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zortjr

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Posts posted by zortjr

  1. ((The King and the lords would be the one to discuss this with those from Isla Maurta. If this was in the form of a letter no one else would know of it; and if this was presented to the King, it would be highly improper to shout demands in his court.))

     

    *Maul hears strange shouts coming from the castle while he is exploring the bazaar of stalls.

    /

    *Skath is roused from his sleep by the many shouts coming from the castle. ((He is not dead yep :P ))

  2. @Bofauk Irongut- There is no reason that he can't make a clan. Don't make nonconstructive posts. +1 to Bazian, Completely agree. 

     

    @DeepHammer- There are three main points that I hope you take to heart.

    • There is no need to come across as hostile.  Most comments here are to help you, not simply criticize.  It is true that some of the wording above could have been better written, but in whole the rp community will help with constructive comments.  (A good hint to the few comments that aren't constructive would be those that are a sentence or less in length.)
    • The main reason it was suggested that you join a clan first is to learn the way dwarven rp works on this server.  Even if you are an veteran rp'r the lore and politics will take some time to get used to, this was just some advice to help you further understand our way of doing things.  It was also not said to give up on your idea of a clan just broaden your horizons.  (Also, from personal experience  it is much more fun to not have a leadership role. It is a lot of work.)
    • In the 3.0 map (Anthos) the lore has already been set that there will be no native inhabitants of dwarfs in the land.  So from this all dwarfs will have came from Asulon.  Dwarven linage has become a large part of our rp, each clan has very accurate family records dating back to Aegis (the beginning of this server).  It has been a consensus that all dwarven families that exist within the empire are known and to make a clan within the dwarven lands you would need a proper linage.  You can be a clan that lives outside the nation, but there are certain contingencies that you would have to adhere too.  First you would need to explain how and why your clan came to live outside of the empire, second how your clan got from Asulon to Anthos (due to nations having private ships, your clan would need to hitch a ride on another nation's ship), and lastly how and why your clan will come back to the empire.

    If you feel that you are truly dedicated to creating this clan then go for it.  There is no reason that you would not be able to make this clan, just know that it is a lot of work to make and maintain.  If you want further help ask the community or use pm's to those that are willing to help. (I would not be opposed to you pming me for questions.) Good luck.

     

    (

    Some examples of how you could explain where your clan came from: (You can mix and match these examples, they were just some ruff ideas.) 

    • DeepHammer clan broke off from another clan during the Orc wars. Lived in Alras after the battles there and never left, even after the dwarfs gave it up. Came over to Anthos by bartering passage with humans. Went to the dwarven nation once more but kept there new name as a new identity of their trials.
    • A single dwarf (specify who) that ventured out of the nation, as a merchant or just traveling, settled in a foreign city and started a family. When coming from Asulon you can be inducted into the nation for passage. When you get to Anthos the policy for the nation you were apart of could change and be forced to leave.

    When you use another person's name or clan to branch off from make sure that you have their consent.  Also make sure that your clan has some sort of connection with the clan that you branch out from, such as similar values or possibly exact opposite values do to a family problem.  It is up to you, but you want it to flow and have a connection to the past. Look at other clan pages to see how a extensive the page is. The Edgehand clan and the Forkbeard clan both have ties to the Grandaxe clan and it shows in their lore. If you have any other questions just ask.

    )

  3. I wouldn't have as much a problem with it if I saw Doomforged, besides you darkjames, rping. I know that you have members in your clan but I never see them, ever. I have only seen a Doomforged assembly of greater that one at Mt.Ire.  Even with eight half-dwarfs, doesn't sound like a large enough clan to have an entire hold. We had a much more substantial size of dwarfs when we had holds in Anart, Dwain, and Alras.

     

    Again I think the law needs to be changed to have a specified minimum population to have a hold.

  4. ((For all members of the 'Kings Counsel', I would like to talk about how money and items will flow between our perspective groups. If we can find a time that we can all get on TS and discuss this that would be great. This will be OOC and will be implemented into RP through letters from the 3.0 island to the 2.5 island.))

    ((Time is 6:30 P.M. EST on whatever day we pick.))

