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Garrond

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  1. The Frostbeard Clan Elder Clan of the Dwarves History of the Clan Clan Mythos According to the mythos of our clan, the Frostbeards were a group of Dwarves who lived within the mountains of Aegis, isolated from all other peoples be they dwarves or other races. This peaceful isolation allowed the clan to grow a distinct culture based around the arts, creating beautiful songs and crafting great runestones that told of our past through myths and tales. Things changed at an unknown time in our history, when our late ancestors made first contact with travelers that came to the Frostbeard town of Jornheim, seeking refuge from the harsh storms that the Frostbeards and their town were so used to. Inevitably, some travelers grew to appreciate the Frostbeard way of life and settled, they brought with them their gods, and their skill in trade integrating both into the Frostbeard culture. With the exponential growth of the city, more travelers arrived. The differences between the locals and the foreigners became more and more evident and inevitably conflict emerged. According to our sources, the fighting was noticeable around the marketplaces where folk argued about the costs of the goods being sold. The chronicles tell of two sides that were the main instigators of the conflict, supposedly without the Jarl's knowledge. One of these sides was the Domnu and the other the Dechtires. Not much is known about these two groups as the information is scarce. What we piece together is that both sides were Frostbeards or dwarves integrated into the Frostbeard Clan. What the old tales state flat out though is that the animosity of the two sides eventually led to a civil war in the town of Jornheim. In what we can assume was fear of losing all he worked so hard to build, the Jarl attempted to bring an end to this war by hiring mercenaries. This led to more violence between the dwarves of the town. As with the merchants it can be stipulated based on the warrior culture of modern (post Aegis) Frostbeards that some of these mercenaries also became (or were) Frostbeards. With more violence, trade became harder and more dangerous causing those merchants and travelers that had not fully integrated into the Frostbeards to leave. This atrocious hit to the economy of the town forced the Jarl to attempt to have the two sides negotiate peace. According to the tale, the negotiations were not going well, but they nonetheless abruptly ended when the Jarl was shot in the chest by an archer, which caused the war to start again. As will be common in our history both sides tried to escape blame for the death of their Jarl and instead focused on blaming the other side. At the end of the war, the writings say that only three survived the war but that they seemed to be about to die. This last part of the tale can be considered literal, meaning that the modern Frostbeards were just dwarves that took up the mantle of this fallen civilization, or perhaps the tale tried to make a metaphor. This metaphor would suggest that the cultural pillars that evolved through time to become a major part of what the Frostbeards are were on the back foot and close to extinction. Under this view the three dying people would be; The merchant, the warrior, and the artist, with the Jarl that represents the leadership of the Frostbeards being mortally killed from earlier on. I personally like this analysis as it resembles the civil wars the Frostbeards would have in the future, where the first part of Frostbeard society to fall is leadership, and then when the clan is divided into different despotic leaders which increases the tensions of the conflict and eventually cause the cultural aspects of the clan to at best become divided into different groups and at worst die out completely. [!] Depiction of a Frostbeard bard. Documented History https://www.lordofthecraft.net/forums/topic/203376-a-history-of-the-frostbeard-dwarves-from-aegis-to-almaris/ The Bear The Bear is one of the most prominent symbols of the Frostbeards for their strength, adaptation to the harsh environment, and family ties. Because of it, the Bear has linked to key aspects of the Frostbeards. Trial of the Bear The traditional dress code of a Frostbeard is wearing a bear pelt. This is due to the ancient coming-of-age right needed to become a fully bearded adult in the eyes of the clan. Beardling will travel to a forest lightly armed and unarmored. There they will defeat a bear in one-to-one combat. This is an act of valor and courage, with the beardling skinning the pelt of their slain bear. Later the Clan Father and Clan Elders then examine the pelt. If they approve of it, they hold a great feast in honor of the beardling and they become a full-grown Frostbeard. In the most ancient of the traditions, the Clan father would walk to