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About Thoak_Sludgefist

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    Diamond Miner
  • Birthday 10/16/1998

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    Thoak Goldhand
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  1. Thoak_Sludgefist

    The Ways of Old

    -A finely crafted letter arrives at the self proclaimed Clanfather’s holdings in Kal’Orb- -The official seal of the Ar Yemarin Anaros- Ar Yemarin Anaros -Clergy of the Holy Truth- 16th of Sun’s Smile, 1676 -Kingdom of Kaz’Ulrah- Reign of High Queen Koralon Onyxheart To Azkel ‘Frostbeard’, the Self-Proclaimed, Your ancestors, the Ancestor Lords, and Yemekar frown upon your selfish decision and desires. You speak of the dwedmar being fractured, but your actions greatly counter what you say. By your attempt in claiming such a position as clanfather of the Frostbeards, you further add to this fictitious fracture you've made up in your head. Without honor, you attempt to break apart your clan and splinter it by casting aside your family, and selfishly attempt to take a position you have no right to. Selfishly you focus on your own agenda with complete disregard to what your clan and family wants. Selfishly you throw yourself against a fruitless effort that will never come to fruition, funded by honorless dwedmar influenced by the forces of Khorvad, who only care about the hoarding of powers and riches for themselves, and not for the advancement of the dwed-race as so commanded by Yemekar. Those same ‘dwedmar’ who were defeated years ago when Urguan fell to decadence and stagnation. If you are truly a Remembrancer of the dwedmar, you would see the errors of late Urguan and logically draw upon the conclusion of who the real enemy is of the dwed-race. Since the fall of Urguan, the dwed-race as a whole has improved greatly with the advancements both politically, philosophically, and technologically. The blood of kin has yet to be spilled since, and our holds have flourished independently throughout the land. It is you and your kind that wish for a reckoning within by reviving something that has brought only stagnation and ruination upon our kin. Although the Clergy has no influence or power over the clans, we strongly advise that you give up this futile attempt and your weak claim to power, and make amends with your family and ancestors. Within the Clergy, your claim will be nullified and have no bearing within matters involving the Ar Yemarin Anaros or the Brathmordakin. Narvak Oz Brathmordakin Signed, Nerak Frostbeard High Prelate of the Brathmordakin High Prelate of Kaz’Ulrah High Prelate of the Ar Yemarin Anaros Thoak Goldhand Servant of the Brathmordakin First High Prelate of the Brathmordakin First High Prelate of the Ar Yemarin Anaros
  2. Thoak_Sludgefist

    Medvekoma's Lore Master Application

    Considering I am an old member of the dwarf community since Aegis, I feel like I should throw in my two cents despite my inactivity in-game (irl ventures). I only know Med through interactions on Discord and seeing his work on the forums. I truly believe that Med is a great fit for the LM position, especially when it comes to dwarven lore and smithing. To be quite honest, I find Med being the only one on LOTC passionate about dwarven lore by showing countless attempts to either recover or rewrite existing lore to make sense logically or chronologically. I also find him being the only one who is seriously trying to push unique and interesting ideas into the dwarven community to break a more than several year long stagnation of generally boring roleplay. All of his past lore proposals are well written, formatted, and conform to any rules laid out beforehand. His work is the same quality as existing LM members if not better, so in my books, he is more than qualified for the position, putting all bias aside. For those that are coming onto this application and whining about past grievances, trying to protect past lore, or generally upset because of events that happened in the past. Grow up. You aren't contributing at all to the betterment of the community with your bitterness. Completely bashing and denouncing someone because they don't agree with your own view, or that you are just on some sort of bandwagon is a surefire way to further deteriorate the state of things on here. To claim that there is a split within the dwarven community, then refuse to allow somebody who can mend the split to help out is simply a hypocrite, thinking illogically in any sense, and is just showing that their true intentions aren't for the betterment of lore or community, but protecting their own ego and lore that is typically tied to their character.
  3. Thoak_Sludgefist

