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  1. Ajax and Bojakk Frostbeard, whilst working on various projects, receives a commission by officer grudgebeard, to make and submit a song for his lady, Brynaelda Grandaxe. Taking special care to ensure the song is up to snuff before releasing it Grandaxe Girl Grandaxe Girl She's been living that Grandaxe World I bet she's never had cavern guy I bet clan father's never her told her why I'm gonna try for a Grandaxe Girl She's been living in her highland world As long as anyone with red hair can And now she's looking for a cavern dwed man That's what I am And when she knows what she wants in her life And when she sees me I know she's gonna be my wife she'll see I'm not so rough Just because I'm in love with a Grandaxe Girl You know I've seen her in her Grandaxe World She's getting tired of her grandaxe boys and all the stress from her little bundles of joy She's got her choice Grandaxe girl You know I'm not the richest in the world But maybe when my minecart comes in She'll understand the kind of dwed i've been Her heart I'll win And when she's walking, her hips swingin', so fine And when we're talkin, beard swayin', all mine She knows I'm not so rough Just because I'm in love with a Grandaxe Girl She's been living in her highland world As long as anyone with red hair can And now she's looking for a cavern dwed man That's what I am Grandaxe Girl, She's My grandaxe girl You know I'm in love with a Grandaxe girl, my Grandaxe girl You know I'm in love with a Grandaxe girl, my Grandaxe girl You know I'm in love with a Grandaxe girl, my Grandaxe girl You know I'm in love with a Grandaxe girl
  2. Bojakk frostbeard, amidst his musings and his latest album, releases a singular song, aimed at his father, whom as of writing this hasn't spoken to anyone nor interacted at all with any of his kin in over 2 years. His hopes is to help shake his father out of his obsession before it consumes him any further You're Belka's Quill now Ajax all the dwed's eyes are turned on you Now you're upon the tavern's shining stage Everything revolves on what you do ah, you've hit your stride In your old age You can always have your way somehow Because you are Belka's quill now You can disregard your past mistakes and you can turn your back on what you've done Just a little sonnet is all it takes Who thinks about the past whilst having fun? Oh Loneliness will get to you somehow But you are Belka's Quill now Ah, they all want a commission and they await your reply oh but between you and me and Kal'darakaan... So do I.... All the people have learned your name Soon there will be lines outside your door Wrapped up in this fleeting music game but do you really know them anymore? So your life is only writing anyhow And You are Belka's quill now Close your eyes when you're in to deep And stay inside til' everyone else will go Only speak to your son in your sleep Yeah, and run away when you don't want to know You've got to stop this madness somehow But You are Belka's quill now Ah you know this writing won't last forever And you've burned yourself out before Oh but for the sake of clan and for the little people... you adore.... See as all the people turn away Maybe another album will change their mind It doesn't matter how much you pay Anything to keep you from falling behind! This is what you wanted, ain't you proud... Because you are Belka's quill now.
  3. Ajax Frostbeard, having spent most of his time the past few months [if not years at this point] steeped in his work, hearing both the breakup of him and his courting lady, as well as the most recent events of him getting chewed on by bears, and falling into melancholy, adamantly works, and produces this song. Going to personally post this on every door he can find, with as many copies as he can make in carry, taking him the better end of a day or two to do so. Like hell if he's going to let this stand. Hey Bo [Author note: To Bojakk.. My sweet baby boy.. you've been through a lot. Never give up hope.. No matter how bleak things look.. From Papa] Hey Bo, Don't feel so sad Even rain clouds, don't last forever Remember, that right from the start Deep in your heart, you can do better. Hey Bo, don't be depressed You were born to, so much greater The minute, you let the hurt go Then you'll feel so much better And anytime you feel the pain, hey bo, refrain Don't carry that hate upon your shoulders For well you know that it's a dwed with hate in his head Who will make his life colder Na na na na na na na na na na Hey Bo, don't let me down You'll feel better, once you forget her [Let it out and let it in] Remember [Hey Bo!], that right from the start Then you can find someone so much better So Let it out and let it in, Hey Bo, trust in Your Father, someone you perform with And don't you know it's not just you, hey bo, for true Just lean your head on my shoulder Na na na na na na na na yeah Hey Bo, Don't feel so sad Even rain clouds, don't last forever Remember, that right from the start [Finley, ******* hell] Deep in your heart, you can do better. Yeah yeah yeah yeah yeah yeah yeah Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo (Bo Bojakk Bojakk Bojakk Bojakk Bojakk owwwww