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Odin laughs when he hears the news. "Ave a good un old toimer. I ain't got long left tuu."
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The 21st night of September
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IN-CHARACTER Name: Teodosio Phokas Age: 21 Race: Human Service: (nun, monk, priest, militant, etc.) Priest Where do you wish to serve?: Kingdom of Balian OUT-OF-CHARACTER Username: greener161 Discord: Greener#5669
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3rd Helena Dragoons By: Lieutenant Carsten Helson The 3rd Brigade Helena Dragoons is a cavalry brigade apart of the Imperial State Army. The 3rd is separated from the 1st Brigade of the Helena Regulars as it specialises in mounted cavalry and scouting roles. It is predominantly located in the Crownlands, the surrounding area to the capital of the Empire, Helena. Dragoons are essentially mounted infantry, thus can perform on horseback and off horseback. Below includes the information required to be read to become a successful cavalryman. The information is expected to be read by all the members of the 3rd Brigade. Section I: Traditions and Courtesies The 3rd Brigade prides itself on its appearance and military tradition, it often surpassing in appearance, display and formality compared to their counterparts in the first. It is paramount that soldiers of the 3rd display themselves in the best of fashion and hold high noble esteems. They’re to be shining examples of humanity’s greatest. Uniform: The uniform of a soldier of the 3rd is an achievement to be worn. It symbolises the triumph and progression of humanity and should be worn with respect and grace at all times. There are few alterations that are deemed acceptable, most notably being awarded to the Farrier where a black plume is worn on the helmet instead. The Uniform to the left, is an example of such a uniform worn by a soldier of the 3rd. It is clean and well kept, along with his steed. Cavalry Training School: The passage of gaining a horse within the 3rd is a proud tradition that dates back to Imperial Knights of old. Horses are earnt through extensive training programmes where the Private learns the extent of cavalry warfare, grooming and cavalry dressage/drill. Tests are conducted on each of these requirements. Place in Orenian Society: The Brigade of the 3rd are regarded as one of the most prestigious in the Imperial State Army. The soldiers of the cavalry, especially the officers are drawn exclusively from the Orenian aristocracy, yet times are changing so a majority of officers are still drawn from the upper classes and gently of Orenian society with few from common folk. On occasion, the cavalry is accused of elitism. Parade: Parade within the 3rd is sacred. The strive to look elegant and powerful in front of the Emperor and the Imperial Princes/Princesses is of utmost importance. Due to this approach, dressage and drill is taught early on in a soldier’s career in the 3rd. They are extensively taught formations and drills to ensure they provide the greatest parades within humanity. Parades are essentially for the preservation of cavalry culture and tradition. In most parades, the role of a drum horse is implemented to enable the ease of trotting in formation. The Drum Horse: The role of a Drum horse within the 3rd is a proud tradition. Drum horses carry two large solid silver kettle Drums, plus a fully outfitted rider. The Cavalry Drum Horse is one of the most popular and recognisable members of the brigade. Drum Horses are usually piebald or skewbald in colour it is not uncommon to see them in solid colours as well.Drum Horses must be strong enough to carry the weight of the large kettledrums and the drummer, often in excess of 300 pounds. They must also remain calm and sensible in crowded environments during ceremonies. It takes a very special horse to fill such a prominent role in the Crownland Dragoon Guards. Section II: Specialist Billets Each Cavalryman of the 3rd Brigade will go under the Cavalry Training School. From there they will be designated into two main billets, Line or Light Cavalry. There is also optional billets to fulfil alongside the two main billets. Line Cavalry: The predominant billet within the 3rd is line cavalry. These are soldiers that have gone through the Cavalry Training School to be given a horse. Line Cavalry, mounted infantry or medium cavalry differ to light cavalry. Line Cavalry horses are heavier and typically the cavalrymen as well. Line Cavalry are used to charge enemy positions but also screen the flanks of the main army. Line Cavalry use straight long sabres. Light Cavalry (Vanguard): The Light Cavalry of the 3rd commonly known as the Vanguard or scouts. Becoming light cavalry is a hard role to acquire and requires extensive training to excel at such position. The role of the light