the bearding, place his hands on the beardling's shoulders, and exclaim "BARUK KHAZAD!" ,then the beardling would say "KHAZAD AI-MENU!" [!] Depiction of a beardling battling a bear. The Bear Guard The bear guard acts as the traditional honor guard of the Clan Father/Mother of the Frostbeard, sworn to defend and enforce clan laws. Bearserkers Bearserkers are members of the clan that possess exceptional warfare capabilities either through natural-born skills or veteran experience through participation in combat. Due to the nature of Bearserkers needing experience, they tend to be the most knowledgeable of the clan's history and customs. [!] Depiction of a bearserker. Frostbeard Social Classes The social classes of the Frostbeards denote how Frostbeards traditionally construct their settlement. In said settlements, there are more than just Frostbeards as these also apply to those under direct Frostbeard influence. Jarl - Leader of a Frostbeard holding Jarls are those that control or lay claim to land or a holding and who are pledged to the Frostbeard clan. Jarls control their holds but are expected to follow the command of their Clan Father. At times the Clan itself has its own main hold with the Clan Father serving as the Jarl of the hold. Jarls are appointed by the Clanfather if the hold was made by the clan, or a member of the clan obtains land. Karl - Free dwarf Karls are the common status of most dwarves of the Frostbeards. They possess all the freedoms and expectations of the clan as any other dwarf. As most Frostbeards are descendants of Karl Frostbeard his name became synonymous with the Frostbeard and free dwarves, as opposed to enslaved dwarves under the Ironborn or any other despot. Thrall - Indentured servant Dwarves and by extension, the Frostbeards do not believe in slavery. Instead in Frostbeard society, if one has committed a wrong they have to repay it in service to the wronged individual or the society. Thralls are not slaves and their status as thralls depends on their crime. One always has the freedom to leave the territory of the Frostbeards if they do not wish to fulfill the punishment, but they will be a criminal in the lands until the payment is fulfilled. It is not allowed for a Frostbeard to marry someone in Thralldom or who has not finished their tenure. Thralldom is imposed by the Jarls, with the amount of time served being dedicated by the Clan Father. [!] Depiction of a Frostbeard Jarl. Frostbeard Clan Hierarchy Clan Father/Mother The Clanfather position is either won through combat with the previous clan father/mother or in the event that the previous clan father/mother is unavailable, the title is given through popularity. Any full member of the Frostbeard Clan has the right to challenge the Clanfather at any time, so long as justification is provided. Clan Elder Clan Elders are elected by the clan Father/Mother of the Frostbeards. They are an extension of the Clan Father/Mother by serving as an extension of their authority. This allows the Clan Father to hand down responsibilities for the clan to function better. One of the key responsibilities of an Elder is to guide new beardlings through their trials while also mentoring them by teaching the clans customs and history. Clan Member Clan members are those Frostbeards that have gained full rights in the clan by completing their trials. Clan Beardling Like any other dwarven clan, the Frostbeards call those dwarves that have not completed their trials beardlings. This rank is connected to the term beardling which is used to call anyone under the age of 100, however, when it comes to the rank in the clan, someone over 100 can still be a beardling if they did not finish their trials. [!] Depiction of a Frostbeard Clan Father. The Three Great Families of the Frostbeards The three great families are the three descendant lines from Karl ‘Orcbane’ Frostbeard, the most legendary dwarf in Frostbeard history for his battle prowess and intellect. While Karl had more than three children the other lines did not result in a familiar legacy like the lines of Rhewen, Gorum, and Liam. For most of Frostbeard history, the three families have been in a struggle with each other with those of the line of Rhewen and Gorum usually siding with opposing political sides during dwarven struggles, and the line of Liam staying neutral from conflicts for the most part. [!] The symbol of the three great families of the Frostbeards Line of Rhewen The line of Rhewen is usually seen as the most mainstream line of the Frostbeards for most of its history. Rhewen fathered many children with some of them becoming icons of the clan in their own right. Line of Gorum The Line of Gorum, Most well known for participating and leading rebellions against any oppressive regime. Gorum himself fathered fewer children than his siblings however Gorum’s line is the most prominent, possessing also the greatest number of