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Thoak_Sludgefist

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About Thoak_Sludgefist

  • Rank
    Diamond Miner
  • Birthday 10/16/1998

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    Cindervein#1790
  • Minecraft Username
    Thoak
  • Email
    jharris4450@gmail.com

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  • Gender
    Male
  • Location
    Japan
  • Interests
    Website creation, marketing, & branding.

Character Profile

  • Character Name
    Thoak Goldhand
  • Character Race
    Dwarf

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  1. Thoak_Sludgefist

    The Halfling Protection Act

    Thoak scoffs "Wot kind 'o 'eresy tis be? Halflin's 'ur nae descendants 'o Urguan, or 'ur brothers."
  2. "Finally! Somethin' t'at isn't a call to war. Tis time to focus on tae prosperity of Kaz'Ulrah, an' continuin' tae traditions 'o tae Dwedmar."
  3. - Passing of the Coin - Depiction of the Coin - 1st of the Grand Harvest 1665 A rare blind dwed shuffled his way through the morning halls of Kal’Tarak. The empty morning roads made it easy for the old dwed to make his commute to wherever he needed to go without being disturbed by the curious or being misled by all the commotion the evening brings. However, there are some mornings that spawn dwed who wake earlier than most. Unfortunately this morning was one of those days that our blind dwed, Thoak, would be hassled by an unfamiliar voice, but unknowingly a close relative. On the stairs leading to the newly constructed academy, a voice of a beardling called out, “Hello up there! Who might you be?” The voice bounced off Thoak’s back like a rock, startling him. The old dwed turned around, facing the bottom of the stairs from where he heard the young dwed’s voice. Slightly angered by such a question, as our old dwed regards himself highly, holds back a bark as he soon reminds himself of his frequent long trips away from the city and how new dwed wouldn’t know of him. Before he could respond back, the young dwed let out a gasp as his eyed laid atop his armor, analyzing the intricacy of the armor, the crimson robes, and ornate necklace around his neck resting atop his white beard. The dwed bowed his head, knowing that he had interrupted somebody of some high standard. The young dwed raises his head and extends his hand out for a formal handshake, but Thoak doesn’t notice the gesture and ignores it. “The name is Thoak Goldhand. I am surprised you haven’t noticed me from the blindfold as I seem to be the only blind dwed in these lands.” The young dwed’s eyes widen as the name is spoken. Stammering his words, he manages to introduce himself as well “My name is Dwifar Goldhand. Clanfather of the Goldhands. I have heard so much about you! Are you back to reclaim the clergy? Are you back for your position as clanfather in the Goldhands? I am your great grandson! My father is your grandson Naztrak!” Thoak shakes his head in response to all of the questions. The two would converse for awhile in the streets as Thoak questions Dwifar about his position within the clan. Dwifar would confirm that he has taken the reigns of the clan as clanfather. “If you wish to claim the position as clanfather of the Goldhands, Dwifar, then you will be needing my coin to officially confirm that you are indeed the clanfather of the Goldhands.” The two find themselves within the clanhall of the Goldhands. Thoak slips two fingers into his pouch where he draws a beautifully engraved gold coin, studded with gemstones and runes of power etched all over. On the front of the coin would be an open hand while on the back, a sun rising above a green landscape. He holds it out in front of him for Dwifar to take. “Show this to the remaining clansmen. Make it known that I, your great grandfather gave it to you. Nobody shall question your sovereign claim to the position as clanfather. You now have the absolute power to do what you want with the clan.” A Third Person Account Written by, Thoak Goldhand 2nd Clanfather of the Goldhands 1st High Prelate of the Ar Yemarin Anaros, Clergy of Kaz’Ulrah and Kal’Tarak - A poster is hung outside of the Clanhall of the Goldhands and Palace of Kal’Tarak - “1st of the Grand Harvest 1665, let be known on this day, that Dwifar Goldhand has been officially made clanfather of Clan Goldhand. My last action as the official Clanfather will include the recalling of all Goldhands back to Kal’Tarak to help Dwifar in rebuilding the clan to its former glory. Any Goldhands who do not heed this call will bring great shame to Tungdil’s name. Secondly, any living being who is not a fellow dwedmar that claims to be a Goldhand or a ‘honorary member’ will have such titles and privileges stripped. No such thing has been made or passed by me in my time of being clanfather, and to anybody that had part in doing such a thing, did so without my consent or knowledge. Thirdly, I ask for every politcal entity in Kaz’Ulrah and beyond to recognize Dwifar as the official Clanfather of the Goldhands, and to defend his sovereign claim if ever needed." Signed, Thoak Goldhand 2nd Clanfather of the Goldhands 1st High Prelate of the Ar Yemarin Anaros, Clergy of Kaz’Ulrah and Kal’Tarak
