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Treaty

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  1. The Lexicon A Lexicon being activated by its user Background Deep within the southern wastes of the Almaris Realm, the Grand Kingdom of Urguan discovered the ruins of an Ancient Dwarven creation unlike anything seen before. A golem colossus, a term coined by the current golemancers of the nation, was a construct created by the ancient masters of the art, individuals whose power and skill are unmatched by the practitioners of today. The craftsmanship and expertise of these ancients, however, did not stop simply at the colossus. Metal golems faster than men, technological hybrids of golemancy and mana, a moving picture of an ancient dwed, these feats are ones the golemancers of today would be unable to remake. This moving image, however, was an inspiration to the Masters who witnessed its abilities. While pictures could not be recorded as seen at the colossus, today’s golems are already capable of capturing and playing back sound through their basic sigils. If this ability already existed, why could it not be condensed onto a platform smaller than a hulking golem? Through trial and error, the golemancers had realized that the sigils already used on a basic golem could be placed on a much smaller surface, something capable of fitting into one’s hand. By fashioning a cover over a golem core, one could use the device, coined ‘The Lexicon’, to record information to later be played back and documented. This tool would eliminate the need for constant book and quill documentation, a problem frequently troubling the scholars making up a majority of the Dwarven masters at the time. With this tool, the golemantic arts would be expanded into a realm beyond the simple creation of constructs, and into one of public benefit capable of being used by any individual. Magic Explanation The Lexicon is a golemantic tool created using pre-existing golem lore. This recording box utilizes a basic golem core, along with the hearing, speaking, memory, and activation sigils, all of which are basic components of every golem. This creation is powered identically to that of a golem, with a thanhic core powering all the sigils chiseled onto the creation. The Lexicon itself is a small cube capable of fitting in one’s hands, and consists of a box (made of accepted golem materials) housing the basic golem core. On the outer box, 2 hearing and 2 speaking sigils would be carved into its faces, with each doing as their name implies. On the core itself, similar to a basic golem core, memory sigils would be carved to ‘memorize’ the audio it picks up through its hearing sigils. Despite the similarity, the typical 1 memory sigil would instead be 4 memory sigils inscribed onto the core, with the other two faces left blank (one of which will temporarily house the activation sigil). Once the activation sigil would be carved and the Lexicon activated, the activation sigil would disappear and the cube would be considered active. To properly function, the creator of the lexicon will need to set words for ‘On’, ‘Off’, and ‘Playback’. When off, the cube would show no signs of even holding any magic, and instead would look like a decorative box. When activated with the ‘On’ command, the Lexicon would glow bright enough for the eye to see (yet not bright enough to illuminate a room). Once turned on, the Lexicon will begin recording to its memory sigils everything it hears, so long as it is above a whisper tone. When the ‘Playback’ command is given, the memory sigils will release the dialogue out through its speaking sigils, allowing the Lexicon’s user and any around it to hear the previously recorded information. Due to this being a golemantic creation, the ‘voice’ of the Lexicon is extremely crude. Listeners will be able to make out the words, but no separate voices can be distinguished from the monotone recording. Individuals can stop the playback at any time by turning off the Lexicon with the ‘Off’ command. The dialogue housed in the cube, however, is temporary, and exists on the memory sigils only until a new group of audio is recorded. This means that once someone begins recording again after stopping, the memory sigil wipes its previous knowledge and will no longer have access to the previously recorded information. Due to the Lexicon being created using basic golemantic lore, any golemancer would be able to make the craft simply by hearing of its existence. No further teaching is required to understand how it works. Abilities Turning On: Description: Turning on the Lexicon is what is required to start recording, or enable the ability to playback previously recorded audio. When turned on, the cube would dimly glow, enough for anyone around the item to be able to see. Mechanics: To turn on the Lexicon, two emotes are required. The first is speaking the chosen word for the ‘Turn On’ command, and