal steel born from the hellforges of Inferi magicks. Never one to listen, the Bearserker made haste to inch away, inciting a sound strike sent towards his frame by the Zezimar. The mace catches a flange on his right bicep, and tears soundly, sundering muscle and flesh. A curse of shock utters from the dwarf, left arm reaching up to staunch the wound. He continues his advance back, a weak swapping of his meager dwarven warpick into the might of Rokodra sabatons, for that is all that could be reached. Mighty as he was, the Prophet-King was not nimble. A tower shield of that same cursed metal, standing an entire head larger than the dwarf, stops the blow with a sickly citrine staring with serpentine ire. Dugan boasted, eyes flicking towards the towering Zar’ei, that wretched beast which towered far above, born of the low hells, yet having to stoop low to strike the dwarf. “Damn ye, wretched spawn ove Khorvad; nae scutum o’ steel infernal will abate t’a moight o’ve t’a Khazadmar!” he shouts, bolstered by determination. An overhead smash Dugan dodges, though not before his beautiful polar bear pelt earned in his Trial of the Bear, slain by his own hand, was torn. Den-leader Dugan of the Bearserkers stumbled forth, a snarl of disdain flashing across his features. “Ye can take me arm, ye can take me weapons, ye can even take me loife ef ye earn et, but naeone be takin’ that which Wyrvun t’a White Dragon has bestowed!” With another strike, that Tyrant would find the shabby warpick is still dwarven, weaving through the defenses and skirting the shield, striking through the Rokodra! A sickly squelch sounds as sour steel is sundered, foul meaty colored rakir spilling upon the stones. The Prophet-King staggered! Dugan found himself one step closer to victory. Or so it would have been, had it remained only between the Dwarf and Demon. Had it not been the Prophet-King’s roguish ally, the Ancestors may had seen another outcome. The one known as the Catcher sliced with a sinister steel not of demonic make but of blighted steel, scarred with scarlet veins. Further scarlet was added to its edge, as the heinous ash metal imbued its curse upon the blood of Dugan’s right arm. Excruciating pain pulsed with vigour as blood refused to stop flowing from the cut, and Dugan looked skyward, squinting his eyes tightly as he let out a gutteral exclamation of pain, the sting excruciating. “Redeemer… Redeemer, fill yer Acolyte with yer Breath, jest this once…” The stricken warrior pleads, as adrenaline (or perhaps he whom he implores?) surges through his lungs. Newly winded, a new bout of stamina sends a strike upwards into the pauldrons once more. The Bearserker finds that the Zezimar’s entrails hang from the opening from his warpick, skinless meat tendrils unraveling. Over the sound of roiling hellfire that began to spread across the stones from twisted kings behind him, Dugan watched as the tyrant entered unto a frenzied state, bred for war as it was. A towering leg was raised and kicked at Dugan, anemic silk in bloodied hues flitting with the movement as the Tyrant aimed to redirect the blow, though not without another puncture into the soles of the demon. The halls of Kal’Baraz began to stink with the stench of rotten meat, reeking of blood and sulfurous scents. So shouted the dwarf: “Tha vereh stones shall hold t’a wretched blood ah spill from yer foul accoutrements, ah’n yer life shall be told by t’a vereh mountains ye shall die within, recounted far beyond t’is Age o’ Silver!” As the Legionnaire is sent back from the force of the kick, gravel crunching underfoot loosened from the dance of death, he prepares for another sound strike against the immense tower of steel before him. “Face meh, o’ spawn ove t’a Betrayer, be cast by me strength inta Vuur’dor, where ye shall onleh be remembered by t’a stains ye left on t’a stone, for et wos Dugan Frost-” is all the dwarf manages to utter. Dugan’s success had drawn the attention of yet another of the King’s minions, that Chimera of plentiful