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mateolog

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  1. Chief Asketil Blackroot tosses the message to the flames at the fireplace of the tavern "Whot exactleh es tha clergeh politicising? we are working to bring toghetha all denominations ef our faith fer all our kin to worship and do their ceremonies en peace, 'ow es tha political? When it comes to tha grudges do ye realleh think that the dwed 'av ney 'onor? tha they will jest ignore a wrong because a goverment official 'as arbitrerleh said tha now tha wrong es non-existant? Ye ignore tha calls to adress underlying issues en our societeh to make tha lives ef our kin bettah, ye back track en evereh decission ye make, except fer tha ones wher ye gain more authoriteh. Cover tha shet all ye want et es still there, and et still will smell like shet. Whot ar tha dwed ef 'efrumm to make ef thes? Ye came groveling to 'efrumm asking fer our votes to make ye king, ye said ye would make changes to improve tha lives ef all. Instead 'efrumm 'as to spend ets resources keeping ye afloat, keeping tha clergeh afloat, do net ferget we 'av our own organizations tha we use and we are lending our assistance out ef chariteh. Then ye 'av tha balls to say we ar politizising shet? go take a nap, ye seem to be so sleepeh ye fail to notice anything en yer kingdom."
  2. Chief Asketil Blackroot shakes his head "Ef Garedyn wes a mountain dwed er a cave dwed thes mattah would ef been different. Ef tha Rhun cult wes lead by forest dwed they would ef been banished fer sure." The Prophet of Belka places the news away and returns to his duties.
  3. Asketil Blackroot smiles at the ancestral traditions of the forest dwarves in practice.
  4. Jarl Baldin Frostbeard looks saddened at the news "Et es a shame to see talented warriors like Sigrun turn away frem tha dwed wae, may Kjellos judge 'im fairleh fer 'es deeds, A' 'ope tha lad grows a bit. Sometimes tha beard tha es inside es jest as important as tha beard tha es outside."
  5. Chief Asketil Blackroot looks at the letter as he turns to his nephew "dwed tha act like 'uman 'ooligans, wer be tha self-respect? shaming 'imself, 'is clan, adn 'is clan fatha publicleh. A' 'ope ye learn frem thes lad, a dwed tha onleh thinks ef themselves es doomed to be manipulated by Khorvad even ef they might net see et."
  6. sounds like forest dwarf rp. Jokes aside, good luck. Too many people want to play the power games, too few are interested in cultural development and human (in the sense of people) relations rp.
  7. Baldin nods at the missive and sends one of his own to Meylis Frostbeard. "Your heart is at the right place kin. The chance for these dwed to help defend their kin has been given, we could indeed use their help if they are willing to follow the law, however, their actions these past years, months, and days indicate their lack of willingness to work for the wellbeing of all dwed and actively seek to undermine the kingdom and its institutions. We cannot fight the Mori and at the same time keep an eye open in case a cultist decides to try to murder you in the middle of battle. It is as the legendary Karl "Orcbane" Frostbeard is claimed to once have said 'A war band lives and dies together. If you cannot trust the dwed to either side of you, or in front of you, you are already a dead dwed'.
  8. Jarl Baldin "Ironside" Frostbeard remembers the Order of the Flame, established in Axios. He remembers the pain and suffering caused by the second rebellion and how among those that participated were those that sought to atone, and how others wished for the opportunity to be given to others that had been executed instead. He smiles as he sees that the High Prophet takes up the holy work of upkeeping dwarven morality despite the attempts of heretics and unapologetic kinslayers to weaken his resolve on a daily basis. Gathered around with his family telling them the tales of the unstable years and about the order of the flame, the predecessor order to the order of the reforged. "Truleh a great dwed thes lad be, following tha teachings ef Bjor bringing prospereteh to tha forest dwed, and at tha same time going out ef 'es wae to bring peace and tha same prospereteh to tha otha dwed. As a' served Fili Grandaxe's ordah ef tha flame a' will do mi duteh to guide all those tha seek to repent through their oaths. Tha death ef a dwed es shame even ef they are kinslayers er 'eretics, thes gives them tha chance to regain their dwedo'im and 'av a chance to 'av tha doors ef Kaz'A'Dentrumm opened to them. Et es bettah than the alternative ef jest killen them and dooming them fer certain...tho sureleh tha will be tha end ef those tha do net seek to atone fer their sins."
  9. Patriarch Baldin 'Ironside' Frostbeard shakes his head "'ow dare they walk tha streets aftah desecrating tha remains ef 'igh Chief and Paragon Bjor Cottonwood? disgustig 'eretical be'avior!"
  10. The Patriach of the Frostbeard Vikti nods at his signature and that of his fellow patriarchs "About time we dealt with tha Khorvatic influences en tha kingdom. Tha faith united at last! cave dwed, mountain dwed, forest dwed, all united!"
  11. THE VISION OF A GOLDEN AGE OF GOLEMANCY -Message and Promise from the Azwyrtrumm Agnarumm Vikti- In the year 121 S.E in the month of Armakak’s Smile, the Azwyrtrumm Agnarumm Vikti received a blessing from the Brathmordakin from the hands of an ancient golem; The teacher of the former Rune Lord of Arcadia, Kalgrimmor. This golem deemed the Vikti worthy of learning the art of Golemancy and teaching it to the dwarven population. This is an announcement declaring that the holy art of golemancy will be shared by the Vitki with the dwarven populace as is their birthright. Historically, cultists and despots have tried to use this holy art to lure away those who seek to honor our ancestral ways. But this will no longer happen. The Azwyrtrumm Agnarumm Vikti intend to educate all dwarven clans, be they cave, forest, or mountain dwarves in the art of golemancy. This is an oath we make to all dwarves. For this goal, we also call forth true and faithful golemancers such as Tuzic Mossborn and Hana Starbreaker to come forth and join the cause to ensure a new golden age for dwarven knowledge. At the moment we are in the process of learning the craft, but we make this statement to make our fellow dwarves know that the Cultists that claim the Rhun for themselves are not the only ones that hold the mantle of our ancestors, we all do. If you do not know golemancy you can still assist in the effort of giving golemancy to the dwarven people by protecting our society from despotic cultists who listen to nothing but the will of their leader. To this end the Agnarumm Vikti groups also work hand by hand with the rest of the faith; Da Kirkja Dverga, Da Seers Eron Hefruth, and the other Agnarumm Vikti groups. I will leave you with the statement of the construct that granted us such knowledge and blesses us with more by the day… “Ages ago, it was the golemancers who were the greatest dwed craftsmen. It is the art of the forge, that is your people's legacy, and lifeblood. It is your heritage, to create, and to innovate.”
