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Yankee

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Everything posted by Yankee

  1. I agree, the current systems in place need to be re-worked or simply removed. If a group wish to raid, restrictions should be at a minimum for them and a large unbalance should not be created through rules. The current CB system in a way makes sense, due to it being able to control whether or not wars can take place. However, this control takes away from rp as nations are prevented from going to war due to not having a reason or their reason being from too long ago. I feel this system also needs change, if the reasoning behind the war makes sense then why can the war not take place?
  2. "Ah could duh wif' anuffah none corrupted, powah 'ungreh moind abowt. Dah Clan's visions an' ideahs 'ave been twisted boi dat ov 'un moind. Weh need tuh com' arownd an' stop feedin' dah stereotype abowt owr clan. T'ose w'o ar' nae loyal, get in yer t'ick 'ead dat nuffin' evah com's ov blind an' pointless rebellions." Vidar would exclaim, a grin adorning his face of news of his fathers return.
  3. Yes please. For the sake of all our souls. EDIT: Thought these were just Onslaughted rules, however upon reading through them the cooldowns are excessively long.
  4. Swampgoth Gnarl'Lak would nod in approval "Hozh job!"
  5. The Power of Swamp Compels you! Welcome.
  6. The Heisenkrug nods his head in approval "Bub'hozh, mi am zure owr littul vehnture wihl bi verih prohfitahbul!" He'd exclaim before returning to the Baked Olog and taking a hit from the hookah.
  7. ~ The Lak Clan ~ The great Lak Clan, famous for their devotion to the Spirit of the Swamp Laklul. These large lumbering orks have a hide unlike those of their orkish counterparts, their hide has a dark blue hue which is a distinguishing feature for these brutish swamp dwellers. Despite being a fairly new clan among the others, the Laks have gained respect among many clans and proven their worth to Krugmar. ______________________________________________________________________________ ~ History ~ The well respected Ork and Clan Legend, Shreck’Lak, was the founder of the clan back in the realm of Athera. Lak was formed after clan Dom saw a mass of emigration due to the dishonorable actions of Rusk'Dom the Liberator. Shreck was a great servant to Laklul and so the name Lak was forged from the Spirit of the Swamp Laklul. Upon arriving in Vailor the Laks constructed their fort Duloc in Shreck’s swamp south of the Capital. It was a massive plateau fortified with a palisade poking out on its right flank. It would take a long, treacherous walk and thus was connected to the capital via Luntlak the toalak who transported strangers to and fro from his resting place along the road feeding into San'Thraka. After Vailor had fell into ruins following the plague, the Laks with their Orkish brethren migrated in search of new lands to call home. Arriving in Axios, the Laks dwindled in their numbers, Shreck and Gnarl the only two to be around for that time. As time passed, the clan seemed to weaken further, members were rarely seen around the Orkish lands. Gnarl’Lak returned to the Orkish capital after a long venture to learn more about the art of shamanism. He returned and assumed the position of Swampgoth with hopes to build the clan back to its former glory. ______________________________________________________________________________ ~ Culture and Traditions ~ Initially seen with disdain, the brutish, savage clan has since contributed greatly and is viewed with respect in their endless service to Laklul. Lak serves Laklul through a variety of ways such as sacrifice or the raising of totems and destruction of rivals' though Lak is currently focused on toppling Freygoth, the spirit of nature and thus ruler of the spirit of swamps, in favour of Laklul by garnering support in the spiritual realm. Laks use a juvenile swamp rat to raise and utilise, usually as messenger animals or companions. All Laks are to give their pledge of allegiance to Laklul and the clan before his sacred shrine, typically with a sacrificial offering. Though not required, an ork will need to offer a sacrifice to become a full clansmen. The clan Wargoth is referred to as the 'Swampgoth' instead. It is very common for Laks to live in elaborate, moist, underground dwellings opposed to typical orkish housing. Opposed to using green as most orks do Laks commonly extract the hallucinogenic compound found in the mucous excrement of toalaks. This leads to swell times. Laks forage most of their food from the swamps. Frogs, fish and rat plaster the menu. Some Laks ride upon toalaks into battle, a great mount that Laklul gifted upon to them for their devotion