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Nooblius

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  1. This is the type of stuff that's great to see, hope to see more plugins like this that help enable more unique RP choices!
  2. runesmithing encroaches on the RP niche of blood magic (that was a joke, i didn't even read piece yet but i will give actual thoughts later)
  3. >eventbubbles Yeah that's their name
  4. I think a lot of people fall into the habit of not RPing with strangers, but I don't think it's prevalent in wider LOTC community but moreso issues some people face. My advice to people is always to seek out random sporadic RP, not planned.
  5. titaniumfourhundredthirty lore
  6. High Prophet Norli Starbreaker bandages his hand after just signing his blood onto the Great Book of Grudges. He nodded to Jorvin Starbreaker, his mentor in many ways, and grinned at the prospect of their first project together in a century. "Da Cult o' Azdromoth shall return ta fledging hiding, and deir Black Titan shall know ta fear da Brathmordakin worse den Order."
  7. YEMEKAR’S WORKFORCE The pride of the dwarves has always rested in their labor, that their works and feats are superior to the other races. For it was the spark of inspiration within the soul of Urguan Silverbeard and his descendents that designated the dwarves as chosen of Yemekar, and it is their dedication that maintains that dignity. Labor and craftsmanship are not only a means of revenue, but a means of honor. To this end, YEMEKAR’S WORKFORCE was reforged by a host of Master Craftsmen and Priests from the rusted remnant of the Workers’ Guild. Its mission; To promote worship through honored labor and supreme craftsmanship among Urguan’s Folk. EMPLOYMENT To be employed as a member of Yemekar’s Workforce is not only an honor, but the best means of integrating into dwarvern culture. The system of pay in the Workforce is based entirely on work, and amount of work and consistent quality of work. To this end, it is organized by the labors system. There is a list of labors and corresponding expectations and guidelines to such labors. The more labors a Worker does in a year, the more they are paid, though for the financial stability of the guild there are limits to the amount of labors accepted per year, especially for newer Workers. After great effort and many labors, a Worker may receive promotions to indicate his higher quality of work, and be trusted with a higher labor acceptance than his peers. However, the primary boon of the Workforce is not its system of payment but its system of instruction. It offers immeasurable investment in one's own skills, for in the workforce one is given connections to greater resources, masterfully talented crafts-folk, opportunities for fame and fortune, the backing of the Grand Kingdom, and the gratitude of Yemekar himself. A benefit of employment for the security of its workers is a home within the Guild Halls. These homes are modest and simple, though with dedication a worker can upgrade their home or even earn a rank in guild leadership and receive an office. HIERARCHY Being an organization dedicated to labor, the ranks of the workforce are primarily based on merit within the individual guilds, though the higher ranks of leadership require a familiarity with the concept of the Rhun and creative capacity. Yemekar's Pick Leader of the workforce and obligated with yearly feasts to coordinate the projects of the guild as a whole. Expected to hold a mastery and great wisdom on the many disciplines within the Workforce, and is ultimately a servant to the industry of Urguan’s Folk. Guildlords Leader of the respective guilds within the workforce, they hold authority on their own guilds and obligation to manage their activities. Though mainly a management position, Guildmasters are expected to be at the peak of their craft, and to pursue expanding it further so they may better instruct their guilds. High Overseers An assistant position to either the Guildmasters or the Yemekar's Pick directly, High Overseers help the core leadership of the guild manage operations of the workforce, as well as serving as optimal replacements for Guildmasters. They are also generally expected to remain true to their title and oversee lessons or labors for the guild alongside the other Overseers. Overseers An important rank for the growth of the guild, Overseers are any Worker who has learned enough and displayed the passion to pass their experience to the next generation of workers. Overseers are trusted to run expeditions and events in the name of the guild, and given access to many of its resources and knowledge. Worker The core of the workforce and the most valued rank, the average worker is the future of not only the guild but the entirety of Urguan. On their shoulders does the industry and honor of Yemekar fall, and they are entitled to dignity and respect to this reality. Veterans The retired workforce, those who may hold ranks of honor and skill within the guilds but are not held to the expectations of the worker nor receive the benefits of full guild membership. Nonetheless, a veteran is always offered a warm welcome back to the workforce. THE WHITE ANVIL METALWORKERS GUILD The go to craft for most dwarves and the core of the Workforce, the Metalworkers Guild of the White Anvil is dedicated towards service in the forge. This includes the crafting of weapons, armors, tools, jewelry, trinkets and whatever brings in inspiration and coin. Labors The labors of the White Anvil are in all matters metalworking, from sword to shield, from ring