  4. - Followers of Dungrimm - Ar Yemarin Anaros 1st of Deep Cold, 1664 - Dungrimm’s Folk - 13th of the Deep Cold, 1637 Contents 1. Introduction 1.1 Basic Understandings of Dungrimm 1.2 The Origination of Dungrimm 1.3 Relationship to the other Brathmordakin 2. Traditions 2.1 Beliefs & Rituals 2.2 Shrines & Consecrated Grounds 2.3 Burials & Rites 3. The Writings of a Prelate 3.1 A Good Sermon 3.2 Dispelling Heresy Chapter 1: Introduction The Basic Understandings of Dungrimm Within the Ar Yemarin Anaros, it is believed that Dungrimm, or the “Father of Battle”, is one of the many sons of Yemekar and Anebella. Dungrimm is one of the most venerated High Ancestor Lords among all dwedmar within Khaz’A’Dentrumm with the exception of Yemekar and Anebella, who are of course the most venerated by all dwedmar universal. When Dungrimm was created by Yemekar in the Eternal Forge, Yemekar breathed life into him like all the High Ancestor Lords, but also embedded into him the love and passion for war. When the world was young and Yemekar created the world within the Eternal Forge, Yemekar placed the High Ancestor Lords on the young world to protect it from corruption and evil. As our race grew, with the help of the High Ancestor Lords, Dungrimm led our people into battle with any imperfections or blemishes to the world that were not the intentions of Yemekar. When Dungrimm returned to Khaz’A’Dentrumm, Dungrimm was gifted the powers to control the outcomes of battle and wars associated with all dwedmar by Yemekar. It is believed that Dungrimm does not directly intervene in battles, but does influence all factors leading up to a battle. Only does Dungrimm intervene in battle to right hopeless odds against dwedmar, to balance treachery, and to aid the weak of all races against evil. As Dungrimm continued his blessings upon the battlefield, many dwedmar began the practice of worshipping him and giving thanks by dedicating places of worship to him. Many dwedmar who are warriors by profession prefer to make Dungrimm their patron deity to receive his blessings in battle. In our time, there has been several organizations and guilds dedicated to Dungrimm. One of the most prominent organizations is Dungrimm’s Folk who are comprised of elite warriors in the service of the clergy and the kingdom of Kaz’Ulrah. The Origination of Dungrimm Like forging a blade and working with metal, there is always impurities and imperfections that appear. The world Yemekar created was no different. Yemekar created Dungrimm with clay and embedded into him the passion of war and placed him on the world. Through war, Dungrimm was tasked to protect Yemekar’s creation, the dwedmar, and the world from the impurities brought forth as the world cooled and took shape. It is said that because of Dungrimm’s passion for war, those who share the same passion are more than likely descendants of Dungrimm from when he walked the world before ascending into Khaz’A’Dentrumm. Yemekar’s gift blessed Dungrimm with skills to be a masterful tactician, leader, and being one of the greatest fighter to ever walk in dwedmar history. Due to these traits, our early ancestors were able to expand greatly across the world. Dungrimm drew his armies from early settlements and cities of that time, and used those armies to carry out Yemekar’s Will by scouring the world in the depths and on the surface for eldritch horrors and flaws that spawned into this world. When Dungrimm and his armies fell, it is presumed that a great calamity followed and a battle of epic proportions that led to their demise. When Dungrimm fell, he ascended to the halls of Khaz’A’Dentrumm to join his father, Yemekar, and to watch over the Eternal Forge. Relationship Between the other Brathmordakin Dungrimm keeps a good relationship with all of the Brathmordakin with the exception of Khorvad. Despite Grimdugan’s distrustful nature, Dungrimm works the closest with him. This belief has been formulated based on the fact that greed is one of the most apparent causes of war and strife. When the idea of a war is first perceived by a dwed, it is Grimdugan who is the first to influence the idea of wealth that can be acquired from battle and claiming territory through simple clues or even taking on an appearance in the world. Dungrimm influences the planning and inspiration that is behind each battle in a way similar to Grimdugan to ensure success on the battlefield. It can be said that when a battle is lost, Grimdugan was the one to have more influence on the general or commander of the battle due to his irrational thinking and behaviour. Dungrimm also works very closely with his father, Yemekar. Fulfilling the purpose given to him by Yemekar, Dungrimm watches over the Eternal Forge looking for anything that may cause harm to the world and dwedmar. It is typical for Dungrimm to warn or influence dwed take action when something is amiss or danger is imminent, while also watching over battles to sway it in favor of the dwedmar when the odds are uneven against a foe. Khorvad is Dungrimm’s greatest enemy and most hated. The corrupted brother constantly reminds Dungrimm to be vigilant in his watch. Chapter 2: Traditions Beliefs & Rituals Many of the rituals associated with Dungrimm involve the battlefield and the dead. With war brings death, so it is one of the many duties of Dungrimm to guide spirits of dwed out of the Eternal Forge and into Khaz’A’Dentrumm. Many Dwedmar now prefer to be buried in a stylistic way associated with their patron High Ancestor Lord, but Dungrimm guides all regardless of preference. For the sake of this book, we will focus on the customs associated with Dungrimm. With Dungrimm being heavily influential on the battlefield, it is accustomed to find ways in appeasing Dungrimm by hunting great monsters and slaying things that threaten dwedmar worldwide. Equally, hard training and honing fighting skills for the coming battle is another way to appease Dungrimm and be given his blessing. Many followers of Dungrims, priests, and prelates give sermons before a battle asking for Dungrimm to sway the battle in their favor. They are also expected to follow fighters into battle and fight while also chanting and singing ballads of war, death, and Dungrimm. Some prelates are even known for giving entire sermons while in the thick of battle, their boisterous voice booming over the noise of battle for all to hear. Temples, Shrines & Consecrated Ground Shrines and Temples dedicated to Dungrimm can mostly be found where old battles occurred or nearby. To appease the spirits of dwed fallen in battle, it is up to the Order of Valor, Clergy of Dungrimm, to plan, fund, and erect a shrine or temple where that battle took place. Due to the scale of these battles and the amount of death involved, it is preferred to put the dead in the crypts of these temples. Each temple should be built up from stone, and