parts abomination and woe. Ceasing his feasting, the beast swiftly approached from the flank of the unaware dwarf, and swung for the dwarf’s only remaining good arm. With a sickening CRACK, the warpick’s blunt side shattered Dugan’s shoulder, thick bone loosened and set free within. As a cry of pain involuntarily bleats forth, ripped from the winds of Dugan’s breath, his warpick forged by his own hands during his ascension into the ranks of Azwyrtrumm fell from his grasp. It clattered to the stone floor with a series of rapid CLINKS! “B-By Wyrvun’s… Wyrvun’s… Give meh… Breath, once more… Lord o’-” The stout Son of Stone stumbled forth, directly into the might of the Zezimar foe. With an act of finality, the demon smashed Dugan down into the stone he called home, squashed as an insignificant insect crawling beneath the Zar’ei. Thus was the end of the fight for Dugan ‘Dragonsbreath’ Frostbeard, in an unanswered plea to his God. Argal, the Prophet-King, Zezimar, Zar'ei, He who defeated the Rex of Urukhai and the Demon King. ⤁ As Dugan lie there, motionless in an ever-growing pool of his own self-evidence vigor, it was that wretched beast the Chimera who sought to prevent his death. “Move off of him before he dies, Argal. This one fought well, I would see him survive today” spoke the Chimera. The Tyrant King, he who had fought and bested the likes of the Rex of the Urukhai, even the Demon King himself, found his co-conspirator's words wise, and that it was fitting in even its own warped mind to preserve the dwarf that lay before him, dying by his hand. “...Indeed.” The mountain of errant flesh spoke, gouts of meaty malflame ushered alongside it’s warped voice. “I would not see it die this day… The small ones pack more of a fury than most of the bigger mortals.” The Prophet-King ordered his thrall who had brought the proud Frostbeard to such a low state to seek a sacrifice to keep Dugan alive. For what reason; perhaps for torment, or to be fattened once again to be slaughtered like cattle? Though in the search, the bulging red eyes of the Zezimar now shambling from his fight found none in the mouth of Kal’Baraz could provide sufficient life to aid the dying dwarf. All at once, an infernal congregation was held, as the sons of Kaz’Ulrah and Bogrin all had their dwedmar souls warped and ripped of their confined in blasphemous harmony. In the finality of the bastardizing of the dwarven host, the fallen Bearserker’s soul was not spared; with plodding steps that stirred up gravel underfoot, the Chimera grasped the thick neck of Dugan, treacherous malflame igniting upon his pallid skin in a broiling hellfire as the demon supped fully upon the dwarf’s soul in infernal gluttony. Dugan did not mind it, however, for he had no mind at all. Planted into the stone in a bed of masoned cobble loosened from ferocious fighting, the indifferent firmament of rock drank deeply the story of Dugan ‘Dragonsbreath’ Frostbeard as a forbidden chalet, told in pulses of vigorous blood mingled with tainted black liquid roiling with demonic Rakir. “Hail IBLESS and Hail IXRIS” echoed the demonic clergy, Pontiff, Black Bishop and Prophet-King all uttering blessings profane, before departing in occult rifts that sundered the world. “War Eternal, Sons of Greed” spoke the winged beast that had supped on Dugan’s soul, and only those words were left for those that remained. The Chimera, Messiah of the Destitute, Pariah of the Brave. Benefaction would arrive in the form of an adherent of the Aspects, a Druid who would usher the dying into the alchemical waters of the Urguani Clinic. Though the Aspects held dominion over nature, and though the alchemical healing waters bore outstanding magickal portent, neither could undo what had been wrought upon Dugan’s frame. Slipping further into the pools, the dwarf lay there, an insolent watercolor painting being made in hues sanguine and jet. Though he heard it not, his Clan Father, Rhorgvar ‘Rimeward’ Frostbeard, would beseech the Hearth Mother, on her very