the second would be the Lexicon itself powering up. Emote 1: The Man would hold up the Lexicon within his hands, speaking the word [chosen On command word] loud enough for its sigils to detect. Emote 2: [!] The Lexicon would then begin to dimly glow, the blueish light pouring out of the cube through its carved outer faces. With the glow being visible, the Lexicon would now be on. Redlines: The ‘Turn On’ command word must be spoken in quiet or louder. Whisper is too soft for the sigils to pick up and properly register. The original color of the glow is blueish white due to the thanhium powering the device. The color can be changed by using a transparent colored surface on the outer box, such as stained glass. Turning Off: Description: Turning off the Lexicon is a command which completely halts all recording or playback from the device. Despite this, the cube will still be ‘passively’ listening for the ‘Turn On’ command, yet will not be recording any information during that time. To know it is fully off, the glow would have faded completely, making the Lexicon look simply like a decorative box. Mechanics: To turn off the Lexicon, two emotes are required. The first is speaking the chosen ‘Turn Off’ command, and the second would the Lexicon itself powering down. Emote 1: The Man would hold up the Lexicon with his hands, speaking the word [chosen Off command word] loud enough for its sigils to detect. Emote 2: The Lexicon’s glow would then begin to fade until completely dark, signaling that the device would now be off. Redlines: The ‘Turn Off’ command word must be spoken in quiet or louder. Whisper is too soft for the sigils to pick up and properly register. While the Lexicon will continue to passively listen for programmed command words, it will not record any information whilst off. Recording: Description: Serving as the Lexicon’s default task, Recording is the passive command followed upon being turned on. The device records audio by intaking through the hearing sigils, and storing the information into the memory sigils, similar to how a golem construct would hear and remember commands. Mechanics: No further emotes are required after turning on the Lexicon, as upon being turned on the device would already be recording. To switch to recording from a playback setting, 2 emotes are required. Emote 1: The man would hold up the Lexicon with his hands, speaking the word [chosen On command word] loud enough for the sigil to detect. Emote 2: [!] Upon detection, the device would stop playing back the recorded audio, switching back to its default state. Redlines: No more than 500 words can be recorded and stored at a time. Once a playback occurs, any further recording will wipe any previously stored information. The hearing sigils cannot pick up information spoken below quiet, therefore making anything in whisper unable to be recorded. Only words can be recorded, not action emotes or random sounds. Playback: Description: The Playback ability of the Lexicon is the alternative use of the device. When given the ‘Playback’ command, the Lexicon will switch from recording and into its playback mode, where it will read out the information recorded onto the memory sigils through their speaking sigils. This playback will be heard as a monotone voice, meaning individual voices will be indistinguishable. Mechanics: To switch from recording to playback, 2 emotes are required. Emote 1: The man would hold up the Lexicon with his hands, speaking the word [chosen Playback command word] loud enough for the sigil to detect. Emote 2: [!] Upon detection, the device would begin playing back the recorded audio. Redlines: Playbacks cannot be forwarded or rewound. Instead, they can only be started and stopped by simply saying the playback command word. No district voices can be heard through the audio, therefore making it impossible to tell who is saying what when listening. Once a playback is switched back to recording and new audio is recorded, all previous information is wiped and will be unreachable. Red Lines The outer box holding the golem core can only be made of approved golem materials (stone and wood variants, no metals or Ironwood). If the golem core is damaged in any way, the Lexicon will cease to work. Any information saved on the memory sigils will be erased and no longer accessible. The maximum memory capacity of the Lexicon is 500 words. Once 500 is reached, recording will stop. Any damage to the outer box will cause the ability to record and playback to cease, yet all stored information will remain intact. The information can be played back once more upon the core being transferred to a new box. The core is unable to record audio through any barriers (E.g., anything from a wall to a bag). A Lexicon can be used by anyone who knows the programmed command words. Purpose (OOC) The purpose of the Lexicon is to act as a tool for scribes, scholars, diplomats, or any other profession which requires