to trinket, anything wrought from sturdy dwarven metal is considered a labor. Unlike the prospectors which have standardized quotas, in the White Anvil a craftsman is given commissions from the leadership of specific design and purpose. This does not mean to stifle creativity, and upon approval from a Forge Baron or the Forge Lord a smith could craft something of their own interest instead for their labor. These commissions are given on a weekly basis on a commissions board, and any member of the guild can only accept one commission at a time until it is finished. The higher their rank in the guild, the more commissions they are trusted to take. Each commission is paid a standard of 15 minas, though certain more complex or difficult commissions may have a set price higher. Hierarchy Forge Lord Lord of the White Anvil, the Forge Lord is in charge of keeping the Metalworkers guild active and training his apprentices in the many techniques of metallurgy. He is obligated by oath of Yemekar to spread the knowledge of the forge to worthy apprentices, and is given great respect for his service. Forge Hand Assistants to the Forge Lord and High Overseers within the Workforce as a whole, Forge Hands help oversee the logistics of the White Anvil. They are expected as well to be masters of forgework and able to serve as teachers, leading lessons. Forge Hands are offered a free office in the headquarters of the guild, as well as a personal anvil. The guild is willing to accept four labors from him. Forge Master A veteran blacksmith capable of crafting in virtually all techniques. Highest quality craftsdwedship is expected from a Forge Master, and they are given a personal anvil and corner within the facilities of the Workforce for their dedication. Forge Masters are paid 20 minas for their labors unless otherwise stated, and the guild accepts four labors from them. Hammerer The standard blacksmith rank within the White Anvil, it is any blacksmith who has become adept at numerous chapters, and is capable of teaching it to aspiring Forgelings and Apprentices. Hammerers are paid 15 minas for their labors unless otherwise stated, and the guild accepts four labors from them. Apprentice A novice blacksmith who is still learning many of the basic chapters of forgework, but is capable of making standard quality works. Apprentices are paid 10 minas for their labors unless otherwise stated, and the guild accepts three labors from them. Forgeling An aspiring blacksmith with little knowledge beyond the concept of hammer and anvil. After their first dwarven quality craft, they may be considered an apprentice. THE TREASURE HOARD PROSPECTORS GUILD Perhaps just as much as metallurgy, the dwedmar of Urguan are renowned for their pride in mining the treasures of the deep dark. This is led by the Treasure Hoard, a prospectors’ guild dedicated to Grimdugan and recovering his bounties laid deep within the stone. Labors The guild focuses itself on harvesting the valuable ores, jewels and precious stones of established mines and quarries, though just as important are expeditions to the darkness below to uncover new treasures. Members of the guild have options of labors to pay as their quota at the offices, as well if they participate in a successful expedition they are given a bonus based on the quality and quantity of the harvest. The standard labor is a bundle of iron and a quarter bundle coal (64 iron ore, 16 coal), though rare gemstones and minerals such as quietus or titan's eye, or any rare material can count as 6 labors alone. Hierarchy High Prospector Lord of the Treasure Hoard, the High Prospector is charged with the management of the guild and its resources, them coordinating with the other guilds within the workforce in order to best use the minerals extracted. Knowledgeable and most skilled in mining and prospecting, the High Prospector is expected to lead lessons and teach down the secrets of mining to the lesser ranks within the guild. Prospector The veteran leaders of the guild, Prospectors are the right-hand dwedmar to the High Prospector, and are able to lead mining expeditions deep within the earth, or far across the surface to far-flung deposits of rare ore. They are expected to be highly knowledgeable and skilled in the art of mining, and should know how to safely extract the most rare materials from their resting place. Prospectors are given a free office within the headquarters of the guild. Prospectors are paid 15 minas for every two labors, and are capped at being paid 60 minas for eight labors. Any odd amounts of labors will round down to the karzul value of 5 minas, so members are encouraged to sell their labors in twos. Coal-lung An experienced miner who has delved deep and recovered many treasures from the earth, Coal-lungs are trusted with mining rare mineral deposits, being granted the knowledge and skills to complete such important tasks. Often marked by repeated coughing and wheezing after long nights in the mines, a sign of pride for these working dwed. Coal lungs are paid 15 minas for every two labors, and are capped at being paid 60 minas for eight labors. Any odd amounts of labors will round down to the karzul value of 5 minas, so members are encouraged to sell their labors in twos. Stonefinger The first rank within the Prospecting Guild, Stonefingers are those dwed who have just joined the guild and have begun delving for ore within established mines and quarries. Stonefingers are paid 5 minas per labor, with a maximum of seven labors for 35 minas. THE GOLDEN ENCHANTRY ENCHANTERS GUILD The Arts Arcane are the broad list of