year of Anbella’s Grace, to save his kin. “Anbella, ah pray on ye, invoke yer holeh magick, nae let Dugan go!” he pleaded with hands raised high to the heavens above, urgency in his tone as desperation carved his features. Dugan would die there, his winds expelling from his lungs, surrounded by those who sought his fate deferred. Such would be the end of Dugan ‘Dragonsbreath’ Frostbeard, the calls to his god unanswered, and his kin fallen at his side in desecrated halls as the dwarf had succumbed to the wounds garnered from his tyrannical foe. Or so it would have been. ⤁ Into that cold night did the mind slip, a conscious, fleeting, reduced to absence. Then, a frigid scene, the whispers of kin morphing into the roaring of winter winds, with somber clouds of grey split by a striking snowy form, as the ophidian object of worship hazily set into focus. Words of high draconic did not spill from the beings split tongue, but rather speech clearly in dwarvish filled the mind of the Frostbeard’s vision; ⤁ It was unknown to Dugan what had happened in that healing pool. The Bearserker did not know it was a Farseer and the powers of the Immortal Spirit Akezo called upon by his own kin that had saved the dwarf from death’s clutches. But it mattered not. The dwarf was sure of it; Wyrvun, the Redeemer, had use of the dwarf yet. In the coming months, as Armakak’s Labor brought with it the sounds of sunny days and sweltering heat, Dugan would find himself kneeling before the alter to his god. He was silent, as a squall of thoughts reverberated within his mind. Thoughts of why, why had another chance been given, and to what end, were forefront. The effigy of the White Dragon gave no answer. Dugan would sit there before the Lord of Virtue for a length, a cane to support his weakened frame. When he rose, he believed - no, he was sure of it now. Whatever the reason, whatever might be his Lord’s purpose: all that mattered was that Dugan was still here. And that was enough.
  17. On the matter of Balin ‘Twin-Pierced’ Frostbeard To be beholden upon kith and kin, It has come to the light that Wyrvun, the Lord of Virtue, has lost one of his followers. Balin ‘Twin-Pierced’ Frostbeard, in a bout of mania, succumbed to the dark whispers of Khorvad, and embraced his dwarven blessing of greed far beyond the scope of the Lord of Avarice. Balin was caught breaking into the Grand King’s home not once, not twice, but thrice on this very stone day. Balin was taken before the Grand King, and beaten with a ferrum cane thrice, for each attempt at his incursion. Rhorgvar, the Clan Father of our proud clan of Azwyrtrumm, is a merciful Lord, and pitied Balin. In his frozen wisdom did the Clan Father bestow mercy upon Balin. His declaration, after the following of the Clan Elder’s tempered proverbs, is officiated as such by the Clan Frostbeard. Let it be declared upon all ears that hear and eyes that see, that Balin ‘Twin-Pierced’ Frostbeard, has been reduced to the rank of Beardling for his crimes against his king and kin. The dwed has been offered only one path forward in redemption before the White Dragon, by undergoing entirely new clan trials. This redemption is as such. First, Balin must study the ways of both the Lord of Avarice, and the Guardian of the Dead. Grimdugan and Dungrimm both shall Balin revere, renewing his vows through the undertaking of study and scripture. Second, Balin will demonstrate his renewed understanding of the teachings of Derkalimin, that of Greed, by partaking and emerging victorious in a game constructed by his kin, in which Balin shall decide whether he will split the chest before him with his clan, or steal, in which the goods inside are given into forfeiture if both choose to steal. Third and finally, Balin must not only partake in the Trial of the Bear, but must do so while also braving the wintry Rimeglen for two nights prior to the slaying of the beast in combat; barehanded. In the completion of these tasks will Balin be redeemed before the Redeemer, and his Clan. Should he fail to do so, or should he ever return to his oathsworn ways of thievery, Balin shall be exiled from the clan, his tattoos removed, and he shall forever be known to the Azwytrumm as Balin 'Canesponge' Milkbeard. 