one to memorize or document information. Instead of needing to write everything down in a book and quill or attempt to memorize something, an individual can instead have the dialogue ‘recorded’ to be able to document later. Recording can typically be done through simply taking screenshots of the rp. This tool gives the discussed professions the ability to have a greater variety of items to utilize, and would fall into the ‘slice of life’ category. This tool is not one made for metagaming, as per the strict restrictions I’ve put in place for its operation. The Lexicon gives individuals an ability to properly document events, important dialogue, etc without just looking back through logs oocly and having your persona ‘remember’ everything that was said. Instead, a person can be active in what is going on, and have an rp reason to be able to remember what was said earlier and properly document events. The creation of the Lexicon may also serve as a gateway to expand the golemantic craft into one beyond simple constructs and limbs, and into the field of tools and smaller creations. Citation
  2. PACT OF STONE DRAGON The Eastern section of Almaris has been one preserved through diplomacy and peace since the descendant’s ships first docked on its coasts. With the newest settlers of Yong Ping digging in their roots on its bountiful landscape, the Grand Kingdom of Urguan and the new arrivals have agreed in their wishes of continued peace and prosperity throughout their section of the realm. May this vow on non-aggression prove to strengthen the bond of the neighboring nations for years to come. SECTION I: PEACE & NON-AGGRESSION The Grand Kingdom of Urguan and the City State of Yong Ping, hereby referred to as ‘the signatories’, declare that any individuals affiliated with their nation, militaries, or clans/houses shall not engage in hostile or combative action against the other signatory. If such actions do occur, both signatories agree to deal with said problems through diplomacy. I.THE signatories hereby officially enter into a pact of non-aggression. II.THE signatories hereby recognize the sovereignty of both nations. III.THE signatories shall avoid conflicts that could potentially put them at odds with one another. IV.THE signatories and their residents shall be protected whilst in one another’s lands. V.THE signatories agree that any attacks by third-party groups with no affiliation to them shall not be a breach of non-aggression. VI.THE signatories hereby recognize the borders published by each nation. SECTION II: TRADE & INFRASTRUCTURE The signatories agree that a pact of free-trade shall begin between both parties, with each agreeing: I.THAT nation-affiliated merchants shall be allowed to trade in the other signatory’s nation without unnecessary tax or harassment. II.THAT each signatory shall receive one untaxed stall to sell whatever goods they see fit, so long as they do not break said nation’s laws. Shall these oaths sworn to each other be renewed by two decades’ time else expire. At expiration, both signatories vow to a peaceful transition towards mutual neutrality. Grand King of Urguan, Elder of Clan Starbreaker, Father of the Articles, Herald of Khaz’A’Dentrumm Lord Chancellor of Urguan, Elder of Clan Frostbeard, Master of the Order of Remembrance Li Xiuying, Matriarch and Minister of Foreign Affairs of Yong Ping.
  3. Time for the forums to be useless, fun
  4. Grand Kingdom of Urguan Urguan Discord: [Click Here] About The Grand Kingdom The Grand Kingdom of Urguan is a constitutional monarchy established to unify and represent the Dwarven race. The Grand Kingdom itself is one with tremendous history, being the sole nation of the Dwarves for millenia, leading back to the very first dwarf himself, Urguan. Represented through the colors of orange and gray, the nation has united the Dwarves under its banner through common religion, culture, and ideals. The religion of the land, the Brathmordakin, is a polytheistic religion composed of 7 gods, each of which represent a different aspect of Dwarven culture. Throughout history, Urguan has been best known for their expert craftsmanship, unique clan diversity, beautiful underground cities, engineering capabilities, and wartime strategy. Now on the realm of Almaris, the Grand Kingdom continues to serve as the sole Dwarven hub, occupying a sprawling mountainside on the south east section of the realm. Settlements of Urguan The Capital City of Kal’Darakaan Kal’Darakaan, or the City of the Ancient Might is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Being the largest and only Dwarven hub on Almaris, the city is a staple for dwarven culture, craftsmanship, and religion. Within the capital city, travellers can expect to find multiple clan halls, housing districts, a bustling market, a Brathmordakin temple, grand arena, and large area for craftsmen to hone their skills. Unknown to many is the city's origins, as the