wowww) Naa na na na na na na (Na na na), na na na na, hey Bo (Bo, Bo Bo Bo Bo) Naa na na na na na na (Yeah yeah yeah), na na na na, hey Bo (You know you can make, Bo Bo, You're not gonna break it) Naa na (Don't feel sad Bo) na na na na na (Even rain clouds don't last forever), na na na na, hey Bo Hey Bo, hey Bo wowwwwww Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo Bo Bo Bo Bo Bo Bo Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo (Na na na na na na na na na na na na) Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo Naa na na na na na na (Make it Bo), na na na na, hey Bo (Yeah yeah yeah yeah yeah yeah yeah) Naa na na na na na na, na na na na, hey Bo (Go listen to ya pa pa pa pa pa pa pa pa) Naa na na na na na na, na na na na, hey Bo Naa na na na na na na, na na na na, hey Bo
  4. Bojakk Frostbeard, Whilst awaiting a hunt in hefrumm to begin. Dispatches this song to the the remembrancers, and the tavern of Kal'Darakaan Grudge War: Where knife ears lie, lay paralyzed, a brother's beard is gone and his body buried here, shame marked on his grave. Kin at home, receive a message, and shed a tear of grief Hate and blood, for foreign land, no mercy to withstand. Where are these fiends that i've been told? What fools thought themselves bold? Was your blood worth the sacrifice? Grudge War We will not take more! Grudge war The legion's marching on! To settle the great score There will be no encore! Grudge War The war upon your shore! I'm standing here, I know no fear, with brothers at my feet Over there, upon their ramparts, halberds wear my name Lead ahead, as the marshall said, and show them no remorse Who am I to understand? What you will be come. I'll do my duties, pay the price For honor, a worthy sacrifice For my clan my honor is secured! Grudge War We will not take more! Grudge war The legion's marching on! To settle the great score There will be no encore! Grudge War The war upon your shore! And blow by blow you'll pay the price of a hair here Though brothers fallen, we see heroes rise We face the heat As we'll cut you down until the last Upon the stone we shall write our own history Grudge War We will not take more! Grudge war The legion's marching on! To settle the great score There will be no encore! Grudge War The war upon your shore!
  5. Ajax Frostbeard, whilst working on a larger project, releases a motivational song for the legion, in hopes of once again bolstering recruitment, and morale of those serving in our armed forces. Khazad with the Axe From on high Came the Khazad with the Axe! From the lands of our fathers wake Came the legend of our fate The blessing of Anbella has long been parted On the stone of mountain gave To us a home for the brave and our ancestors shan't be forgotten From the hands of heaven made Marching far to parade By his word we praise his holy name ferrum fratribus From on high came the khazad with the Axe With a flash of steel we break oren's back In the mines of our brothers toiling In the fields legion's blood is boiling From on high came the Khazad with the Axe To their destiny they stride Bringing their fury and their pride And the lands of dwed had long been parted Stand your ground for Yemekar's name Out for vengeance and for pain By the dawn we raise Yemekar's Flame ferrum fratribus From on high came the khazad with the Axe With a flash of steel we break oren's back In the mines of our brothers toiling In the fields legion's blood is boiling From on high came the Khazad with the Axe From on high came the khazad with the Axe [From on high came the khazad with the Axe] With a flash of steel we break oren's back [With a flash of steel we break oren's back] In the mines of our brothers toiling In the fields legion's blood is boiling From on high came the Khazad with the Axe From on high came the khazad with the Axe With a flash of steel we break oren's back In the mines of our brothers toiling In the fields legion's blood is boiling From on high came the Khazad with the Axe
  6. Ajax Frostbeard, strangely enough, is posting a song written by his son alone. The song posted upon the tavern door and to the remembrancers, a small note is attached before the song of every copy simply stating "Bojakk of late isn't feeling well... Something about girl troubles.. I figured it'd be nice to publish one of his songs while he sulks... Enjoy -AJax" Fight for your right [Dwarf Version] KICK IT You wake up late for work, jeez, you don't wanna go You ask your dad 'Please?' but he still says "No!" You missed half the vein and 2 hours of work But your foreman leads the line like you're some kinda jerk You Gotta Fight! For your Right! To Party! Clan-dad caught you drinking and he says "No Way!" That hypocrite downs 12 beers a day! Living at home is such a drag Now Grudgebeard threw away your best nudie mag [damn it..] You Gotta fight, for your right to party You gotta fight Don't leave Kal'darakaan if that's what you're gonna wear I'll kick you outta my clan if you ever CUT THAT HAIR Brynaelda busted in shouting 'What's this noise' aaaaah Bryn you're just jealous it's the Frostbeard Boys! You Gotta fight, for your right to party You Gotta fight, for your right to party Paaaaaaarty! Paaaaaaarty! Yeah!