those magical practices of the Void. By the tapping and bending of the chaotic nothing of Vuur’dor itself, we emulate and honor the Godsmith: Yemekar, for he made the ultimate creation, reality itself. The Golden Enchantry is dedicated to that ideal, to create and forge feats of magic and the arcane into dwarven crafts, be it forging a spell or enchantment, to teaching those how to do so, the goal of this guild is simply that, Creation. Labors The labors of the Golden Enchantry concern the matters of harnessing arcane power, whether it be the simpler art of evocation or the more complex practices of transfiguration and enchanting. To that end, the practitioners within this guild must all bear some form of magic. Unlike the other guilds, the Golden Enchantry does not have hard-set quotas for what must be created. Rather, they hold two major responsibilities: First, to fulfill commissioned works and create those magical items which are handed down to them by the leadership of the workforce. Second, to provide support to the other guilds by offering arcane improvements to their tools, work processes, or materials. For everytime that a member of the Golden Enchantery does these labors, they will be paid 20-50 minas, depending on the quality and utility of the enchantment. Hierarchy Eye of Ogradhad Lord of The Golden Enchantry, the holder of this title is expected to actively host events, lessons, and research sessions as well as manage the general day to day happenings of the guild, they are expected to be greatly skilled in several arts and proficient in arcane theory and safety practices. Furthermore, it is the duty of the Eye of Ogradhad to delegate lesser works to the lower echelons of the guild, so that each task can be handled adequately by a skilled voidal mage. High Voidsmith The inner circle of the guild, High Voidsmiths are to be skilled lordakin in a multitude of arts, expected to teach to those willing and wishing, they are to seek out worthy students and show them the path of knowledge. High Voidsmiths are expected to lead smaller groups of guild members in lesser works to fulfill the labors of the guild, and for their dedication are rewarded lesser halls within the Workforce facilities. Voidsmith A rank of those sorcerers and magi who have mastered a single art of arcane practice, they are expected to be skilled, yet know that they still have much to learn. This rank is meant to be the majority of members actively working on projects and theories. Voidsmiths are expected to work beneath High Voidsmiths, to aid them in the completion of simple guild works. Arcane Initiate This rank is that of those aspiring magi, either those connected to the void yet still untrained, or those unconnected to the void yet still seeking the path of knowledge and its boons. Typically, the Initiates are tasked with helping in mundane acts of research, providing scribe-work, or aiding in the preparation of arcane rituals. Some Initiates might be taken on as an apprentice to a higher ranking member of the guild, but this is not a guarantee. OMITHIEL COMPANY MASONS GUILD The Dwedmar have long been known for their skill in sturdy construction and stonework. Timeless halls carved and shaped from the earth itself, or towering citadels above the mountain peaks. Masonry, and the art of building as a whole is a vital skill of Yemekar’s People, and thus dedicated to this art is the Omithiel Company, a smaller group within the workforce whose purpose is to educate and refine the art of architecture and masonry. Labors As the Omithiel Company is dedicated to the arts of building and masonry, thus are the labors accomplished by this subsect of the workforce pertaining to this. Great reverence is given to the ways of old, and members of the company will spend time researching the traditional forms and techniques of dwarven architecture. Though the Omithiel Company has no set quota or activity requirement, those within its ranks will be responsible for taking building commissions and contracts, along with the higher-ups teaching the lower ranks the tips and tricks of the trade. Company-Members who help with a building commission or contract will be rewarded with pay or other compensation. Hierarchy First Mason The leader of the Omithiel Company, the First Mason serves as the top of the Omithiel Company and acts to preserve the quality of craftsdwedship of their fellow company members. They are expected to be skilled in the arts of architecture and management, exploring new ways of building as well as rediscovering old techniques. Veteran Builder A honorary role within the company, Veteran Builders are those longbeards who’s skill is considered invaluable knowledge. not expected to work upon commissions or contracts, Veteran Builders are to be treated with respect for their awesome skill in the art of building. Architect Those who have been educated in the art of design and able construction, Architects are skilled enough to construct and design solid buildings and structures. Mason Aspiring builders who are obligated to help with the brunt labor [Pasting] of construction while being trained in the more technical aspects of building. [Employment Papers]
  8. In the dark night sky, dim and pale rested the moon, reflection of Khaz'A'Dentrumm, the Hallowed Halls of the Brathmordakin and Paragons. An elder dwarf who had been in his garden, preparing herbs for his father's salad during the expedition happened to look up, and saw a shadow pass over the moon. He knew it was a poor omen. Dungrimm was kept busy that night, and Khorvad smiled his cursed grin.