with the help of Thurak'Yar. A Toalak ______________________________________________________________________________ ~ Mandates and Punishment ~ All orks in clan Lak are required to follow Laklul's mandates as it is how any righteous ork, let alone a Lak would toil to live their life. I. All Laks are to follow Krug's Code. II. All Laks are to respect swamps for they are sacred in the eyes of Laklul. III. All Laks are expected to revere Laklul and thus should hold him in a high place. IV. All Laks are encouraged to worship other respectable spirits such as Theruz and especially Krug. V. All Laks are to remain loyal to the clan till death. VI. All Laks are to show respect to their fellow Laks and their property. VII. All half-orcs are animals; show no respect. IX. An offense to Lak or the Swampgoth will be one to Laklul himself. Tread carefully. X. Freygoth is the sworn enemy of the Laks, the spirit is Laklul's tyrannical master. If you sight any of his worshipers or shrines destroy them and utterly so immediately. Failure to meet all of the mandates can result in some or all of the following punishments to varying degrees depending on the severity of the offence: Branding: for less severe offences, the culprit is branded and from hence is treated with no respect by any member of the clan. Luk: No Lak respects them and are encouraged to beat them bloody. Beatings: The individual has failed Laklul, they must bear the weight of their failures. Either by a group or singular they are punished. Being left to die: The individual will be hung up and have his abdominal cavity beaten open with clubs and have the remnants of his intestines pulled before him/her. If the injury doesn't get you the lurkers of the swampland surely will. Castration: These people are unlikely to procreate. ______________________________________________________________________________ ~ Clan Roster ~ Clan Swampgoth This is the leader of clan Lak, he is tasked with the responsibilities of leadership and furthering Laklul's influence within the mortal realm. Gnarl’Lak (Yank33) Clan Elders These are elders of the clan, they are tasked with leading Laks, recruiting Laks and are utterly devoted to Laklul without question. - Clan Clansmen These are orks sworn to Laklul in blood. Mitz’Lak (__Mitz) Fitz’Lak (__Fitz) Clan Fledgelings These orks have yet to seal their oath in blood. They may be kicked out of the clan if deemed unworthy. Clan Legends These orks have proved their greatness and have served Laklul valiantly, they are to be treated with up most respect. Shreck'Lak (Travista) Clan Luks These are orks who have done great dishonour to the clan or Laklul, they are shown little respect by their kin. Hu-Din ( wolfkite1 ) Notable Bestiaries Mugzlak, scaddernak, owned by Shreck Luntlak, toalak, owned by Shreck Lun, toalak, owned by Tun ______________________________________________________________________________ ~ Application ~ MC Name: RP Name: Skype (Can PM): Clan Born (Y/N): ______________________________________________________________________________
  8. "Guess w'os back, back again..." Vidar would state while fitting the new Dunamian armour to his body.
  9. A poster would be hung on noticeboards around Axios, written on them would be: "Mass amounts of wood for sale, sold by the crate. The prices are as followed;" ~ One Double Crate of Wood ~ 690 Minas "Become a skilled woodworker in a matter of minutes!" "Contact Vidar or Galdryn ((Yank33 or Lucas84775)) if interested in purchasing any wood."
  10. ((Define 'Losing half your territory' because if I recall correctly the Dwarves only lost two siege battles, the Orenians successfully took control of Rhewengrad and Kal'Valen which is around 20% of the Dwarven territory. In terms of battles, Oren won all the skirmishes (which is expected due to their sheer numbers), but sieges, Oren won a total of 2 and the Dwarves won a total of 3, this supports the idea of a stalemate due to how both sides lost and won during the war. Now, this means that the Dwarves technically didn't lose at all and they did not lose half their territory at all. The war also ended due to both sides mutually agreeing on peace through the 'Treaty of West Avar', making it both side's best interest to end the war due to the length of time it had lasted for and the 'victory then defeat' continuation. If you wish to consolidate your knowledge on the topic please do read https://wikia.lordofthecraft.net/index.php?title=Eighteen_Years'_War)) Vidar Frostbeard would raise his war axe into the air before exclaiming "Dese 'umris have foug't us behfor' an' dey knuw w'ot dere contendin' wif', dis toime owr forts ar' even strongah!" chuckles before he prepares for another long and bloody war between dwarves and humans.