  7. Bojakk Frostbeard, whilst working away helping his father, secretly releases a song for his new courting lady, Finley Grandaxe. A bit embarrassed about the whole ordeal, the song is posted via courier Oh Finley In all the times i've been here You're such a sight, You're looking finer than any grandaxe in sight you, don't know how much that hair of fire sets off in me a burning desire Finley Oh! Finley! My heart throbs again Oh! Finley Is it ever going to end? Oh! Finley My heart throbs again Oh! Finley I see your lips and I dream of one day kissing them I never thought i'd be the one to pine for them I don't know if you'll ever care for me But if i'm going to try I know you're the best for me Finley Oh! Finley! My heart throbs again Oh! Finley Is it ever going to end? Oh! Finley My heart throbs again Oh! Finley My heart hasn't been the same since. Maybe it's no good and i'm just asking for trouble I want to know you, but I don't know how to talk to you It's probably no use I'm heading for disaster but when I see you My heart starts beating faster Finley Oh! Finley Finley You're so fine my heart can't take it, yeah! Oh! Finley My heart throbs again Oh! Finley My heart can't take it Oh! Finley!
  8. Ajax Frostbeard, while still waiting for his son Bojakk to arrive in Kal'Darakaan, wrote a small sonnet after having a strange dream of the legion. Taking no time to put to paper, he releases the song to the tavern and remembrancers whilst working on another project to help buffer his time. Out from the hall and far away Hear now the war drums beat again Warning of the marching human The legion go forth in rank I say! To fight out from the hall and far away. Out from hall to fight again The Uruk, Elf-land and Oren! Grand King commands, and we obey! Out from the hall and far away. Oh Come ye strong dwed from the mine! To serve King Norli, who's good and fine! Come into legion to train today! To fight out of the hall and far away Out from Khaz to fight again The Uruk, Elf-land and Oren! Grand King commands, and we obey! Out from the hall and far away. No more do the war dums do beat while the thundering of war ram's bleat The enemies of dwed have lost this day From out of the hall and far away Out from hall to fight again The Uruk, Elf-land and Oren! Grand King commands, and we obey! Out from the hall and far away.
  9. Bojakk Frostbeard, whilst working with his father, finishes another song, sending out a courier to post the song to both the tavern as well as to get a copy to the remembrancers. I need a mina I need a mina, mina, mina is what i need [hey hey] Well I need a mina, mina ,mina is what i need [hey hey] I said I need a mina, mina, mina is what I need and if i join the legion would you give some mina to me? Hard times are coming more than you know [hey hey] I'll tell you what, there's more to life than gold [hey hey] I've been marchin, marchin that long ol' troublesome road and i'm looking for somewhere to drop this heavy load. I need a mina, mina, mina is what i need! [hey hey] Well I need a mina, mina, mina is what I need. Well I don't know where there's a job to be found 'Cause the mines before me are, crumblin' down and all I want, is for someone to help me! Was in the guild, The elder fired me out the blue [He said] I'm sorry but the mine veins run out of ore [I said] Please brother there must be another job for me to do! but he gave me my last paycheck and he sent me on out the door. Well I need a mina, mina mina is what I need [hey hey] Said I need a mina, mina mina is what I need [hey hey] And I need a mina, mina, mina is what I need And if i join the legion would you give some mina to me. Well I don't know where there's a job to be found 'Cause the mines before me are, crumblin' down and all I want, is for someone to help me! What in the world am i going to do now? There's got to be a way to get mina somehow I just need enough to afford chow. And pay for my baby's bottle And pay for my baby's bottle I need to provide for these kids of mine! [hey hey] and for my babies, i'll spend my last dime [hey hey] I don't care if I've got to work overtime And even if it kills me i'll feed them in time. urguan's blessed legion is now with whom I roam[hey hey] and for my granddaughter i'll spill blood on stone [hey hey] Cause i've been trying, trying myself down to the bone and I swear on ancestors grave i'll have mina when i get home. Said I need a mina, mina mina is what I need [hey hey] And I need a mina, mina, mina is what I need And if i join the legion would you give some mina to me. Come on share some mina with me Go on, share some mina with me come on, share your mina, give me your mina, spare some mina for me...