cavalry is to perform reconnaissance missions, screening of flanks, skirmishing and or fighting as forager. Light Cavalry used short curved sabres. Musician: Musicians are ceremonial roles within the 3rd Brigade. They’re the individuals that ride the drum horses of the Brigade and play musical instruments used in parades. They play a vital role within the brigade by maintaining the beat of the march when the 3rd goes onto parade. Stablehand: These individuals work under the Master of the Horse in maintaining the stables for the 3rd Brigade and the rest of the brigade. They are event stable hands within the Helena stable or work in the stud farms in the crownlands. Farrier: Farriers combine veterinary knowledge with blacksmiths' skills. They are responsible for hoof trimming and fitting horseshoes to horses. They also deal with the humane dispatch of wounded and sick horses, accomplished with the large spike on the end of their axes. Then they use the sharp blade of the axe to chop off the deceased animal's hoof, which is marked with its regimental number. This assists in keeping track of animals killed in action. Farriers are few of the Imperial State Army billets that use axes in warfare. Farrier’s are distinguished by their black plumes, instead of white. Master of the Sabre: A role that can be held by any member of the 3rd Brigade. The Master of the Sabre is the role given for the best fighter within the 3rd. They have excelled at combat and have been chosen especially by the Captain of the Brigade. It is a predominantly ceremonial role. Upon elevation to said role they are gifted a fine ornate sabre only used during ceremonies. Lieutenant Billets: Master of the Horse - This is a specialist role which is mainly ceremonial but contains vital roles that are of importance within the 3rd. These include all matters connected to the horses, stables, coachouses, studs, mews and kennels. They have overbearing control of these areas and can see fit to assign enlisted personnel to manage them under his/her command. Master of the Vanguard - The control of the Vanguard is a crucial role within the 3rd that all officers aim to serve at some point during their career. The Lieutenant is in charge of the Vanguard, assigning missions to the scouts and overall planning of the Vanguard advancements in warfare. They also deal with the fresh Privates from the Combat Academy, turning them into effective dismounted scouts for the Vanguard and Brigade. Master of the School - The Lieutenant that holds this role, oversees the Cavalry Training School that enables Privates/Ensigns to gain their own horse. He/she provides classes for the training and has the final sway in whether the private completes his trials. Section III: The Cavalry Training School As stated the Cavalry Training School (CTS) trains individual in the steps required for fresh Privates from the Combat Academy Brigade to earn the right to own and ride a horse within the 3rd. From gaining their horsemanship Privates/Ensigns are able to billet themselves as the mounted cavalry or become a mounted scout instead of a footslogger. Dragoon Cavalry Warfare - The art of warfare on a horse is learnt by a private fresh to the Horse Training School. As Dragoon Guards they’re expected to excel at mounted combat against other cavalry and infantry. During their training, privates are taught how to properly balance themselves on the horse and manage it in combat. This entails the safe riding of the horse, care for the horse if distressed, and how to effectively engage in melee combat upon a horse. On top of this, the privates are taught cavalry warfare tactics through a series of classes. Lastly, privates are taught the effectiveness of dismounted from their horses and fighting as infantry. Grooming - Grooming entails the overall care and maintenance of your horse. This is taught to ensure privates maintain a close and personal connection to their steed. They are taught how to properly clean, care and aid their steed learning basic farrier skills, horse anatomy and veterinary skills. Those who wish to specialise more into the role can become a Farrier. Most of this section is taught in classes and with a few practical sessions. Dressage - Parades are an important event within the 3rd. It allows the Brigade to show off their skills to the Empire. Privates are taught during their time in the CTS how to perform dressage. At the end of their time in the school, a pass-out parade is conducted where the private should not fail it.
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Carsten claps, “Good read.”
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Carsten wheels about in his wheelchair in the Bastille, “Bloody’ scum. Crippled me for six months. Bullocks that they condemn the terrorist’s actions,” he grumbles to himself, slamming in fist down on the table within the Bastille’s hall.