  11. Gnarl would receive the parchment and take note of the co-ordinates. He headed out towards his destination, Shreck'Lak also in his company, with basic provisions and his tribute. Upon his arrival he would sit with the several other orcs gathered, offering them all a slight nod. Only then he began asking questions within his mind, questioning what Gijaak had in store for him.
  12. Please superior leader, let me join you!!!!!!!!!!!!! Literally cancer.
  13. First of all sorry for the late response. Second of all you are accepted! Welcome to the clan! PM me in game or on the forums for further details. Hope to see you in game. ~ Yankee
  14. "Eig't 'undred fer bot' dah mules!" Vidar exclaims before heading off to the stable to collect his Mules
  15. Accepted! Welcome to the clan. Getting your skin sorted now and you can change your name to Magnus Frostbeard.
  16. Accepted! Welcome to the clan, pm me for further details - Yank33
  17. Need a Dwarven clan?

  18. Updated Clan Diplomacy
  19. The Frostbeard Clan Clan of Prestige, Honor and Loyalty The Frostbeard clan is one of the elder clans of the Grand Kingdom of Urguan. Frostbeards are known to to be one of the most loyal dwed of the Grand Kingdom of Urguan. They are known to follow the ones they respect through everything, including death. The Frostbeards are black-haired Mountain Dwarves who value their prestige, honor, and loyalty before anything else. It is common belief that the Frostbeards are not good merchants, but they are on par with the Goldhands, if not better at some points. They have been one of the richest Dwarven clan for some time. It is the Frostbeard tradition to maintain wealth that has been acquired through hard work and labour. Lore of the Frostbeard Clan https://www.youtube.com/watch?v=FxchcNLWpH4 According to Frostbeard legend, the clan has its origins with the fourth son of Urguan, Kaz’Ulrah. Kaz’Ulrah preferred the more solitary lifestyle of the cold mountains and journeyed there with his followers. From there, he and his descendants would make a home there that would eventually be called Jornheim. Over time, the name Frostbeards became akin to them for whenever they would descend from the mountains, frost and snow would be in their beards from the snowy mountains. Aegis The Frostbeards were a group of Dwarves who lived deep within the mountains of Aegis. They were not very well known nor did they want to be; they admired their culture and traditions and how they lived. Soon, however, a group of travellers came into their village seeking refuge and shelter from the unforgiving snow storm. Generously, the Frostbeards opened their doors and sheltered the cold and hungry travellers, but these travellers were soon to cause a lot of havoc. The travellers thanked them for their generosity and asked if they could purchase a house in the village for their goods that they were selling. The Frostbeards gave them the house without hesitation, but the Dwarves could not have known the travellers true intentions. After the travellers settled in Jornheim, the townspeople slowly grew more hostile towards each other. They began to fight over prices of food and minerals, which ultimately led to a rift forming between the inhabitants. Soon, without the knowledge of the Jarl, the town was to become divided into two sides, one being the Domnu’s and one being the Dechtire’s. Both sides were evenly matched and had around the same number of supporters, but what it was they supported was the question that was never asked. Without notice the travellers had corrupted the minds of the innocent civilians of the town of Jornheim, causing a civil war to take place inside its mighty walls. It was to be a massacre that was never forgotten. The Jarl grew anxiously worried of the actions of his people towards each other; he drew his attention towards his mercenaries, who were to go and restore order within the town and bring all this chaos to a halt. However, the mercenaries misinterpreted the orders of the Jarl and instead caused even more havoc by threatening the civilians with severe consequences for their actions. This only further stirred the tension, as the Jarl was now being targeted by his own people. Meanwhile, the travellers watched as the town grew angrier and angrier with one another, and without notice the travellers slipped away as if they were never there. Finally, a meeting was called in the centre of the town by the Jarl, where they were to negotiate on terms the Jarl did not approve of. The Domnus wanted to be separated from the Dechtire’s and wanted a wall between the town separating it in half, the Dechtire’s, however, wanted to take a more aggressive approach towards the situation and said they wanted to burn down all the Dechtire’s houses, but then the Jarl shouted at the top of his lungs, "Silence!" Responding, the town quickly comprehended and grew quiet. The Jarl then asked his people "Why, Why