  10. Bojakk Frostbeard, upon request of the high king [to his recollection]. Has written and now published a song of national ferver, and an additional marching song of the legion Battle Hymn of Urguan Mine eyes have seen the glory of our greatest mountain peak The grand mountain holme's treasure of which other nations seek The umri and elgi armies before the urguan legion are weak. Our banner marches on Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Our Banner marches on. I have seen our Mighty legion in their forward circling camp They have builded us a homeland, from the umri that they stamp And with it we have built an empire with the forge and mining lamp Our clans are building on! Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Our clans are building on! I have seen Yemekars fire, upon the Anvil's shining steel As we come together as dwedmar, with the uruk and umri deal! Let the heroes born of urguan, crush the tallfolk under-heel! Their hammer's marching on Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Their hammer's marching on They have sounded forth the trumpet that shall never call retreat We will fell the Oren Empire and break their emperor's seat! Oh be swift my blade to strike them down, oh be jubilant my feet! Our Legion is marching on! Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah In the beauty of the mountains, Urguan sat upon his throne With his children's fledgling nation, wherein it had grown As he fought back the darkness, let us make our might known! While our legion marches on! Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Narvok, Narvok, Hallelujah Our banner marches on
  11. Anbella's Grace - Healuroz Barimmar From the desk of the Head Medic Letter of resignation My fellow medics, my dear clinic and residents of the Kingdom and its holdings, I write this letter with a heavy heart. But, the changing of power allows growth. With a great deal of pride for my second medics, medics and trainees, it is time for a change in the clinic, i would like to inform you all of such: I, Mica Grandaxe, currently Head Medic of the Grand Clinic of Urguan, Anbella’s Hand, am formally stepping down from my position. Like that of my predecessor before me, I gave the clinic my full heart and soul, and expect the same from whoever is chosen to follow in these footsteps. Though, I will still remain at the clinic as a second medic as well continue to train medical trainees alongside my fellow medics. I will be taking more time for myself and pursuits of personal developments. We will be shortly holding a clinic wide meeting to elect a new Head Medic within the next few stone-days, as well as the oath taking, the passing of the axe to the new Head Medic and finally closing speeches. All are welcome to attend this event. Thank you all my kin, it has been an honour to serve Lady Anbella and the kingdom. Mica Grandaxe
  12. A courier is dispatched once more to deliver around the mountainholme the Songs of Ajax and Bojakk. Doing what they can to ensure the quarantine remains safe while also still preparing and presenting their works. This time they decided would be perfect for a song they had been holding onto for a while. A Dedication to the Healuroz Barimmar and Micah Grandaxe. Medical Queen She keeps a bonesaw and bandage in a bed side cabinet "Where does it hurt?" she says While preparing a tourniquet. With herbalist remedies for ailing extremities! Starsteel surgical tools if your health declines~ Bloodied and broken miners have never been looking finer! A Healuroz Barimmar~ She's the Medic, Queen fix your lung, and your spleen! Precision work and never mean! Guaranteed to ease your mind! Anytime! A medical professional she simply is exceptional What a find~ When performing operations her steady hands are sure the best! recuperating? She'll be sure that you get your rest! Met a legionnaire who ended up in her care And to quote him directly "She was purely sublime~" Just to be around and see it As the clinic's shining spirit Representin' Anbella's Grace She's the Medic Queen fix your lung, and your spleen! Precision work and never mean! Guaranteed to ease your mind! [Anytime] With needle and thread she'll stitch you up [Guitar sting] Bloody garments from waist up! Broken leg and loss of traction? in a flash, you're back in action! You know that Redhead's so damn (So Damn wild~) (Wild~) She can mend or break you~ She's the Medic, Queen fix your lung, and your spleen! Precision work and never mean! Guaranteed to ease your mind! [Anytime] A medical professional she simply is exceptional What a find~ [What a find~]