carved beautifully. These temples should not be opulent with gold and gems and should follow a mute color scheme. Each temple should be built with a crypt underneath, and built into the face of a hill or mountain. If there is no such geographical feature, then the temple must be built out in the open. Shrines dedicated to Dungrimm should serve as a waystone for lost spirits. Each shrine should lead to a temple. If a temple cannot be erected on a battlefield due to an ongoing war, then a shrine must be built nearby to accommodate the stated above. After a temple or shrine has been built, the ground must be consecrated by the acting prelate. If the ground is not consecrated or cannot be consecrated for any reason, the temple must be deconstructed and rebuilt where the ground can be consecrated with Dungrimm’s blessings. In the case that a temple or shrine is defiled by thieves and the like, the Order of Valor must investigate and exact revenge on those who defiled the temple. It is common for the Order to call upon the help of Dungrimm’s Folk to dispatch justice. It is noted that if battlefields where dwedmar have died do not receive such care as stated above, the area will become extremely dangerous with specters and ghosts of dwedmar. In such a case where the dead cannot be put to rest immediately and the area is too dangerous to construct a temple, the Order may call upon Dungrimm’s Folk to clear and exorcise the spirits that haunt the land. Burial & Rites When the unfortunate event happens of a dwed passing away or dying in battle, it is imperative to give that dwed a proper burial. If a proper burial is not given, the spirit of that dwed will be restless and never leave this world regardless of how strong Dungrimm’s guidance may be until the remains are put to rest. For dwed who are followers of Dungrimm, it is preferred for the body to be dressed in masterful armor. This armor must be made from a dark material, and protection runes etched where possible. The armor cannot be too brilliant or flashy. A great helmet shall be placed on the head that is made in a similar fashion as the armor, but a iron face plate shall cover the face of the dwed. The hands of the dwed should be brought together and be rested upon his or her chest. In their hand should be their preferred weapon and a holy relic to Dungrimm. In most cases this is a talisman or prayer bead. Once the preparation of the body is finished, it must be hoisted up onto a ornate darkstone slab. Before the procession, four of the closest friends or family members must gather. Out of respect, their clothes should be dark in color like that of their deceased friend or relative. They too should also wear a silver expressionless mask. When the procession begins, they will carry the slab through the city with priests and Prelate following until they reach the temple of Dungrimm. Assuming that the temple is equipped with a crypt available with space, they will carry the slab to its designated resting spot where the final blessings will be received by the priests. All friends and relatives who feel grieve for the loss of a loved one or friend should wear the silver mask in public until their grief subsides. In the case where a king or high political figure dies, the mask should be worn for several weeks up to a month out of respect. Chapter 3: The Writings of a Prelate A Good Sermon “Gather all of you sons and daughters of Dungrimm and the High Ancestor Lords and Yemekar and Anebella for what I have to say! As we march into battle, our days on this world are numbered! With each battle you grow closer and closer to Khaz’A’Dentrumm, but do not think your death will be in vane Your spirit will leave this world knowing that you died honorably protecting your kingdom, your wife, son and daughter, and most importantly the values and traditions you uphold! Your spirit will not be damned like that of the other races! Your spirit will not be chained to this world. Dungrimm will guide you home! We sons and daughters of Dungrimm and the High Ancestor Lords have been blessed and the battle already sways in our favor as we march, but this blessing does not mean we should relent for if we fail the High Ancestor Lords, our spirits will be damned, a eternity of suffering shall await us as our lost spirit roams the battlefield! Check your kit and lock your shields. The reckoning draws near and may Dungrimm be witness to the glory that is about to happen!” - Unknown, Prelate of Dungrimm Dispelling Heresy Many moons ago, heresy gripped our people as the Kingdom of Urguan grew in decadence. The idea that Dungrimm was the moon took root due to a Prophet of Urguan’s clergy. This claim cannot be fact based on our past teachings prior to when this idea was presented. It is known that the world was forged by Yemekar in the Eternal Forge. The world is situated in the great forge resting on a bluesteel disc. As the forge heats up and Yemekar continues his work, day arrives. The top of the forge is what we call the sun. When night befalls upon us, Yemekar retires for the day, the forge cools down, and the walls of the forge become dark. What we call the moon is again, the top of the forge. If the moon and the sun act as the top of the forge, how can Dungrimm be what we call the moon? It has also been said that Khaz’A’Dentrumm is the moon and all spirits go there. How can this be when Khaz’A’Dentrumm is outside of the Eternal Forge? It has also been said at times that Dungrimm is more powerful than Yemekar, but this cannot be because Yemekar is the creator of Khaz’A’Dentrumm, the Eternal Forge, Dungrimm, the High Ancestor Lords, the world, and us. A son cannot be more powerful than a father. There has also been times where dwedmar would only worship Dungrimm and completely disregard Yemekar, calling Dungrimm the sole patron of all dwed. Again, this cannot be as stated above in the previous argument. Written & Compiled by Thoak Goldhand, First High Prelate of the Ar Yemarin Anaros Clergy of Kaz'Ulrah and Kal'Tarak Servant of the Brathmordakin
  5. Thoak_Sludgefist