  12. The Prophet of Belka Asketil Blackroot would pass by each jailcell giving the prisoners prayers asking Belka to be merciful and asking those that have conspired against Yemekar's Balance weakening the dwarves in the face of Khorvad to repent for their crimes so that Belka could grant them mercy.
  13. Welcome to the Dwarven community Curli. consider messaging me at mateolog#1400. I can give you the discords to different dwarven groups, send you important links to dwarven history and culture, and help you with anything you need to get swiftly accommodated into the dwarves!

  14. I liked your application. Welcome to the dwarven community!
     

    message me on discord at mateolog#1400 will help you get set up.

  15. [!] Happy forest dwarf noises can be heard from the village of Hefrumm.
  16. Patriarch Baldin 'Ironside' Frostbeard hears the news "May Anbella's will be done by the upkeep ef tha law. Her wisdom will enlighten tha trial a' am sure."
  17. The Rhun -Baldin “Ironside” Frostbeard Throughout the years in which I have led clergies, the question of the philosophy of the Rhun arosemultiple times. While teaching individuals is a duty of any religious figure, it is also important for the knowledge to be recorded and be open to anyone that wishes to learn, as per the teachings of Ogradhad. Here below lies my knowledge of the dwarven Rhun.I was raised under this philosophy by my stepfather when I was but a beardling and I adapted it to my religious practice every step of the way for centuries. I am aware that some individuals claim the name of Rhun for themselves and claim to be able to discern the truest meaning of the Rhun. This mindset is the antithesis of the Rhun philosophy itself. If you disagree, feel free to write a contestation. Knowledge evolves through discussion, and it is in this form that much of the wisdom and information laid below has been learned. However, I have been raised under the Rhun Philosophy and I have taught it to other dwarves, including the forest dwarves. Two eyes will always see more than one, and hence the belief one cannot be certain that their view is the absolute truth ‘tis but a delusion, something that I hope is clear once one is done reading this work. Rhun as a Philosophy… The original conceptualization of the Rhun was a Dwarven philosophy that believed the Rhun was an energy field that surrounds and penetrates all living things, giving them life force. The philosophy supports the Dwarven religion as it sees Yemekar, The Maker, as everything and as the essence that gives our world its being. In addition to that, the Rhun was also used as a theory for sources of energy for phenomena, such as Redstone, which requires a focal point to channel the power of the Rhun. Without a focal point, the dust doesn't have a high enough concentration of the Rhun to give it power on its own. Baldinian Rhun… When I took up the philosophy of the Rhun I was educated by my religious mentors in it. I learned the Rhun philosophy as it was, a philosophy of viewing the world. The Rhun was in essence the power that moved the planes of creation. And it was so I developed the idea further, the Rhun was Yemekar’s will. It was achieved when the Olkodran (Chaos), which would later become Yemekar’s Forge and the source of all magic, was overtaken by the Unn (Balance) of Yemekar’s original form that created itself to contain chaos achieving balance through creation. Yemekar contained the Olkodran within the forge through the act of creation. Since the power of Unn can only be directed and not destroyed, Yemekar used it to create existence, making the Rhun. The Olkodran was processed through Yemekar’s labor into creation, something that is still ongoing process. Yemekar’s role is to ensure the forge’s power is balanced and controlled. because of this his ability to keep track of the Olkodran in parts of his creation from overflowing he made the different descendants, orcs, elves, humans, and the final prototype that ended up working the dwarves. The dwarves were to keep the Olkodran at bay, to ensure the Rhun is stable, and keeping Yemekar’s balance. Essentially, keeping the pipes of creation from bursting open and flooding exitance with chaos. Dwarven divinatory practices were then incorporated into this system of belief. It is something dwarves have been doing since Yemekar created Urguan. Through dreams, meditation, mind-altering substances, and reflection the dwarves can perceive the potential direction of the Rhun and where Olkodran (chaos) might emerge to disturb the balance. The Rhun of the Dverga eron da Kirkja Rhun… When I arrived at the Cottonwood village, I met the Cottonwoods and saw them eventually become Hefrumm. Bjor’s Cottonwoods were taught the philosophy they incorporated it into their worldview. When the Blackroot clan was formed, the forest dwarf perspective of the Rhun started to be put into writing. To the forest dwarves, the Rhun was the force of creation, and by looking at creation one could see the intent behind it and exist within it as sensibly as possible. In their world view, animals and plants allowed their community to thrive and so it must be the intention behind their creation was to collect and protect them. They understood the symbiotic role that all things in creation have with each other. When their seers were formed they started to use their traditional forest dwarf herbs to try and see the purpose of things but from a different perspective. Because it was necessary to have as many different perspectives on creation to see as much of the Rhun as possible. The Seers of Hefrumm encouraged a culture of non-hierarchical practice to allow many perspectives to join, then they would gather and analyze their findings. By doing so the Seers of Hefrumm were able to “predict” events, which in reality is just a higher awareness of creation through observation, analysis, and peer review, achieved by seeing from different perspectives and respecting each other's perspectives, if they were coherent. Norlian Rhun… Here, the conceptualization of it is adequate in the sense that the Rhun remains a force that keeps creation together, and it is expandend upon, promoting the idea of the Rhun being a fire that burns within the dwarven soul, inspiring passion for craftsmanship and creation. Something that is in line with previous conceptualizations and properly builds upon them. In Norlian conceptualization, the dream of creation existed before time and light in the vast abyss of the Void, and that is what appears in the dwarves (as it appeared in Yemekar from previous conceptualizations). He connects this ability to use the Rhun with the unmatched capacity to create, and claims that such capacity is what defines a dwarf and makes them the chosen children of the Brathmordakin. In a sense, this does not inherently go againtt the original conceptualization. It limits it, but does not go against it, if one considers existing as an act of creation onto itself and the way dwarves exist is inherently to use the Rhun and keep the balance. However, if one chooses not to