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MC Username: greener161 Discord: Greener#5669 What Nation Are You Affliated With?: Urguan on this character Why Do You Wish To Come?: Odin Ireheart came to his dominance during the years of Athera. I had many good memories of the map whilst playing Odin and I feel it be a suitable time for Odin to pass into Khaz'A'Dentrumm whilst returning to a former land. What Skills Can You Bring?: At his height Odin Ireheart was a remembrance and knows Dwarvish, he could be of assistance in understanding Dwarven language of the past within Athera. He has years of experience in the Dwarven Legion so his military prowess could be useful for the Dwarves.
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The Kazak'Nozkron Act & Dissolution of the Dwarven Legion
Greener replied to Fimlin's topic in Arcas Human RP Archive
An old ass stark Dwarf grumbles, “Ooof” -
"Ayy up," Odin grumbles afar.
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Odin Ireheart mumbles remembering days of old, "I remembur w'en da Orenian armeh armued tu da teeth attacked 5 snuw elves 'ar 'ar."
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Alrighty thanks
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What if my elytra was mod approved because of an event I won like 1 1/2 years ago?
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-= Return of Ire =- The cold wind whistles through the mountain passes, howling into every nook and cranny. Figures upon a mountain top tread through thick snow and slippery ice. Along with their presence a soft harmonious song carries across the peaks. Brothers and sisters they sing together battling the weather knowing soon they will return to their kin. Panting, exhausted, freezing, they stop. They stand shoulder to shoulder peering down the mountain side. “Toimes ‘ave changed mi kin. T’oings awr nawt az dey once were,” says an old grizzled Dwarf, “We’ must gu and forge new broightur stars. Awr new horizon lies befur us. We s’all bring new glory tu awr clan and foind lost long kin. Narvak oz Khronammoruk!” The dwed briefly cheer before checking their ropes and gear before beginning their descent down the mountain joining together in voice once more.
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((YOU KNOW IT BABY))
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The Clan of Ireheart is an elder clan of Urguan, hailing from a fearsome and war torn background. The Dwed of this clan are known for their ferocity in battle, savagery in culture, and battle-smart tacticians. Irehearts are renowned for their fierce combat abilities and honor on and off the battlefield. Founded by Yavok Ireheart, and reborn by Kjell Ireheart during the Aegisian era, the Irehearts follow Dungrimm as their patron god. CLAN APPEARANCE The emblem of the Irehearts is a green dragon soaring high into the sky. Ireheart banners are half green and half white with the emblem of the dragon in the middle. Dwarves of the Ireheart Clan are Mountain Dwarves. Men within the clan typically are shirtless and show traits of imperialistic behavior. Battle scars are always shown on the body of the Irehearts, though any notable scars on an Ireheart's back from running away is shunned. Their beards are always unkept and left natural, as to honor the gift Yemekar granted their race. Women within the clan are covered with hides of foreign races or animals and their hair is braided and pushed back so it doesn't get in the way of farming or cooking. LORE FOUNDING LORD’S TALE The Paragon Kjell Ireheart was a Dwarf of remarkable feats of which were committed during the great wars of the races nearing the end of the second age. Though the clan went through a period of dwindling numbers due to encounters with the Undead and Orcish hordes. Kjell being the last of his kind began his quest to unite the clanless Dwarves after witnessing the dark ages of the Dwarves. THE FOUNDING Third Age The origin of the clan was first conceived under a peculiar name, the Grim Brotherhood, during the third age when the clans suffered the most from these dwindling numbers. During these relentless time the clans fought and conflicted with one another over power, land and rights to riches of the kingdom. This spurred the Grim Brotherhood to be made during the reign of King Hiebe Irongut whom at the time believed by some Dwarves, was conspiring with the other races to seize a tyrannical control over the kingdom's people and due to these claims a hidden revolution was born, beginning with