    Ar Yemarin Anaros - Followers of Yemekar

    - Prelates of Yemekar - Ar Yemarin Anaros 1st of Sun's Smile, 1674 - A Depiction of Yemekar - As assumed by the High Prelates of the Ar Yemarin Anaros Contents 1. Introduction 1.1 Basic Understandings of Yemekar 1.2 The Origination of Yemekar 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 (WIP) 3.1 A Sermon 3.2 Common Misinterpretations & Heresy Chapter 1: Introduction Understandings of Yemekar Within the Ar Yemarin Anaros, Yemekar is recognized as the creator of all Dwedmar, and the most revered among the High Ancestor Lords (Brathmordakin). It is believed that Yemekar created and resides in the Halls of Khaz’A’Dentrumm among his children, and Anbella, his wife who helped inspire Yemekar when he created the world. Within the Halls of Khaz’A’Dentrumm, there is a great forge called the ‘Eternal Forge’ where our world rests. Yemekar created our world within the Eternal Forge and placed the High Ancestor Lords deep inside the earth to populate and lead the dwed-race far and wide. It is believed that Yemekar created the dwedmar to closely resemble himself. Because of this thought, it is assumed that Yemekar’s appearance is that of a perfect dwed with great black flowing hair and a great long beard that is braided and runs down past the waistline. Yemekar is praised and worshipped by all dwed universal, and is the most revered among the High Ancestor Lords within the Ar Yemarin Anaros. It is expected by all dwed to work and follow the path of Yemekar regardless of their preferred patron High Ancestor Lord. Many followers of Yemekar follow his dogma closely. Followers of Yemekar are those dwed who are driven to expand dwedmar influence within the world, and discover innovations to advance the race as a whole. Dwedmar who follow Yemekar are commonly nobles, kings, or dwed in high standing that have direct influence on the day to day activities of a hold. The worship of Yemekar is unlike that of the other Brathmordakin. Typically, worship of Yemekar takes place at all times throughout the day through work, and daily activities. It is said that the most masterful crafts and work come from dwed who have the greatest connection to Yemekar during prayer and work. The Origination of Yemekar The Origination of Yemekar is mostly unknown. What is known, is that Yemekar created the Halls of Khaz’A’Dentrumm in a realm beyond the Eternal Forge. The Halls of Khaz’A’Dentrumm can only be imagined as something similar to the grand halls of our ancestors, but much greater. Although no living dwed has seen the Halls of Khaz’A’Dentrumm, it should be assumed that the architecture of these halls is so complex and grand that they cannot be replicated by even the greatest of architects in our time. Those that maintain these halls are the High Ancestor Lords, and our ancestors that have passed. The Eternal Forge itself is an anomaly that cannot be explained and is assumed that Yemekar is the only one who can properly contain its power and operate it without adding further corruption to the world. Relationship to the Other Brathmordakin Yemekar is seen as the supreme ruler of Khaz’A’Dentrumm, father of the High Ancestor Lords, and all dwedmar. Every High Ancestor Lord with the exception of Khorvad is subservient to Yemekar and follows his demands. As stated before, Anbella is the wife of Yemekar and the inspiration that led to all of the beautiful things that rest on the surface of the world. Yemekar shares equal relationships with all of the High Ancestor Lords, treating all of his sons and daughter the same. Yemekar even shows sympathy for Khorvad, but still shuns him greatly for his grand betrayal. When the High Ancestor Lords are at odds with each other, it is Yemekar who intervenes and acts as the neutral mediator to settle disputes within the realm. Chapter 2: Traditions Beliefs & Rituals The Clergy of Yemekar and the Order of Stone is the largest leading clergy within the Ar Yemarin Anaros. Many dwed holds and villages contain temples dedicated to Yemekar. In the past, temples dedicated to Yemekar would be situated among smaller shrines to the various Ancestor Lords within the same hall. Many professional blacksmiths, craftsmen, and architects worship Yemekar with reverence due to his association with crafting, and creation. It is believed that when a master craftsmen begins work, they commune with Yemekar. Those that have the strongest connection with Yemekar would produce the greatest quality of works. It is not uncommon for dwed to be completely overcome by their prayers that they become obsessed and almost fanatic in completing their works. In the past, there are many stories detailing blacksmiths and crafters locking themselves away in their crafting quarters, not being seen for months, only to come out with a longer beard and a product of legendary proportions. Yemekar’s influence does not only affect the realm of crafting, but also that of inspiration and innovation. Many inventors, writers, and teachers draw in inspiration from Yemekar when trying to think of blueprints, stories, and lectures. It should be noted that although many followers of Yemekar come out successful in their works, those that do not typically fall into absolute mania and depression, being stuck in a fanatical trance. The most sacred rituals of Yemekar are kept secret and protected by the Order of Stone. However, there are many other rituals that are commonly known among blacksmiths and crafters. The most common ritual is that which leads to what was previously stated above, to enter a trance where the most inspiration given by Yemekar can be achieved. The most traditional way of achieving this, is through prayer and meditation. It is not uncommon however, for some dwed to achieve this trance through untraditional means. Shrines & Consecrated Grounds In the past, many temples dedicated to Yemekar have been situated in a hall among many other shrines dedicated to other High Ancestor Lords. However, the Ar Yemarin Anaros have decided that such temples are improper and that temples should be built and dedicated to one individual High Ancestor Lord. Due to Yemekar’s creative nature and influence, a temple dedicated to Yemekar must be modeled after a great forge dug from natural stone, and the walls carved beautifully by masterful stonemasons. Once the area is prepared, a great forge must be placed in the middle. The forge can range from a typical grand forge to a blast furnace. Due to the nature and capabilities of a blast furnace, it is preferred by the Clergy and the Order of Stone that a blast furnace is created if possible. The forge or blast furnace itself should be masterfully made and decorated with the faces of our ancestors. The surrounding area must then be supplied with equipment capable of maintaining the forge or blast furnace. Once the temple is complete, a Prelate of Yemekar must bless and consecrate the grounds with protective runes. If the flame of the forge ever dies, the temple must be completely destroyed and torn down. The temple then must be relocated. It is accepted and common for the forge to be used as a local forge for all forgemasters and smiths of the hold, however the Order of Stone and the Temple’s protectors have the right to oust anybody disrespectful or activity trying to snuff out the flame of the temple. Smaller shrines and temples, typically for smaller holds or villages, must follow the basic concepts stated above. It is accepted by the Order of Stone that a smaller temple be built if a hold does not have the space for a grander one. If a hold cannot build the temple in the confines of stone, then the temple should not be built at all and followers should make pilgrimages to the nearest temple. Burial & Rites Although followers of Dungrimm and the Order of Valor work on maintaining the spirits and those that have passed onto the Halls of Khaz’A’Dentrumm, all Orders and followers of the different High Ancestor Lords have their own burials and rites that the Order of Valor respects and carries out. The burial and rites of that of the followers of Yemekar are the most traditional among the dwed. Typically, when a follower of Yemekar is nearing his last few years of life, it is common for them to spend their last years crafting their best work associated with their profession, and then be buried with it. Dwed who are smiths will forge legendary armors or weapons to be buried with, while carpenters would build uniquely designed and intricate furniture made from rare materials. When the recognized follower of Yemaker passes, their body and legendary craft would be collected, consecrated by a Prelate, and then prepared for the burial ceremony. On the day of the funeral and ceremony, both the Order of Stone and Order of Valor would convene and carry out the rites. Traditionally, the body is laid upon a heavy stone slab and carried to the forge located in the temple of Yemekar. If there is no temple located in the city, then the body must be carried to the nearest temple. Once the body has reached the temple, the body is presented before the forge. The Prelate assisting in the ceremony will give a sermon of his choice and give a prayer for the departing spirit. Once the sermon is done, the forgemaster's of the temple will gather and forge a masterful item to gift to the departed dwed. Once the ceremony is over, the body will then be carried away by the followers of Dungrim and the Order of Valor to the nearest temple of Dungrimm to be buried. Chapter 3: Writings of a Prelate (WIP) WIP Written and Compiled by Thoak Goldhand, First High Prelate of the Ar Yemarin Anaros Clergy of Kaz'Ulrah and Kal'Tarak Servant of the Brathmordakin
  4. Thoak_Sludgefist