    Government of the Deep-Realm of Kaz’Ulrah

    Yes.
  6. Thoak_Sludgefist

    Government of the Deep-Realm of Kaz’Ulrah

    -Removed. Will be reposted as a separate post later-
  7. Thoak_Sludgefist

    The Goldhand Clan

    = A notice is posted within the Clanhall of the Goldhands in Kal'Tarak = "To all kinsmen, It is I, Thoak. I have returned shortly after a long absence. It has come to my attention that the position of clanfather has become a revolving door due to how burdensome it can be. To ensure that the clan remains stable, and that there is leadership within the clan, I propose a new system of leadership. The new position should go as followed: The role of clanfather should be split up into three positions with three separate people. These positions will all have the same power, and be equal. These positions shall be named 'clanlord' and will take over the position of clanfather. These Clanlords should be the acting leadership within the clan, and shall come together to vote and make decisions for the future of the clan. The eldest of the clanlords will be given a two votes instead of the normal one, giving him the ability to resolve any ties or disputes between the clanlords. In the absence of a clanlord, the two remaining clanlords shall take on his position. If this absent clanlord is gone for more than two stone weeks, the entirety of the clan shall convene to vote for a replacement clanlord to take the place of the clanlord who is absent. This will be a fix to the current dilemma of the position of clanfather being too burdensome for most. The power shall be shared relieving the stress off of one shoulder. Please feel free to write your opinions below this notice." Signed, Thoak Goldhand Elder of Clan Goldhand
  8. Thoak_Sludgefist