three Dwarves each rumored to be blessed by the Brathmordakin through discovering hidden and ancient armor with outstanding capabilities. These three Dwarves; Gorum and Goruk Frostbeard along with Paragon Kjell Ireheart combined their efforts to fuel a hidden rebellion. This was until a conflict between the Paragon and an elven commander whom worked under the command of the King. During this time Kjell exposed the elf of his crimes against himself and his kin the Dwarves thus creating a grudge against the elf, but after refusal from the King Hiebe to allow the elf to be punished under the constitution, Kjell began to aim his efforts to further fuel his rebellion towards the royalty slandering the King's folk, the Ironguts. This feuding between King and Paragon was brought to the halls of the city and the council's court with outbursts of rage coming from both sides all of which were accompanied by threats. After discovering the attempt of Dun Irongut's denouncing of the Paragon's holy title with the aid of Hiebe Irongut the rebellion finally began as Hiebe attempted to arrest Kjell for treason in which an agreement was made on both behalves that the King and Paragon would answer for their crimes towards one another. This did not come to pass as the nearing end of the third age was closed by a darkness only the Paragon and the elders of the Dwarves themselves were familiar with, the evil forces of Khorvad pushed the people of Asulon from their homes and halls including the Dwarves and due to this the Paragon along with the King made amends to fight for their Kingdom's survival to reach the new lands. Fourth Age During this time the clan Stormhammer was truly created after King Hiebe was stepped off of the throne for the returning first Grand King Thorik Grandaxe who was recovered from the volcano after having believed to have been assassinated by the Grimhall clan's Dwarves, a selection of architects who for reasons unknown went Stark Raving Mad. With the crowning of the Grand King Thorik, plans within the Paragon's head to unite the Dwarves began to run as he began his negotiations with the Goldhands to bind his clan, the Irehearts, with their folk. This first coined the clan's former name Stormhammer and provided for it's first members. Though, after discovering the leader of the Goldhands, Thoak Goldhand, intoxicated himself far beyond his capability to understand words. The drunken Clan Lord mistook the Paragon's sayings and believed the Goldhands would merely aid in the creation of the clan thus causing a predicament for the clan lord of the Stormhammers. The clan lived strong for many years, becoming one of the most powerful clans in the Kingdom. After the death of Igor Ireheart, the first heir, and Kjell Ireheart, the emperor Paragon dragon slayer, the clan was lead by Aldal Ireheart until he went missing. Under Lord Onar Ireheart the clan was reformed back to it’s former glorious state as an Elder Clan, with all members bearing the name ‘Ireheart’. Onar eventually was discharged as Thane under Midgor, handing the title to Odin Ireheart. Shortly after, he stepped down as Clan Father for Lori Ireheart who led for a brief period. Lori gave Clan Father to Vorstag Ireheart and then rose to Thane status. Vorstag Ireheart rose to Grand King of the Dwarves but shortly died afterwards reclaiming Urguan's armour from the undead. Clan Father was then handed over to Odin Ireheart and Thaneship was appointed to Onar once again. However many Irehearts disappeared or had left the Kingdom, as such Bastion Ireheart returned and became Clan Father in an attempt to revive the now nearly extinct clan. He along with Drynn Ireheart became Senators on the Senate of Hammers. Eventually as time passed more and more Irehearts where being found using the Book of Lineages and as such the clan began to grow in numbers once more. This continued until the Irehearts abandoned the Realm of Athera with their dwarven kin. Their numbers shook, but the Irehearts have preserved over time and now defend the docks of Kal'Akash, inside their keep on the side of the mountain. KJELLOS It is believed that the Emperor Paragon Dragon Slayer Kjell Ireheart was chosen by Dungrimm for being his most loyal follower, and ascended in a blaze of fire and explosions to godship among those of the Brathmordakin, bearing the new name of Kjellos, who is the God of Justice, and guardian of the Legion and the clan. Although not a member of the Brathmordahkin, Kjellos is considered a Daemon amongst the realm and assists Dungrimm in