dae ye want tae fite each otherr! Why!" No one had an answer to that as the crowd slowly started mumbling and talking between each other, but suddenly, an arrow was fired from a far flung watch tower hitting the Jarl in the heart. He tumbled down from the platform, then landing in the middle of his people. His blood poured down from the back of his head forming a ruby puddle in the street. The people watched in horror before a loud voice shouted, "The Domnu's did it!" This caused the Domnu’s to take out their swords and stand defensively as the Dechtire's gathered around them shouting "Death!" While others agreed, "Aye death tae tha wee bastardsh!" The voices echoed as a dark shadow stood in the watch tower overseeing all this with a slight grin on his face. With that, a civil war had been started. The Domnu's hurried to their side of the town where they had stayed and armed themselves in a defensive manner. The Dechtire's did the same; however, they were charging towards the Domnu's with everything they had. Blood stained the streets as the Jarl’s body was hidden within the Tower of the Dead. The sun slowly began to rise as the result of the Domnu's and Dechtire's skirmish was revealed. The stone had turned from grey to red, and only three people were left alive from the bloodshed; however, the handful of survivors soon left the empty, blood-stained town behind. Asulon In the lands of Asulon, the Frostbeards plunged to their lowest point in terms of honor and strength, and later on their highest point in honor, strength, and power. Right after the arrival to the sanctuary of Asulon, many of the Frostbeards split apart. Karl Frostbeard, the clan father at the time, did everything in his power to reunite the scattered Frostbeards but to no avail. Soon after, Karl the Orcbane vanished, and not a single Dwarf knew what had become of him. Years later, several Frostbeards banded together and returned to Karik, reuniting under the clan name and with the leadership of Clan Father Liam Frostbeard. This was truly a new era for the Frostbeards, for better and for worse. Many years had passed by and the Frostbeards, who had ended up taking up residence in Alras, had decided to mend the tensions between the clan and the Dwarven Nation by returning to their roots. The Frostbeards did not return to the Nation empty handed, however, they returned with an entire Kingdom in their grasp and granted ownership of it towards the Nation of Karik. During this time the Frostbeards had created a marriage bond with the Goldhands, living under their wing in the times in which they struggled. It was around this time when Goruk “The Great” Frostbeard, son of Karl “The Orcbane” Frostbeard, had returned to join the remaining Frostbeards and lead them to greater glory. That he did, leading them into many battles and returning the Frostbeards to their former glory in terms of power and strength. It was around this time when the Frostbeards took a plot of land in the Nation of Karik, and upon it they built a stronghold that will be spoken of in old tavern tales for many years to come. The Frostbeards had the money, the power, and the strength to stop living under the Goldhands wing, so they did exactly that and took up their rightful birth name once more, while living under their own traditions and teachings. Years later, after the three holds had mended under one Kings rule once more, the Frostbeards had risen to take up council positions within the Kingdom and restore the glory of the Dwarves. Chief Goruk the Great had become Lord Marshal of the Dwarves, and Gorum Frostbeard had become the High Ambassador of the Dwarves. Goruk was known as the Dwarf who restored the Legion from the shards it was left in by the previous Lord Marshal, Grimloth Irongut. The Legion was restored to its former glory entirely, leading the Dwarves into a new era of power, wealth, and ever expanding land conquered by the power of the Legion all under the leadership of Goruk. As time passed by, tensions began to rise between Lord Marshal Goruk and King Hiebe Irongut. Goruk and the Frostbeards had tensions with Hiebe and the Ironguts, tensions that had been contained until one day Goruk and Gorum fully attempted to overthrow Hiebe; however, not in a dishonourable way. They wished to go about it while still entirely following the Dwarven constitution by using a re-election of some sort. The Frostbeards had the full backing of the council members, but when it came time to vote the council backed away and betrayed the Frostbeards trust. Afterwards, both Gorum and Goruk Frostbeard stepped down from their military and diplomatic positions before taking a leave from the Dwarves for quite some time. Anthos Many years had passed, and Goruk the Great had vanished in similar fashion to the disappearance of Karl the Orcbane. Liam Frostbeard, former Clan Father, returned to the Frostbeards for a brief amount of time before getting back to his