descendants that belonged to the Frostbeard clan. Like Rhewen’s line, the line of Gorum has pitch black hair and blue eyes, which is considered a sign of their purity. Another noticeable feature of the line of Gorum, should any of Gorum’s descendants reach old age, they tend to have snow-white hair instead of the usual gray. Line of Liam The line of Liam is the least prominent out of the three families. It was not until Baldin Frostbeard that the line became a proper entity in the clan. As the lesser of the three families, its members are more likely to marry outside the clan, and hence they are more likely to have physical attributes that differ from the mainstream look of blue eyes or jet-black hair of the Frostbeards, however they tend to have at least one of the two common features listed. The line of Liam also has branches that formed into lesser clans such as the Metalfists, Silverveins, Stormfists, and Blackroots. Traditions Like all dwarven clans, the Frostbeards have an affinity for smithing, mining, and a good brawl. However, the clan has historically focused on three aspects of their society that all members of the clan eventually partake in during their lives. These aspects feed on one another and at the same time make the clan stronger when its members are able to partake in the three traditions as if they were one, the one and singular Frostbeard Tradition. Traders Since time immemorial the Frostbeards were traders. They were the trading clan out of the Mountain dwarf clans with their villages serving as hubs of trade and their bastions in the mountains being holds where their wealth and relics could be kept safe. This aspect of Frostbeard’s culture is in line with their worship of Armakak as the Brathmordakin of trade. Through the ages, the trading culture of the Frostbeards led to many of them having contact and relations with the Goldhand clan, a clan that was originally a cave dwarf clan but which was with time infused with Mountain dwarf blood from the Frostbeards. [!] Depiction of Frostbeard traders. Raiders Frostbeards are naturally drawn to combat like many of the mountain dwarf kin. While this is embodied in their bravery in defending their homes from invaders as the proper worshippers of Dungrimm that they are, the Frostbeards are also well-known raiders. Raiding is an art associated with Grimdugan the Brathmordakin of shadows and secret wealth, as such it brings with it its own morality and norms. Frostbeard raids are meant to be done in the name of Grimdugan for the cause of the Brathmordakin and the balance of Yemekar. Because of this, there are some things that Frostbeard raiders are not allowed to do: -Killing a dwarf- -Stealing from a dwarf- -Attack settlements that aren’t a threat to Yemekar’s Balance- Breaching of these three norms is considered taboo and has historically divided the clan turned kin against kin and goes against the teachings of Grimdugan. [!] Depiction of a Frostbeard warrior band. Sailors Sailing developed as a key element of Frostbeard life as a means of trade and raiding. Despite their home being in the mountain tops the Frostbeards have always been comfortable at sea. Blessed by Belka’s winds and tides, the long ships of the Frostbeards are able to take them wherever they desire to go and even in times when the dwarven steam boats were inaccessible to them they were able to make do with their simpler traditional designs. The Frostbeards are renowned sailors so much so that even the greatest pirates tended to be Frostbeards or of a clan derived from them. [!] Depiction of Frostbeard pirates landing on Santegian Religion and Ritual The Brathmordakin Like all dwarves the Frostbeards worship under the Faith of the Brathmordakin, hence, the main pantheon they worship are the Brathmordakin: Yemekar, Anbella, Dungrimm, Belka, Grimdugan, Armakak, and Ogradhad. Under the Faith of the Brathmordakin the main enemy of the Brathmordakin is the fallen Brathmordakin Korvad. Korvad, like all Brathmordakin can appear in the material and immaterial, being able to influence the mind, body, and soul of living beings. The role of the dwarven race according to the faith of the Brathmordakin is the establishment and protection of Yemekar’s Balance, a holy balance that the dwarves were created with the intention of maintaining. Because of this, all dwarves are expected to act in accordance with the intended balance of creation, otherwise known as the Rhun. Throughout their history, Frostbeards have had different groups dedicated to the teaching of the Faith to its members as the Frostbeards have a subculture of the Faith that is slightly distinct from other clans similar to the Irehearts, where other great beings are given respect due to their historical role in relation to the clan. [The Brathmordakin: https://wiki.lordofthecraft.net/index.php?title=The_Brathmordakin#Tales_of_the_Faith ] Wyrvun Traditionally from ancient