  9. i don't agree with you but i'm upvoting anyways, have a nice day price
  10. PACT OF STONEWOOD ᚴᚺᚱᛟᚡᛖᚾ'ᚢᚱ'ᛒᛟᚴᚴᚺᚨᛖᚠᚱᚨᛚ For years the folk of the Vale and the Dwarves of Urguan have respected each other and been close friends. As a new Ireheart Grand King rises, so does the relationship between the elves and dwarves. In the cooperation of not only maintaining peace, but defense of our land, The Grand Kingdom of Urguan and the Vale of Nevaehlen agree to the following pacts. Section I: Hileia | ᚡᛚᚨᚴ | Peace The Vale of Nevaehlen and the Grand Kingdom of Urguan declare themselves official allies before the world stage, and are bound to preserve this friendship to their fullest capabilities. I The signatories formally recognize each other's claims to land, titles, and authority over their respective peoples. II The signatories, should conflict arise between populace or politics, promise to resolve issues through diplomacy. III The signatories agree to respect each other’s religions and ensure their safety in all territories, that no members of a priesthood shall come under any harm. IV The signatories assure each other one free shop or stall in each other’s capital’s market free of tax to encourage trade, as well as ensure free trade and caravans permission to each other’s lands. V The signatories promise to hold festivals with each other, and participate in each other's celebrations to help nurture the bonds of the alliance. VI A direct carriage route between the Vale and Kal’Darakaan shall be established, the cost split evenly between the nations. VII The Elder Clan Ireheart shall refrain from any challenges of their duels to anyone within the Vale of Nevaehlen. In accordance with the traditions of the Ireheart trials, nowhere shall the Irehearts force a duel upon any civilian elf. Section II: Ceru | ᚱᚤᛗ | Strength The Vale of Nevaehlen and the Grand Kingdom of Urguan shall enter into a pact to provide strength and security to each other's borders and peoples. I The signatories formally enter into a defensive military pact, that an attack on either signatories’ lands is an attack on both. In the case of brazen aggression by one of the signatories that warrant an invasion, the defensive pact is non-binding. II The signatories shall never declare war without consulting their ally, nor any other large scale acts of aggression or retaliation unless immediate action is warranted. III The signatories agree to cooperate against forces of evil and corruption in the south-east of Almaris, and purge the land of voidal and necrotic blight. IV The signatories agree to military correspondence, to orchestrate joint-training, rallies and etcetera militia affairs. V The duties of military cooperation shall lie in the Wild Chiefs and Grand Marshal of the Vale and Urguan, and to be assisted by their officers. This pact shall be set to last a decade, to be reaffirmed by the signatories then or renegotiated. Signed, Grand King of Urguan, Bane of the Orcs Aghal Frostbeard Lord Chancellor Matriarch of the Vale of Nevaehlen Wild Chief of the Vale of Nevaehlen Wild Chief of the Vale of Nevaehlen
  11. my my my if it ain' old maxy makin' a cameo. really made my day, thanks friend
  12. have you ever tried dwarf RP? when will you play my son?
  13. Since you're a big important staff member, what're your thoughts on how OOC based the server's politics are, and what do you think the source/problem is? And answer the question, what's your opinion on state of conflict? I too love itdontmatta, but I'd like to hear actual thoughts being how you used to lean a minor banditry group.
