-
Posts
443 -
Joined
-
Last visited
Content Type
Profiles
Personas
Wiki
Rules
War
Systems
Safety
Player Conduct
Roleplay Leadership Guidelines
- Roleplay Leadership Guidelines
- Roleplay Leadership Guidelines Comments
- Roleplay Leadership Guidelines Reviews
Forums
Everything posted by Serf
-
"A leader was never decided if somethin' 'ave 'appened tae Gulroid. If Rasun was 'roond he would become tae next leader hooever Rasun is nae with us. I woold say tae next oldest kin of tae clan woold be Gorum, hooever I am nae Gorum woold take up tae position tae become leader 'o tae Gold'ands, an' that 'e woold turn doon tae offer. Unless there be any other Gold'and older than Gorum, an' fit tae lead tae Gold'ands oot woold be Gorum."
-
*Thoak makes his way over to the Goldhand's Clanhall in Kal'Karik on his daily routine of checking if the place is still intact. He notices the commotion in the meeting chambers, and makes his way upstairs seeing William and listens to his words.* "Most 'o tae Goldhands 'ave drifted off, ur just 'ave disappeared.. ur just died off. We be in dark times fer tae Gold'ands, an' most 'o tae Dwarves, hooever that be me own opinion. I dunnae knoo where Gulroid 'ave went, ur Rasun an' some rumors went that most 'o tae leaders 'o other clans 'ave vanished 'as well." (Btw. Rumor has it that Gulroid, and Rasun are returning once 3.0 drops.)
-
Notice: Anyone who works on another job, whether it be working in the legion, or working in the Smithing Guild you can still fill out an application for the workforce, however I expect that quotas can be kept up with, and complete and that you still keep up activity, if not 90% activity in the other jobs you have.
-
A fishing derby, or extravaganza! 'Ello there fellow Dwarves, and LOTCers. Since the server is on down time, and the recent moving to 3.0, I was wanting to get the communities, and the Dwarves opinion on whether we should have a fishing derby, or something of that. For 3.0, I really want to get the community bustling, and active with roleplay. I was thinking that we could perhaps have a fishing challenge where it lasts for 1, or 2 hours and between that time period Dwarves gather up as much fish they can, and whoever fishes up the most fish wins a reward. I hope this could maybe be a weekly thing, or something people can look forward to and to bring RP together, and become more active. Obviously this is just a small suggestion for the Dwarven community of 3.0, and I would be willing to take any ideas into consideration for it.
-
Best video over:
-
Dwarven Workforce Application and Roster is up. Check it out on the main Yemekar's Workforce post in the Dwarven Roleplay section of the forums.
-
The Workforce Application: The Workforce Application The Workforce Roster The Workforce Roster (Pay is still being determined.) Any questions, please PM me. Please do not clutter the thread.
-
Yemekar's Workforce There is one group of hardworking dwarves that holds the entirety of the Dwarven Empire upon their broad shoulders, a group of dwarves that truly know the meaning of “a hard day’s work.” They the workforce of Yemekar’s Pick, they are those who dedicate their hands to the service of The Maker. Woodcutting, mining, and farming are not merely tradeskills to be learned and then performed sluggishly from day to day in monotonous drudgery but they are skills to be cherished. The common worker is not lowly or insignificant in the grand scheme of the Empire but they are what keep the empire moving forward, for without supplies how would goods and profits be made? Most importantly, without farmers how would we produce ale?! This is why any dwarf should be honored to join the workforce of the empire, for they not only honor themselves but they honor their clan, the Empire, and Yemekar himself. Miners The backbone of the dwarven workforce, the miners are what supply the Empire with precious minerals for the crafting of objects of practicality, beauty, and strength. Even though there is no job that is greater than the rest in terms of its usefulness, mining is certainly one of the most dangerous and rewarding positions within the labor force. Whether it be collapsing tunnels, a nest of spiders, or a demanding quota, the miner’s job is never done. But with a good head on your shoulders and strict planning, you’ll come out of the mines with your beard still attached to your jaw, a hefty load of ores, and maybe even a bonus if you work exceptionally well. Management: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Overseer: Leader of a mine, all miners of that mine report to the Overseer for work assignments. Responsible for meeting the established quota and running the mine. Taskmaster: Miners that have shown outstanding dedication and ability are promoted to Taskmasters. Each mine will have an established