times, the Frostbeards revere Wyrvun in the same way that the Irehearts revere Kjellos. Wyrvun is considered to be the savior of the Frostbeards during the Blood Age, the times when the Empire of Khorvad ruled over the dwarves through the Ironborn dynasty. Thanks to his blessing the Frostbeards were able to flee deep into the northern mountains of the continent evading any incursion of the Ironborn into their lands. Later in dwarven history, Wyrvun was corrupted by Khorvad turning him into Ondarch and making him go against the dwarves, with King Barandin being able to banish Ondarch he roamed the void for years before being brought back by Khorvad once more. It was in this event that Igor Ireheart, bearing the ancient hammer of Baradin, was able to purify Wyrvun from the corruptive influence of Wyrvun, restoring him to his former self, and sacrificing himself in the process. Because of this Igor was rewarded by Wyrvun and made into his paragon, while later Dungrimm blessed him as well and making him also a Paragon of Dungrimm. It was in this event that Kjell died trying to avenge Igor’s death by trying to kill Wyrvun. However, Wyrvun’s might stopped him and removed him from the mortal planes, and ascended him into godhood in the form of Kjellos, a servant of the Brathmordakin Dungrimm. Wyrvun was responsible for the end of the second Frostbeard rebellion calling for dwarven unity and a stop to the bloodshed between the dwarven people. If it were not for Wyrvun and the love Frostbeards had for him the Frostbeards would have ruled for much longer and the third and fourth Frostbeard rebellions would not have happened. Frostbeards have historically been the main source of membership for the Redeemed order, the proxy order of Wyrvun dedicated to taking down Frost Witches and other beings that pollute Wyrvun’s domain and make it unsuitable to Yemekar’s Balance. [Wyrvun: https://wiki.lordofthecraft.net/index.php?title=Wyrvun ] [!] Depiction of Wyvun leading the Frostbeards to the far north. Divinatory Practices Like all other dwarves, the Frostbeard has divinatory practices in the form of revelations through dreams, inspiration, and ritual. Some clans including the Frostbeards created and create rituals to try to become aware of different aspects of life, the past, or the future. [!] Depiction of a Vikti ritual with a beardling. Burial Traditionally the Frostbeards burn their dead. It can be on a great pyre or by crafting a boat for their dead and then setting it on fire. This is done to prevent necromancers and other dark magic users from disturbing their rest, it is part of the veneration of Dungrimm to allow the fallen dwarves to rest peacefully. In line with mainstream dwarven culture, some Frostbeards decide to be buried in stone coffins, however, this is not the traditional way of the Frostbeards even if it is accepted and at times preferred for one reason or another. Agnarumm Vikti Eron Azwyrtrumm Like the other elder clans of the mountain dwarves, the Frostbeards have Vikti, Agnarumm Vikti Eron Azwyrtrumm, which means Mountain Dwarf Vikti of the Frostbeards. These are dwarves dedicated to the protection, development, and general upkeep of the culture, spirituality, and by proxy history of the clan so that it can be passed on through generations. The Vikti tend to have a Patriarch who leads the Vikti and meets with the other Patriarchs of other clans to discuss matters of general mountain dwarf culture, working together to ensure their differing cultures and traditions remain protected and continue. [Post on the Vikti: https://www.lordofthecraft.net/forums/topic/223769-%E1%9B%8F-agnarumm-vitki-%E1%9B%8F/ ] [!] Depiction of Frostbeard Vikti. The Nine Commands These nine commands are norms followed by the Frostbeards, and by which its clan members live by. I Uphold the value of kinship and protect your fellow Frostbeards, unless they have betrayed the clan or pose a direct threat to its well-being. Seek peaceful resolutions whenever possible. II Respect the possessions and wealth of your fellow Frostbeards, refraining from theft or deceitful practices. Encourage fair trade and the sharing of resources within the clan. III Speak with integrity and avoid slander or derogatory remarks about your fellow Frostbeards. Foster a culture of constructive criticism and open dialogue. IV Stand united with your fellow Frostbeards, offering support and assistance in times of need. Embrace teamwork and cooperation, recognizing that the strength of a warband is in the cohesion and trust of its members. V Show obedience to the commands of the Elders and the Clan Father/Mother, they lead and are the face of the clan to the outside. Show reverence for the wisdom of the Vikti valuing their experience and guidance. Encourage the sharing of knowledge and mentorship within the clan in a military, political, social, artisanal, and religious level. VI Respect the decisions