hunt. Upon arrival to the new lands, the Frostbeards had once again taken positions of authority within the Dwarven Kingdom. This time, however, they had no quarrels with the reigning King. Gorum Frostbeard had become one of five Lords of the Dwarves, directly under King Omithiel, and Moruk Frostbeard had become the Grand Merchant. It was also around this time that King Omithiel proposed to Moiruh Frostbeard, making her the future queen of the Kingdom of Urguan. The Kingdom of Urguan began to prosper under the rule of King Omithiel, and the Frostbeards began to prosper as well. They had kept to their tradition of remaining and maintaining the title of the richest clan, but the same could not be said in terms of power and strength. The Frostbeards were leaderless, lost, and near the brink of a second collapse when an unexpected arrival happened during this crisis. It was the second coming of great Clan Lord Karl “The Orcbane” Frostbeard. A new era was to unfold in the lands of Anthos as it did in the lands of Asulon, an era where there would be no rise and fall for the Frostbeards, there would only be ascension. Fringe -Thales During this time, the Frostbeards dwindled to naught but a memory, a memory of wealth and power. They came to near extinction, taking no part in both of the Fringe wars and any wars to come. With the coming of thales, an old dwarf, by the name of Rhewen sneaked onto the boat leaving the war torn land of the Fringe and sailed for the unknown, he was of sturdy stock, with jet black hair and piercing blue eyes. In the entirety of Thales Rhewen was found to be the last Frostbeard and last of the sons of Karl. Throughout the span of Thales, he remade the clan, into his own brutal life style of barbarism and hunting, remaning uncultured and swarthy. Here he created many traditions still practiced currently. Rhewen led the clan to prosperity, being great in numbers and of all, in women. He married many of his daughters to other clans, doing so meant improving the relations between clans Grandaxe, Ireheart, and Starbreaker. Athera During the reign of Midgor in Athera, Rhewen disappeared for a great hunt, where he slew a great black bear, he dons this pelt to this day, but he was not presence for the remainder of Midgor's reign, and did not return until the end of Grand King Fimlin Grandaxe's reign.When Fimlin was king, in the world of Athera, Verthaik Frostbeard journeyed to the kingdom, the sole living known member of the clan. He took over as Clan Father as there was no other and immediately began finding and connecting members into the lineage. The clan began to grow again as members flocked to Verthaik’s leadership and soon became one of the largest. Soon, Verthaik became recognized as a capable leader and warrior and after many failure Grand Marshals, Grand King Vorstag made Verthaik the new Grand Marshal. He had received a Legion that did not exist and recreated it from the ground up. Even though the Grand Kindom was in tatters and its population small, Verthaik recreated a competent and organized military that could actually function. At this time Verthaik began to enter the politics of the kingdom, as he sought to bring Frostbeard back to its glory and remove the corruption of the kingdom. He quickly became Arbiter after a few moves and made himself a big player in the council and worked to bring his clan into membership of it. However, as Verthaik was too busy with the war against the humans, the cave dwarf coalition made a power move and removed Verthaik as arbiter. As Verthaik finally moved his attention back into his politics, he quickly was able to obtain a seat on the council for the Frostbeards. He made an alliance among the mountain dwarves and a clear division was made as Verthaik had gained control. It was not long after, though, that Verthaik had enough of the petty politics of the kingdom and took his clan and left the kingdom in self exile. Eventually, Vulkin returned to the kingdom and attempted to lead the clan back in a failed attempt and left. Afterwards, Verthaik’s grandfather, Rhewen took over the clan and members began to slowly migrate back into the kingdom until the Orc-Dwarf war, where Rhewen formed the Rune Guard, the guard force of all sacred to Dungrimm and the ancestors of Urguan, protector of clan and kingdom artifacts, here their might was as strong as it had ever been. During the war, Rhewen was killed savagely by the orcs and made into a hero and rallying call for the dwarves. The power behind this even moved Verthaik into returning to the kingdom once more, obtaining clan leadership again and a claiming commander in the Legion. But on the battle of the grassy fields, Rhewen charged down the mountain, revived and a beard of white, snow falling to his rear, screaming with all pride and honor "Narvak oz Azwyrtrumm!' as he and Verthaik led the Rune guard of Frostbeards to victory on the right flank of the battle, where