amount of Taskmasters in which it may have, depending on its size and the amount of workers working within it. Taskmasters report to the Overseer of the mine, and ensure that mining checkpoints are adequately supplied. They act as leaders for the miners, as well as watchdogs, alerting the Overseer of lazy miners or dealing with the problem themselves. Workers: Quarry Worker: Stone, Sandstone, basic building materials Coal Miner: Coal, and Stone Experienced Miner: Iron, Coal, Stone, Lapis Expert Miner: Gold, Iron, Coal, Stone, Lapis, Redstone Diamond Cutter: Diamonds, Gold, Lapis, Redstone, Iron, Coal, Stone Rules: Follow these laws while in the mines and performing tasks for the mines to the letter. Punishments for breaking any of these laws will be determined by the Overseer of that particular mine, but Yemekar’s Pick and the High Overseer reserve the right to extend, shorten, or change these punishments based on the situation. Laws of the Workforce: Meet your Quota Theft is strictly punished, thieves will be brought before Yemekar’s Pick himself Laws of the Mines: Keep your mining helmets on at all times in the mines No fighting over ores No damaging the supports No random diggery No drunken brawls Always be mindful of your superiors No sleeping on the job, remember your Quota Follow the mining procedure No witchcraft or magic within the mines ((No X-Ray, if you’re caught doing this you will be reported to the moderators and Yemekar will be disappointed.)) Procedure: Chipping away deep below the surface is a dangerous task, as cave ins are common and perils are many and this is why a specific procedure has been put into place. Following this procedure will ensure you do not find yourself crushed by a falling ceiling, or eaten alive by rampaging spiders, so make sure that you always keep it in mind. Always place supports as you mine, or else the mine will collapse. If you are found mining without using supports, you will be detained and brought before the Overseer of the mine for endangering yourself and your fellow miners. Place torches as necessary and preferably away from the wooden supports to prevent fires. Mine shafts must be 9 metres ((blocks)) long and 4 to 6 metres ((blocks)) high Mine efficiently The Overseer and his taskmasters will assign you a task or direct you generally where to mine, follow these directions. If a ravine, abandoned mine, or anything deemed unordinary is found, report it immediately to a Taskmaster or the Overseer. Set up signs with directions when necessary; do not tamper with signs of any kind. Remain at the level of the mine according to your mining rank, do not mine what you are not authorized to mine ((This is more so for when the skills plugin is put back into the server.)) Checkpoints will be placed throughout the mine if it becomes extensive enough for them. These checkpoints will be stocked with food, tools, and if needed a rail system back to the entrance of the mine. Checkpoints will also be stocked with basic weaponry, in case of attack. In case of assault, all miners are to report to the armory and gear up. If guards are in the area, the Overseer and his or her mine will follow their orders. If no guards are within the area, the Overseer remains in charge but must send a messenger for reinforcements, and if guardsmen arrive they are to assume control of the militia. Notes for Miners Farmers and Herdsmen Although agriculture may not have the more clear and present dangers that mining does, it is no less crucial to the survival of the rest of the workforce and Dwarven Empire. Without adequate food and ale, the loggers and miners would not be able to gather the materials used for building our stout stonework and masterwork tools. Meats, vegetables, bread, fish, and other baked goods are all necessities for a healthy dwarven diet, and let us not forget our most cherished drink, ale. These staples are what the farmers and herdsmen will gather, and therefore do not think of it as merely farming or butchering but fueling an entire Nation with food and drink. It may seem like a daunting task, but if you fulfill your Quota then you did your pivotal part in making it happen. Ranks: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Harvest Master: Leader of a farm. Tells what farmer will farm what, establishes quotas for each farmer, and ensures that the farm meets its quota given by Yemekar’s Pick. Head Rancher: Subordinate to the Head Harvester but directs the herdsmen of the farm, establishing their quotas and making sure that the animals remain safe and are only slaughtered when the time comes. Farmer: The basic worker of the farms, what he or she farms is dictated by what the Head Harvester tells him or her to farm. Herdsman: The basic animal workers. A herdsman’s job is to collect eggs and milk from the