  13. Just as Quickly as Bojakk dropped the first two sets of songs, Ajax makes him rush out and deliver a third set. Another length of sonnet much like the prior one, equally as intriguing though this one having a backing chorus in the sheet music Khazad Paradise As I sit in the decades close to the shadow of death I take a look at my life, realizin' I have little time left 'Cause I've been sittin' and spittin so long that even bojakk thinks that my mind is gone. But I ain't never raised a hand to a dwed that didn't deserve it Me be treated like an orc, you know that's unheard of You better watch how you're talkin, or to whom you're walkin' Or you and your kinsmen will be hearin me squawk I'm the last of my kin, and it makes me choke as they croak, I see myself left among the pipe smoke Friend, I'm the Kinda D, the little beardlin's wanna be like At my desk day and night , writing songs by candlelight Been spendin most my life, livin in the Khazad Paradise Been spendin most my life, livin in the Khazad Paradise Keep spendin most my life, livin in the Khazad Paradise Keep spendin most my life, livin in the Khazad Paradise Look at the situation, Ulrah had me facin' I couldn't live a normal life, Raise a kid in this strife!? So I had to bail out to the exile team Too much blackfist listenin' had me chasin' dreams I'm an educated dwed with Urguan on my mind Got a quill in my hand and a gleam in my eye I'm a white haired Frostbeard, set writin' stammer And if you mess with my clan, you'll encour my hammer Friend, death ain't nothin' but a bad day away I'm livin' life, write or die, what can I say? I'm 563 now but will i live a century or more? The way dwarves last I don't know Tell me why are we so blind to see That our wanten greed, is killing me? Been spendin most my life, livin in the Khazad Paradise Been spendin most my life, livin in the Khazad Paradise Keep spendin most my life, livin in the Khazad Paradise Keep spendin most my life, livin in the Khazad Paradise Culture in the sonnets, sonnets full of power Pumpen out by the minute, albums by the hour Everybody's bumpin, half them ain't lookin' it's goin' on in my apartment, I barely remember whats cookin' They say I gotta chill, but nobody's here to talk with me if they ain't got no time, when they gonna hang with me? I guess they can't, I guess they won't, I guess I'm alone, that's why I bang out so many song's friend. Been spendin most my life, livin in the Khazad Paradise Been spendin most my life, livin in the Khazad Paradise Keep spendin most my life, livin in the Khazad Paradise Keep spendin most my life, livin in the Khazad Paradise
  14. Ajax Frostbeard, still locked away within his home, sends out another courier. Another set of copies sent to their usual places, and the last copy pinned to the Tavern. Dwed of the Kingdom have begun to not see Ajax in several stone days now. Urguan Khazadmar [A real Dwarf] I am Urguan Khazadmar! I am the fire of Yemekar! I am Urguan Khazadmar! Fight for our land! Fight for our clan! When Oren bears down and you burn inside! You have to take a stand and crush their tide If you hurt my clan, and you hurt my pride I'll carry outa grudge, I won't let it slide! I am Urguan Khazadmar! I am the fire of Yemekar! I am Urguan Khazadmar! Fight for our land! Fight for our clan! I bear the mark of my mountain holme And for my allies to the plains i'll roam The Brathmordakin's fire is inside of me! By Yemekar's word this world will stay free! I am Urguan Khazadmar! I am the fire of Yemekar! I am Urguan Khazadmar! Fight for our land! Fight for our clan! I am Urguan Khazadmar! [FOR THE HOLME!] I am the fire of Yemekar! [FOR URGUAN!] I am Urguan Khazadmar! Fight for our land! Fight for our clan! [Instrumental interlude] If you hurt my clan, and you hurt my pride I'll carry outa grudge, I won't let it slide! I am Urguan Khazadmar! [Mountain holme!] I am the fire of Yemekar! [For Urguan!] I am Urguan Khazadmar! Fight for our land! Fight for our clan! I am Urguan Khazadmar! [FOR THE HOLME!] I am the fire of Yemekar! [For Urguan!] I am Urguan Khazadmar! Fight for our land! Fight for our clan!