guiding the dead souls to his plain. Whilst also enacting justice as a spirit acting against those who commit crimes against dwarfkind. DOCTRINES OF THE IREHEARTS SECTION I The ranks of Ireheart Beardling, Ireheart, Blooded Ireheart, and Honoured Ireheart. AN IREHEART BEARDLING is one who has not come of age and completed their initial trial, as outlined in the clan’s traditions and further set by the Clan Elders. They may not partake in meetings or votes. They must always have a beard. AN IREHEART is one who has come of age but has yet to have completed the Blood Trials. They may be partake in clan wide meetings, but may not vote nor partake in elder meetings. A BLOODED IREHEART is one who truly follows the ways and traditions of the clan, having completed the Blood Trials. They may partake in clan wide meetings, votes, but may not partake in elder meetings. AN HONOURED IREHEART is a blooded member who currently does or has held a position in the Government of Urguan during their time as being a blooded Ireheart, including but not limited to Grand King, Lord, Thane, Jarl, Liard, Cortier, King’s Councillor, Clan Councillor, Justice, Legion Officer, High Prophet, or Guildmaster. This position is also granted to previous Clan Elders and previous Clan Fathers. They may partake in elder meetings, but may not vote. SECTION II Regarding the positions of Clan Elder and their obtainment. A CLAN ELDER, whose count in the clan may not exceed three, is one who has proven to be a highly honourable Ireheart, having being blooded and either hand picked by the Clan Father, or by beating an Elder in an honour duel, in which case he replaces said elder. They may partake in all clan meetings and votes and be eligible for Clan Father. They may modify the criteria for the Blood Trials with approval from the clan father and a 3/4 vote. Any blooded member may challenge an Elder for his position via Honour Duel. An elder may only be removed by a vote of 3/3 from the other Elders, as well as the Clan Father’s approval. They may challenge any voter in an Honour Duel to maintain the position upon learning of their removal. SECTION III Regarding the position of Clan Father and it’s succession. THE CLAN FATHER is the one who represents the clan’s view to other clans and handles internal affairs of the clan. He is to consult the Elders before making any major decisions for the clan. He is the only one who may blood members of the clan. He is responsible for picking elders when one resigns or perishes, as well as leading clan hunts, pilgrimages, meetings and votes. He may be challenged for his position as Clan Father at any time by an Elder, and upon losing he assumes the position of Elder. If he resigns he shall choose his successor. If he perishes his successor shall be decided by the Elders, any disputes being settled by Honor Dueling. SECTION IV Regarding honour duels. AN HONOUR DUEL is an official brawl which shows one’s honour and skill in combat. They are to be fought without armour, and golden pickaxes (the favorite weapon of Kjell) as the only weapon. The challenger must be ready to supply the weapons. The duel shall be best one of one. One person may not challenge another clan member to a duel more than once every two stone weeks. Any unfair play ((hacking, glitching, exploiting, etc.)) shall render the duel void, and the offending kinsman shall be dishonoured and executed by tying their intestines and limbs to boars and having them quartered in a very ***** way ((Perma kill)). SECTION V Regarding traditions IREHEART TRADITIONS, are considered unorthodox amongst the Dwarves due to their ‘savage’ nature. These traditions came to light many moons ago during the times when Yavok still roamed the land sodomizing the **** out of Dwarvish wenches and beat in Orcish skulls, but this document digresses. It is common practice and mind for an Ireheart to keep his enemy closer than he keeps his friends and thus the nature of the feral Orcs had partially enveloped itself into the Mountain Dwarvish tendencies of the early Irehearts to create the clan as it stands today. AS A SIDE NOTE, Irehearts are commonly known to enter a blood frenzy, a state where they act upon bloody impulse. Therefore, most of the Traditions in this section are often formed created from these events and may seem to be the work of a Stark Raving Mad Dwarf. ADORNING OF WAR PAINT Painting of ones body for war and any other militaristic event is a popular tradition among the Irehearts, painting one’s body can strike fear within the enemy hearts and