271 of the Age of Silver Such is written, So will be, By the will of the Ancestors, Azwyrtrumm’s Decree. Winter of Grimdugan's Shroud 271 of the Age of Silver Clan Father of Elder Clan Frostbeard, Mastersmith of the Rhun, Bearserker of Wvyrun ᚲᚨᛉᚨᛗᚨᚱ•ᚲᚨ'ᚨᛉ•ᛖᚱᛟᚾ•ᚷᛟᚱᛗ'ᛞᚹᛖᛞᚢᛚ•ᚲᚨᛉᚨᛗᚨᚱ•ᚨᛉᚹᛃᚱᛏᚱᚢᛗᛗ•ᚲᚱᛟᚾᛟᚲᚲᚨᛞᚱᛖ•ᛖᚱᛟᚾ•ᛞᚨ•ᚱᚺᚢᚾ•ᚨᚲᚹᛖᛚ•ᛖᚱᛟᚾ•ᚹᚹᛃᚱᚢᚾ Son of Dwengot, son of Grungot, son of Kerwyr, son of Rhewen, son of Karl, son of Drakk, son of Kaz’Ulrah, son of Urguan ᛗᚨᛚᛖ•ᛟᚠ•ᛞᚹᛖᚾᚷᛟᛏ•ᛗᚨᛚᛖ•ᛟᚠ•ᚷᚱᚢᚾᚷᛟᛏ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᛖᚱᚹᛃᚱ•ᛗᚨᛚᛖ•ᛟᚠ•ᚱᚺᛖᚹᛖᚾ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᚨᚱᛚ ᛗᚨᛚᛖ•ᛟᚠ•ᛞᚱᚨᚲᚲ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᚨᛉ'ᚢᛚᚱᚨᚺ•ᛗᚨᛚᛖ•ᛟᚠ•ᚢᚱᚷᚢᚨᚾ Azwytrumm Elder, Arbiter of the Rhun, and Beardling Wrangler Son of Volden, Son of Rhewen, Son of Karl, Son of Drakk, Son of Kaz’Ulrah, Son of Urguan ᚲᚨᛞᚨᚾ•ᛖᚱᛟᚾ•ᚹᛟᛚᛞᛖᚾ•ᚲᚨᛞᚨᚾ•ᛖᚱᛟᚾ•ᚱᚺᛖᚹᛖᚾ•ᚲᚨᛞᚨᚾ•ᛖᚱᛟᚾ•ᚲᚨᚱᛚ•ᚲᚨᛞᚨᚾ ᛖᚱᛟᚾ•ᛞᚱᚨᚲᚲ•ᚲᚨᛞᚨᚾ•ᛖᚱᛟᚾ•ᚲᚨᛉ’ᚢᛚᚱᚨᚺ•ᚲᚨᛞᚨᚾ•ᛖᚱᛟᚾ•ᚢᚱᚷᚢᚨᚾ Bear’s Den Leader of the Bearserkers of Wyrvun, Acolyte of Wyrvun Son of Dwengar, Son of Dwengot, Son of Grungot, Son of Kerwyr, Son of Rhewen, Son of Karl, Son of Drakk, Son of Kaz'Ulrah, Son of Urguan ᛗᚨᛚᛖ•ᛟᚠ•ᛞᚹᛖᚾᚷᚨᚱ•ᛗᚨᛚᛖ•ᛟᚠ•ᛞᚹᛖᚾᚷᛟᛏ•ᛗᚨᛚᛖ•ᛟᚠ•ᚷᚱᚢᚾᚷᛟᛏ ᛗᚨᛚᛖᛟᚠ•ᚲᛖᚱᚹᛃᚱ•ᛗᚨᛚᛖ•ᛟᚠᚱᚺᛖᚹᛖᚾ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᚨᚱᛚ•ᛗᚨᛚᛖ ᛟᚠ•ᛞᚱᚨᚲᚲ•ᛗᚨᛚᛖ•ᛟᚠ•ᚲᚨᛉ'ᚢᛚᚱᚨᚺ•ᛗᚨᛚᛖ•ᛟᚠ•ᚢᚱᚷᚢᚨᚾ
  18. ᛒ The Bearserkers ᛞ A Den of Bearserkers trekking through the frigid peaks near Jornheim in Axios to prepare for the Coalition during the War of the Beards, 1631 of the First Age. The Bearserkers of the Elder Clan Frostbeard are a band of dwarven warriors who embrace raw aggression in their battles, terrifying foes with their sharp dwedmar steel and belting war cries. Not only are they relentless warriors, but they are also holders of the ancient history written into these lands. With experience in numerous battles comes the retelling of stories long forgotten, acting as oral historians with proof of the tales evident by the scars of their skin. Always in search of great deeds, the Azwyrtrumm Bearserkers devote themselves to Wyrvun, the White Dragon, for it is he who delivers unto them challenges worthy of their might; challenges they confront headfirst. Each follows the Tradition of Two, which is to be equipped with their Taveiraz, a set of iconic dual-weapons, whether it be axes, or hammers as per the traditions of their Clan. Some even opt to take on a Kronul Baraz, or a Battle Brother, a fellow Bearserker they will fight even the greatest of foes side-by-side, as brothers-in-arms. They forsake heavy armor, and use primarily hammers and axes in combat. Magick is not disallowed, though to succumb fully to the total sickness the powers of Vuur'dor imbue prevents one from being a true Bearserkers, instead donning a jet-black sagum as a Lordakvel. ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ᛚ History of the Bearserkers ᛁ In worship of Wyrvun and in adherence to the Nine Pillars of the Azwyrtrumm, both Bearguard and Bearserkers enact the will of the Frostbeards. Donning one’s trial-pelt before rushing into battle on violent impulse is a tradition dating back to the lands of Asulon, deep within the mountainhome of Kal'Karik in the Age of Kings. It was these passionate warriors who led raids amongst other settlements in the pursuit of Grimdugan's adherence to greed, and to glory. Many are their exploits, and further are their names. A number of these Bearserkers including Rhewen, Dugan, Rhorgvar, Baldin, Vithar, Hellio, Asvi, Garrond, Grungot, Oyvind, Gorum, Kerwyr, Verthaik II, Mervel, Thriku, Algoda, and more. Beyond their names stand their exploits, a fraction of them recorded here in the annals of the Bearserkers. Rhewen 'Papa Bear' Frostbeard, 1548 of the First Age. First and the greatest amongst them