modern Dwarves of Urguan were not the ones to construct the city. Through the investigation of clues left behind, many believe the city to have been a colony of the ancient Dwarves, hence its name of ‘Ancient Might’. The Forest Dwarf Village of Hefrumm The Forest Dwarf Village of Hefrumm is a town settled in the woodland valley surrounding the capital city of Kal’Darakaan. Home primarily to the Forest Dwarf Clans, Hefrumm’s unique culture is one linked to the care of sustaining nature surrounding them. Living amongst the flora and fauna specific to the region, strolling through the village is a beautiful nature walk for all to take on. The smell of roasting boar and spilled carrot ale often radiates from the Hefrumm Tavern and Inn. Some of their practices are seen no where else throughout the realm, such as the Seers, a branch of the Brathmordakin faith with an emphasis on spiritual guidance. Important Documents Articles of Urguan Civil Codex of Laws The Book of Grudges Da Kirja Dverga History of the Dwarves Kings of the Old Realm The Dwarven Language Dwarven Family Tree Government Leadership King’s Council Grand King Ulfric Frostbeard ((Terry_23)) ((Discord: Terry#1337)) The Grand King of Urguan is the sole monarch and utmost authority within the Dwarven nation. Elected by the majority of Urguanites, the individual entrusted with the power’s associated with the role is one of great status and respect amongst their peers. The Grand King is responsible for overseeing the entirety of the realm, as well as appointing a council to assist them in running the day-to-day aspects of the nation. The title is one held until resignation, removal, or death, and therefore has no set time limit. Grand Marshal Bakir Ireheart ((Valkorion)) ((Discord: Pancakehz#5413)) The Grand Marshal of Urguan is the military head of the Dwarven nation. Tasked with overseeing the legion and strategic planning of both offensive and defensive wars, the individual who holds this title is typically an experienced war veteran who has served the nation’s legion for years prior. This title is appointed by the Grand King, and is held until the Marshal is removed or replaced. Grand Steward Rylanor Goldhand ((TheBlackBobRoss)) ((Discord: Grimoire Weiss#0877)) The Grand Steward of Urguan serves as the head of stewardry for the Dwarven nation. Tasked with regulating taxes and the distribution of Urguan’s homes and land, the individual who holds this title is typically one with an economic background. This title is appointed by the Grand King, and is held until the Grand Steward is removed or replaced. Lord Chancellor Azkel Frostbeard ((Treatycole)) ((Discord: TreatyCole#3623)) The Lord Chancellor of Urguan serves as the nation’s head of foreign affairs and council leader for the Grand Council. Elected by the clans themselves through a majority vote, the individual who holds the title is one well-versed in both diplomacy and advising. As the title is appointed by the Grand Council and approved by the Grand King, the position is one held until removed or replaced by the Grand Council. Lord Justicar Falk Irongut ((TheFirstShroom)) ((Discord: TheFirstShroom#5790)) The Lord Justicar of Urguan serves as the lead justice and keeper of the book of laws for the Dwarven nation. Tasked with overseeing the court systems, the individual who holds this title is one well-versed with the book of law. This title is appointed by the Grand King, and is held until the Lord Justicar is removed or replaced. Guild Masters High Prophet Norli Starbreaker ((Nooblius43)) ((Discord: Nooblius#4534)) The High Prophet of Da Kirkja Dverga, otherwise known as the Dwarven clergy, is the religious head of Urguan. This individual is one well versed in the Brathmordakin, and is responsible for preaching its teachings to the dwarven populace whilst overseeing the clergy’s members. High Remembrancer Azkel Frostbeard ((Treatycole)) ((Discord: TreatyCole#3623)) The High Remembrancer of the Order of Remembrance is the leading scholar of the Dwarven nation. Whilst in charge of teaching future scholars and providing the Dwarven populace with tomes and classes, they also serve as an advisor to the Grand King due to their plethora of learned knowledge. Yemekar’s Pick Dorimnur Goldhand ((BDanecker)) ((Discord: BDanecker#1120)) The Yemekar’s Pick is the head of the Urguani Worker’s Guild. This individual is one with experience in both managing large groups of individuals, and in craftsmanship and gathering. The Yemekar’s Pick is also in charge of supervising the mines within Kal’Darakaan, and the output they produce for the nation. Anbella’s Hand Valyndris Grimgold ((LadyBeerus)) ((Discord: LadyBeerus#4490)) The Anbella’s Hand is the head of medicinal practices for the Dwarven nation. This individual is expected to be a skilled medic capable of training others in what they have learned. The Anbella’s Hand is also tasked with overseeing the Urguani Clinic. Armakak’s