is a great factor of war for the Irehearts. DIRE WOLVES The Irehearts are known for keeping the ancient dire wolves as pets for war purposes or for every day companionship. Throughout the ages the Irehearts have learned how to bond with such large beasts and have come to earn their trust. They usually reside in the snowy dwarven mountains and the Irehearts have learned to track them down and raise baby dire wolves or even earn the trust of the fully grown ones by treating them as equals to the Irehearts, whilst also learning how to breed them. THE CONSUMPTION OF VITAL ORGANS It was believed when Yavok was upon the land shagging Dwarvish women, that his sons in the midst of battle would gouge out the hearts, spleens, and sometimes the odd pancreas to consume as claimed it empowered them with the raw essence of Dungrimm’s work. Dwarf Science has yet to prove this theory. THE SKINNING OF ORC HIDES One of the few most ancient traditions, the skinning of Orc hides stems from the first Orcish invasions upon Dwarvish soil where Yavok Ireheart had initially scraped the hides of his fallen foes and fashion them armor as an effective intimidation tactic. Later the famed Clan Father Kjell Ireheart would utilize Orc hides for interior decorating after he coined the phrase, “I need a new Carpet!” THE CUTTING OFF OF HUMAN FINGERS One of the traditions involved in becoming a full blooded Ireheart. The tradition originated from the many long years fought with Oren. THE CLEAVING OF ELVISH EARS An old age tradition that comes of time when Yavok Ireheart walked the land. Typically Ireheart take elf ears as trophies once they have defeated them in combat. Most Irehearts take the ears and place them on a necklace to show off their kills. THE Utilization OF A MAGE’S ROBES FOR BEDSHEETS A rather new tradition of collecting mage robes for bedsheets thought of by Midgor Ireheart and approved by the Clan Elders at the time. THE SKINNING OF MEW MEW PELTS AND CLIPPING OF CLAWS The skinning of kha pelts and collecting their pelts about about in the time of Anthos when Urguan had a peace treaty with the orcs, the Irehearts being forbidden to slay any orc. The Irehearts being rather bored they decided to hunt mew mews instead and incorporate the sport into the blooding trials. THE REMOVAL OF A HEAD USING BARE HANDS Nothing else shows raw strength then ripping a head off with your bare hands. The greatest achiever of this feat goes to Olaf Ireheart who went through an entire battle removing heads with his bare hands. THE MASS COMSUMPTION OF ALCOHOL It is not uncommon to see an Ireheart only recover from a stupor after battle or not at all. The word ‘Hang Over’ is nonexistent in their common use of the Dwarvish tongue and thus heavy drinking is made clearly apparent amongst the Clan. Following this tradition the Irehearts have invented numerous drinking games to celebrate their failure at sobriety. CONDEMNING OF ARMOUR AND UNNECESSARY CLOTHING Often seen as peculiar amongst the Dwarves, the Irehearts strongly believe in wearing no armor or top wear. This is due to the numerous fates Yavok may have encountered during his exploits as a renowned Slayer of Beings including: drowning, falling, immovability, and not looking muscle bound. Armor and Clothes are a restriction to the expression of an Ireheart’s pride, their glorious abdomen and beard. THE “GIMME YER BELT” Since the days of Asulon the Ireheart clan has practiced the time honoured tradition of “Gimme yet Belt”. This peculiar battle for belts initiated when the Orcs stole Kjell’s Belt, from the statue of Mt. Ire, initiating a grand war to claim the sacred artifact. Since then the Irehearts, after finally claiming the relic, have taken to claiming the belts of their enemies as a way to prove they are the strongest. Once an Ireheart has defeated their foe they bear the right to take possession of all their adversaries’ belts and adorn them with pride. SECTION VI Regarding ceremonies. AN IREHEART CEREMONY is a tradition held by the clan for special occasions. If the clansmen do not follow the ceremonies as outlined here, they they are considered traitorous to the clan, and in the case of a blooded member will be executed. The Birthing Ceremony The sight of a Dwarven birth is a glorious one indeed, and must be held very carefully and with precision. When ready to give birth, the women will begin to strain as to exert as much force as possible until the majestic beard of the newly born beardling is in view. The father of the beardling shall then proceed to tug it out