is the founding Bearserker Rhewen ‘Papa Bear’ Frostbeard, son of the great Karl Frostbeard, who would later become the Paragon of Dungrimm. Rhewen would become one of the greatest Azwyrtrumm, as well as dwed to ever grace our realms, standing as Grand King numerous times when his kingdom called for him. The clan was revitalized numerous times by his wise hand; verily so, Rhewen was the Founder of the Bearserkers, far back in the ancient lands of Thales. At his greatest, he stood as Grand Emperor of Vandurguan, the first and last Empire of the Sons of Urguan. Grand forts were built in his name such as Rhewengrad, battles such as the Battle of the White Mountain, Siege of the Iron Mountain, Battle of Cape Bronson, Battle of Hoar Hill, Siege of Kal’Valen, Battle of Marnadal, and the landmark Siege of Kal’Ordholm, all mainly in the Eighteen Year’s War. Truly said, it is Rhewen Frostbeard that embodies the wise ways of the White Dragon Wyrvun the most, an exemplar and creator of nearly all of our sacred traditions. Bearserker Algoda Frostbeard II is one of the first of the Den, having been born from the legendary Algoda Goldhand who formed the Kingdom of Kal’Alras. Inheritor of the war against the Holy Orenian Empire, Algoda Frostbeard II rose to Grand King, and with his wits and will did he aid in the forming of the anti-Orenian Axionite Coalition, earning him the epithet "the Mighty." It was the Mighty’s wisdom that led to a strong coalition, which led to the destruction of the Fifth Empire of Oren after many decades of tyranny in Axios. Furthermore did Algoda follow on his journey to becoming a true Bearserker for his kin, as a war against Norland in ancient times was undertaken solely by the dwarves, in which the Bearserker led his kin to a resounding victory. Algoda Frostbeard II, 1592 of the First Age. Grungot Frostbeard, an elder of the clan still blessed with breath by Wyrvun, is credited for fighting what was known as a Necrophage, wielding cursed Ebreitan magics against the Azwyrtrumm. Grungot set an example for his kinsmen for generations to come by charging head-first into the battle, slaying the plague of dwed. For this enactment of Yemekar’s Balance, Grungot was given the title of Skeletonbane. The Bearserker’s accomplishments before his kin did not cease with the acquisition of a title, for Grungot cemented the legacy of Frostbeards through daring battle in the War of the Beards, as well as being one of the ancient architects that rose stone and timber to form Kaz’Ulrah. Grungot ‘Skeletonbane’ Frostbeard, seated upon the Throne of Azwyrtrumm, 1593 of the First Age Gorum Frostbeard grew to such great wealth during his life as a Bearserker that the dwarf was known as the richest dwarf in both Ansulon and Anthos, amassing over 3 million minas alone. Father of the Urguani Constitution, Gorum also played many roles in the governmental affairs of Urguan, such as the founding of the Second Grand Kingdom of Urguan. It is said that Gorum is credited with the iconic dwarven headbutt as a greeting, in a bout of pure excitement at the finished construction of New Jornheim. A statue in New Jornhiem dedicated to the legendary Bearserker Gorum Frostbeard, 1629 of the First Age. In times of war, enemies shirk at the sight of the fearsome Bearserkers; such was the case during the War of the Beards, between Kaz’Ulrah and Urguan. Donning their pelts and utilizing agile tactics, the Den of Bearserkers such as Gorum, Bjorn, Grungot and Garrond of New Jornheim infiltrated the battlements holding Coalition forces during the Siege of Fort Kovakirr. With a flurry of hammers and axes, the pelted dwed laid bare a southern opening in the fort, sealing the victory that led to the fall of the Grand Kingdom of Urguan. The Siege of Fort Kovakirr, secured in part by the Bearserkers, proudly bearing their banners upon their tower shields, 1635 of the First Age. Continuing the trend of the wisdom set within these ferocious fighters, it is written that Verthaik II Frostbeard was the