of the Clan Father/Mother, understanding that their role is to ensure the welfare of the clan. Constructive feedback can be provided, but ultimately, unity and order must be maintained. VII If the Clan Father/Mother ascends to become the High King, they must step down as leader of the clan. VIII Demonstrate unwavering loyalty to the Clan Father/Mother, recognizing their commitment to the clan's well-being. Support their decisions and provide constructive feedback when necessary. IX Frostbeard never surrender from their struggle. Only a tactical retreat is acceptable if its to achieve a future victory or to continue the fight. OOC: You seek to join the Frostbeards? join the discord by clicking on this link https://discord.gg/U3qsn9NtwJ
  2. ~=The Frostbeard Clan=~ Known as the Azwyrtrumm in Ancient Dwarven, The Frostbeard Clan is one of the Elder Clans of Urguan, with their founder, Kaz’Ulrah, being the son of Urguan himself. Made primarily of Mountain Dwarves, the Frostbeard Clan coined its name through the treacherous conditions their ancestors had called home for centuries - The unforgiving, frost-inducing tops of the world’s mountains. Through these conditions Frostbeards found solace; despite the harsh world surrounding them, they managed to live and thrive amongst their fellow clan members. Perseverance, in all meanings of the word, defined the Clan in its entirety. To forge the steadfast minds and bodies of the Frostbeards seen today, their traditions had to be born of necessity, not fortuity. The Bear Pelts donned by the Frostbeards of today are a symbol of their hunting prowess - an ability that would have been life or death within the mountainous tundra. Their skills in combat do not originate from the legion halls of Urguan; instead, they are derived from raiding villages, fending off creatures, and proving themselves as capable members of the Clan. Tradition has kept those of the Frostbeard Clan alive for centuries, and shall do so for centuries to come; as traditions are the very things that allowed the Clan to persevere in the first place. Adapting to life within the halls of Urguan was a challenge to the traditions held by the Frostbeard Clan, causing some throughout their history to rebel from the united Grand Kingdom. The most recent rebellion led to the formation of the High Kingdom of Kaz’Ulrah; the successor state to the Grand Kingdom which the Frostbeards and their allies had dissolved. However Kaz’Ulrah fell to the Empire of Man centuries ago, since then the Frostbeards have returned to the reformed Grand Kingdom of Urguan, loyal once more. A sense of community has created the Frostbeards seen today, with a lineage of Grand Kings and Emperors, advisors, guild leaders, scholars, diplomats, hunters, craftsmen - anything that would serve the greater community. A small village on the side of a mountain is home no more to the clan, instead, the halls of Urguan are their home; its inhabitants, their community. ~= Customs & Culture =~ ~Appearance~ Physical Being a Clan of Mountain Dwarves, Frostbeards originally were not confined to the dark, cavernous spaces associated with the Dwarven race. Without the requirement to adapt to said spaces, Frostbeards are typically taller and lighter skinned than their Cave Dwarf brethren. On average, their height ranges between 4’8 and 5 feet tall, and their skin tone is pale or ivory. Without variation, Frostbeards have consistently had black hair and blue eyes, with the only change to such being their hair’s tendency to gray earlier than most. Due to their background in hunting and combat, a muscular build is more common than not, yet variation is always possible depending on lifestyle. Attire Since their arrival in the halls of Urguan, Frostbeards have been recognized by the bear pelt worn over their head and shoulders. A tradition started by the original members, it has continued throughout the ages to assist in cold temperatures and preserve the culture from centuries ago. Clothing and armor, however, have been a topic of debate amongst the clan, with many choosing to wear a kilt, the traditional garb of Frostbeard warriors, and others full-plate armor, a newer addition to the wardrobe in typical Dwarven fashion. Regardless of their choice in clothing, the colors of blue and gray always remain the same, both of which represent the clan’s two primary colors. Tattoos & Warpaint An optional addition to a Frostbeard’s look, tattoos and warpaint are both used to tell a story on one’s skin. During times of war, members often cover their skin in dark blue paint, its design representing their role in the clan, past military contribution, or combat prowess. Most effort tends to be on face covering, where one’s paint is most likely to be seen. Tattoos are considered a more long-term form of storytelling on one’s skin, their symbols typically representing one’s feats throughout their life. ~Ideals~ Perseverance An ideal capable of defining the entirety of the Frostbeards, perseverance was all that mattered to the original members of the clan. Attempting to survive in the harshest of conditions required the group to focus solely on pushing ahead, as stopping or looking back could cost them valuable time needed to build, hunt, cook, gather - all tasks required to sustain life on the treacherous mountain sides. Now, long accustomed to life within the halls of Urguan, this ideal continues to shape the way of the modern Frostbeard. Every task taken on, every fight, every decision - everything done by the clan is to allow them to persevere into the next day. Regardless of how hard or daunting a task may be, a member of the clan does not give up, even when pushed down time and time again - if our ancestors got back up, it is within our honor to do so as well. Community Community is one of the most important aspects of Frostbeard life. With our ancestor’s time spent on the mountains, they quickly learned that there was no such thing as survival alone. Without a community you could rely on and work with, any efforts to try and build and thrive were futile. Within the halls of Urguan, while maybe not life threatening, community is still something held near to the hearts of the Clan. The skills required to survive in the mountain villages so long ago are now utilized to improve life underground. Craftsmen work to supply the legion, Hunters kill game for feasts, Scholars keep record of Dwarven triumphs - Whatever skills a Frostbeard has, they use to embetter those around them. Tradition The dictating force in every Frostbeard’s life, tradition acts as a guide for the modern clan members, their intentions linking back to the very first village up in the mountains. Each lesson brought about by the harsh world surrounding the clan’s ancestors was written in stone for the future generations to follow. Despite now being within the warmth of Urguan’s halls, these traditions still guide the Clan throughout their day to day life. Ranging from Runestones to beard braidings, these traditions can be both major or minor parts of life - regardless of what they are, members are expected to follow them to the letter; if not to honor their ancestors, then to signify what it means to be a Frostbeard. ~Traditions~ Ancestral Song While most of Frostbeard history has been recorded on stone, some has been passed down through generations as song. These songs, used originally to accompany other traditions such as feasts or burials, are still used to fulfill those same purposes today. Despite their ancestral origins, current Frostbeards continue to add to the clan’s lyrical repertoire, creating new works of art to accompany new traditions or important parts of history. ((Spoiler)) Long after the winter comes, And the frost is gone, We will stand here, stout as stone To show you the way home (Chanting: Home, Home, Its time to go to home) It's time to sing the song, aye lad It's time to sing the song We will sing with you, aye lad To show you the way home. (Chanting: Home, Home, Its time to go to home) Now the time has come, aye lad. Go unto the halls. Tell the fathers of the dwarves. That we have sent you home. Bagpipes Accompanying ancestral songs in the Frostbeard musical repertoire, bagpipes are the typical instrument played by almost every clan member. Originally used to be heard over the constant howling winds of the mountain side, they now frequently accompany ancestral songs, and have had multiple pieces written solely for the instrument. The bag itself on the instrument typically matches the blue and black checkering seen on traditional Frostbeard Kilts, yet tend to be customized with various charms by the instrument’s owner to stand out from the others. Beard Braiding The Frostbeard’s beard, similar to most other Dwarven cultures, is a symbol of respect that is often measured based on its length and overall size. With trimming it symbolically meaning to remove respect, clan members turn to braiding their beards in intricate patterns, often including bands of precious metal to hold said braids in place. Through this practice, one’s beard does not have to be subject to a pair of clippers to be properly maintained and handled, rather simply be fashioned within a braided design. Bearserkers A title reserved for a select few within the Clan, Bearserkers are considered to be the best warriors amongst the Frostbeards. Third only to the Clan Father and Elders, members with this title hold tremendous respect within the Clan, and typically have also proven themselves as warriors to the legion or other organized combat entities. In times of war, the Bearserkers are expected to lead the Clan’s force into battle, acting as both commander and strategian. While any member could gain said title, it is typically reserved for those who have proven themselves to the Clan over a long period of