relateh the previous conceptualizations with Norlian Rhun, it is fine. Dwedmar can disagree on conceptualization that goes beyond the original tenants of the faith. But the Norlian Rhun has two basic pillars which are the same as the other conceptualizations just worded differently these are: The concept that all activities of the dwarves must be dedicated to the purpose of honoring the Brathmordakin and combating Khorvad the Deceiver. Suggesting in his works that the Rhun is a divine inspiration that drives the dwarven people to create, work, and honor their traditions. And the concept that the Norlian perspective where Yemekar himself is called the “The Father of the Rhun” is something true in all conceptualizations of the Rhun. The issue with the Norlian perspective of the Rhun is not the conceptualization of the Rhun, but the use of the concept in practice. He took the concept, altered it, and made himself the Prophet of the Rhun, claiming in the process to be the only one to be able to see the “true” will of the Rhun. In essence, he used a concept that came before him and created a personality cult. A cult that then passed on to other followers of the Norlian Rhun. However, none of his followers added any elaboration to the concept. It remained stagnant because instead of seeking the Rhun his followers accepted the perception of the Rhun as one dwarf. From demonizing the seers of Hefrumm for their attempts at understanding the Rhun from different viewpoints thanks to ancestral divinatory practices, to flat out claiming to own the knowledge of the Rhun, that is the process the career of my successor took in his religious work. While Norli’s general religious work has been decent in educating a fraction of the dwarven population, his practical stance on the Rhun fails to properly convey the Rhun, and continues to do so in the sense some dwarves still follow this view, he took a religious concept that is meant to open a mind to possibilities of Yemekar’s creation and attempted to turn it into a dogmatic concept where the perspective of one dwarf can dictate the true meaning behind creation. Agnarumm Vikti Eron Azwyrtrumm
  18. Agnarumm Vitki Agnarumm Vitki or Agnarumm Seers are the general terms used for the Vitki/Seer sects in mountain dwarf communities/clans/cultures. Due to the individual nature they have not been organized or institutionalized for most of their history, their participants mainly being individual wise dwarves that taught their teachings of life and the Brathmordakin to those that would listen guiding the culture of clans and mountain dwarves through their words, tales and teachings. To differentiate themselves Agnarumm Vitki uses the preposition 'Eron' (of) and then their clan name in dwarvish when announcing information or writing some work that is not agreed upon by all Agnarumm Vitki. The Vitki is considered the oldest type of seer subgroup leading the mountain dwarves' worship and religion to be filled with unique aspects them despite being a heavily integrated subrace in the dwarven nations, as opposed to the forest dwarf seers whose uniqueness is mainly due to their alienation from standard dwarf societies for centuries. Unlike forest dwarf spiritualism which is focused on the collective and the upkeep of the natural balance, mountain dwarves are more focused on glory and great deeds of individuals and how these efforts bring honour to their people. ᚪᚷᚾᚪᚱᚢᛘᛘ ᚠᛁᚳᛏᛁ Philosophies Opposition to subjugation An old Vikti saying goes “A dangerous life under liberty is preferable over a peaceful life as a slave”, this encapsulates a basic concept of mountain dwarf mentality that is observed throughout their history. Be it legitimate or not the mountain dwarves were always the first to raise their fists up against established powers that limited their ways of life. They were the first to oppose the Ironborn, they rebelled against the old kingdom of Urguan multiple times when their beliefs were challenged, and despite believing in the sanctity of the dwarven race are not scared to fight for what they believe in. As admirable as the trait of opposition to subjugation is, the individualistic nature of the mountain dwarves also leads some groups to achieve power over society. When this happens there is a tendency to create totalitarian militaristic states to shape the nation into their image to avoid their own subjugation. This is seen with the establishment of Kaz’Ulrah with the official kingdom of the dwarves after the fall of Urguan being an embodiment of the Frostbeards, or under the rule of Kjell Ireheart where his rule led to the military expansion of Urguan into an Empire. But even when this happens there are always other mountain dwarf groups that oppose the subjugation and raise up against those in power, something that happened when the Blackaxes rose against Kjell to have him reintegrate the clan council of Urguan, and with the mountain dwarves of the Confederation of Hammers and Kal’Bogrin that stood against Kaz’Ulrah creating Agnarumm the basis for the current Grand Kingdom of Urguan. Seers and divination Like their forest dwarf and cave dwarf counterparts, the Vikti partake in the divinatory arts. Rú Firebeard the oldest recorded Vikti claimed that “It is at the edge of madness that we attain a glimpse of the overwhelming truth and Yemekar’s Balance" encapsulating the traditional divinatory arts of the mountain dwarf Vikti. These practices involve things like battle divination, where one through the bloodlust of battle receives signs of the Rhun, signs of the workings of Yemekar’s Balance. Feber dreams and dreams more generally are also considered as divinatory in nature and can grant a dwarf insight into the fabric of reality. The idea behind this is that different mindsets allow a dwarf to see Yemekar’s Creation from different perspectives, hence the more perspectives one has the more holistic view of the Rhun one can possess. This is also why Vikti and seer groups generally do not follow one leader and work in councils when they need to cooperate, as the ability of one to see is less than the ability of multiple dwarves. [!] Depiction of battle divination. Ancestor worship Worshipping the ancestors is key in dwarven society, but nowhere is it more prevalent than in Mountain dwarves. With or without altering their mental states Mountain dwarves seek for the council of their ancestors in the hardest of times or just when they feel lost in a decision. This practice also includes taking care of the graves and the memorials of ancestral figures so that their image can continue to guide others. Essence Hunting Essence Hunting is the process of hunting down an individual and taking something from them as a trophy, be it their head, their tusks, pelt, ears, beard, etc. This is done to show the power of the individual dwarf over their enemies and to curse the memory of the defeated enemy. Essence Hunting is not something that is done to enemies that you have respect for and tends to signify that they are considered unworthy and hence must be humiliated to serve as an example