  14. ᚢᛚᚱᛟ-ᚡᛖᛚᛖᚱᚨᚴ-ᛖᚱᛟᚾ-ᛞᚨ-ᚱᚺᚨᛞᚨᚡ’ᚴᚨᚱᚨᚨᛞ ᚾᚨᚱᚡᚨᚴ-ᛟᛉ-ᛞᚨ-ᚴᛁᚱᚴᛃᚨ-ᛞᚡᛖᚱᚷᚨ COMMAND OF DUNGRIMM ᚡᛖᛚᛖᚱᚨᚴ-ᛖᚱᛟᚾ-ᛏᚺᚱᚢᛗᛗ’ᚢᚱ’ᚴᚨᚡᛁᚱ The Grand Kingdom of Urguan has spread its territory wide and far, and encompasses countless mountains, hills and valleys. Among these is a rich land of waters and honey to Urguan’s east, the Valley which the once rich city of Vasiyeva was built; now turned dark and lifeless. Where Lord Yemekar brings order, balance and new life to Creation, Khorvad can only twist, pollute and corrupt. He is a mighty hammer which strikes down on the molten metal of creation, bending it to his will against the design of the World-Maker. Where once the warmth of Lady Anbella dwelled, Khorvad has turned into a waste. To this end, da Kirkja Dverge is charged with leading the combat against the forces of evil. Too long have these forces been allowed to brew, and now we have seen the consequences of our stagnancy. After letting the corruption spread in our lands, now we have seen the abominations of Khorvad grow bold. They have laid siege to our allies in the Vale of Nevaehlen, and furthermore have launched their fleet against the harbor of Tor’Sjorvath and destroyed the finest fleet in Almaris. It is plain for all to see that it is time for action, for vengeance and retaliation. But folly would it be to charge into a castle of darkness with no plan; therefore as High Prophet I summon a great council at Kal’Darakaan to discuss a combat against the machinations of Khorvad in all his disguises, to determine a plan of action against the dark seafolk who plunder our coasts heralded by dark omens, against the corruption spreading across our lands, and a defense against the Black Dragon who has razed our valleys. Priests and knights of all banners, folks and faith are summoned to the council, any who are willing to take arms against the threats dormant in the south of Almaris. Rally to the Temple of the World-Maker on 8th of the Deep Cold, Year 69 of the Second Age [OOC: Tuesday 4 PM EST] and let us purge Almaris of its plague together. NARVAK OZ DUNGRIMM, KAVIR OZ KHORVAD
  15. ᚢᛚᚱᛟ-ᚡᛖᛚᛖᚱᚨᚴ-ᛖᚱᛟᚾ-ᛞᚨ-ᚱᚺᚨᛞᚨᚡ’ᚴᚨᚱᚨᚨᛞ ᚾᚨᚱᚡᚨᚴ-ᛟᛉ-ᛞᚨ-ᚴᛁᚱᚴᛃᚨ-ᛞᚡᛖᚱᚷᚨ A CALL FOR CHANGE ᛖ-ᛒᛃᛟᛏᚺᚨ-ᚤᛟᛏᚺ-ᚤᛖᛗᚴᚨ Few folk know of the origins of the clergy colors, the proud red, teal and gray. It is the herald of an ancient time with a young dwarven empire, ruled by the Silverbeard kings. Da Kirkja Dverga since the reign of Urguan himself have always led the service of the Brathmordakin with their ranks of proud priests. They were the vanguard of dwarven culture, leading the smithing of enchanted runes of power and rituals in honor of the gods. After the Great Collapse, when the Ironborn ripped apart our culture in service to the dark Lord Khorvad, the ancient clergy and its traditions were lost, only to be reformed in the realm of Asulon, it was a slow and hard effort to bring back the traditions of Khaz’A’Dentrumm. An effort which for many centuries, though we may loathe to admit it, was faulty. Many of my predecessors and much of my own reign has been plagued with a stagnant clergy, and often there are accusations lauded against our religious leaders that it is at their fault, but I have personally witnessed great leaders who had the holiness to lead but still struggled. An uncomfortable truth of da Kirkja Dverga is that we truly have no knowledge on what our ancient traditions are. The greatest rites of our faith are that of Rhuncraft, which has been either lost to dwarfdom or operated outside the clergy for as long as the clergy has existed. What rites the clergy does are infrequent, and it naturally leads to stagnancy. Da Kirkja Dverga is a fundamentally flawed order, which demands radical change in order to truly honor the gods. Primarily the dwarven faith is one of labor and service, and to that end shall da Kirkja Dverga no longer proclaim ourselves the arrogant keepers of ancient rites which hardly have any effect on the worship and honoring of the Brathmordakin, but instead focus on placing worship into the daily lives of dwarves. Hold ourselves to a standard of action and progress in establishing Yemekar’s Balance, not just content with our own wisdom in matters that we never use in any meaningful way. From now on, all