Coin VACANT The Armakak’s Coin is the head of trade practices for the Dwarven nation. This individual is one with experience in the mercantile field, and is capable of training others to assist in merchantry for the Grand Kingdom. The Armakak’s Coin is also responsible for overseeing national stalls located in other nations across the realm. Grand Huntmaster VACANT The Grand Huntmaster is the leader of the Hunter’s Guild for the Dwarven nation. This individual is one who has shown a natural prowess for hunting, and is capable of teaching the skill set to new huntsmen. Grand Architect VACANT The Grand Architect is the head of all construction projects for the Dwarven nation. This individual is expected to be a master at both building, and planning out various projects throughout the nation. Iron Baron Levian’Tol Grandaxe ((TeawithLustyLevi)) ((Discord: TheFirstSwan#1143)) The Iron Baron is the brewmaster and head of the tavern for the Dwarven nation. This individual is expected to provide quality brews for the Dwarven people, and continuously stock and run the tavern to host Kal’Darakaan’s citizens. Dwarven Clans CLAN IRONGUT | Khrorul [ Click for Clan Post ] The Irongut Clan is the first-born elder clan of Urguan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts have held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. CLAN GOLDHAND | Aurokanar [ Click for Clan Post ] The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments. CLAN GRANDAXE | Kathaikaz [ Click for Clan Post ] An influential clan of mountain dwarves that has stood the test of time, the Grandaxes are known to be equally skilled in their prowess with an axe as they are in their command of language; renowned as great revelers and gifted elocutionists, they find themselves at home in various professions across the dwarven capital. From legionnaires to bards, to tavern keeps and politicians, Grandaxes are an amicable and charismatic folk who are staunchly loyal to their roots. Above all else, Grandaxes hold their kin in high regard and adhere to a strict code of honor handed down by their ancestral forebears. The quality of a Grandaxe is from the values of their heart. CLAN FROSTBEARD | Azwyrtrumm [ Click for Clan Post ] The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as kings, government officials, hunters, diplomats, craftsmen, scholars, and warriors. Unwilling to let a rebellion of traitors destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community. CLAN IREHEART | Kravamoruk [ Click for Clan Post ] An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. The Irehearts are also known for their many fabled Paragons, warriors and Kings, as some of the most fearsome and respected dwarves in all of history have hailed from such a mighty clan. CLAN STARBREAKER | Kornazkarumm [ Click for Clan Post ] An Elder clan of Cave Dwarves mostly consists of smiths, miners and Golemancers. They are known for their scholarly pursuits, including the study of magic or alchemy, but are most famed for their masterful skill in smithing and have a particular affinity for starsmithing. FOREST DWARVES | Hefrumm [ Click for Clan Post ] The forest dwed of Hefrumm are known as spiritual guides through The Seers, proficient hunters in the Grand Hunters Guild, expert farmers, herders, fisherman, artisans of woodworking, as well as each clan or guild’s specific talents. The village currently consists of the Cottonwood, Blackroot, Treebeard, and Emberhorn Clans, in addition to a few lesser clans. As guardians of Anbella’s Hearth, the community welcomes the likes of epiphytes, druids, and any others that share that passion. CLAN GRIMGOLD | Korodaurok [ Click for Clan Post ] The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. CLAN IRONGRINDER | Khroneknazkarum [ Click for Clan Post ] Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. CLAN METALFIST | Ithorrym [ Click for Clan Post ] A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. The Legion of Urguan The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [ Legion Post ] The Guilds of Urguan DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] THE WORKERS’ GUILD The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for Worker's Guild Post] THE ORDER OF REMEMBRANCE The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to the High Remembrancer. THE MERCHANTS’ GUILD The Merchant’s Guild is the centerpoint for Dwarven trade both within Urguani lands, and abroad. The expert merchants of the guild are considered the economic hand of the Dwarves, selling Dwarven crafts far and wide to any who wish to buy them. Any who join the guild can expect to learn the trade of a master merchant, and will soon be out attending stalls, selling goods, and establishing trade internationally. [Click here for The Merchant’s Guild Post] THE GRAND HUNTERS' GUILD We dwarves are naturally isolationist folk and for too long have our lands gone unexplored