to others. For example, kinslayers can get their beard shaved to let people know what is already true inside the soul of the kingslayer, that the kingslayer is no longer a dwarf. [!] Depiction of a Headhunter. Deification From Wyrvun to Kjellos the creation of gods out of beings is something that occurs in Mountain dwarf culture. The cultural difference between a god and a Brathmordakin must be stated as gods despite their immense power cannot compare to the might of the Brathmordakin and often times they are proxies of the Brathmordakin even if they do not know it. Deification is the process of making a god through the collective faith of the dwarves as the ones that possess the mantle of guardians of Yemekar’s Balance. As guardians of this mantle, the dwarves have the power to raise key beings which are essential in upkeeping Yemekar’s Balance to god status. Usually, this has been done by raising individual beings that have been of great assistance to a clan, impacting their history, culture, and ways. This is what happened with Wyrvun and the Frostbeards, with Wyrvun protecting the Frostbeard clan during the Blood Age against the Ironborn keeping them safe in the coldest mountain peaks. And it has happened with the Irehearts and Kjellos, an Ireheart who was raised to godhood after being a dwarven Emperor and living Paragon for decades. Deification is something each clan keeps track of individually, and even though there have not been any issues with clans praising the gods of other clans it is not something that occurs often. ᚪᚷᚾᚪᚱᚢᛘᛘ ᚠᛁᚳᛏᛁ Roles and Organization Vikti The Vikti are a general term for mountain dwarf seers. A Vikti is only able to become one through the ceremony of blood. In such a ceremony a dwarf that wishes to be a Vikti is given a ceremonial dagger and made to wound themselves, after which the Vikti overlooking the ceremony will heal the wound and apply mind-altering substances to impose a vision on the dwarf. The fever dream and the mind-altering substances will cause the dedicant to have a vision, one of which they are expected to write down and analyse its possible meaning. Once the dwarf is healed they will be able to call themselves a Vikti as they have shown enough physical and spiritual power to overcome their wounds and the dreams without breaking. [!] Depiction of a Dwarven Vikti. Patriarchs Religious leaders of a clan or a cultural group are Vikti Patriarchs or simply Patriarchs. They serve as a well of religious, cultural, and historical knowledge of the clan and teach it to all that would listen. Patriarchs can do the ceremony to make one a Vikti even if they are not from the same clan, it would then be up to the Patriarch of the new Vikti to guide them through the clan’s specific beliefs. If there is no Patriarch a Vikti of the clan can grow their knowledge of the clan to the point they can claim the title if not opposed by another Vikti of the clan to be Patriarch. Patriarch is gender neutral so both males and females can become Patriarchs unless the Vikti of a clan has the tradition to call their Patriarchs differently. [!] Depiction of a Dwarven Patriarch The Moot When an issue that affects all Vikti the Patriarchs of all clans call for a Moot. In these Moots religious and cultural debates are had to bridge the possible divide that might be going on between clans or between Mountain dwarves and other dwarves. As per the individual nature of the Mountain dwarves, the Moot is mainly a means to inform of a situation or thoughts and achieve consensus if possible, however, not achieving consensus on topics is not a problem as long as all the Patriarchs are aware of what the zones of friction are with each other's communities and are able to navigate past them. [!] Depiction of a Moot. ᚪᚷᚾᚪᚱᚢᛘᛘ ᚠᛁᚳᛏᛁ Symbols of the Vikti The Symbols of the Vikti are the symbols more closely linked to the Mountain dwarves, their way of life, culture, and history. It is reflected more often than not in the sigils of their clans, their tattoos, and in their ceremonial tools. Here are some examples: The Drakes Drakes have coexisted with mountain dwarves for as long as there have been mountain dwarves living in the mountains. They have both been a source of dread and a source of protection and assistance through the ages. The duality of drakes reflects the duality of the mountain tops, both harsh and dangerous but it is in that harshness that the mountain dwarves are able to find protection and assistance from their enemies. This is clear when one thinks of the multiple drake hunters that the mountain dwarves have had, and the cult of Wyrvun which the Frostbeards have had at different points in time. The Drake is hence a symbol used to represent both the might of the mountain dwarves depicting the creatures they are able to overcome and the power of their allies, being able to befriend a celestial being like Wyrvun. For these reasons, drakes are often depicted in mountain dwarf symbolism. This symbol is usually used by the elder clan of the Irehearts to show their dragon slaying skills and Frostbeard groups and descendant groups coming from it to show reverence to Wyrvun or to show [!] The Sigils of the Steelheart Culture, Ireheart clan, and the order of the Redeemed. The Mountains As Mountain dwarves, the symbol that depicts their home of the mountain tops has always been the mountain. The mountain is the source of strength the environment that creates physically and emotionally strong dwarves. Mountains symbolize the ability of mountain dwarves to overcome any and all adversity showing proudly that even the most inhospitable parts of the world mountain dwarves will call home and thrive. Another meaning of the mountain is the mountain dwarf pride, standing above the whole world from the peak of their mountains, being able to observe any and all threats to their home. [!] Sigils of the Frostbeard clan, of the Kingdom of Kaz’Ulrah, and the Mountain Monarchy. The Axe The axe is usually used to denote the martial prowess of mountain dwarves, specifically power from within institutions like the crown and the Legion. Because of this its a symbol usually associated with but not limited to the line of Bogrin and the Elder Clan of the Grandaxes. Axes represent both the survival tool that allows for great halls to be built and pyres to be made which allow mountain dwarves to keep warm and as a tool of warfare. [!] Sigils of the Grandaxe clan, Kal’Bogrin, and the Blackaxe clan. The Hammer The Hammer tends to symbolise one of two things either the Hammer of Barradin/Yudora or the Hammer of Urguan. In both cases it is a symbol of Yemekar’s balance and dwarven power. In the former case it also has an association to purity and to Wyrvun whose crystal symbol is also a symbol of purity. In the later case it is a symbol of leadership and dwarveness. [!] Sigil of the redeemed order and of the Frostbeard clan. ᚪᚷᚾᚪᚱᚢᛘᛘ ᚠᛁᚳᛏᛁ ᚪᚷᚾᚪᚱᚢᛘᛘ ᚠᛁᚳᛏᛁ
  19. Baldin Frostbeard receives the message and nods "Where tha fek ded a put mi cane." the elderly dwarf would look around for his cane before departing to the forum.