animals of the farm, along with butchering cows, pigs, and chickens for meat, leather, and feathers when needed. They also make sure that nothing, such as wolves or wandering mischief makers, tamper with the animals. Fishmonger: Although neither a farmhand nor a herdsman, the Fishmongers still report to the Harvest Master of the nearest farm in which they fish. A fishmonger neither needs to be a farmer or a herdsman to begin with, although one or the other can become a fishmonger if the desire rises. Each farm may only have a certain number of fishmongers depending on the size of the farm and the proximity of major water sources for the fishmonger to fish in. Rules: Laws of the Workforce: Meet your Quota Theft is strictly punished, thieves will be brought before Yemekar’s Pick himself Laws of the Fields: Do not over irrigate, flooding the fields will result in flogging. Be mindful of your superiors. Do not butcher animals unless you are a herdsman. Sow the fields with new seeds after you harvest the old wheat. Specific crop placement will vary between farms; therefore the Head Harvester will decide what goes where. Do not deviate from this crop zoning. Do not trample crops. Procedure: Crops will be zoned to different section of a farm, wheat will be the main field while melons, vegetables, sugarcane, and other miscellaneous crops will each have their own section of the farm. Herdsmen are to keep their animals penned a small ways away from the farm to avoid any animals escaping and eating the harvest. Silos, Windmills, and Kitchens must be built at each farm to expedite turning raw crops, meats, and materials into edible foods. In case of attack, assemble to the Harvest Master for orders. If guards are present, they will take control of the farmer militia. If guards are not present, the Harvest Master will command the militia and send out a messenger for reinforcements. Upon the arrival of reinforcements, the command of the farmer militia will transfer to the guards. Notes for Farmers Loggers The Loggers of the nation are the strong-armed outdoorsmen whom put the wood in a noble dwarf’s fireplace, and the planks on a commoner’s floors. Whether it be pine or oak, the logger’s job is to find whatever type of wood that the nation requires and deliver it in an efficient manner. Not only does a logger’s job involve the chopping of trees and supply of logs and planks but those logs and planks are used in a myriad of different projects. From fencing for the farms, to tools for the miners, the usefulness of the loggers is immense when it comes to the rest of the workforce. For the entire nation, beds, chairs, tables, swords, axes, buildings, and doors all require the logger’s hands to gather the necessary wood for such objects. The possibilities are quite endless when it comes to wood, and therefore the importance of the loggers is quite endless well. Ranks: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Foreman: Leader of the logging camp, ensures that all the logger meet their Quotas and the general operation of the logging camp runs smoothly. Logger: Standard worker at the logging camp, chops down trees and refine those logs into planks. Rules: Laws of the Workforce: Meet your Quota Theft is strictly punished, thieves will be brought before Yemekar’s Pick himself Laws of Logging: No witchcraft ((No floating trees)) Either replant or store saplings, do not leave them lying around Be mindful of your superiors Procedure: Take care with your swings Replant what you cut down Put apples in the logging camp’s storage Put logs into storage until ordered to refine them Foreman must make sure loggers have adequate tools Logging Camps must be stocked with basic weaponry to fend off spiders and the such
-
*Thoak folds his arms and grins as his name is heard when the voting was over, and soon finds out that he won Yemekar's Pick* Heh, I knew I coold de oot.. (Do you want us to contact you in game? Or the forums?)
-
*Thoak ponders for a moment, scratching his beard. He then begins to speak* "I nominate meself fer Yemekars Pick. I been 'roond with tae Gold'and fer some time, an' 'ave been with tae Urguan Nation fer many ages 'as well. I wish tae bring beck tae organization of tae mines, an' give jobs fer those who need 'em. I also deem meself worthy 'o Yemekars Pick fer I 'ave experience fer of tae mine. Minin' layout, stops fer tae workers tae get new tools, an' food. I also plan tae host small events fer tae workers 'opefully tae give tae lads somethin' tae de. With these ideas in mind, I 'ope tae get tae work force 'o tae mine more active, an' nae lazy. I will nae stand fer slowness, an' laziness" *Thoak takes a deep breath, and nods for a moment thinking of his next words.* "If I be goin' fer Yemekars pick, I 'ill 'ave tae step doon from Master Architect position.