    The Halfling Protection Act

    Thoak scoffs "Wot kind 'o 'eresy tis be? Halflin's 'ur nae descendants 'o Urguan, or 'ur brothers."
  5. "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."
  6. - 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
  7. Thoak_Sludgefist

    Government of the Deep-Realm of Kaz’Ulrah

  8. Thoak_Sludgefist

    Government of the Deep-Realm of Kaz’Ulrah

    -Removed. Will be reposted as a separate post later-
  9. 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
  10. I was thinking of returning to LOTC, but then I saw what was happening, and turned back.

    1. Boar


      Thats a smart move xD staff be swinging their banhammers xD

    2. Proddy


      very prudent..!

  11. Does anybody have a map save of late Athera, or Kal'Karaad specifically?

    1. Space


      There is a torrent, Tythus posted it somewhere, doubt it has any seeders.

    2. MetaSolaray


      If you find this I'd like it, I want to visit my old home D:

    3. Thoak_Sludgefist


      Found the torrent post made by Tythus

      I am actually downloading it surprisingly fast.

  12. Thoak_Sludgefist

    Banananed For 14 Days?

    Player Report (If applicable, please provide a link): N/A Minecraft Name: Thoak_Sludgefist Rule Broken/Disputed (Multikill, Griefing, Xray, Etc. Be specific.): N/A Character Witnesses (Name(s)): Twistedonslaught? Maybe? Event Details (Reason for actions. Apology. Etc.): Well I decided to get on this morning to get my dose of LOTC before going off to school to only get "You have been banned for 15 days". I would like to know the reason I got banned, and appeal it that way, or reduce my time. Screenshots/Vids (Link):
  13. Thoak_Sludgefist

    [Denied]My Gm App.