and wild; teeming with beasts of all sizes and ruins lost to nature. For this reason, the GRAND HUNTER’S GUILD was formed, a guild whose goal is to encourage and organize dwarves in exploring the great unknown, hunt and study creatures. [Click here for The Grand Hunters' Guild Post] THE HEALERS’ GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post] THE BREWER’S GUILD Those who have been to Urguan’s taverns, The Queen’s Bounty and Sugary ***, know the drinks of the Dwedmar well. After continued successful maintenance of the bars during the transition from Arcas to Almaris by The Iron Baron Levian’Tol Grandaxe, I’d like to announce the revival of the previous Brewing Guild. I recognize the talent of our current dwarven brewers and would like to offer an opportunity for new dwarves and friends of Urguan to learn about the proper way of brewing and managing their own taverns as well as spreading their brews across Almaris. [Click here for Brewer's Guild]
  5. Glizzi'Gobbla'Raguk is to be honored at the crowning ceremony for champions of ocean-beating
  6. A CALL TO ARMS [!] A dwedmar mercantile vessel, unawares of what lies below. Since the first of Urguan’s Descendants touched the coasts of the realm, the ocean has accosted those who dared try to brave the great expanse in the name of exploration and seafaring. This blatant attack against the noble Dwarven people is one that has gone without punishment for ages past, with their most recent attack being against the great Clan Lord of the Aurokanar, Dorimnur Goldhand. Through his pioneering grudge shall we set our sails to drive the tide back to whence it came. This missive is sent to ALL who will answer the call, as this foe may be the greatest the Descendants have ever faced. Only united, may the Descendant races control the force that has gone unscathed its entire lifetime: The Great Big Blue. Gods have been killed by our hands. Let the Great Plug be pulled next. Section I | Demands To avoid conflict with the bravest warriors known to the descendants, the Ocean must: Return all sunken treasures, bodies, and vessels created by the descendants to the coasts of Almaris within the next stone week. Send an official letter of surrender to Dorimnur Goldhand, along with a piece of The Great Plug itself. If said piece is found out to be fraudulent, all terms are considered null. Provide and promise all future maritime ventures of the descendants a safe passage. Surrender both the Mother and Father Basilisk involved with the original grudge to the Aurokanar within the next Stone Week. Section II | Call to Arms If the terms listed in section I are not met, every able bodied Descendant is to heed the call of Dorimnur Goldhand in preparation for the most daring fight history has ever seen. In preparation, said descendants are expected to: Be able to hold one’s breath for at least 2 hours, the time it takes to walk from the coast to the seafloor. Maneuver as swiftly underwater as on land to ensure no vile creature of the sea could vanquish the great descendant races. Craft a personal vessel strong enough to withstand the crushing arms of a Kraken. Said vessel shall also hold extra room for those unable to build a vessel up to code. In closing The great descendant races have bound together in realms past to defeat threats such as the September Prince or Iblees himself. Now, our biggest challenge yet is becking us forth. Let us take up our fishing spears, strike into the depths, and hoist our buckets filled to the brim with the brine. Will you answer the call? Add your signature to these passing fliers, show your support to the greatest achievement the descendant races shall ever accomplish. Clan Lord of the Aurokanar, Yemekar’s Pick of Grimdugan, Finest smith of the Legion, Royal Smith, “Oceansbane.” Clan Elder of the Azwyrtrumm, Lord Chancellor of Urguan, Master Remembrancer of the Order of Remembrance, Master Golemancer, Scribe of the Ocean’s Defeat Clan Lord of the Azwyrtrumm, Silverbeard of Urguan, Founder of the Empire of Vandurguan, Reclaimer of Urguan’s Crown, Protector of the Coasts Clan Mother of Elder Clan Kornazkarumm, Bekarumm, Draknadreng, the First Starsmith, Bane of the Heretic and Longbeard of the Legion of Urguan. Othelu Orrar, Sohaer of Haelun’or and Liege of the Protectorate of Blazengard, in accordance with the Silver Council of Haelun’or and will of the High Elven people High Chief of Hefrumm, Chief of Clan Blackroot, Veteran Hunter of the Hunter’s Guild of Urguan, Mountainguard of the Legion of Urguan, Prelate of Anbella Ban Estrosa, Lord Sovereign of Solios the rising sun, shade walker, Guild master of the Wandering Flames Guild, Former Kingsguard 𝓑𝓪𝓷 𝓔𝓼𝓽𝓻𝓸𝓼𝓪
  7. Azkel would gather the entirety of the Azwyrtrumm, buckets in hand " I want dis ocean EMPTIED. Show dem who is boss aroond heah"
  8. "May our new relations bring ever-lasting peace to the realm of Almaris" Azkel Frostbeard would say with a smile.