by it’s beard until the head is visible. The women shall then squat above Kjell’s Belt (not any belt, but the artifact) and exert as much force as possible, launching the beardling into the relic head-first. If they survive the blunt force trauma they are true Irehearts, if they die then they are failures from birth. The Blooding Ceremony The initiation ceremony progresses a beardling to the rank of Ireheart. In order to succeed they must complete one of the traditions in the presence of the Clan Father. This proves they are willing to be a true Ireheart, and it is sealed with a festive meal where family and friends offer gifts. The Ireheart Ceremony In order to complete the Blooding Ceremony, Irehearts must first complete any 3 of the following tasks and the final rite in the presence of an elder: Tasks: Skinning three different coloured Orc hides. Skinning one of each type of Mew Mew and making a necklace of their claws. Cleaving of a wood, high, and dark elf ear, and making them into a necklace. The removal of a full set of Human fingers from three different subraces as trophies proving murder. The creation of bedsheets from the bloody robes of three slain mages. The obtainment of the bark of a dryad’s life tree, a druid’s spirit tree or the largest druid tree in the land with the dryad or druids present, preferably slain. The Final Rite: The Ireheart must climb to the peaks of the highest mountain and seek out a Gryphon’s Eyrie, here it is up to the Ireheart to claim the Gryphon’s feather which will act as the mark of their passage into true Blood-Hood. Ire Blooding: Ire Blooding is a ceremony that creates the bond between Irehearts which occurs after the completion of the Ireheart Trial. Once he/she has completed the trial the elected clan father will announce that the ceremony is to be committed which then after preparation the following will occur. The beginning of the ceremony starts with the clan father addressing the Beardling with the following phrase: "You are here today to partake in the pact of blood where you shall join your essence and mortal spirit with the like of those before us through me and by doing so you will promise by blood oath that you shall follow the ways of Irehearts or seek banishment from the Dwarves, do you choose to take this honor?" The Beardling will then say to the clan father his/her decision of either yes or no. Upon saying no he/she does not take the honor of becoming an Ireheart and is asked to leave. Upon saying yes the clan father will cut the palm of his right hand with a dagger whose blade is made of pure dragon bone before the young brother/sister commits the same act with the same hand. This is then followed by the clan father and Beardling joining their bloodied hands as the Beardling binds his/her blood with the clan father which in turn symbolizes the adoption of the new Ireheart as he/she has bound his/her mortal spirit with the blood of those before the clan father as well. Upon completion of this act the Clan father will recite the last verse of the Dwarven Anthem: "And may yer honor and yer heart shine bright like the forge ye'll be remembered as always Brother (or Sister) O' the Dwarves" Upon completion the Beardling will have become a true initiated Ireheart to the clan as he has taken the blood oath thus completing the blood pact with the clan and showing his will to commit to his family and the kingdom. After completion of the tasks the Ireheart will complete the Ireheart Blood Oath with the Clan Father, blooding them into the clan. Wedding Ceremony: Typically the wedding ceremony is conducted within the holy halls of the Brathmordakhin. Yet before the wedding happens the Ireheart male goes on a week of drinking and slaughtering elves, orcs, mew mews and humans. At the end of the week they must bring their most prized possession they’ve obtained from the week long of hunting and present it to wife to be. Funeral: It is a sad day when one Ireheart dies, but also a day of celebration. A feast is held in their honour to remember their greats deeds before ending with the ritual. The body must be placed upon a sled along with his/her valuables, set a light and pushed down a mountain side. SECTION VII Regarding blood oaths. THE IREHEART BLOOD OATH is an ancient oaths said using the words of our ancestors, which binds an individual to the clan through blood. The ceremony is binding when the words of our ancestors are said while the Clan Father has his cut palm joined with another Ireheart at the Shrine of Dungrimm. Breaking the