-
Beards.
-
World Of Warcraft genre: Lord Of The Rings (These would probably never help in making a song book because they are all instrumental, however its very easy to make good Dwarven songs. Back in me olde times 'o World of Warcraft we Dwarves made up our own songs that made sense.)
-
Are the Doomforge still around currently? And will they make it in 3.0? I was thinking of making a new character for 3.0 and was wondering if it was still possible to play as one.
-
You could have it tiers coming out. I'm referring to something more like what I did on this picture http://imgur.com/Uzu32 Could have shops on the bottom/low class homes, and on the middle tier have middle class homes, then on the top have higher class homes. As in classes I mean bigger homes that would be worth more. You could also do this with a merchant district and just have shops but would have more space for the shop dealers to put stuff in.
-
I could lend a hand.. will we have to hand farm all the materials for it though?
-
Name: Thoak_Sludgefist RP name: Thoak Goldhand Experience: Was Master Architect under Kjell's rule. (Went unactive after his rule and when we went back to Karik. Also finished Goldhand's clan hall in Karik once we moved back in there.) Pictures of previous builds: http://imgur.com/a/mDC9R/embed (Some where builds on LOTC, some are personal builds, and others are builds that I did on other servers. (must have at least three)
-
MC Name: Thoak_Sludgefist Duty you'd like to apply for: Natural Dungeons, and Caves/Dwarven works. Concepts: Worked somewhat on the Kal'Mundar(Not sure at all of the name) Small Dwarven city above Karik. Worked on Kal'Alras, And currently working on an Adventure map with different dungeons, and architectural themes (Human, Orc, Dwarves) Pictures will be in 'other works' Concepts, and ideas I have for 3.0: http://imgur.com/a/MrHU3/embed Other works: http://imgur.com/a/mDC9R/embed (Some where old works, some are current works.) Do you have teamspeak?:(Microphone not required.) Yes, I do have team speak.
-
*Slumps down in his chair abit, and fondles his beard for a moment. He then rises slightly from his seat, and eyes Gulroid meaning his statement to be directed to him.* "There be aboot 'as much lands 'as there be in tae area 'o tae farms in Kal'Alras. Good enoogh fer minin', an' good enoogh fer lumber, nae just wheat, an' food. With tae rubble from tae orcish wars, I dunnae see why we clear oot, an' from wot I saw before tae wars, tae land be still plagued from tae last great plague. (Not the plague where Caseus died.) I saw nae effort tae contain, ur repair tae farms since tae war, an' since we moved in tae Kal'Alras, hooever I knoo with as big as Kal'Alras be, there be a lot 'o things tae focus on, so I dunnae blame ye fer nae cleanin' that up. Hooever there be nae excuse fer a clean up, an' 'ave a work fer tae clean tae mess up. If all tis meetin' be violence, an' arguments I say tis meetin' be fer nothin'. Obviously we cannae 'ave a proper meetin' withoot bein' at eachothers throots.