time. Feasts Originating as a celebration for a successful hunt, feasts are a staple within Frostbeard culture. An occasion that happens at least once every two stone weeks, modern feasts occur to celebrate the Clan and its closest friends. These celebrations are accompanied by song and dance, copious amounts of food and drink, and plenty of stories to be shared around a longtable or fire. Funeral Pyres The treacherous mountain sides originally called home by the Frostbeard Clan were unforgivable, even in death. The almost constant freezing temperatures rendered the ground beneath their feet solid, making it impossible to farm, set solid foundations, and most importantly, bury their dead. Instead of leaving the frozen bodies of their fallen out in the open, Frostbeards took to using Funeral Pyres to burn the bodies of their dead - a practice which the clan believes allows their souls to escape their frozen carcass. In more recent history, some Frostbeards have chosen to be buried normally, yet others continue to practice this tradition in honor of their ancestors. Runestones Not to be confused with the runic magic, Frostbeard Runestones are large stone structures in which their history is inscribed onto. Written in Ancient Dwarven to continue with the tradition set by the original members, each stone is inscribed with the history of a realm, with a new stone being added each time a new realm is settled. The original Frostbeards documented on these stones due to resources such as paper being scarce in their surroundings, yet they still wished to document their history for generations to come. Standard Bearers A wartime tradition, the Clan’s standard bearer is an honored dwed who is given the responsibility of bringing the Frostbeard’s flag into battle. The individual who holds this responsibility is one who has proven himself to his fellow clan members, as they are the sole carrier of the flag - something the bearer both takes pride in, and a burden of worry to ensure they dont fail. To decide who is to be given the privilege in battle, the Clan Father and Elders meet and discuss potential candidates. The individual agreed upon by the majority is then therefore the Standard Bearer for the next upcoming battle. This title is not one that is carried for the rest of their lifetime, yet is decided prior to each and every battle. ~= Clan Structure =~ Clan Father An individual of endless knowledge and respect, the Clan Father of the Frostbeard Clan is the individual tasked with both representing and leading the clan in their everyday life. This member is expected to have a vast understanding of the Clan and its history, and is to lead by example to those who follow him. This position is capable of being filled by a woman, yet has never been done so in Frostbeard history. To be elected Clan Father, one is either to be appointed by the current inhabitant of the title as their successor, or is to be voted in by the Elders if no such appointment was made. This position is typically held until death or resignation, yet is capable of being vacated by majority clan vote if the current Father is deemed unfit to hold said position. Clan Elders Advisors to the Clan Father and role models to Clan Members, the Elders of the Frostbeard Clan are those who have proven themselves over time to be true representations of the Frostbeard Clan. Appointed by the current Clan Father, these individuals are to assist the Father with leading the clan in any way necessary. These individuals are typically the next in line for the Father position or have held it in the past, therefore are expected to understand or learn how to be an effective leader of the Clan. Bearserkers The strongest warriors and strategians of the Clan, Bearserkers are individuals tasked with commanding the Frostbeard forces into battle. Third only to the Clan Father and Elders, these members are respected warriors who have proven themselves in battle to both the Clan and the Grand Kingdom. While not holding any leadership in times of peace, they are expected to be ready to take over commanding positions during times of war. These individuals are appointed by the Clan Father directly, and are capable of being stripped of the title at any time. Clan Members The base of the Frostbeard Clan, Members are individuals who have completed their trials and shown themselves to be true Frostbeards. Members hold little responsibility towards clan leadership, yet typically occupy important roles such as craftsmen, hunters, warriors, etc. While not directly in leadership, those who are are expected to take their opinions into consideration for any decisions that could affect the clan as a whole. Clan Beardlings Individuals who have recently joined the ranks of the Frostbeard Clan, Beardlings are those who have not yet completed their trials, yet are still considered to be of Frostbeard kin. Once their trials are completed alongside an Elder or Father, they will become fully fledged Members. ~=History=~ A History of the Frostbeard Dwarves; From Aegis to Almaris - Dwarves - The Lord Of The Craft ~=Family Tree=~ Frostbeard Family Tree