Blood Oath, which involves betraying the clan results in execution by formal impalement through the heart by the Clan Father using the Evidence of Kjell in witness of the Elders ((Perma kill)). SECTION VIII Ireheart religion The Ireheart clan are strict followers of the Brathmordahkin and are mostly devout followers to their patron god Dungrimm, whilst some also choose to pay respects to Kjellos. Many Irehearts are known to be very zealous and have on multiple occasions killed in the name of Dungrimm. The Ireheart rite actually involves being within the Clergy district and standing in front of the Dungrimm Shrine or sacrificing animals, elves, orcs, humans or mew mews to Dungrimm via a blood ritual. SECTION VIII Summary of being an Ireheart. SUMMARY OF BEING AN IREHEART is to not fail, always praise mighty Kjellos and Dungrimm. Reading is for the weak, those who can not trust a blade to speak. THE CLAN TENANTS I. The Blood brother/sister is to treat his/her peers within clan Ireheart with kindness and shall not commit any ill towards one another unless followed by a duel of honor. II. The Blood brother/sister is to only birth a child with the likes of his or her kin not the likes of elves, orcs, humans, or any other being that bears no pure Dwarven blood save for the Halflings and Doomforged. III. The Blood brother/sister must bear the colors of the Kingdom and Clan in any manner upon his or her person, though this may be excused under certain occasions. IV. Kinslaying or wishing death upon the likes of a Blood brother/sister's kin is forbidden, this includes wishing such on the likes of other Dwarves whom aren't clan bound. Threatening physical punishments such as beating are not restricted by this tenet. V. Breaking of any of these tenets can result in punishments such as manual labour, exile and even death. [[By joining the clan you are agreeing that if your character breaks the clan tenets or by judgement of a different criminal deed deemed by the Clan Father that they can be PK'd by the Clan Father only with sufficient RP]] CLAN HOLDS OF PRESENT AND PAST RELICS BLOODED IREHEARTS Clan Members Ire Lord (Leader of The Clan): Odin Ireheart (Line: Olaf) (greener161) Ire Elders: Thorrak "Werdon" Ireheart (Line: Olaf) (D3F4LT) Members: Aldal Ireheart (Line: Olaf) (Soggy365) Kalviin Ireheart (Line: Igor) (z3m0s) Belegar Ireheart (Line: Kjell) (Sir_Niccum) Thorin Ireheart (Line: Adopted) (TJB_Minecraft) Application: MC Name: Character Name: Character Age: Profession: Appearance: Bloodline - Feel free to contact Odin (greener161) for help: Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: Do you have Teamspeak?: Do you have Skype? (If yes put in your skype name or send it to me through a pm): Image of the skin you intend to use:
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Odin cries thinking in his head, "I thought as Irehearts.... we banned ******* other races."
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Odin dies in laughter, "W'ot a fawkin' pusseh. Suicide iz nae a true deat' ya fatha shuld ov taught yer dat."
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- goodbye my lover
- goodbye my friend
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Darith an old Teuton from Aegis who stood alongside Gaius rolls his his grave once more after another reformation.
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"Let 'im rot in jail!" exclaims Odin.
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Da Khro Karak Kronulmar [The Iron Mountain Brotherhood]
Greener replied to Meanking's topic in Axios Roleplay Archive
MC Name: greener161 Age: 401 Character Name: Odin Ireheart Character Clan: Ireheart Timezone: GMT Do you have Teamspeak?: Yes Skype Name (PM if you wish to keep it private): No Who sponsors you?(Must be a Kronok within the Brotherhood): Zedgar Grandaxe Time on Server: Since Aegis Character bio: Odin has been a veteran of the legion since the age of 100 years old. He has fought in numerous wars for Urguan and in the name of Dungrimm. He is zealous warrior that upholds his faith by bounding it to his own life. (Do you accept the PK(Permanently killing your Character) clause if you break the Brotherhood’s Blood-Oaths)? Y -
Declaration Of Lotharingian Independence, 1593
Greener replied to Babadooks's topic in Axios Roleplay Archive
"Father would not of been proud" says Lucien the Bastard from afar. -
« The Lotharingian Council »
Greener replied to Archduchy of Lorraine's topic in Axios Roleplay Archive
"Ugh..." Lucien mumbles able not to speak still.