first High King of Kaz'Ulrah, Reclaimer of Jornheim. Verthaik II is credited for the construction of Kal’Tarak, the final and greatest capital of Kaz’Ulrah in the now-frigid lands of Atlas. Jornheim, Capital of the Kingdom of Kaz'Ulrah in Axios, 1641 of the First Age. No less of renown amongst the Bearserkers is Garrond ‘Orcsbane’ Frostbeard, founder of the Kingdom of Kaz’Ulrah in which Verthaik II ruled first at his behest within New Jornheim. It was Garrond who bested the Raguk Rex of Krugmar in single combat while being hexed by a shamanistic curse of debilitating slowness. The Valley of Garrond in which the Kingdom of Kaz’Ulrah were set bears his name during his time as High King of Kaz'Ulrah, and history even holds that the Urukhai were vassals to Garrond’s reign. Garrond Frostbeard, seated upon the Throne of Azwyrtrumm, 1666 of the First Age. The final entry in the recorded history of the Bearserkers is the recovery of the body of Rhewen ‘Papa Bear’ Frostbeard, Paragon of Dungrimm, once-Grand Emperor of Vandurguan, who was slain in the bowels of Luciensburg whilst fighting Ratiki forces endangering his kin and allies. The Den of Bearserkers gathered alongside their allies to covertly delve once more into those verminous tunnels, slashing through fur and bashing gnashing teeth to recover the body of their great Paragon. They were Ulfric, Volden, Bharus, Durhuk, Asvi, and Mervel Frostbeard, reinforced by the Goldhands of Dorimnur. The Den of Bearserkers assembled as a rescue party, sent deep into Luciensburg to recover Rhewen’s body, 1819 of the First Age. ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ᚹ Current State ᛖ The sounding of Imperial trumpets and banner-clad destriers bleating in brash battles has stirred the frozen hearts of those warriors once more. While the story of Bearserkers has frozen for centuries, the Den is no longer fit to remain in hibernation, as a new gathering of ursine-inclined dwed attune their wills to that of Wyrvun, and to the Nine Pillars. They are led by Rhorgvar Frostbeard, Clan Father and Banner-Bearer of Jornheim. Rhorgvar’s will stands strong, for in his tenure he has led his clan to great heights once more, fighting the Empire of Man, as well the beginnings of what may be an Inferi Incursion, besting a Zar’akal in combat with his kinsmen at his side. ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ╬═❖═╬ The Path of the Bear ╬═❖═╬ In the dual-aspect of Wyrvun, Bearserkers follow both the Path of the Bear, and the Path of the White Dragon. Whether it be great Morko Bears towering taller than any mortal, or Qairn Hounds stalking the sands, or even the Stoneback Avetaa domineering upon the gelid tundra, a Bearserker flies into the fray with a furious will to fight and stand valiant against any foe. The Path of the Bear is a journey of ever-increasing risk, and reward; each step is the confrontation between Bearserker, and Beast. As Bearserkers never run from a challenge, there is only one outcome in such a case; harrowing defeat (or even death), or honorable victory. A Bearserker overtaking a striped boar in the forested mountains near Jornheim, 1626 of the First Age. A pair of Kronul Barazi, scouting for Imperial convoys in the Gold Leaf Valley outside of Kal'Baraz, 170 of the Second Age. ≪❈≫The Path of the White Dragon≪❈≫ Though our masoned walls tower above meager umri, who pluck arrows at our walls like babes casting off dejected food, it is the way of the Bearserker to hone their skills in combat against all foes, not just those who are influenced by Khorvad. Mortal combat is honed, axes sharpened not by whetstones but on the armor of defeated foes. In honoring of the landmark place the Bearserkers have played in the story of the realms of Aos and Eos, all are encouraged to hone their skills in militant combat. Whether raiding with kinsmen or practicing with the legion with fellow dwed, the Bearserker venerates their clan and Wyrvun through martial prowess. These skills must be honed, not only for the battles to come, but in a purification of their souls. The Wisdom of the White Dragon is such that one should see the pinnacle of what their might may bring about. As Bearserkers, these limits are not only sought after, but tested. ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ The Significance of Pelts In the culmination of the Path of the Bear and the Path of the White Dragon do Azwyrtrumm find their pelts. Though most Frostbeards do not wear pelts, many slay the artic predator of the Polar Bear for their initiation into the clan. For the Bearserkers, the polar pelt is only the beginning. While white pelts are the most common, and often the furthest extent a Frostbeard might go in their accoutrements, the lands our kin roam hold far greater a bounty. A system of pelts, each more impressive than the last, has found it's way into the culture of these warrior dwed, after centuries of arguing over who's slain beast was more impressive of a feat. A Bearserker wearing a prestigious Brown Belt, attempting to take the Fourth Step and acquire their Darkened Pelt, shorly after falling in battle. The Ursine Ritual Through the bickering of elders, a method of equal combat was created, in the fashion of a ritual; the Ursine Ritual. This is the start of the Path of the Bear, in which one dons greater and greater pelts in a show of one’s skill in combat, and honor before Wyrvun. One would face the foe with no armor, alone. Two weapons held in each hand, forged of Urguani steel, were the only weapons allowed to quell the foe. No alchemical concoctions to be drank, no magickal spells to be slung, and no allies to save one's hide should the battle go south. All a Bearserker has during the Ursine Trial is their wits, tactics, and their weapons. Only through this ritual is a Bearserker able to attest to fellow dwed on equal footing, boasting fully that none could critique. As is their tenants, the dwarf undertaking the trial may not give up and try again on another more fortunate day. A Frostbeard can never surrender, as it is better to die standing than live with the regret of a beast unvanquished. Step 1: The White Pelt The honor of bearing the White Pelt is easily given, comparatively. All Frostbeards are eligible to wear white pelts, as all must undertake the Trial of the Bear to become a Frostbeard to begin with. It is an introductory step in the Path of Wyrvun. The martial prowess of bearers of the White Pelt are average for a dwarf. Appropriate Beasts: Polar Bear Step 2: The Grey Pelt When a clansmate in the Frostbeards seeks to grow beyond the rank-and-file, and push their limits, they join the Bearserkers to don their first pelt of accomplishment; the Grey Pelt. Many beasts of this hue are of moderate threat, and are a test of a Bearserker’s true skills alone. Appropriate Beasts: Direwolf, Scasine Ferox, Pygmy Steppe Mammoths, Giant Mountain Lizard, Khitaurus pack Step 3: The Brown Pelt Most Bearserkers find it wise to cease their advance upon the beasts of the realm, finding contentment in the hues of grey upon their back. Those that burn with more fury in their chest seek out greater risks and rewards in the form of the Brown Pelt. Beasts of this caliber would slaughter a human swiftly, and many Frostbeards have fallen in pursuit of this fame. Appropriate Beasts: Stoneback Aveta, Morko Bear, Bedlamm Herd, Qairn Hound, Bristling Boar Herd, Drogokroko Step 4: The Darkened Pelt Whether remarkably skilled or outrageously lucky, those Bearserkers who have survived this long make a decision; pursuit of greater heights, or contentment in their current skills while retaining their life. Few have made it to such a crossroad, and even fewer wear the Darkened Pelt to attest to the choice they have made. Appropriate Beasts: Tahala Stag (Dyed), Mammoth, Rimeblood Wolverine, Myrzym, Artic Giant Beard, Prairie Dulk Step 5: The Black Pelt The greatest pelt of them all, the Black Pelt is won in truly great combat; a Bearserker undertakes a suicide mission to slay some of the greatest