priests with little exception will be held to the standard of actively participating in a project, and at ev’ry clergy meeting will these projects be published. Beyond that, their basic duties shall be expanded to be in cooperation with the guilds and clans of Urguan to ensure that their activities are blessed with the rites of Khaz’A’Dentrumm and that dwedmar participating may learn how their labor honors the Brathmordakin. Priests and clergyfolk who fail to fall into this shall be removed of their rank and put into retirement until they are ready to accept duties of Khaz’A’Dentrumm once more. Regarding standards, let it be declared a new practice that all current duties and projects of da Kirkja Dverga are to be publicly stated so that dwarfdom may hold their priestfolk to a standard. High Prophet Norli Starbreaker: Charged to take Command of Yemekar and lead the restoration of the Workforce with the guidance of Yemekar. Prelate Falk Irongut: Leading the Library project to sort out the library of Kal’Darakaan with its books. Prelate Atandt Irongrinder: Taking lead on Feats of Glory from Prelate Falk Irongut, organizing feasts and writings for honorable dwarves. Priest Ulfar Starbreaker: Leading the reforms of Yemekar’s Workforce to bring about the honoring of all Brathmordakin in the Working Guilds. Priest Kazrin Starbreaker: Aiding Prelate Falk Irongut with his age and experience in the restoration of the library. Priest Grimdal Irongut: Taking lead on the Command of Dungrimm to lead expeditions and purge the Eastern Territories of the corruption of Khorvad. Priest Jorvin Starbreaker: Participating in preparing writings and feasts for the Feats of Glory. Priest Dugmir Irongut: Developing rites and rituals to be used with the crafting of holy jewelry, to bless crafts with the graces of Yemekar and Grimdugan. Priest Gror Ireheart: Aiding the Command of Dungrimm with his wealth of martial expertise and passion in battle. Priest Axel Ireheart: Developing rites for Battle Priests to do before patrols, skirmishes and otherwise to assist worship of Dungrimm within the Legion. Priest Hana Starbreaker: Developing rites and methods to hunt and destroy darkspawn in the name of Dungrimm for priests to learn. Priest Angr Ireheart: Leading expeditions of the Forgeguard for the protection of dwarven lands from foul beasts, teaching hunters traditions of Dungrimm. Priest Thorin Treebeard: Developing Rites of Anbella to be used by the common rancher, and determining shrine traditions to be placed by hearths or fields. Initiate Durin Hammerforged: Sworn to participate in the Command of Dungrimm, and aid in the preparations of weaponry against dragonkin. Initiate Celeste’Tol Blackroot: Preparing feasts for dwarves to learn their passions and how to honor the traditions of Khaz’A’Dentrumm. Initiate Yaromar: Researching Druidism and the Aspects, and how they serve Anbella. Initiate Lothgar: Constructing shrines along the roads of the Grand Kingdom. Initiate Ossic Frostbeard: Major contribution to the studies of Ogradhad and restoration of the library. Initiate Aghal Frostbeard: Aiding Ossic Frostbeard in the restoration of the library. All other members of the clergy are officially retired; if they had previously held the rank of Priest or higher they are to be granted the honoriffic title of Zealot of Khaz’A’Dentrumm. They shall be beholden to no oaths to da Kirkja Dverga and are offered no unique respects other than gratitude for their service in the past. If any who wish to rejoin the renewed efforts of da Kirkja Dverga, or any new beards wish to swear themselves into service and face the challenges and trials of Khaz’A’Dentrumm, they are instructed to meet the High Prophet or his Prelate. NARVAK OZ DA KIRKJA DVERGA, NARVAK OZ BRATHMORDAKIN
  16. Norli lets out a sigh as he enters his office, and slumps onto his chair to look at his many papers. Among them, a new letter has been placed, with a teal seal. He opens it, reads the letter, and pauses for reflection. "Surely, da champions o' dis era, and warriors o' nae compare 'mongst men. Inspired by da greats o' a past toime," he mused, looking to a weathered stone on his desk, a memory of his reign. "I wonder who dey shall inspire; wot can come next?"
