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About Josh3738

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    Arch-Runelord of Az'adar
  • Birthday January 20

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  • Character Name
    Zahrer Irongrinder
  • Character Race
    Cave Dwarf

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  1. Josh3738

    Fewer than 5 minutes

    Once the guards rushed him out and escorted him home, the old dwed sits silently in his office with a saddened expression. "Let t'em bid as 'igh as t'ey did fer yer fatheh, mah frien'." He mutters in quiet mourning.
  2. Josh3738

    Snow Dwarves Lore

    Nearly every city up until this map/for the last 5-6 irl years.
  3. Josh3738

    Snow Dwarves Lore

    Snow elves already exist. We don't need more snow stuff. In reality, however, dwarves have lived in snowy or cold climate areas in just about every city we've lived in forever so there's no real support for a subrace that lives in the exact same climate with the excuse that they live in that climate. We also don't need a separate subrace just for your brand new 5 man kingdom cuz we all know how that goes... @Aeldrin ❤️
  4. For now we're putting it out on the Y Box and the Nintenda Swatch.
  5. The First Runesmith Long ago in the ancient Kingdom of Urguan, when the first Dwed himself still ruled, the dwarves of Urguan delved deep into the earth to seek the vast expanses of wealth that their creator had sown beneath the ground for them to find. Whether by chance or fate, the Dwed would discover many a wonder and prize that the stone would ultimately yield up to them. As their lust for the valuables of the earth grew, so too did the number of deep earth expeditions until a single, fateful day some several centuries ago when a group of miners uncovered a large cavern of magma and gems. As the entryway they had made slowly widened and opened up into the cavern, the primary feature of the cave made itself plain. In the middle of the massive pool of magma, a single stone spire rose from the boiling liquid rock and at the peak of its mass a single black gem was imbedded. Despite the immense wealth of the cave and the flowing features of the magma below, the gem itself seemed to draw the eyes of every Dwed until they, one by one, crossed the thin, natural bridge to gather around it in awe. The gem itself was like no other, its form crystalline in structure but without fault or flaw as if Yemekar himself had cut this gem himself. Along its surface, runes of impossible complexity and twisting nature seemed to dance before the eyes of the dwarves. Had the foreman not spoken up finally, perhaps the eyes of a young dwarf would have remained on it until dehydration or starvation, whatever might come first. Such was the terrifying beauty of this unearthly stone. By the order of Urguan himself, the gem was cordoned off and placed on permanent guard while the learned Dwed began a series of studies. Fearful of disturbing the gem and damaging it in some way, they avoided touching it entirely and choose instead to attempt to decipher the symbols and runes along its surface. This would go on for many days which would stretch on for weeks, and, all the while, the single dwarf fought against his own temptation. As the first month passed by with agonizing slowness he devised his plan, one which he was certain would gain him access. Under the guise of one of the Remembrancers, he slipped passed the guards just past midnight. Trudging slowly through the stone tunnels of the expedition’s making, his mind turned from that of theft to wonder, and as he rounded the final bend into the massive cavern he all but forgot his plans entirely and moved with dragged feet towards the spire with his eyes fixed on the gemstone. With a trembling hand he reached upwards and paused just before his fingers could brush against the gem as if he might have had second thoughts about touching it much less stealing it as he had intended. As this thought ran through his mind his fingers moved forward of their own accord as if pulled by the gem and they grazed the runed surface. The popping of magma and shifting of the earth seemed to grow completely silent as if all sound had been blocked out and a single speck of light shone from the center of the gem before bursting outwards with incomparable brightness and intensity. His sight grew dark as he sensed his weakening and he fell backwards and lay unconscious on the stone. It was hours before the guards thought to check on him and found him in the described state. Lying on the stone where he had fallen, the dwarf was covered from head to toe in the same black runes that had previously covered the gem, yet now the gem was blank entirely. Even stranger still, the gem was now a completely clear crystal that had cracked clean down the center and lay in two halves where it had been imbedded. In an attempt to figure out what had happened they shook him and threw water on his face in an effort to resuscitate him. When they couldn’t wake him, they summoned the Remembrancers to the cavern. Before long, even Urguan himself had come to see the fallen Dwed. Upon the First Dwed’s arrival, the fallen form of the dwarf shifted and moved as he slowly opened his eyes. The look behind the dwarf’s eyes was somehow different, older even as he explained what had happened to his king and the gathered assembly. As Urguan searched for some deeper explanation as to what had happened and what should happen next, he would come to explain that the gem had given him knowledge. He explained it was ancient and powerful, something that would allow the dwarves to advance themselves drastically and give them mighty tools of creation and construction so that they might bring about a golden age of the Dwedmar. As Urguan listened to the runed dwarf speak his angered expression seemed to soften and he grew keen to learn what this dwarf had spoken so highly of and, as a result, pardoned him of his crimes and took him