    The Goldhand Clan

    Approved Welcome to clan Goldhand!
  9. Thoak_Sludgefist

    The Upcoming Capital of Kaz'Ulrah

    "Kal'Dormir."
  10. Ar Yemarin Anaros “Clergy of the Holy Truth” “Yemekar is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwedmar in the traditions laid down by the The Maker. Honor your clan leaders as you honor Yemekar.” -From the Dogma of Yemekar The Ar Yemarin Anaros is a clergy of the Brathmordakin operating within the kingdom of Kaz’Ulrah. The clergy was established by first High Prelate Thoak Goldhand in response to the Kirkja Dverga of Urguan not recognizing the rift, and issues among the dwedmar during the Frostbeard’s separation from Urguan. The sole purpose of the Ar Yemarin Anaros is to protect, and defend the original traditions and values of the dwedmar. The clergy claims to not have a prophet nor a speaker of the Brathmordakin claiming that such a thing is nonsense, and always leads to corruption later on. This practice is deemed unethical, and the wrong way to interpret the Brathmordakin. Instead, they believe in the idea incorporating prayer, and worship through craftsmanship, trade, and everyday works so stated in the Dogma of Yemekar. If such an idea is upheld, then the traditions of old will never be forgotten, and passed down from generation to generation. Due to the common occurrence of traditions being contorted through misconceptions, the Prelates of the Brathmordakin are responsible for leading, and ensuring that their respectable clergy does not succumb to chaos, and heresy. Hierarchy of the Church High Prelate: Responsible for the well being of all clergies, he must oversee all affairs of the dwarven church, and any missionary work done within the residing kingdom. The High Prelate must ensure his Prelates are on the correct path in accordance to the traditions laid out by the Brathmordakin in leading their respectable clergy. Prelate: Responsible for their own clergy under their patron High Ancestor Lord, the Prelate is the head of their clergy underneath the High Prelate. It is up to the Prelate to ordain their ministers, and maintain their Clergy to the best of their ability. When a Minister has done legendary works within the Clergy, the High Prelate himself will determine if they are worthy of ascending to a Prelate position or not. Minster: Second to the Prelate. This role within the Clergy is responsible for leading the Clergy in prayer, holy rites, and presiding over oaths to make them official. It is at this time that those who are deemed knowledgeable in the ancestral truths, and have shown absolute reverence to the Brathmordakin are picked, and given this position. Deacon: One who has studied the Brathmordakin long enough to know the proper procedures in prayer. These ones are those who have studied enough to help serve the minister in holy rites, and prayer. It is during this time in the Clergy that these many will observe, and take a hands-on approach in their studies. Preacher: Any Dwedmar who professes their faith for the Brathmordakin, and has the will to spread the ancestral truths of the Clergy. Upon entering the Clergy, one must don the holy vestments of their patron High Ancestor Lord, serve the Brathmordakin, and participate in holy rites, and festivals directed by the Prelate. The High Ancestor Lords, The Brathmordakin “Dwedmar on High” These are the High Ancestor Lords of our people that preside over the halls of Khaz’A’Dentrumm and our people. They were the first sons, and daughter of Yemekar and Anbella that populated the deep caverns, and the mountains. It is every dwedmar’s duty to emulate these High Ancestor Lords through action, craft, word, and to ensure that what they left us with is not altered or forgotten. The Powers of Khaz’A’Dentrumm ~=~ Yemekar, "The Maker" ~=~ Token: Anvil & Flame Alignment: Lawful Good Creator Portfolio: Creation, balance, leader, smithing, protection, metalwork, stonework, fire Clergy: The Order of Stone - Priest(s) of Stone Yemekar is the creator god of the dwedmar race and leader of the Brathmordakin. He is said to have created all dwedmar, forging them from metals and gems in the fires that lie at the "heart of the world," and breathing life-the first dwedmar souls-into the cooling forms. All dwedmar appease Yemekar, even if they do not wholeheartedly support him. Good dwedmar support and work openly to serve the Forge-Father, even if they also worship another High Ancestor Lord. His name is invoked by dwedmar involved in smithwork or craftsmanship of any sort, and they give him homage by doing their best work and seeking to emulate his stonework and craftsmanship. Yemekar is said to inspire dwarven inventions and seeks constantly to improve the race-increasing dwarven good nature, intelligence, and ability to exist in harmony with other living things. At the same time, he battles the pride and isolationist tendencies that occur naturally in his elite creations. It is said that in appearance Yemekar is very much like his creation, the dwedmar, in essence that his face is roughened by the heat of a Eternal Forge, and his face adorned with a grand black coarse beard braided with gems of various color that stretches down to his belt. ~=~ Anbella, "Hearth Mother" ~=~ Token: Two Silver Rings Alignment: Lawful Good Matriarch Portfolio: Safety, honesty, home, healing, marriage, family, fertility, records, oaths, water, nature, peace Clergy: The Order of the Hearth - Priest(s) of the Hearth The mother to all dwedmar, and the bride of Yemekar. She dwells with him at the Eternal Forge within the halls of Khaz’A’Dentruum. The Revered Mother is the defender and protector of the home - not a passive homebody. She is seen as the patron of marriage and love, and her name is often invoked in small home rituals for protection against thieves and