  17. The High Prophet sits at his office, warmly lit by the glow of the fireplace. Papers scatter his desk, the elder dwarf hunched over and writing a letter. He leans back from it with a sigh, and lighting a pipe he begins to stare intently at the stonework of his walls, his imagination lost in the details of their carving. He ponders the future of the Grand Kingdom, and smokes away for a good while. Later, a golem would go about to publish his letter among notice boards in Urguan. I write as a predecessor to our new Grand King, and as a cultural figurehead of dwarves. Bakir Ireheart has proven to be a voice in our governance for a century now, and though he and I have debated thoroughly and disagreed countless times, he is the face of the dwarven people and the promise of a greater future. I know there are many like me who have disagreed with him in the past, and I say to you all that to harbor fear and distress in your hearts that the Grand King might disagree with you is paranoia, and to act on that fear preemptively is desertion. We are a united folk now, far better off than we have been in the past. To throw that away in fear is disgracing your own legacy for naught. May the Brathmordakin bring great boons and blessings to Bakir Ireheart.
  18. High Prophet Norli ponders the future of the mountain dwarven culture. "P'raps we shall see a revival o' deir more ancient, forgotten traditions- those sons who wandered da peaks beyond Khaz'Urguan. Narvak oz agnarumm!"
  19. yeah but have you had a cheeseburger?
  20. UNITY UNDER THE MOUNTAIN The Grand Kingdom of Urguan and its clans had just been victorious in battle alongside their allies against the corrupt Empire of Oren. Although each clan had made major contributions, chief among these were the martial talent of the many Sons of Yavok; Elder Clan Ireheart. Despite this great cooperation, shortly after the victory at the Siege of Southbridge, the sturdy stone of Urguan’s unity cracked, and there was a great and foul disagreement between this mightiest of clans and the Council of its peers, led by the elected Grand King, Ulfric Frostbeard and Lord Chancellor, Atandt Irongrinder. In this conflict, there were no clean hands. Each side had made mistakes, striking blows against the stone of Urguan that weakened it; something its enemies took note of. To rob our descendents of this victory and prosperity that they would use to build Urguan even further for no purpose other than the pride of dwarves is a great dishonor, one which is held with mutual guilt, and resolved with mutual apology. To this extent, Elder Clan Ireheart apologizes to its kin for their dramatic demands of the Grand King, and public declarations that emboldened our enemies to strike; and foremost for speaking with the Emperor of Oren to make a private peace in a war launched for their vengeance. Likewise, the Grand Council and Ulfric Frostbeard, Grand King of Urguan apologize for their escalation of the conflict with the declaration of Irehearts as traitors, a secret meeting to remove the Sons of Yavok, and for banishing Grand King emeritus Gror Ireheart without trial. With these declarations aside, together the dwarves move to remedy the issues overlooked during the feud. The Grand Kingdom of Urguan and its clans, all of them, together sign this agreement to bury the hatchet and cooperate for the greater glory of Urguan. I Elder Clan Ireheart is officially returned fully to the Grand Council of Urguan with immediate effect. II All members of Elder Clan Ireheart will have their previous Legion and Kingdom titles returned to them and be unbanished, alongside all rights of citizenry as according to the Articles of Urguan with immediate effect. III For their major contributions in the war effort so far and for those great victories yet to come; Elder Clan Ireheart is promised a plot of land to be determined by Bakir Ireheart and Ulfric Frostbeard at the conclusion of the war. IV Bakir, Gror and Ragrin Ireheart shall submit themselves to the High Court of Urguan for accused wrongs against the Articles of Urguan and its Civil Codex. The trials shall be put on hold until the conclusion of the war. The High Courts swear to not punish cruelly or unfairly, and therefore all accused are guaranteed not to be given the maximum punishment of death and or maiming. Darek Irongrinder shall be employed as a judicial consultant to the High Courts for his wisdom and impartiality. All charges and reason for charges shall be determined before the trial. V Elder Clan Ireheart swears by their ancestors and gods to never act out without first seeking resolution through the means of the courts or council, and shall stand equal amongst their brothers. VI There shall be no feuds nor grudges between Elder Clan Ireheart and the rest of the dwarves over this disagreement, the issue officially declared in the past. With these promises made and assured, the Grand Kingdom and all its clans now look outwards and northbound to its enemy, who dares to strike at a perceived time of weakness. Who have schemed to steal away the good vassals of Urguan and deceive them with words of greater peace and prosperity, yet who assassinate the good prince of Sedan who sought peace, and who now march on the mourning city. The Clans of Urguan are on the War Path Together
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