-
*Thoak makes his way into the chambers late, and finds himself a seat in the meeting chambers, he listens to those who spoke, and waits like Moruk, and gives his opinions on the matter.* "For those who dunnae knoo me, I be Thoak Gold'and. I knoo atleast a few 'o ye dunnae knoo me, or 'ave met ye, hooever please take me thooghts, an' opinions in tae consideration. I de agree with Gulroid fer tradin' Kal'Alras off, hooever we did put a lot 'o work in tae oot, and resources, 'as 'ell as defendin' oot off from tae carpets. We also 'ave lost Gold'ands, an' fellow Kal'Alrasian citizens, and military in defendin' oot, an' raisin' oot from tae groond up, hooever with tae great feats, an' great achievement comes tae flaws. Nae tae speak ill against me kin, an' brothers, an' sisters but I dunnae think that tae clan Gold'and 'as wot oot takes tae lead, and run an' actual functionin' city. We did rebuild tae city, an' bring beck fellow Alrasians, hooever that soon died oot within tae first few years 'o openin' tae city beck up. I also saw tae that pooer somewhat increased, an' decreased amongst others 'o tae high rankin'. People sometimes argued who be tae real monarch, an' who be encharged, an' tae me oot seems that there be nae real monarch an' one tae lead people, only a group 'o people that 'ave tae same pooer. I also dunnae see a system 'o tradin', an' deliverin' 'appenin'. From wot I saw, tae farmers 'o Kal'Alras work fer nothin' rather than themselves. Nae one delivers tae wheat, an' bread from tae farms to tae Urguan Empire, an' oot piles up in stock chests at tae farms an' sits. Tae me tis be an unstable government 'o things. Knoo then.. when I speak ill 'o things, I like tae bring tae good 'o tae bad. Kal'Alras was a foothold, an' tae front lines 'o tae Orcish Wars. If we lose tae Kal'Alras, an' tae Orcs desides tae start up somethin' again, than we lost tae front lines 'o Kal'Alras, unless those who be takin' Kal'Alras decide tae de somethin' 'boot tae Orcish threat. I also like tae mention tae land 'o Kal'Alras. I knoo a lot 'o ye lads been speakin' 'boot tae land, an' hoo good oot be fer farmin, an' aye, oot be. Kal'Alras lands ur big enoogh tae supply an entire empire, an' possibly more. Trade can also be a big thing. With tae lands, we can trade goods with other nations, an' make double probably almost as much 'o tae minas than wot is bein' offered tae Gulroid fer Kal'Alras, hooever tis goes beck to tae unstable government, an' 'avin' jobs, an' fellow Alrasians dein' tis tae transport, an' produce tae goods. *Thoak eyes everyone in the meeting hall, and nods. He sits back down in his chair.* (I know this meeting was put on hold because of miscommunication, so I wasn't sure if we should post or not.)
-
Thoak passes by the notice board nearly missing the note, but then notices that there is something new on the board, and brings himself back to it. He eyes the note for a moment, and then begins to read it. After reading it, he mutters to himself, and looks about hoping there is no one near. "Hrmm... looks like we be goin' beck tae square one. I also wonder if tae meetin' Gulroid mentioned is goin' tae 'appen, an' tae biddy takin' ova' Kal'Alras." Thoak shakes his head in disbelief, and continues his way back to the Goldhand Keep.
-
After years of keeping himself occupied in the Goldhand Hold in Kal'Alras, Thoak emerges from the depths of his home, and squints his eyes as the sunlight shines on his face. At first he notices the distressed voices coming from the gate, and makes his way over toward the fountain, and gate. When he makes his way to the scene, he merely just watches, and runs his hands across the stone, and scratches his beard attempting to gather whatever information he can from the crowd of what happen in his absents.
-
This is a bit off topic, but the thing that really bothers be for the Dwarves, is that their accent is very similar to the Orcs. Usually Dwarves use a mix of Scottish, and Irish accents resulting in words like 'Nae, Dunnae, Ur, Tae, etc'. Right now I'm seeing a lot of Dwarves using accents that sound more like Orc grunts such as 'da, dem, nu, etc', and I don't mind the changing of accent, its new.. but when its gets to the point to where every Dwarf sounds like they are grunting like Orcs, and its hard to understand and just sounds like gibberish it can be a problem..
-
"Rubs beard" Wait.. those are my cannons that where pissed on! Thoak shall have fun smashing in some Orcish skulls, and adding Orcish Ivory to his collection..
-
(( The Dynamic map is abit out of date. The Gate is completely gone now, and the rubble from the Dwarves attack have been cleaned. All that stands now is Blundermore's tower. Also, would we know of the attack that is coming? We sorta knew when we captured the land that the Orcs would invade, and ICly there was someone that attacked our farmers, and threatened of an attack coming from the North, so would this give us the ability to set up some defences before the attack? ))