  15. ~ Where The Forest Reaches The Mountain ~ [!] An invitation would hang on the Notice Board of Urguan and Tree Trunks of Hefrumm. A detailed drawing of the Dwarven Mountainside covered by a forest. The first decade of Almaris has proven abundant for the prodigious mountain ranges and vast forests of the Grand Kingdom of Urguan. Hefrumm, the village of the forest dwarves, now being closer than ever to the capital city, Kal’Darakaan, has brought a great merge of culture between all of Yemekar’s children. A testament to the fruitful future of all Kazad’mar, Belka has now brought forth a union of Agnarumm and Hefrumm through marriage. Rarely is there time for revelry and joy in the world of politics, more often than not when one takes on a role to serve their people, their life is dedicated to duty and compromise. The High Chief of Hefrumm proves that this though, is not always the case. With Anbella’s guidance, she has found immense joy in caring for her people, guiding lost forest dwed home, and leading Hefrumm into an age of prosperity. With her duties firmly devoted to the future of all Hefrumm, the High Chief’s prospects of a family life have led her to a lengthy courtship with a charming Agnarumm. Most days spent welcoming guests from behind the bar or knees deep in fermented ale, the Iron Baron of Urguan has dedicated his life to serving the patrons of the Queen’s Bounty and crafting the unique brews he devises deep within the Grandaxe Clan Hall Brewery. He helps guide the nation towards prosperity through The Brewers’ Guild of Urguan, training the next group of Kazad’mar in the art of brew making. When The Iron Baron was blindsided by Belka’s blessing he quickly found himself elated at the prospect leading him into a lengthy courtship with an alluring Hefrumm. After many years, the two have decided to join together in marriage under the eyes of the Brathmordakin. The Marriage between The High Chief of Hefrumm, Chief of the Blackroot Clan, and Seer of the Brathmordakin, Yazmorra Blackroot, and The Iron Baron and Grand Brewmaster of Urguan, Levian’Tol Grandaxe will take place within the halls of Kal’Darakaan with the ceremony being held inside The Temple of The Worldmaker. The revelry is not limited to just the Kazad’mar of Urguan, but the invitation extends to all those across Almaris who wish for good food, great drinks, and better company. To begin the celebration, prior to the ceremony, the couple will participate in a Lover’s Brawl in the Grand Arena of Kal’Darakaan. A tradition of Da Seers Eron Hefruth, the brawl will symbolize Belka’s blessing of strength in love. Following the duel, the pair will freshen up and make their way to Temple for the wedding ceremony. With an addition of Seer customs to a traditional Da Kirkja Dverga ceremony, the pair will declare a blood oath followed by an exchanging of silver rings atop their wedding bands in Anbella’s honor. The celebration will then conclude with a feast in the Queen’s Bounty. Anbella’s warmest blessings to those who attend. Signed by, Iron Baron and Grand Brewmaster of Urguan Levian'Tol Grandaxe High Chief of Hefrumm, Seer of the Brathmordakin, and Chief of The Blackroot Clan Yazmorra Blackroot [!] Several small Wood Sparrows would deliver special invitations to the hands or mailboxes of multiple individuals outside of Urguan’s borders. Special Invitations are extended to: The citizens of The Kingdom of Norland and in particular, High Keeper Alisa Camian, Terra, Barrel Prince Tavish Faretto, Marshal Donovan Freysson, Vane, Count Eugeo de Astrea, Former King of Norland Caedric Edvardsson, Ludvina Lunner The citizens of Talon’s Part and in particular, The Minister of Defense Athri Onfroi Belrose The citizens of The Free Trade State of Sutica and in particular, Trade Monarch Mika Uialben, Minister of Defense Dominic Elmoran The citizens of The Kingdom of Oren and in particular, Former Mayor of Helena Alpha Carrington The citizens of The Crown of Elvenesse and in particular, The High Priestess of Elvenesse Sonna Vuln’miruel (In the famous words of Jorvin Starbreaker, “Remember, gift giving is a Dwarven tradition.”) OOC: Feb 6th (Saturday), 4pm EST. For those who wish to attend, Lover’s Brawl @ 3pm EST
  16. From her hilltop home, a letter of apology appears on doorsteps of homes around the kingdom, In scratchy handwriting crawled down the page, “My dear friends, clan members, proud citizens of Urguan and its holdings, With deep sorrow in my heart and with the utmost grievance I apologise to the Grandaxe clan and Urguan as a whole. Due to a severe lapse in judgement I oversaw the dangers I walked into with my clan brother and beardling Bjorn Grandaxe. Thus, he paid the ultimate price for my poor judgement. And with that i accept any and all punishments for this most shameful of mistakes. Though my condition is not the best, I am willing and open to all questioning from relevant parties, including and not limited to; The High Council and its members, The Medical Guild, The Grandaxe family as a whole. From there I would like to express my gratitude and thanks to the Frostbeard clan and their member Ulfric Frostbeard, for bringing me home and healing me after the incident. Without his quick thinking and strength i would not be here today. I would also like to extend the similar sentiment to the Grimgold clan and its member Valandrys Grimgold, without her extensive medical expertise and calmness I would be more afflicted by my burns. I thank the kingdom as a whole for their time and patience. Apologies again, Mica Grandaxe Below the main text in semi neat printed handwriting. If you are looking to question mica please send a bird or visit her at H-7, hefrumm. Please give her ample time if she is summoned to a meeting as she is unable to move quickly for the time being.