  9. "May Urguan prosper under his guiding hand" Azkel would smile, rejoicing from the appointment of his dear friend
  10. "Now THIS is Ogradhad's Blessin" Azkel would say with a smile
  11. Name: Amos Mauntel Age: 32 Race: Human Prior Relevant Experience: Blacksmithing, Forestry, Hunting, Bow and Sword Combat skills, Tailoring.
  12. IGN: Treatycole RP NAME: Azkel Frostbeard CANDIDATE: Norli Starbreaker
  13. Azkel Frostbeard wonders why Utak is talking for Durorn
  14. Aymer Annungiblen would pick up his pen to respond, It has long since I heard from you Aesilnoth, yet I am glad you are alive. After my wife's death and the complete lack of respect shown to her in death, I left Fenn for good, living out my life in the wilderness where Sulien and I worked most frequently. You, however, have nothing to apologize about. These individuals commanded outside of your watch, and even then, you do not fully share blood with them, you share blood with myself as well. You hold inside you the blood of the aggressors and the defenders, yet you chose to stick with the latter, something which I applaud you for. I am hesitant, however, to fully show myself in Elvenesse - a handful of the individuals there called citizens and friends were apart of those who attempted our genocide many years ago. That is something I cannot forgive them for, yet I shall meet with you regardless. Exepect my call, Nephew. ~ Aymer Annungilben
  15. Would respond one last time, You have not shown your face in Urguan in years, so regardless of your claim to the Clan decades ago, you have not been in Urguan for decades since. Also, you have changed your clan mutliple times, including making your own Ironside Clan. If you wish to properly be recognized as a Frostbeard once more, find me in Urguan and talk to me there. Otherwise, continue your rambling, yet you will not be seen officially as a Frostbeard.
  16. Would respond yet again, To quote directly from the disownment: All individuals claiming the name Frostbeard during the period of Kaz’Ulrah, under the leadership of Kerwyr Frostbeard and his line, or who are not a part of the current Clan in Urguan are hereby disowned from the Frostbeard Clan and its lineage. You have never even shown your face in Urguan, after your multiple Clan changes. Therefore, you are not apart of the clan.
  17. Azkel would respond, I care not for your past actions, as the disownment is to be enacted against all Frostbeards not under the current clan. You are not. Fili is not a Frostbeard, and therefore he had no right to pardon you. You can continue to call yourself whatever you want, but in the eyes of the Clan you are Blackfist until you do as the declaration lists. Azkel would further add on, Also, did you or did you not change your clan 3 times since the last time you claimed to be Frostbeard? Just food for thought.
  18. Azkel Frostbeard would read the name, shaking his head. He would quickly pick up a quill and write: As per the disownment declaration I penned not long ago, this individual is to be declared Blackfist and is not to be seen as a Frostbeard.