    *A very worn looking sea-bird flies into the halls of the Dwarfs. A younger dwarf sights the bird, and with a free dinner in mind, pounces on it. As the bird struggles the young dwarf notices a piece of parchment tied to one of its legs. He removes it and with a glance of its seal runs off to give it to the Kings Counsel.*

    Dear Counsel Members,

    With our advancements in this plentiful new land, I would like to discuss a few matters which will be necessary for the future of our kingdom's growth. First would be how our different organizations will be able to work for a mutual befit that would also engross the nation with minas. Secondly, I would like to make a strong effort to have our Legion constantly supplied with iron, and our Vault having a steady income of iron as well. Lastly, I would like to have a formal plan ready for any possible outcomes of our economic ups and downs. Please dwell on what changes will be necessary to make and compromises that you will be willing to settle upon. Our nation is changing and our infrastructure needs to be reorganized to fit our new nation. I hope to hear a prompt response.

    -Grand Merchant Skath Grandaxe

    ((

    Those that are in the 'Kings Counsel' are:



    • Grand Marshal Kjell Ireheart [Charles_Grimlie]
    • Forge Arch-Master Dormin Doomforge [Darkjames]
    • Yemekar's Pick Thoak Goldhand [Thoak_Sludgefist]
    • High Remembrancer Kilgrim Irongut [cgw123]
    • Archbishop Phelrin Irongut [ChAnKoEr]
    • High Merchant Skath Grandaxe [zortjr]
    • Master Engineer: Dominic Irongut [Doom6153]

    ))

    ((All lords and the King are welcome to join as well. You know who you are.))

  5. *A letter sent to Rehki Irongut.

    "Thank you for your insight on the future of the dwarven economy. This proposal has already been under consideration for some time, as its success when it was implemented in Kal'Anart. Again I thank you for your consideration, and if you have any other questions or advice feel free to write to me. Thank you."

    -Grand Merchant Skath Grandaxe

    ((Ya bov, sorry to say that this was already thought of, but if you have any other ideas for the economy just pm me, we don't need a thread on every idea. Thanks again. :D))

    ((Also Hebie, you have your own economic google doc? You have been holding out on me :P, if it wouldn't be too much prying I would like to see it.))

  6. *Skath looks up from the notes.*

    "T'ese old ways are interestin. I for one find it interstin tat tey were so peaceful, but still showed much 'onor as tey did."

    *Leans back in his chair, wile stretching his legs.*

    "I do think tat we 'ave seen far too much blood tese past years. A time of peace would do us good. What is ya opinion on tis matter?"

    *Gesturing to his kin.*

  7. ((

    What i know there are merchant guilds in lotc as well.

    For example what if i remember right the dwarf clan 'Goldhand' is a merchant guild.(Not really sure about that)

    ))

    ((The Goldhands are one of the three Dwarven noble clans. They were at one time a clan that emphasized on trading and the like, but now they have very little to do with merchanting. Merchant guilds were big in the past, around the time we came to Asulon up until the fall of Alras. Alras was one of the central trade hubs and with it gone there is no central trading and no guilds. (Note the city of Alras still exists and is under the control of the Goldhand clan.)

    If you are dead set on having a merchanting guild you will probably need to take the initiative and make it yourself. There are many ways to go about doing this, but it will take a lot of time, effort, and general work.

    Also If you have questions on economics of Lotc or trade in general just PM me and I will help to the best of my ability. I have been an avid merchant in the past and served as the Dwarven nation's High Merchant, Treasurer, and Economics adviser.

  8. I like the sound of a mine-cart transportation system, but... I have a few concerns about it as well. During my time in the Karik Vaults I have learned that mine-carts on this server have problems and glitch a lot. I have been hurt many, many times while just riding; and even a few times I died by just riding. It is just that the server has problems with handling the speed of people and cause them to be in two places at once. Which usually kills the person. Don't get me wrong, I like the idea. I just see us completing this after a long and strenuous labor and it just ends up killing us.

    Also If we do make this I have a great design for the mine cart mechanics.

    Edit:

    There would have to be people watching them all the time to make sure no collisions happen, and people start to go the other way and waste even more time getting were they want to go, mobs spawning on the tracks?

    I know how to eliminate these problems.

  9. Tolta, 10th of Snows Maiden, Year 54

    Skath stands as he reads over the notes of the dissected armor. Reviewing every botch of ink and studies the prototype helm until it is ingrained in his memory. After surveying all the knowledge of the helm as he could, he prepares himself and his workbench with the necessary tools and instruments. He starts heating the furnaces and begins to focus himself toward the many tireless hours to come forth.