  20. I think shared tiles is a good idea, I do not think it should be done racially tho.
  21. The Tale of Thromr “Neverbroken” Ireheart and the Staff of Yazmorra ᚈᚆᚓ ᚈᚐᚂᚓ ᚑᚃ ᚈᚆᚏᚑᚋᚏ ᚅᚓᚃᚓᚏᚁᚏᚑᚕᚓᚅ ᚔᚏᚓᚆᚓᚐᚏᚈ ᚐᚅᚇ ᚈᚆᚓ ᚄᚈᚐᚃᚃ ᚑᚃ ᚐᚎᚋᚑᚏᚏᚐ There was a time when the recreated Urguan was still young and newly reformed, the struggles of all dwarves were fresh in everyone’s minds, and the grudges that preceded the kingdom remained in their hearts. One of these grudges was the Forest Dwarf and Ireheart grudge that a few forest dwarves held. The friendship of Utak Irehart and Bjor Cottonwood was widely known through out the land, one became one of greatest Grand Kings while Bjor as the first High Chief of Hefrumm and great dwarf became the first Forest Dwarf Paragon. But what is less known is that a couple of Irehearts back before the kingdom’s reformation led orcs in service to the Kingdom of Kaz’Ulrah. A fact that has been forgotten and reconciled by the eyes of dwarves and forgiven by the forest dwarves. But the eyes of the Brathmordakin are eternally looking in judgement. ᚃᚏᚔᚓᚅᚇᚄᚆᚔᚚ To strengthen the bonds of unity, the Forest Dwarves of Hefrumm have always welcomed the other dwarves of Urguan to join them in the hunts, so they could experience their culture and grow closer as kin. This tradition was no different during the time of High Chief Yazmorra Blackroot. A youthful Thromr Ireheart roamed the land and she welcomed him to a great hunt. Together with other hunters they took down a great stag, though Thromr recieved a grave injury. The healers had difficulty tending to his wounds, but Yazmorra approached him, and placed her hand on him, he felt instant relief. When he barely stood up, Yazmorra handed him her Cherry Wood Staff, one with the sigil of Hefrumm engraved in it, for him to walk. Thromr took the staff and left, his wounds healed at a miraculous rate, and soon he was able to fight again. ᚈᚏᚔᚐᚂᚄ While Thromr had the staff, he received dreams in his sleep, of the Orc raids upon the forest dwarves led by an Ireheart. It was clear in his mind that the Brathmordakin had chosen him to cleanse the sins of the one Ireheart from the clan so that the Brathmordakin could smile upon the proud clan they are meant to be. With the guidance of the staff and his dreams, Thromr was able to find the main orcs involved in the different raids against Hefrumm. He took any job that would get him closer to his foes to fulfill the mission of the Brathmordakin. The first orc he hunted down was a goblin alchemist working on mastering Boomsteel. There were rumours that this goblin was planning on using the material to assassinate the High Chief of Hefrumm. Thromr offered the goblin his services as a paid guard for the goblin, and the goblin happily accepted, knowing the reputation of Irehearts. While together, Thromr was able to steal some Boomsteel from the goblin’s workshop, blaming some random olog for its disappearance. At first, the goblin was distrustful, but after a couple of years, the goblin trusted the Ireheart enough to go on trips with him, leaving his other guards behind. On an expedition to a newly discovered Boomsteel deposit, Thromr acted out his plan. With the blessings of Grimdugan, Thromr tricked the goblin into lowering his guard, stealing his Boomsteel. Thromr used the Boomsteel to detonate the mine, causing a chain reaction and collapsing the cave, sacrificing the goblin to Grimduguan, the Lord of Avarice, for him to be judged by Grimdugan for his sins against Hefrumm. ᚌᚏᚔᚋᚇᚒᚌᚐᚅ Thromr’s next objective was to take down a great olog. His dreams took him deep into the caves in the wilderness of Krugmar until he found his hideout. With the blessings of Belka, he was able to travel undetected and hear rumours of a great olog that through dark shamanism had grown horns and two more arms. Thromr knew that he couldn’t win a one-to-one. In a nearby tavern, the Ireheart heard that the olog was looking for a bride and that he was so wicked he welcomed females from any race. Seizing the opportunity, Thromr put on a dress and marched into the cave. The olog questioned the fact that Thromr had a beard, however, the Ireheart quickly pointed out that there are dwarven females with beards, convincing the olog. In less than a day the olog ordered his minions to organize a wedding and so they did with great haste. While they were all preparing for the event, Thromr in disguise was able to come close to the olog and split his head clean with an axe, buts it was not enough to kill the olog. In a rage, it started to rampage killing its slaves in the process. Thromr was swift and was able to dodge the slow and wounded olog. With heavy blood loss the olog eventually fell to its knees. Thromr looked upon the slaves and told them that in the name of Belka they were free to roam the roads once more. The olog, in a last-ditch attempt to kill his enemy, bit the arm of the Ireheart warrior, to the horror of the slaves. Using the staff of Yazmorra, the Ireheart poked the eye out of the olog, forcing a release. In agony, the olog fell to his back. When the slaves went to treat Thromr’s wound, it was miraculously healed. Thromr knew it was the staff, but the slaves saw this as divine intervention and rose up to tear the olog apart. ᚁᚓᚂᚕᚐ Tired of his journey Thromr begged for the dreams of the raids to stop. In one of his dreams, he heard the voice of the Hearthmother. She told him that there was one more individual he had to kill if he wished for his nightmares to end. This individual was an Uruk raider who pillaged the lands of the halflings and forest dwarfs, who tainted the holy forest of Anbella. With Yazmorra’s staff by his side, he went off to find this uruk. By usingArmakak’s luck, the dwarf was able to find the uruk in the remains of a small halfling settlement. They were all dead but the mission remained, the uruk had to die. Thromr challenged the uruk to an honour duel, one that would seal fate and a proper way to finish his tasks to the Brathmordakin. The uruk was not one to back down from a challenge accepted. For hours the two fought evenly and with great passion. Eventually, the uruk seemed to have landed a lethal blow to Thromr’s gut, piercing right through him with a long blade. However, to the uruk’s dismay, Thromr did not try to back away, but instead kept moving forward through the blade, cutting himself deeper, but preventing the uruk’s escape.With a swift slash of the axe, Thromr