foes in the land. Where most would gather an entire hunting party, replete with heavy armaments and magickal portent, a Bearserker seeks to slay such beasts only with their taveiraz. To see a Bearserker bearing the Black Pelt is a sign of true mastery over nature, and the end of the Path of the Bear. Appropriate Beasts: Manticore, Crokadonk, Demigryph, Greater Sphynx As it is said, rumors remain of even greater foes being slain by ancestral Bearserkers of yore, in pursuit far beyond what most would call the end of the Path of the Bear. Elders tell their Beardlings that some are said to have even worn the scales of drakes, basilisks and other saurian skins upon their backs, slain with only their taveiraz, wits, and might.. Eyes of Wyrvun While the quality of their pelts are a testament to their skills against the nature prepared for them in pursuit of the Path of the Bear, gems are rewarded for those who follow the Path of the White Dragon as well. First does a pelt hold no gems, for such is a great honor bestowed upon the worthy. The exact definition of who is worthy begins with those who have attended many Clan trainings or hunts, starting off with cabochon Opals set in the eyes. For those who have stayed strong to the Nine Pillars, the opals are replaced with table-set Emerald, given when the Clan Father or the leader of the Bearserker Den deems that the Bearserker in question has held fast to a particular Pillar. Following this gemstone is that of the point-cut Sapphire, reserved for those who are said to have performed great heroics in a war or raid the Frostbeards have taken part in. Bearserkers holding sapphires in their pelts are said to be some of the finer warriors in the Legion. Beyond the Sapphire is that of radiant Aquamarine eyes, reserved for exemplars of the Nine Pillars. They hold grand hoards of wisdom in both the history of the clan’s battles as well as being able to demonstrate why Bearserkers are some of the most feared combatants in the lands. Finally, those who are said to be the greatest Bearserkers are bestowed resplendent Diamonds, set proudly within their pelt to be a sign of their uncontested martial prowess. They are the embodiment of Wyrvum, redeeming the world into Yemekar’s Balance with breathtaking skill. War heroes worthy of Dungrimm’s affection find themselves at the end of the Path of the White Dragon, their skills perfected. ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ The Future A depiction of Bearserkers riding upon Iron Rams in a future hunt, tracking the great beast. A resurgence of Bearserkers is at hand, as the Den rouses from it’s slumber. Should one be brave enough to follow in the frozen path of the White Dragon Wyrvun, send word to the Azwyrtrumm, and they may see it fit to bring you unto the frigid wisdom of the Redeemed. Both dwed and yrrok alike may take part in the events to come, though only Azwyrtrumm may become Bearserkers. Those that wish to take part in their endeavors act so as Maulers, raiders in concert with Bearserkers, though all know it is law to allow Bearserkers the killing blow on any beast in their hunts. Word travels far that even now the Azwyrtrumm rally their Bearserkers for their first outing… ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ NARVAK OZ AZWYRTRUMM! ᚾᚨᚱᚹᚨᚲ ᛟᛉ ᚨᛉᚹᛃᚱᛏᚱᚢᛗᛗ! ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ❄ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ ⃟ OOC:
  19. Though I have known you for less than a month, I will look fondly in memory upon our PVP trainings in the Urguani Legion! Plus, you were a fun guy to be around, and I adored your historical videos. Peace out Mr. Lomiei, you are a great lad.
  20. The Bearserker grins, a grand work of gilded glory envisioned in his mind's eye at the noticing of a particular hoofed beast bounding over bales of hay outside of Kal'Baraz.
  21. Dugan Frostbeard looks forward to a change of his common routine delving deep into the Kal'Baraz mines!
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