  17. Campaign of Durorn Ireheart INTRODUCTION When the rare new dwarf walks into our Grand Kingdom, all they see is a ghost town. Our halls run empty and the hum of hammers against steel ring silent. Our Grand King has been absent, and no member of the council beyond Dhaen Grandaxe has moved to fill this void. Urguan needs someone with fresh ideas, not weighed down from the past of previous administrations. Not weighed down from the ideas of what can, or will not be. I believe this individual is me, Durorn Ireheart, who holds the initiative to bring a return to stability and a potential golden age for the Grand Kingdom of Urguan. It is time for Urguan to stamp its mark back into international affairs, it is time for Urguan to take back control. It is time for Durorn Ireheart. GUILDS THE WORKER’S GUILD: The worker’s guild is the backbone of Urguanian society. Without the workers of Urguan we are nothing. Their daily contributions are what keeps the Grand Kingdom progressing and prepared for any event. For this reason, the Worker’s Guild should be given jurisdiction over all resource gathering activities such as mining, woodcutting, farms, stables and animal pens. To cage up the Worker’s Guild to only the mines would lead to inefficiencies in our logistics and stockpiling. In terms of support, the Worker’s Guild should work alongside the Grand King and the council to ensure that the Worker’s of Urguan are treated and compensated fairly for their contributions to the Grand Kingdom. I myself had humble origins in the Worker’s Guild as both a miner and a smith, I empathize with those who work so hard to keep our nation afloat. THE CLINIC: The Clinic is a necessity in our nation for it heals the sick and wounded, and more importantly our wounded warriors. The Clinic allows for new facets of work for dwarves to delve into. In order to foster the curiosity of new medical staff, I wish to work closely with Mica Grandaxe, the Head of the Clinic, to create a Medical School for Urguan. So outsiders and dwarves alike can come to Urguan and seek medical teachings from some of the best medics in the world. The Clinic also has an international aspect to it. Our ally, Haense, is renowned for its clinic program and cooperation between the Haensetian and Urguanian clinic can build our relations with Haense but also bring visitors to medical meetings in Urguan. THE LEGION: The guild that has the most significant impact on Urguanian society and the Grand Kingdom. A nation is only as safe as it’s military and policing force. As Grand King, I will be able to use my experience as a Legion Commander, Grand Champion, and Grand Marshal to make sure that Urguan is safe from all external forces that may seek our demise. It is important for our Legion to be ready and prepared for any defense of our Grand Kingdom. The Legion of Urguan should also become a symbol of dwarven strength and power on the international stage. Joint-practices with our allies in the Iron Accord will only allow us to become stronger and more prepared for any circumstance. MERCHANT GUILD: The Grand Merchant for too long has become a “tax collector”. Back in Asulon and Anthos, the Grand Merchants of Urguan were some of the richest descendents alive. The Grand Merchant was much more than just a “tax collector” and they led some of the richest institutions in the world. This in turn helps Urguan prosper and gain wealth. I trust Dhaen Grandaxe with these tasks to lead The Merchant Guild of Urguan so that we may once again prosper. The Merchant Guild should include tasks such as establishing trade agreements between other nations, controlling the nation’s finances, selling dwarven goods and crafts to other nations, and the collection of taxes. SMALLER GUILDS: Smaller guilds should still be encouraged within the nation even if they are not Royal Guilds. I hope to encourage new guilds to grow and be created. This allows Dwarves with a multitude of things to do and most importantly, do what they enjoy. FOREIGN RELATIONS THE IRON ACCORD: For too long our current leadership has forgotten our allies in the Iron Accord. When I talk to my dear friends in Haense, they feel as if the alliance is only an alliance on paper with no real intention of true friendship. Our allies in the Iron Accord