they came clashing down upon the orc camp and slaughtering all in their midst. After this, enaring the end of Athera, Gorum and Goruk returned to the kingdom, along with many lost members of the clan. Here Verthaik and the sons of Karl plotted to take the throne of Urguan during the next election. At this time, Rhewen, forging away in the Frsotbeard Smithy, created a legendary axe of carbarum, with the smoking handle of a Ghoul bone, this he named "Frostbite", it was the axe he carried unto the new world of Vailor, where the frostbeards might continued. Vailor Soon, with the beginning of Vailor, the Grand King Balek Irongut was taken underseas by the great devourer, this starting an election. In the election ran Verthaik Frostbeard, Skippy Irongut, and Lathros Oilbeard. After many months of voting, the senate chose Skippy Irongut as their king. Outraged with the election, and the false votes removed on Verthaiks side, Verthaik seceded from the kingdom along with clan Blackfist and Goldhand and declared open rebellion against the kingdom, a move filled with overconfidence and pride, with this Rhewen went into hiding. The rebellion caused the Frostbeards to split in two, some siding with Mountain Monarchy and some with the Kingdom, those that stood with the kingdom were known as loyalists and consisted of Vidar, Hellio and Algoda. they After many skirmishes and raids, where the Mountains Monarchy were thought to be winning the war, a great battle was had. Forces from all of the allies of the Grand Kingom were summoned, and a great legion of dwarves were summoned. There proud Verthaik stood, his army ready for a fight, yet they were outnumbered and outmatched, yet to battle they marched, the standard of Durmiir among their army, raised high and proud, bearing the hammer of Kazulrah with a blue and grey field. The forces of the Mountain Monarchy and The Grand Kingdom met on the Battlefield and fought. At this battle the forces of Verthaik were utterly crushed, Verthaik, and Varuk were slain in battle, the standard of Durmiir, pressed into the ground by the honorable pridebearer. But as the Frostbeards, who had sided with the kingdom looked upon the battlefield after the event took place, they found that the standard was missing. The loyal Frostbeards mourned their dead, and a great pyre was made, burning all of their fallen brothers. After the Frostbeard Rebellion, Rhewen came again back from a hunt, with this he donned a great scar upon his face, and a greater black pelt upon his bare back. But with his return, he found the legion retired, and the Grand Marshal nowhere to be found. He was outraged at the sight! And so he approached the Grand King, Skippy, and demanded the legion be restored, and so Skippy gave the order. Rhewen was proclaimed the new Grand Marshal of the Legion, with this he created many reforms and authorized many defenses. Rhewen led a battle against the savage and honorless orcs, leading beside him was Zahrer Irongrinder. In the battle Rhewen and his men charged up the great pillars of Krug and Rhewen himself threw down the Great Orc Rex and slew him. Yet the clan is in shambles, few remaining after the rebellion. The Frostbeards still dwindle and make no major footprint on the kingdom. Clan Appearance The majority of the Frostbeards have a similar look. Jet black hair lines their heads and facial hair along with chilling blue eyes. It is the distinct look that Frostbeards are born with and if it describes you, then most likely you are a Frostbeards. Among the dwarves of the kingdom this is one thing that makes them unique for most other clans in the kingdom do not hold this trait. There are a few rarities among the clan, however. Some clan members boast notable differences such as the odddities of Red and purple eyes and sometimes even green. Frostbeards are also one of the few clans that hold a rare line of blond dwarves among its kinsmen. Most Frostbeards are average dwarven height of around four and a half feet tall. Though sometimes they can grow to a rare five feet tall. Frostbeards are stocky, hardy dwarves, built to endure and survive from living in the cold and frigid temperatures of the snowy mountains of the Kingdom. Culture The word honor holds the utmost esteem within the clan of the Frostbeards. They will hold true to their word and never go back on a deal or oath, unless they’re a stark dwarf. This, however does not mean that they cannot be rude and stern, for if their honor is disputed or disrespected they will most likely become engulfed in a grudge and can act like a wild beserker if the situation is not handled correctly. Though on the outside they may appear stern and unfriendly, they are usually quite the opposite (At least to friends.). Be on good terms with a Frostbeard and they can be the best of friends of allies. Turn on one and make him your enemy and he can be the most dangerous and fiercest enemy you could ever have. Wolves