was able to decapitate the uruk with both of their bodies falling to the ground. His sight was gone and he went into a deep sleep. When he woke up he was still holding onto Yazmorra’s staff, and the wounds inflicted on him were gone. It was as if a couple of years had passed, the body of the uruk and the halfling settlement had vanished, but the location was the same. . It was at that moment he realised that his duties were over, and that his nightmares were not to haunt him any more and that the sins of his clanmates were cleared in the eyes of the Brathmordkain. Thromr returned home, but after many years asleep it was abandoned. He read letters left behind and realized the dwarves had moved to another continent. With a makeshift boat he followed Belka’s stars and by her will he made it home. Eventually, he finally reached Almaris. Once arrived, the first thing he did was come to Hefrumm, bearing the staff of Yazmorra. He thanked the people of Hefrumm for their hospitality and kindness in the past and returned the staff that so long ago was given to him to cure him of his physical injuries and spiritual damage. By returning the staff Thromr continued the legacy of kinship between the forest folk and the Irehearts started by Utak Ireheart and Bjor Cottonwood. ᚙᚈᚆᚓ ᚓᚅᚇᚙ [!] Depiction of Thromr “neverbroken” Ireheart ᚏᚔᚈᚈᚓᚅ ᚁ ᚐᚄᚕᚓᚈᚔᚂ ᚁᚂᚐᚉᚕᚏᚑᚑᚈ ᚈᚆᚓ ᚈᚐᚂᚓ ᚑᚃ ᚈᚆᚏᚑᚋᚏ ᚅᚓᚃᚓᚏᚁᚏᚑᚕᚓᚅ ᚔᚏᚓᚆᚓᚐᚏᚈ ᚐᚅᚇ ᚈᚆᚓ ᚄᚈᚐᚃᚃ ᚑᚃ ᚐᚎᚋᚑᚏᚏᚐ
  22. [!] Asketil Blackroot gets to work removing the goop.
  23. "Paragon Bjor wes accended by High Preceptor Fili Grandaxe through recomendation of Preceptor Baldin Frostbeard due to 'is great deeds fer dwedkind. Bat aye ets es 'orrendus. Defiling tha dead es 'ereseh as es, doing et to tha bodeh ef a Paragon es even worse...'ope those responsible pay fer their 'eressy." Responds Chief Asketil Blackroot from behind the Goldhand Baldin Frostbeard conforts his wife "Those responsible will beg fer merceh when a' live them crawling without arms er legs like tha vermin they ar" the old Bearserker would grab his war axe preparing himself to chop some limbs
  24. Culture of the Forest Dwarves [source] [!] A close-up portrait of a forest dwarf ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Short History *For a more detailed history check the history of the forest dwarves* The forest dwarves are a subrace of dwarves born from Gloin Treebeard, the founder of the Treebeards and one of Urguan’s eldest sons. They possess a great love of nature, their families and the gods. However, due to their stark difference in culture, appearance, way of life and affinity for other races and nature, Gloin and his children were expelled from the kingdom of dwarves after the disappearance of Urguan. In exile, the Treebeards split into disparate groups that settled around the realms. Some kept the name Treebeard, while others differentiated into new distinct clans, tribes, and families. These clans engaged with the other descendants, sharing the knowledge of nature with them. Though inevitably, with time, some forest dwarves forgot parts of their origins and culture because of their exile, an example of this being the halflings When the Blood Age of dwarves started, The Ironborn Empire culled and enslaved all those dwarves who opposed them. The few who escaped persecution fled into the forest dwarf territories, and thus bloodlines of the various dwarves mixed somewhat. Under the rule of the Ironborn, one of the main branches of the Treebeard clan was entirely enslaved and their ancient knowledge was lost. After the collapse of the Ironborn Empire, marking the end of the Blood Age, forest dwarves could be seen appearing more frequently, though they were still nomadic and scarce. In Atlas, after generations of disunity, the first polity of the forest dwarves was created. Through it, the forest dwarves helped with the creation of the Confederation of Hammers, and later with the recreation of the Grand Kingdom of Urguan. This allowed the dwarven subraces to be united for the first time since Gloin’s exile. Due to their history, the forest dwarves have a polycentric culture, language, and spirituality, something that shines through in all their forms of being. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Social and Cultural Norms [source] [!] A Treebeard taking part in ritual hunting. Forest dwarves, having had many clans and families appear throughout the ages, possess many varying cultures, beliefs and perspectives on the world. Though, due to their common ancestry, nature, and union, there is a baseline of sociocultural norms that they all follow: -Communal Greed- It is the cornerstone of the forest dwarves and the core teaching of Gloin, and one reason why he might have been exiled. Forest dwarves believe the collective is more important than the individual and that greed is only adequate when it benefits the whole forest dwarf community. This teaching not only originated from Gloin but as an instinct for survival. Many forest dwarf tribes had only survived in the wilderness through Communal Greed since a single greedy dwarf prioritizing themselves in the rough woods could have brought down an entire clan. With the manifestation of Hefrumm (the first union of Forest Dwarves), this Communal Greed coalesced into a greater form. The core teaching of Gloin was applied not to each clan within Hefrumm individually, but to Hefrumm as a whole, which has granted it longevity in the face of many external threats such as raids by the Frostbeard Kingdom Kaz’Ulrah. In the olden days, Communal Greed resulted in practices such as communal living, not owning currency, and collective allocation of resources, which were very unpopular amongst Cave & Mountain dwarves. Heffumm’s interactions with them, however, resulted in adaption with time, since the forest dwarves were expected to follow the laws of Urguan and to pay taxes. -Inclination towards self-government- The principal reason forest dwarves cherish their autonomy as a polity is their unique history, which they do not share with their mountain and cave brethren. The forest dwarves, being descendants of Gloin who was exiled, long harboured a sense of separation from the rest of their brethren. This has led to a strong sense of independence and self-reliance among the forest dwarves. The genocide of dwarves during the Blood Age resulted in many forest dwarves being murdered or enslaved by the clans working under the Empire of Khorvad. Those