    He first places iron into the furnaces until he could see a bright red hue glowing from the metal. Upon extracting the iron with large tongs he carries it to the large Anart anvil. He then hammers on the metal profusely until the iron begins to take the shape of a odd looking helm. This helm had was sightly larger than other helms, covered the entire head with no openings; save the eyes and holes at the cheeks, and had a bulge in the region of the mouth would be. When the hot iron is in the final shape, Skath dips it into a large barrel of water. Steam hovers above the barrel as the helm is withdrawn. He takes the helm over to his workbench and begins to fit the eye sockets with glass and adheres them to the metal. Then Skath takes a leather cap and lines it inside of the helm, while also connecting small intricate cylinders, that will house the filters, into the bulged area of the helm. With the cylinders in place, as well as the leather cap, he adds adhesive to them and makes a seal between them. He then adds a large round sheet of metal and adheres it to the inside of the base of the leather. Skath looks over the the helm and adds more metal to the more vulnerable parts of the helm. When the helm is completed to satisfaction, he sets it on his workbench and starts to work on the rest of the armor.

    Skath once again begins to feed his furnaces and heating ingots of iron. One by one he takes the iron to the anvil and strikes the iron repeatedly, until he has a full set of iron armor that is slightly larger than normal. He starts the process of adhering leather to the inside of the metal. Then he adheres more round metal strips to the inside of each end of leather. At this time Skath has all the makings of the new armor only dismantled. He methodically places each part of the suit together; boot to shin guard, shin guard to thigh guard, and so on. When everything is in place Skath begins to tie leather straps where the metal of each end of each piece of armor connect, making an air tight seal.

    Looking over the final product he feels that this suit will be efficient for repelling the toxic air of Hanseti. Skath tests the suit by lighting a small fire and capturing the smoke in one of the boots and reattaches it to the rest of the armor, while also covering the breathing holes. Skath was overjoyed as he saw no smoke emerge from the armor. With the success of the experiment he releases the smoke and cleans the new suit. And the first suit of Passage armor is born.

    9lSMH.png

    ((Sorry this took me so long to actually post, school starting and getting back from vacation. ;) Busy busy. If you have any questions on the armor just pm me and I will be happy to answer.))

  10. ((The one that wandered into Dwain was Tentoa, and Tortek and myself made him a sword. Sorry I don't know anything about custom armor. If you can't find the specific dwarf that made your last set try and get another dwarven smith, we have a lot at the moment, not sure how many can rp smith well. Also I would suggest that the processes and measurements are written in a book for future RP creation of the item.))

  11. (())

    If this is a serious atemt to make a clan, you should know that a lot of work needs to be put into all aspects of its creation; such as the lore, your political standing, and the forum post.



    • You will need a in-depth story on the creation of your clan along with its beliefs and customs. What makes you clan unique? Where and how did it originate? ((Please do not be another son of Urguan.))
    • You said that you plan on having your clan reside in Anart. Have you talked to Bazian (TEEbrown) about this? You don't necessarily need his approval to live in separate housing but to get a clan hall you will need his consent.
    • Finally the clan forum. It is meant to be a place where you can find any and all information pertaining to the clan. If you look at other clan forums you can see what is necessary to run a clan efficiently.

    If you feel as if you can and will put in the time and effort into making this clan, go for it. If you have questions ask the current clans. They didn't just pop up over night. Or you can start a forum post to collaborate on the structure of your clan. Just know that it will take a lot of work.

    Also I suggest that you change the name of your clan. Throughout the time on Lotc clans with the names: Frostbeards, Stonebeards, Firebeards, Forkbeards, Ironguts, and Ironfists; have or still do exist. I am sure most of the Dwarven community would agree that a change in name is in order. As of right now I think all of the clans are: Grandaxe, Irongut, Goldhands, Grimaxe, Ironfist, Edgehands, Forkbeards, Sternbrew, Doomforge, Greyhammer?, and Thunderbeard?. For the sake of the Dwarfs, try something without Iron or Beard in the name. ((If I missed one, I don't need a post to tell me.))

    (())

  12. ((Do you mean; we attack the newly built fort day one, then an open field battle between the new fort and the fort on the large ridge to the north on day two, and finely attack the fort on the ridge to the north on day three? This seems like a fair compromise.))

    ((Also, if you think about it, if I saw someone building a fort right next to your fort, I would take immediate action. And to say that we need to take all the region behind the fort doesn't make much since RPly.))

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