duplicity. Anbella is also the goddess of healing. Good dwedmar who value their families, clans, and the common strength and security of dwarven society revere her for her caring and loving service to the entire race. All dwedmar of any alignment who seek a safe refuge or who want their loved ones or relatives kept safe offer her appeasement as well. Although Anbella’s avatar is rarely seen in the Realms, the Revered Mother works ceaselessly to preserve and protect dwarven culture and civilization. Her favorite techniques involve manifesting her powers in dwarven mortals on occasions crucial to the survival of a clan, people, or lore records. She does so either to guide and empower them to protective feats of arms or to lead them to the discovery of forgotten records, facts, and truths. ~=~ Dungrimm, "Guardian of The Dead" ~=~ Token: An Iron Mask Alignment: Lawful Good High Ancestor Lord Portfolio: Battle, valor, bravery, honor, defense, the dead Clergy: The Order of Valor - Priest(s) of Valor Dungrimm is the Father of Battle. All dwedmar who must fight, especially dwedmar who are warriors by profession, worship Dungrimm, their patron and exultant leader in war. Dungrimm watches over the battle-skills and performances of dwedmar from his home in Khaz’A’Dentrumm. He encourages valor in battle, weapon-mastery and training, and wisdom in war, and most often manifests his powers to further these aims. Dungrimm is concerned with war as a way of life and is very different from Yemekar in this respect. Dungrimm maintains good relations with the other members of the Brathmordakin, with the notable exceptions of Khorvad and the Ironborn deities. He works closely with Yemekar, and Grimdugan. Dungrimm is a resolute warrior who never backs down from danger and who refuses to surrender even when all seems lost. He is a strict and ethical deity who brooks no treachery or deceit and who never negotiates or compromises. Triumph must be obtained through valor and bravery, and Dungrimm is swift to humble and humiliate any who overcome by cowardly or deceitful means. The Father of Battle is known for often snatching victory from the narrowest of margins in battle. Dungrimm uses his magic only to influence events indirectly, never in battle. He only resorts to influencing a battle when the very existence of his avatar in the Realms is threatened. He always prefers force of arms to spells. Dungrimm is merry in battle, roaring appreciation of shrewd strategies, bravery, and feats of skill even when such are directed against him. He often sings (both stirring battle-ballads and taunting little ditties to unnerve enemies) in the midst of a fight, and dwedmar have learned to listen for hints, cues, and warnings in his lyrics. He is a master at turning the tables on enemy armies by anticipating their movements on the battlefield and singing directions to dwedmar fighting with him. Like most dwedmar, Dungrimm admires most those who help themselves. He typically appears at a battle only to right hopeless odds against dwedmar, to balance treachery and punish the treasonous, and to aid the weak of all races against evil. ~=~ Belka, "Lady of Passion" ~=~ Token: A Lightning Bolt Alignment: Chaotic Good High Ancestor Lord Portfolio: Love, romance, youth, dancing, courtship, explorers, travellers, seduction, lightning Clergy: The Order of Mercy - Priest(s) of Mercy Belka the Merciful is widely known as the dwedmar goddess of healing and mercy. Dwedmar wounded in battle are often healed in her name. Sick dwedmar, dwedmar healers, midwives, physics, and lovers pray to the Lady of Life. However, her aspect kept secret from non-dwedmar is her most important modern role: her patronage of romantic love, courtship, and fertility. Dwedmar of all alignments and races who are courting appease her, as do those who sentence others in the cause of justice. When dwedmar dance, they pray to Belka to guide their feet, for she is said to be the greatest dancer the dwedmar have ever known. Belka is on excellent terms with most of the other members of the Brathmordakin. She has forged working relationships with those whose principles she abhors-Grimdugan, Khorvad, and Iblees- to facilitate her efforts for the benefit of the dwedmar race. The Lady of Life has served as an emissary between Khorvad of the Ironborn and Yemekar on the rare occasions they must communicate. Belka has little tolerance for hatreds or rivalries that interfere with her efforts to dispense healing and mercy to the wounded and distressed. Belka is invariably warm and caring with a kind word for all, both mortal and divine. She is given to shouts of joy, impromptu dances, and gales of uncontrollable laughter. The Lady of Life is an inveterate match-maker and true romantic who seeks to conjoin star-crossed lovers no matter what the odds. More than one favored dwedmar bachelor or maiden has been swept up in a series of whirlwind affairs, thanks to the unceasing efforts of the Shining Dancer to provide the perfect mate. ~=~ Ogradhad, "The Lore Master" ~=~ Token: An Open Book Alignment: Neutral High Ancestor Lord Portfolio: Scholarship, invention, discovery, knowledge, magic Clergy: The Order of Knowledge - Priest(s) of Knowledge Ogradhad is the patron of dwarven scholars and the embodiment of the chaotic and exploratory spirit that consumes some of the Stout Folk. He is venerated by dwedmar of whom are scholars, inventors, engineers, tinkers, and fiddlers. His worshipers are consumed with the acquiring of knowledge simply for its own sake rather than for any practical purpose. Whereas Yemekar draws smiths and other craftsfolk to his forge, Ogradhad attracts those free-thinkers who want to create something truly new, not a variation on an old theme. Ogradhad is thought to be a child of Yemekar- a chaotic element split off from his father's