  3. ========================================= Name of the Treaty: Kaz’Ulrah Unity Pact ========================================= Type of Treaty: Clan Oath ========================================= [Nation / Freebuild] Kingdom of Kaz’Ulrah [Nation / Freebuild] Clans of Kaz’Ulrah ========================================= Date of Signing: 1670 ========================================= The Kaz’Ulrah Unity Pact With the times of war coming again to the plentiful land of Garrond’s Valley and its beautiful city Kal’Tarak, it is time to reaffirm ties and oaths towards the Kingdom itself. We write this knowing that Ograhad’s knowledge will guide us through these enduring times, while Dungrimm’s sword shall cause us to rise above any adversity. Protected under the motherly shield of Anbella we will forge a new dawn against the oncoming hordes. Do not abandon Kaz’Ulrah. Do not betray Kaz’Ulrah. Stay loyal to the High King of Kaz’Ulrah. Bring as many physically able clan members to battles. Pass this oath on to future clan fathers or mothers. As Ograhad Decrees, High King Garrond Frostbeard, Son of Gorum, First of his name and Founder of the Kingdom of Kaz’Ulrah Clan Father Dreek Ireheart II, Hand of the King, 3rd High Ambassador of Kaz’Ulrah Clan Mother Kikere ‘Rane’ Starbreaker, Beauty of Kaz’Ulrah Clan Father Hamnil Frostbeard, 3rd High King of Kaz’Ulrah, Son of Garrond ‘Orcsbane’ Frostbeard, 3rd Grand Marshal of Kaz’Ulrah Clan Mother Koralon Onyxheart, Daughter of Dormin Doomforged, Forgemaster of the Dwedmar, Prelate of Ogradhad, Thane of Khazad Akduum, Arch-sorceress of the Dwedmar Clan Father Varrick Silvervein, Son of Kimarai, Expert Alemaker Clan Father Dwifur Goldhand, Son of Naztarak Goldhand, High Merchant of Kaz Ulrah Clan Father Tharik Grandaxe, Son of Bazian Grandaxe, Captain of Kaz’Ulrah
  4. High King Garrond Frostbeard signs the treaty, "Aye Lets make it official, weh ave been friends fer maneh years."
  5. Garrond would take a quill and would sign the pact, "Aye t'is pact w'll beh gud"
  6. ========================================= Name of the Treaty: Kaz’Ulrah-Krugmar Alliance ========================================= Type of Treaty: Alliance ========================================= [Nation / Freebuild] The Kingdom of Kaz’Ulrah [Nation / Freebuild] The Warnation of Krugmar ========================================= Date of Signing: 1665 ========================================= The Kaz’Ulrah - Krugmar Alliance In the new age that we find ourselves, new olive branches must be exchanged. The doves of Anbella litter the land after the coalition wars find themselves coming to a close. In prior ages it has required testing times for an alliance of necessity to formulate between the sons and daughters of Urguan and Krug, but this age comes differently. Once enemies, and more often the greatest of allies, the Orcish and Dwarven warriors have shared a close bond in their ferociousness and it is through this union that our bond can only grow. The clans of both Kaz’Ulrah and Krugmar pledge to join their arms and look to the future, proud to enjoy the rising sun of our new relationship. The Kingdom of Kaz’Ulrah and the Warnation of Krugmar will continue to adhere to the basic principle and standards of a non-aggression.  The Kingdom of Kaz’Ulrah and Warnation of Krugmar will henceforth invoke a defence pact, for the safety of our region shall know no threat from foreign legions while we stand together. The Kingdom of Kaz’Ulrah and the Warnation of Krugmar will furthermore ascend the non-aggression and defensive pact into a military alliance. Therefore, should the need arise our stalwart legions shall merge as one against the foreign inquisition that threatens our shared region. The Kingdom of Kaz’Ulrah and the Warnation of Krugmar will adhere to trade-agreement, continuing the, unhindered, free flow of trade between our two nations. In the event that either nation feels the need to no longer be apart of this treaty, it is stated that a period of one stone week warning must be given, after which a further two stone week truce period will be entered into by the nations of Kaz’Ulrah and Krugmar. As Ograhad Decrees, High King Garrond Frostbeard, Founder of the Kingdom of Kaz’Ulrah Rex Leydluk’Raguk, the Skahing Honourable
  7. High King Garrond would sign his signature on the treaty, confirming the non aggression and trade pact "This w'll beh fer teh best, trade between our nations is always needed".
  8. Name: Garrond Frostbeard Sub race: Mountain Dwarf Age: 98 Preferred Weapon: Axe Profession: Miner and Blacksmith Patron God: Dungrimm OOC Skype: Yes, I am in the skype chat Do you have TS: Yes
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