played a big part in Jornheim for the Frostbeards. They were used as hunting animals and even house-pets by those who had trained their wolves as such. The Frostbeards adore wolves and they are used as a honourable representation of previous Frostbeards. In Jornheim there was a statue of a large Wolf as tribute to Gimri Frostbeard. The Frostbeards use Wolves in war, for hunting and as pets. The kinsmen of the Frostbeard Clan are loyal to the kingdom and their fellow descendants of Urguan, but they have the utmost respect and loyalty to their clan and their kinsmen. If one is offended then it is as if you have offended every single one. If you are friend to one, then you are a friend to all. The kinsmen of the Clan will always work to better their clan and their kinsmen and in turn the Kingdom. Frostbeards are exemplary fighters, honing their battle prowess most of their lives and partaking in brawls, friendly fights, and tournaments as often as they can to better their skill on the battlefield. In turn, they find fighting a crucial part of life that is never ignored by a Frostbeard. They are known to be some of the fiercest fighter among the kingdom. It is said that seeing one on the field of battle is akin to seeing a bear savagely tearing away at its prey. Frostbeards are also known to be renown partakers in the luxuries of life. They love to gamble, eat, and drink ale. You’ll never find a Frostbeard to turn down any of those three, if offered. Trials All Frostbeards must participate in their trials before they may ascend from beardling hood. On the day of their trial, they shall journey to the forests, armed with nothing but a spear and wearing naught but the simplest of clothes. Their task to track down a great bear and slay it, then proceed to skin its pelt and bring it back to their kinsmen. When he returns, the Frostbeards gather and the Clan Father and his elders examine the pelt. They study it and decide whether the pelt the beardling has acquired is worthy of becoming a true Dwed among his kinsmen. If the pelt is accepted, the final step of the Ceremony is lighting a grand bonfire. The Clan father would walk to the beardling and place his hands on the beardling's shoulders. "BARUK KHAZAD!" is what the Clan Father exclaims and then the beardling would say "KHAZAD AI-MENU!" The Frostbeards are marked by the very same pelt that most wear upon their back and shoulders for the rest of their days and it is a rare sight to see one without theirs on. The trials that a beardling passes are a test of courage and valor for those are two of the esteemed traits a Frostbeard must hold. Relics Frostbite Frostbane is a carbarum waraxe which origins from Athera. The blade is enchanted with runes and is the top tier of dwarven craftsmanship and runeship. This relic has been used in battles many times and has been the official weapon of Rhewen Frostbeard, even during his reign as the Grand King of Urguan. Gem of Kazulrah The gem glows a royal blue color and seems to be in the shape of an oval, a golden hammer between three large mountains seemed carved into the beautiful core. Mist seeming to rotate within the confines of the treasure. Axe of Kazulrah An axe used by Kazulrah Frostbeard, probably his first one. The axe was carefully crafted, and it gives off a freezing effect to anyone that is not of Frostbeard blood. Hammer of Kazulrah A hammer, used by the first Frostbeard Kazulrah. It gives you a light feeling when you grip it. The hammer is cold to touch, though, signifying it was once used by a Frostbeard. It's glow is caused by multiple enchantments. Diplomacy Dwarven Clans: Clan Irongrinder - Allies Clan Goldhand - Allies Clan Irongut - Allies Clan Oathcast - Friendly Clan Starbreaker - Friendly Clan Grandaxe - Neutral Clan Ireheart - Neutral Clan Treebeard - Neutral Clan Doomforge - Unfriendly Clan Hammerforged - Despise Nations / Large Factions: The Grand Kingdom of Urguan : Loyalists The Kingdom of Oren: Neutral The War Nation of Krug: Neutral The Republic of Salvus: Neutral Haria: Neutral Sutica: Neutral [Application] The Frostbeards are currently recruiting! After being accepting you will be given the title 'Beardling' and then be set on your trials. After completion of your trials you will then be promoted to a 'Clan Member'. Your activity will then be monitored, to ensure you are active enough to role-play your character. We encourage members to have Skype and Teamspeak, so that you can keep up to date on clan activity and other information like dates and times etc. MC Name: Character Name: Character Age: Profession: Appearance: An image of the skin you intend to use: Skype Name (If you have it):
  20. Race: Mountain Dwarf Gender: Male Age: 300 Picture example: https://gyazo.com/fb5e8af59da78b4047fdbd8d323459f6 Bribe: I'll get you horses for next map ;D Chibi or adult? Chibi Do you want an ICON made of them: Ja!
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