into his confidence. And so it was that the first of the runesmiths was made. As the runed dwarf dispensed the newfound knowledge to Urguan and the other dwarves, everything he had promised came to pass. With the power of the runes, a new age of industry and construction dawned and the dwarves excelled in their learning and desire to create. For a time, all was well and the runed dwarf looked with pride on his teachings and the teachings of those who had mastered the art sufficiently to teach others. Yet it was not to last… Whether he had been killed or simply gone into hiding to shelter himself from the shame of his students turning on one another, the runed dwarf simply vanished from the descendent realms following The Great Collapse and the beginning of The Blood Age and the consequential rise of the Empire of Khorvad. With this, the golden age of runesmithing ended and those who had mastered its abilities were either killed or driven away with their knowledge going with them. The remaining runesmiths who travel with the descendents from realm to realm are descendents of these great teachings but they learn and teach knowing that they can never again know the greatest of the runed dwarf’s teachings unless he appears once more to guide them. Runesmithing Basics Tools A Runesmith’s tools are the most important objects he carries, as one cannot even begin to attempting the creation of a rune without them. A Runesmiths tools are bound to them by a ritual, and thus only the Runesmith who owns the tools is able to use them. Though they are bound to the Runesmith’s soul, there is no alteration made to it, leaving Runesmiths open to other alterations to their soul without impeding their ability as Runesmiths. The runesmith must still have a soul, however, despite the ability for it to be altered in addition to the binding of the tools. The tools consist of two objects. A hammer and a chisel. While it is unclear exactly how, these tools act as a form of gateway of power. Should a rune be carved using these tools, it would spring to life surely as any living creature. Should the Runesmith attempt to use any other then their bound tools in the creation of a rune, it would fail. The tools are also important parts in maintaining runes. The hammer has the unique ability of forcing any rune is comes in contact with to activate, regardless of what the rune is. The chisel has the opposite effect, disabling any rune it touches. The Binding Ritual The tools of any Runesmith are not simply made in the forge fires of any capable smith. While the reasoning of the ritual itself has never been fully understood by modern day Runesmiths, it’s common knowledge among their own that it is a necessary step in the training of any Runesmith as they may only carve runes with the tools gained through the completion of the ritual itself. While the actual ritual is a closely guarded secret of the Runelords (teachers who have knowledge of both the binding ritual AND the creation of the Ritual Altars), it is known that the ritual must take place at a Ritual Altar and that the odds of living through the ordeal are not high. The Ritual Altar A runesmith may only carve runes with the tools he gains in the ceremony that takes place at a Ritual Altar. Accompanied by large statues, vibrant architecture, or perhaps just hidden away in the mountains, the Ritual Altars of the Runelords are incredibly complex structures which are virtually impossible to replicate through study of the architecture itself for a variety of reasons, one being that the impossibly complex runes seem to shift and change shapes like an optical illusion the longer you attempt to study them. The mere creation of an altar may take weeks for even the most skilled of Runelords and once the final runes are finished, the entire Altar takes shape. Bolstering a Rune’s Power It is unclear where the power for a rune comes from, only that whatever it may be is immensely powerful. A capable Runesmith may slightly modify the power of a rune during its creation, and a foolish one may wish to test its limits. The true power of a rune can only be realized with the help of Thanhium. Thanhium appears to greatly increase the power of a rune, though the reason why is unknown. This discovery has led to its fair share of disasters, however, as the powers of a rune are uncontrollable at most times. In the more recent history of modern day runesmiths, a variety of other sources of empowerment have also been brought to light. One such source known simply as a Dharok Gem, named after the original gem was found following the slaying of the daemonic spawn known as The Dharok, is an expertly carved gem infused with great power through the capture of souls in its mass. The number of souls varies from gem to gem as does the power, and it should also be noted that more souls might not always mean a gem is more powerful than another. Instead, it may fall to the power of the souls within the gem to determine its strength (Such was the case with the first and second Dharok Gems which only had two souls between them). Blood Marking Blood Marking is considered to be one of the darker sides of Runesmithing, and is not commonly used. Simply speaking, when a rune is carved with the blood of the person dabbed into its indent the rune will respond only to the one whose blood was used to create the rune. It is possible that the rune will also react to close kin, however, as the rune cannot distinguish between the shared blood of the individuals. Using a Rune Activating a Rune Once a rune has been created by a Runesmith it is capable of being activated by almost anyone, with some exceptions of course. There are a few ways that this is accomplished. Phrase activations: The rune can be activated or deactivated using a specific phrase made by the Runesmith who created the rune. Area/touch activations: If a person comes into contact with the rune it will activate. This will work provided that the runesmith who carved the rune had intended for