stern lawfulness and nurtured by the favor of his mother Anbella. In fact the Forge-Father relates well to Ogradhad's creative and explorative instincts, but the Wandering Tinker often drifts away from projects before they are completed and usually before he has found a use for the knowledge he has gathered - a trait that irritates Yemekar to no end. Ogradhad is always getting himself enmeshed in one exploit or another. The Wandering Tinker is tolerated by the lawful members of the High Ancestor Lords because his inventions and innovations have proven to have had beneficial aspects. ~=~ Armakak, "Merchant Father" ~=~ Token: A Gold Coin Alignment: Neutral High Ancestor Lord Portfolio: Wealth, luck, chance, negotiation, merchants, cleverness, the sun Clergy: The Order of Trade - Priest(s) of Trade Armakak the Master Merchant, is the patron of dwedmar merchants and the most non-evil dwedmar thieves. A schemer and a rogue, Armakak is venerated by dwedmar of any neutral alignment engaged in commerce and concerned with wealth. Armakak is sometimes called the Trickster, though not by dwedmar who worship him, and the Laughing Dwed, though a dwedmar would never use such a term. Armakak is on good terms with most members of the Brathmordakin, having forged a particularly close relationship with Ogradhad. The Master Merchant even maintains an uneasy truce with Grimdugan, the Great Master of Greed. Armakak trades with a great number of other mortals and powers, and as a result, he has forged solid relationships with a wide range of beings, far more than the other, relatively insular, members of the Brathmordakin. ~=~ Grimdugan, "Lord of Avarice" ~=~ Token: Obsidian Dagger Alignment: Chaotic Neutral High Ancestor Lord Portfolio: Greed, money, merchant, thieves, shadows, marauders Clergy: The Order of Greed - Priest(s) of Greed Grimdugan, the Avaricious is the High Ancestor Lord of greed, venerated by most evil dwedmar and nearly all evil dwedmar thieves. He represents the worst aspect and major weakness of dwedmar character. Many dwedmar and even non-dwed consumed with treasure lust and greed, or those who seek to steal valuables, make offerings to him. Grimdugan is squat and hunched, despite his height. He seems to slither and sidle along as he walks, never making much noise but often rubbing his hands together. If carrying gems or gold, he often caresses these in a continuous, unconscious, overwhelmingly sensuous manner. At times, this has made ignorant folk attack him, overcome by lust to gain the treasure he holds. The Great Master is said to have burning yellow-green eyes (blazing yellow when eager for treasure or when pouncing upon it, hooded and green while scheming or when thwarted). He has a sharp hooked nose like a giant eagle's beak and always dresses in leather armor and furs, both fashioned from the skins of creatures who have opposed him and died to regret it. He is said to have a harsh, husky, wheedling voice and a quick temper, hissing and spitting when angry. Grimdugan is governed by his insatiable lust for treasure, especially gold, and is treacherous in his dealings with dwedmar. He roams many worlds, including the Realms, in avatar form in search of treasure. Grimdugan uses any means, no matter how evil, to further his ends, which typically involve the acquisition of wealth. Should the Great Master of Greed see treasure worth more than 1,000 mina or any magical item, he is attracted to steal it outright or slay the owner and then take it anyway. If frustrated in an attempt to steal an item, Abbathor tries to destroy it so as not to he tortured by the memory of his failure. Exiled Powers ~=~ Khorvad, “The Exile” ~=~ Token: Shackles Alignment: Chaotic Evil Banished Power Portfolio: Subterfuge, Deceit, Oathbreaking, Arrogance, Usurpers Clergy: Clergy of Betrayal - Priest(s) of Betrayal Khorvad is the patron of the Ironborn, or gray dwarves, a malevolent breed of dwarves who dwell in the dark reaches of the world and who withdrew from the rest of dwarven society long ago along with their god after their empire was overthrown. The Exile is venerated by most gray dwarves as the protector of the race who defends them from the countless other creatures of the dark who wish to enslave them and seize their tunnels, mines, and crafts. Ironborn craftsmen, particularly those who seek to create magical weapons, pay particular homage to Khorvad. Khorvad has long been estranged from the other members of the Brathmordakin, and he regards them as lazy, indolent, and feckless. The reasons behind the Gray Protector's exile vary according to the perspective of the speaker: The Brathmordakin, as well as most cave and mountain dwarves, hold that Khorvad was banished by Yemekar for his crimes in spawning Iblees from his blood, while Khorvad, as well as most gray dwarves, asserts that he took a stand on principle against the other High Ancestor Lords, and that his exile is self-imposed. The Exile particularly loathes Yemekar, his nominal superior, and the personal animosity between the two accounts for much of Yemekar’s enmity against the rest of the High Ancestor Lords. Khorvad is habitually grim, gloomy, and joyless. The Exile's nature is certainly evilly inclined, but much of this is the evil of a being turned in on itself and bitter at what he sees as being unvalued and rejected by the other Brathmordakin powers. Khorvad is supremely lawful, unbending and harsh, and he demands constant toil under harsh conditions from the Ironborn, and those subjugated beneath them. He does reward hard work by teaching the Grafting of magical items (especially weapons) and by extending his protection. The Exile sends an avatar to defend a hardworking and oppressed Ironborn community by use of protective and warding magic, rarely entering into open battle
  11. Thoak_Sludgefist