  19. Azkel, an individual who was neither an Arcadian or an Ulrah Blackfist, is absolutely horrified by Grudgebeard's willingness to allow kinslaying
  20. Azkel Frostbeard would shake his head, unable to not cringe at his words. He would then immediately pen a response to his words, writing "Everything you write has no standing today. The Frostbeard Clan members of today were never apart of Kaz'Ulrah, and have continuously fought their use of the name since Ulrah's creation. We call them Blackfists because all of Verthaik's line was disowned prior to Ulrah as his father was disowned by Rhewen on the realm of Vailor. I do not blame the common dwed following orders, they were brainwashed by the false teachings of leadership to hate Urguan for its 'crimes' against the Clan, when in reality the only crime committed was not allowing a power hungry narcissist to become Grand King. Yet from what you speak, you act as though all of the Frostbeard Clan was united, and that we arent taking responsibility for our history. Yet this was not my history, this was not Rhewen's history, this was not any of our line's history. We have fought Ulrah tooth and nail our entire lives, their actions do not represent us or our actions. I have taken responsibility for not being able to stop this from happening, it is something that weighs heavily on myself and Rhewen constantly. Yet the Frostbeard Clan was alive and well outside of Ulrah, and it is those members that are continued to be seen today. I believe that you may have your history mixed up and I would be happy to discuss further with you, as I am not sure what you were told under Ulrah, but as we all know, it was far from the truth." - Azkel Frostbeard, Clan Father of The Frostbeard Clan
  21. Declaration of Disownment The Purging of Kaz’Ulrah Dwarves From the Frostbeard Name Enacted 6th of The First Seed, 3 SA The War of the Beards and the formation of the false Kingdom of Kaz’Ulrah were two of the most heinous acts to ever occur to the Dwarven people. Orchestrated by rebellious Dwarves with a lust for power, these individuals falsely claimed ownership of the Frostbeard Clan name, degrading the once reputable clan into a group of extremist bandits and barbarians. Leading the false Kingdom was the line of Kerwyr Frostbeard, a disowned son of Rhewen, and brother of current Clan Father Azkel. The individual in question was one who had continuously grabbed for power, and upon being denied such, acted out against his kin and his father, the Grand King and Emperor of Urguan during their period in Vailor. Time and time again, Kerwyr would attempt to grab power from the Clan while it was at its lowest, teaching any who would follow him to do so blindly and to heed to his every command. Over time, this number of individuals swayed by his lies and deceit grew, until he and his son, Verthaik II, were ready to truly attack Urguan once and for all. Though successful in their rebellion from Urguan, decades later their kingdom fell, and the true Frostbeard clan has returned to power, denouncing and disowning all who had followed him and his teachings - all of those who believe themselves to be of Kaz’Ulrah. Penned by Clan Father Azkel Frostbeard and Clan Legend Rhewen ‘Papa Bear’ Frostbeard, a declaration of disownment has been officially enacted, reading: All individuals claiming the name Frostbeard during the period of Kaz’Ulrah, under the leadership of Kerwyr Frostbeard and his line, or who are not a part of the current Clan in Urguan are hereby disowned from the Frostbeard Clan and its lineage. Said disowned individuals are to hereby be addressed as Blackfists, the group of rebels and traitors from the Frostbeard Clan. Any disowned individuals may rejoin the clan by denouncing the false Kingdom of Kaz’Ulrah, and submitting themselves to be judged by the current Clan Father and Elders. Said individuals who rejoin the Frostbeard Clan are to never be allowed to lead the Clan, a step required to ensure no future rebellion occurs. Any individuals who wish to recognize the legitimacy of the disowned individuals are to be declared enemies of the Clan and shunned. Enacted under the reformed Grand Kingdom of Urguan, this disownment symbolizes the restoration of a clan that had once led the nation to its highest points - a feat which Frostbeards will push to accomplish once more, side by side with their Dwarven kin. Signed, Azkel ‘The Scholar’ Frostbeard, Son of Rhewen Frostbeard, Grandson of Karl Frostbeard, Clan Lord and Father of the Frostbeard Clan, Protector of the Azwyrtrumm. Rhewen ‘Papa Bear’ Frostbeard, Son of Karl Frostbeard, Clan Legend and Elder of The Frostbeard Clan, Restorer of the Azwyrtrumm’s Traditions, Previous Grand King and Emperor of Urguan. Ulfric ‘The Stalwart’ Frostbeard, Grandson of Azkel Frostbeard, Clan Elder of The Frostbeard Clan, Future Clan Father of The Frostbeard Clan.
  22. Azkel Frostbeard would smile upon hearing the news, neatly tucking it into a pile of documents at the edge of his desk "Lastin' peace, daht is sometin weh have nae seen in maneh years" He'd say, his mind flickering through the wars of ages past "Eht is eh change we all need"
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