it to be able to be activated in such a manner and carved the rune in accordance with this ability. Power of Runes Runesmithing in and of itself is a language that can be learnt rather quickly depending on the efficiency of the runesmith. While this may mean that a runesmith can make any number of overly powerful runes, the likelihood of a runesmith simply killing himself while tapping into the limitless power is high. Understanding that runes have a potentially limitless power is simple, but understanding that tapping into that power is deadly is a far more complex topic. As such, runes fall under a number of tiers in reference to their relative power and how long they last. Tier 1 The element or movement produced is it’s smallest at this point. In terms of elements, the rune’s production is essentially the equivalent of a candle’s flame. In terms of movement, one might imagine the force necessary to move a cup. -Being the weakest of runes, these typically last longer than all of the runes in other tiers. With this in mind, they might need to be re-carved after 30 or so uses. Tier 2 With a higher tier comes more power to the rune. At this point the elements might reach size and strength equal to that of a zippo lighter while the mechanical side of runes is strengthened as well, equating to the force requirement of moving a fist-sized stone. -At Tier 2, the runes last a tad less than their Tier 1 counterparts. They would need to be re-carved after about 25 uses. Tier 3 As the runes ascend to Tier 3, the elemental production reaches the equivalent of a torch. At this same tier, the force equivalency is that of the force required to shift 20 lbs. -At Tier 3, the runes last less than their previous counterparts and will need to be re-carved after about 20 uses. Tier 4 About halfway up the list of workable runic tiers, Tier 4 produces the elemental equivalent is that of a heavy duty blowtorch while the force equivalent is that of shifting 40 lbs. -Tier 4 runes will need to be re-carved after 15 or so uses, far less than that of the previous tiers. Tier 5 At Tier 5, the runes will become much more powerful. The elements produced are equal in size to a large campfire while the force equivalent is that of moving close to 100 lbs. -Tier 5 runes will need to be re-carved after 10 or so uses depending on the usage. Tier 5 (Stationary) There are several runes which, when fixed to an anchored point as on a building or the like, have an extended period of usage. Typically this is applied to the creation of a fireplace or something of that sort. -These runes may NOT be applied to anything mobile in any variety. -These runes will last significantly longer in an activated state due to their immobile and far better anchored state. Typically they will burn out after about 1 week irl. Tier 6 As the end of the usable spectrum of runic power comes within sight, the runes at Tier 6 display a power much greater than their predecessor tiers. Elemental production is close to what a bonfire equates to and the force equivalent is close to shifting 150 lbs. - Tier 6 runes will need to be re-carved after 5-8 uses depending on the different uses of this tier. Tier 7 At the final tier of usable runes, the elemental equivalent equates to that of a flamethrower in power and the shifting of close to 200 lbs. Without the bolstering power of dharok gems, this is the highest safe tier of runes before the dangers of tapping into the nearly infinite power of runesmithing lead to the assured demise of the runesmith. -Tier 7 runes, being the most powerful usable runes, will need to be re-carved after 2-3 uses. Tier 8+ Beyond the bounds of Tier 7 runes, the possibility to create runes with greater power becomes nearly impossible when taking into account the desire to live. Those who seek to create runes of Tier 8 or higher will find themselves at the mercy of the untapped power of runesmithing and the likelihood of death is high. At the exact moment of completion of a rune of higher tier than this, the rune may simply crack in half, unable to bear the sudden outflow of runic power. This, perhaps, is a best case scenario. It is not unheard of or uncommon for the rune itself to withstand the outflow of runic power and create a massive explosion on the instant that the rune is finished, leveling buildings and certainly killing the runesmith. -These runes cannot be created by players in game. This is specifically for event purposes as well as as an example of the supposed infinite power of runesmithing and the deadly dangers beyond the capable tiers. Rune Types Runesmithing, as defined by the first runesmiths who used it, was the language of creation. As it is with any language, runesmithing has roots, suffixes, and prefixes that all add on to the abilities of the rune itself. That being said, all runes begin with a single base rune. While it is the simplest of the runes to carve, it is without a doubt the most important as it is the basis for both elemental and Brathmordakin runes. Following on the mindset that runes are carved as a language, the base rune is merely the metaphorical line a word is written on. The circular shape of this base rune is further embellished with other curves and shapes equating to roots, prefixes, and suffixes of the rune. Only after the base rune is carved may the rest of the rune be made. Runes are generally limited only to the creativity of the Runesmith. When creating a rune, the Runesmith pairs together different symbols, or “words”, of the runic language in order to create the desired effect. Here are some examples: Create + Fire = A runes that creates a flame when activated Replace + Water + Dirt = A rune that turns water into dirt when activated There is numerous applications of these runes when used creatively, however one must also exercise a healthy amount of caution. Let’s look at our Create Fire rune again. Should one apply it to a sword, you would have a flaming sword. However, it is good to note that you have a flaming sword. Fire