    The Goldhand Clan

    -A letter is posted in the Clanhall of the Goldhands within Kaz'Ulrah- "To All Kin, Ogdan, due to his valiant efforts, and working feverishly for the betterment of our Clan, shall be raised to the position of clan Elder. May he accept this new title with pride, and continue his great mission until the day he dies. Thoak Goldhand, Clanfather of the Goldhands"
  12. Thoak_Sludgefist

    The Goldhand Clan

    Approved Welcome to clan Goldhand!
  13. -The official seal of the clergy- -The Second Holy Mandate- Ar Yemarin Anaros -Clergy of the Holy Truth- 1st of Snow’s Maiden, 1638 -Kingdom of Kaz’Ulrah- Reign of first High King Verthaik II Frostbeard This is the second Holy Mandate issued from the Holy Forge of Yemekar within the capital city of Kaz’Ulrah in Jornheim written and rectified by High Prelate Thoak of Clan Goldhand. All mandates shall be adhered by devout followers of the faith, and those within the Ar Yemarin Anaros. By order of the High Prelate of the Brathmordakin, by the will and assent of the Ar Yemarin Anaros, is the hero known now and forever as Torvin the Dragon, of Clan Blackaxe, declared to be enlightened by the wisdom of the Divine, blessed by the will of the Ancestors, and Chosen by Dungrimm, the Guardian of the Dead. In light of his virtuous deeds, holy purpose, and miraculous power, Torvin Blackaxe is hereby declared to be a hero of the Dwedmar. Furthermore, by order of the High Prelate of the Brathmordakin, by the will and assent of the Ar Yemarin Anaros, is the heroes known now and forever as Morug of the Brathmordakin, of Clan Goldhand, and Gorum the Generous, of Clan Frostbeard, declared to be enlightened by the wisdom of the Divine, blessed by the will of the Ancestors, and Guided by Yemekar the Forgefather. In light of their virtuous deeds, and holy purpose, Morug of the Brathmordakin, and Gorum the Generous are hereby declared to be a heroes of the Dwedmar. In the coming days, more shall be posted about these heroes and the reasoning behind their ascension. NARVAK OZ BRATHMORDAKIN Signed, Thoak Goldhand High Prelate of the Brathmordakin High Prelate of Kaz’Ulrah Clanlord of Clan Goldhand
  14. -The official seal of the clergy- -The First Holy Mandate- Ar Yemarin Anaros -Clergy of the Holy Truth- 13th of the Deep Cold, 1637 -Kingdom of Kaz’Ulrah- Reign of first High King Verthaik II Frostbeard This is the first Holy Mandate from the Holy Forge of Yemekar within the capital city of Kaz’Ulrah in Jornheim written and rectified by High Prelate Thoak of Clan Goldhand. All mandates shall be adhered by devout followers of the faith, and those within the Ar Yemarin Anaros. On the matter of the Kirkja Dverga, and Urguan As foreseen by the High Prelate of the Brathmordakin, the once grand Kingdom of Urguan has fallen. The once a mighty bastion to all Dwedmar, before being reduced to a den of decadence, heresy, and stagnation, has been smitten by the Brathmordakin, Dungrimm, and the legions he has summoned. It is encouraged for all fellow Dwedmar to stay away from those who wish to undo the Brathmordakin’s divine Will by attempting to reconstruct the fallen kingdom. Those wishing to reconstruct the kingdom will more than likely face Dungrimm's wrath similarly to those who walked in the path of Khorvad within Urguan. The clergy of Urguan known as the Kirkja Dverga will no longer be recognized as an official clergy within Kaz’Ulrah or the Ar Yemarin Anaros due to nobody taking up leadership. The heresy they have brought upon our people shall no longer fester, and be brought to an end. Those who were formerly apart of the Kirkja Dverga are welcomed by the Ar Yemarin Anaros after realigning themselves with the true Brathmordakin. All Paragons that were elected by the Kirkja Dverga shall be adopted by the Ar Yemarin Anaros. All heroes elected by the Kirkja Dverga will be abolished and not recognized. A new list of heroes shall be written, and will replace the heroes of Urguan. On the matter of Yemekar's Balance The philosophy of Yemekar's Balance will not be acknowledged or adopted by the Ar Yemarin Anaros. This philosophical idea was created by an Oren apologist who only wanted to return power back to Oren after being conquered by Paragon Thorin Grandaxe of Urguan during our time on Anthos. This idea was never followed by our ancestors, and was formulated by corruption within the Kirkja Dverga. Not only is this a product of corruption and lethargy within the Kirkja Dverga, but something that has always been inconsistent, and only used as a political instrument when attempting to justify things that are clearly -AGAINST- the will of the Brathmordakin. NARVAK OZ BRATHMORDAKIN Signed, Thoak Goldhand High Prelate of the Brathmordakin High Prelate of Kaz'Ulrah Clanlord of Clan Goldhand
  15. Thoak_Sludgefist

    The Goldhand Clan

    Approved Welcome to clan Goldhand!
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