that escaped, hid in the forests or merged with other populations of descendants. This further reinforced the forest dwarves as an exiled people. The Eternal Exile ended in Atlas with the formation of Hefrumm, the nation of forest dwarves. This marked a major turning point in their history. The High Chief Bjor Cottonwood was elected as the first leader and later granted a magical crown by Mossbeard the Root Druid, which helped to legitimise Hefrumm. The forest dwarves were determined to protect their nation to avoid eternal solitude, and many other forest dwarf clans joined Hefrumm out of similar sentiments. During this time, Kaz’Ulrah attacked the forest dwarves of Hefrumm to subjugate them, which resonated with their trauma from the Blood Age. Thanks to their unity, the forest dwarves warded off Kaz’Ulrah and thrive. In conclusion, the forest dwarves’ painful history and loss, their unique cultural identity, and their determination to protect their nation have all contributed to their powerful sense of independence and self-rule as a polity. This deep-rooted attachment to their autonomy and self-determination is a core aspect of their culture and identity and is something that they hold dear and cherish. -Dwarven Unity- Despite being aware of the pitfalls of their mountain and cave cousins, the forest dwarves understand that to keep Yemekar’s balance, a united dwarven race is necessary. The collective will of the subraces is the dwarven will, which is as close as one gets to Yemekar’s will. Therefore, despite being hunted down for most of their history and being looked down upon by other dwarves, they helped their cousins in their time of need. When old Urguan was destroyed, it was Hefrumm alongside the Confederation of Hammers and the Grandaxes of Kal’Bogrin that created a new Urguan, uniting the dwarves for the first time since Urguan Silverbeard. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Art and Entertainment [source] [!] A forest dwedlon bagpipe player. -Storytelling- Because of the centuries-long exile of the forest dwarves, many forest tribes, clans, and families lost their ability to read and write. Despite this, much of their knowledge was passed down through an even more ancient tradition, which was the one of storytelling. Forest dwarves have a habit of gathering around the hearth to honour Anbella and while doing so, they tell the tales, myths, and deeds of their people. -Literature- With the creation of Hefrumm, the literacy rate in Hefrumm skyrocketed. This lead to an increase in forest dwarf writing and became something the forest dwarves cherished and would never take for granted again. Writing is still something that is focused on by some forest dwarf clans in particular, especially the Blackroots, Mossborn, and some Treebeards. Those whose patron is Ogradhad also are quite fond of writing, though it is not always the case. -Bards- Forest dwarves love music. It is admiration for Belka, one of their more beloved Brathmordakin. The forest dwarves have more knowledge of instruments than any other dwarf group as their travels around the mortal realms have allowed them to learn from multiple people groups. -Olog riding- Olog riding is a tradition started by the Blackroot clan. The goal is to survive as long as possible on top of an Olog. Watching this sport speaks to one’s bravery in itself, as the spectators are in as much danger as the rider. These events are done with the consent of the Ologs involved and it is intended as an honourable challenge. -Pig racing- Pig racing is an ancestral tradition of the Cottonwoods. In the olden days, makeshift tracks were made around the village and the racers were made to do laps around the tracks on the back of their boar. Being the victor of a pig race is something brag-worthy among the forest folk, as it shows one’s unity with the animals of Anbella. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Religion and Spirituality [source] [!] A Hefrumm Seer carrying healing herbs. -Balance of Anbella / Balance of the Tribunal- Anbella is the Brathmordakin of nature, hence all forest dwarves revere her and believe her nature should be protected. Disrespecting nature in one’s day-to-day life, hunting, and causing it harm will result in a curse against the perpetrator. Thusly, forest dwarves act as preservers of nature, and even when hunting, they do so with reverence and consideration. -Auction of the dead- Forest dwarves believe that when they die they go to Khaz’A’Dentrumm, the Halls of the Dead. There, they are bided upon by the Brathmordakin bids for the Dwarf’s soul. The dwarf will then go to whichever realm belongs to the Brathmordakin that has placed the highest bid on the dwarf. Due to this, forest dwarves tend to have some specific patron Brathmordakin which they try to honour in their day to day. Many choose the Tribunal; Anbella (Nature, the hearth, and the home), Belka (youth, art, and travel), Dungrimm (Protection, honour, and death) as they are connected to the forest dwarf way of life and together they depict the natural balance. -Sanctity of the dwarven race- Like all dwarves, the forest dwarves believe the dwarves are holy beings on par with the greatest of Yemekar’s creations. This can lead to arrogance at times, but it also means that they will never kill another dwarf. A dwarf that has killed or has the intent to kin another dwarf is considered a kinslayer, and not a dwarf anymore, leaving them open to retribution from their kin. For this reason, forest dwarves would never attack another dwarf with the intent to kill, and would rather be on the defensive as killing someone that intended to kill you is self-defence and that does not revoke one’s dwarfdom. -Anbella’s Embrace- Forest dwarves see those that are touched by fae as having been blessed by Anbella with her gift. In their eyes, epiphytes are people that have been chosen to serve Anbella’s will be kept in working conditions until it is their time to pass away into her realm. However, it is also affirmed that those dwarven epiphytes that stray away from Anbella’s ways are affected by wood sickness. Wood sickness is the failure of an individual to hear Anbella in the voice of nature, causing them to act in a misguided form unfit of a dwarf. -Yemekar’s Balance- The Balance of Anbella is a part of the larger balance of creation, which is referred to by forest dwarves as Yemekar’s Balance. This concept is shared with all other dwarves and it dictates that the dwarves, being the chosen race of Yemekar, exist to keep the balance in Yemekar’s creation. Forest dwarves interpret this as avoiding violence or expansionism, and instead that they must defend those groups that seek to make the world that Yemekar created a better, kinder, and more connected place. This leads the forest dwarves to be open to all those that seek to work with them, but at the same time gives them an unwavering conviction as they see their ethics and way of seeing the world as Yemekar’s intention. -Sanctity of the Beard- Like all other dwarves, the forest dwarves see the beard as a sign of Yemekar’s favour and a gift to them from him. For this reason, all dwarves are expected to take care of their beard and protect it with their life. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Food and Cuisine [source] [!] A preparation for a feast -Carrot Ale- Carrot ale was a gift from Paragorn Bjor, the Carrot Druid. It is one of the staple drinks of the forest dwarves and is renowned around the world over for its taste and quality. -Bushmeat- Due to many forest dwarves being hunters, there is a lot of bushmeat in Hefrumm. Any animal hunted in Hefrumm unless it is a sacrifice is expected to be consumed and all parts are given good use. -Fish- Many forest dwarves dedicate their lives to fishing. Depending on where the village of Hefrumm is located, one can expect a variety of different fishes to be available in their shops. -Fermented Honey- The ale of the forest dwarves is considered their pride and joy. The quality of the ale comes from its ingredients, one of them being fermented honey. This honey is not just used in ale but also consumed, as is for food and its health benefits. -Fairy Clouds- Spun sugar is created by forest dwarves by melting sugar in a pan and then using a thin-toothed fork to make strings of sugar over an upside-down bowl. The process would be repeated, and the strings added to a stick to resemble a cloud. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Language and Communication Forest dwarves possess an affinity for languages due to being much more travelled than the average dwarf, as well as more open-minded to learn from other cultures. These are some of the major languages spoken and written by forest dwarves: -Common- As all descendants on the continent, the forest dwarves speak, write, and understand common. Some forest dwarves, especially those that have been in exile and have not returned to Hefrumm might speak in common instead of dwarven. Speaking in common is not something that is encouraged in forest dwarf society, but it is accepted if one does not speak the Dwarven Common dialect. -Dwarven Dialect- Like all dwarves, the forest dwarves speak in the dwarven dialect of common. -Dwarvish- Most forest dwarves can read, write, and speak in dwarvish. However, with writing, some forest dwarves will prefer the Seer Staves over the runic alphabet. -Forest Dwarvish Dialects- Because of the pluricentric nature of forest dwarves, there are a multitude of dialects of dwarvish that have been influenced by the culture and history of different groups. These dialects are used inside family, clan, and tribe units as a form of differentiation, as with the Mountain Tongue. -Seer Staves- The Seer Staves is a form of writing Dwarvish unique to the forest dwarves. Due to the persecution of the forest dwarves throughout history, the ancients decided that their knowledge needed to be written in another form that was not runic to avoid it falling into the hands of those that persecuted them. With time, this form of writing became the main writing form of the forest dwarf seers and the different sects of it. -Mountain Tongue- The Mountain tongue is a language spoken by those inside the Mountain dwarf clan of the Stormfists. It is a secretive language only spoken by its members and descendants. Forest dwarves that hold ancestry from Stormfist also can know the language to different degrees. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Fashion and Clothing Clothing is something very intimate to each forest dwarf clan. However, generally, forest dwarves wear earthy colours. In addition to this, different clans wear different attires, Blackroots and Cottonwoods tend to wear bones and pelts from the beings they have hunted to have the blessings of their spirits, and others that have taken in more mountain and cave dwarf culture like the Mossborn and Emberhorns wear armour. A forest dwarf is welcome to wear anything as long as it is respectful to the community and nature. ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Economic and Political Systems All forms of political and economic systems for forest dwarves are centred around collectivity. That is why gathering organizations like the Rings of Hefrumm and the castes of Hefrumm exist and exited. When it comes to political organization, the forest dwarves try to make all decisions possible from the bottom up, through democratic processes, in such a way that all in the community can make use of their voice for the wellbeing of the collective. Forest dwarves are naturally decentralized and prefer creativity and freedom of action. Since the forest dwarves work through the concept of collective greed, there is no real belief anyone in the forest dwarf community will turn against the collective. When one does willingly go against the collective, they are swiftly punished, forgiven, and welcomed back just as quickly. It is not the way of the forest dwarves to hold grudges indefinitely ᚚᚐᚌᚓ ᚁᚏᚓᚐᚊ ᚊᚐᚓᚏᚁ ᚓᚌᚐᚚ Sources History I History II History III Hefrumm Clans Seers I Seers II
  25. The Wronged: Hefrumm, Blackroot Clan, the Green Collective, and Asketil Blackroot The Assailant: Durin Hammerforge The Wrong: questioned dwedness of the chief of the Blackroots, slandered the current High Chief of Hefrumm by calling him a kinslayer, slandered the previous High Chiefs by putting them in his letter, called for violence towards dwarves, ignored the laws of Hefrumm established and followed by the dwed of Hefrumm. Date of Wrongdoing: 11th of the Ambercold, year 113 Terms of Settlement: Because of the love Hefrumm has for the Hammerforge founders Durin is given three options; either an honor duel to the death, agree to submit to the courts of Hefrumm, or banishment from Urguan. Only these will solve the grudge.
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