does not discriminate. It is as much a danger to the wielder as it is to anyone else. As follows is a short list of functions (runic prefixes and suffixes) that can be used to create runes when paired with other effects: Pull/Push Open/Close Lift Up/Down Absorb/Emit Separate/Bind Expand/Shrink Push/Pull Create/Destroy Turn Left/Turn Right Reinforce/Weaken Replace The Runes List These runes serve as the main root of the runic language and will precede the carving of runic prefixes and suffixes. Elemental Dialect The elemental dialect refers to the group of runes with the ability to manipulate the natural elements of the world. This is generally considered to be the easiest, and most widely used, dialect of runesmithing. The elements that runesmithing includes are as follows: Stone Mud Dirt Metal - Aurum, Ferrum - etc. Crystal - Emerald, Carbarum, Redstone - etc. Lava Fire Smoke Steam Lightning Air Water Ice There may be more runes included in runesmithing that are not listed above. Divine Dialect The divine dialect refers to a special group of runes created in the image of the Brathmordakin, the dwarven gods. Each rune serves a rather unique purpose, moreover the dwarves of old believed that they embodied the favour of their gods. -Divine dialect runes are not subject to the tiers of normal runes. They instead have a select amount of power output. Yemekar Stone transmutation runes - Yemekar crafted the world of stone and is the creator of all things. As Yemekar worked with stone, so too did the dwarves of old. This rune slowly transmutes anything that comes into contact with it into stone. Cons: The rune of Yemekar will transmute all matter to stone, even air. This usually means that stone dust collects anywhere in which they are active and thus they usually are stored in incredibly heavy stone sheaths to compensate for the rune potentially burning out from prolonged use. The process of changing matter to stone is a slow one. So slow, in fact, that the rune has no practical applications as a conventional weapon. Anbella Calming Runes - Ever the patron of healing and calm sentiments, Anbella’s rune is no different. When the rune is activated in one’s hand, their body would grow numb and a powerful sense of calm would pass over their body. -Cannot be used in combat. -You can still bleed out and what not, you just wouldn’t feel it. Ogradhad Memory Runes - Ograhad is the patron of knowledge. Therefore, his runes are tied into memories, intelligence, teaching, and knowledge. This knowledge, being the gift of Ograhad, is shared via the passing down of memories. Traditionally done through teaching, this process is made easier and more accurate by runes. The rune of Ograhads capabilities are rather unique. Whoever is holding the rune upon activations may choose to relinquish one of their own memories or knowledge to the rune. The rune will then hold the memory until a time that it is reactivated. Whoever holds the rune upon reactivation is granted the knowledge or memory that was stored. Cons: The memory is lost/disappears from the inscriber when it is inscribed. A memory can only be accessed by the first person who re-activates the ‘dormant’ rune. Grimdugan Trap runes - Grimdugan is the patron of Thieves and Avarice. Those who follow him are usually those who pray to protect their wealth, and will protect it by any means necessary. The rune is created for the purpose of branding thieves. When applied to an area or object the rune remains dormant until deactivated by a runesmith, or triggered by the movement of an object in the area or object the rune is applied to. Once triggered the rune applies a rather noticeable, and quite painful, marking or brand upon the thief. This would, presumably, allow guards and the like to spot petty criminals more easily. The brand can be removed by a runesmith or wears off naturally in one weeks time. Cons: The marking is far from permanent. It is akin to a temporary tattoo, just this tattoo brands you as a criminal instead of putting a pretty princess unicorn on your forehead Armakak Greed Prevention - Armakak is the patron of merchants, tradesmen, and craftsmen. Dwarves oft times will fall victim to their overwhelming greed. This rune was the dwarves ill fated attempt at curing their curse. Rather than truly “curing” the curse, it simply remove the entire concept of greed from the dwarf. This, however, conflicts poorly with the curse laid upon them and can have serious hazards. Hazards such as profuse bleeding from the eyes and nose from prolonged use of the rune. Cons: The rune is not a permanent alleviation to the dwarven curse. Profuse bleeding from the eyes and nose accompany start as early as 20 minutes after activating the rune. Dungrimm Anti-Magic - Dungrimm is the god of the Dead, guardian of souls, and protector of the Dwedmar. He is the one who brings the dead to Khaz’A’Dentrumm, and allows their souls to be auctioned. The Dungrimm rune creates a weak “aura” that dispels magic that comes into contact with the rune. This by no means is a very strong aura, as a powerful mage could easily overwhelm the runes ability. Cons: For the rune to work, the magic must make contact with the rune’s surface It is by no means as expansive as anti-magic The rune is relatively weak. Generally it would more “cushion the blow” of a magical attack, rather than truly dispelling it. With this in mind, the rune would only drop the affected magic by a single tier. Belka Voice Enhancement - Belkaa is the patron of Love, Fertility, Dancing, Singing, and other social activities. This rune grants its wielder an amplified voice. The rune is mainly used for public speeches and for issuing military commands. Khorvad The Khorvad rune is one mired in rumor and intrigue. Legends abound of its capabilities. Some say that is amplifies the effects of all other runes. Yet others say that it draws the life from those who touch it. Few even say that it does not exist, and is merely the dark whispers of paranoid dwed.
  6. Josh3738


  7. Josh3738

    The Philosophy of a Ban

    A player is removed from the server for their content. Why have a public form filled out if only to say so and so was banned and here's why. No evidence or anything just that while also having another form in private with all that information anyway. And if they're waiting hours to find out that's on the gm who banned them and not the system. And even then it's not always the gm's fault there's time wasted there. It's a game after all and they're not required to sit here moderating forever. It's not a job. Beyond that, ban reasons often change depending on circumstances. When I was a gm on either of my tenures, the player was banned for the first bannable offense the investigating gm (or gms) found and more things were stacked on or clarified as more evidence of further rule breaking and malicious behavior was found. Of course there are always some cases where there's been a mistake but the point of the ban is to remove the player initially so that the evidence may be fully combed over and reviewed so as to solidify the ban reason in its entirety rather than continuing to allow them to run around doing the things they've done, breaking more rules, etc. while the gm sifts through mounds and mounds of logs, screenshots, player accounts, and the like.
  8. Josh3738

    The Philosophy of a Ban

    I feel like you missed the point of the rest of the small paragraph there. Ban forms are kept private not only for the ip, but for the content the player was banned for as well. In this regard, they're kept out of public view so we don't openly display said content that the player was banned for. My "recent tenure on the gm team" was about a year ago which YOU should know is a long time for things to change on this server. As for my time on the LM team, we do no banning on our own or anything of the sort so I'm not sure where you get that idea. As for how they're handled. The way bans are carried out has to do with the gms not being properly trained not how the system is set. In most cases the punishment pretty well fits the crime. Hack, dupe, pugsy, target other people? Banned. Fairly simple really. As for a system of warns, I think I've already made my standpoint clear on that. This is why staff reports exist. Use them.
  9. Josh3738

    The Philosophy of a Ban

    Those do exist. The reason they're not public is because they contain the player's ip and/or because they're being banned for content we don't want displayed on our server at all (ie. rape stuff, erp, etc.) or else just so the player doesn't have a public record of the bad thing they've done if it's something exceedingly embarrassing (again with the erp, etc.) . The player is SUPPOSED to be told the reason when they pm the banning staff member/member of management/team director as well as given evidence and the like should they ask for it. If such doesn't occur it's the failure of the banning staff member to complete the job they signed up for. I don't really care who you are or the group you're with. I'm merely pointing out that they're "heavy" as you say for a reason. There aren't other types of punishment because there don't need to be other types of punishment. Simply put, there shouldn't be a series of warns, time outs, jails, or whatever else you or anyone can come up with that needs to replace a cut and dry system of breaking rules and being removed from the community for it for however long is necessary.
  10. Josh3738

    The Philosophy of a Ban

    If someone's banned it's because they're breaking rules, being incredibly toxic, or something between the two. If a staff member is making **** up, report them. But more often than not people being banned are given the bans as a result of their own doing. There doesn't need to be a system where you get your hand held throughout you being an idiot and breaking rules. You have one job when it comes to the rules. Don't break them. You read them when you join the server and are required to abide by them to their full extent throughout your time here. You shouldn't need warnings to know you're ******* up when the only thing we require of you as staff is to abide by the rules.
  11. Josh3738

    The Philosophy of a Ban

    OR! (And just hear me out on this one) Just don't break the rules. When you apply to the server you're asked to read the rules and know what you're supposed to and not supposed to do so you really shouldn't need staff to hold your hand throughout your time here and warn you every time you do something stupid. Players who are actively breaking rules should get banned entirely and removed from the server.