should be valued and cooperated with. I plan to go on many trips to improve our national relations with both the nations of Haense and Norland, so that we may increase cooperation between our nations. More importantly, I wish for Urguan to become the spearhead of the alliance so that we may host meetings for our allies. This will bring visitors and foreigners to our once empty halls of Urguan. The Iron Accord allows us to also cooperate militarily with each other but also allows us an easy way to set up agreements and cooperation between our guilds. The Iron Accord can also help us in the defense of our territory. [OOC NOTE: Due to the low influx of dwarven players from whitelist applications, another steady way of bringing in new dwarves is through showing foreigners our culture and making dwarven RP seem interesting & enjoyable. This will encourage people to create and try out dwarven roleplay] THE THREAT OF EXTERNAL FORCES: To deal with the threat of possible external forces, it is important that we fortify our lands with the construction of forts in strategic locations. This is important so that we can defend our Grand Kingdom against any foe that threatens our beloved nation. We will also need to strengthen the legion, which I will be involved in personally, so that we can act swiftly in a time of crisis. With these precautions in place, we will be able to fend off any enemies of Urguan. I want to be able to protect our borders and be able to hold claim over the Mountains of Urguan and ensure the claims to our borders are not challenged. DOMESTIC AFFAIRS FEASTS AND EVENTS: With improved foreign relations we can work to hold festivals and events so that our halls may be filled with visitors. Our halls should not be empty, instead they should be full of merchants and visitors and become the center of Almaris. I hope if I become Grand King that I could work closely with the clergy, Norli Starbreaker, and the tavern, Levian’Tol Grandaxe, so we can throw the best religious feasts and ceremonies. These feasts and festivals should not just be limited to being held in the capital city, but also be held in Hefrumm. HEFRUMM: As Grand King I do not plan to favor just the dwarves who live under the mountain, but Urguan as a whole. A Grand King should represent all people in Urguan, including the Forest Dwarves. For this reason, I hope to encourage Hefrumm to host events and feasts for their religious ceremonies and paragon, Bjor Cottonwood. Not only this but Hefrumm should be given more autonomy to do what Hefrumm does best. I am not a forest dwarf, nor do I live in Hefrumm, but the High Chief knows what is the best course of action for Hefrumm. Due to this, the Chief of Hefrumm should be given more authority to enact the things that they believe will do good for the people for Hefrumm. Also, the High Chief of Hefrumm is only limited to one singular vote, which is an unfair representation of the clans of Hefrumm. It is my intention to right this inequality, and allow the High Chief’s vote to count for as many forest dwarf clans in Hefrumm that meet the voter eligibility. This will allow a fair representation of Hefrumm and it’s people in the regular council meetings. THE LAND LEASE ACT: The Land Lease Act has affected my clan personally, and my Grandaxe friends have spoken to me about their elderly plight. With Norli as a strong supporter of it when it first passed, it has caused many repercussions for large clans. My clan has outgrown their clan hall and so was seeking to gain land in Urguan for a settlement. Upon asking, our clan father was told to pay a hefty down payment plus pay taxes on the settlement. This forced us to move away from Urguan and find territory in the nation of Krugmar, for free. It seems to me that this deal has also affected other elder clans such as the Grandaxes, where elders of the clan are forced to live in the slums of Urguan. At the same time us dwarves have to pay for land, the Edict was given land for free for their own use in our nation. I will not allow this to happen under my reign and instead take care of my dwarves. I plan to hopefully edit this act and lower the prices for owning land in Urguan for groups of individuals and clans. THE COUNCIL: For a long time now, the council has been a symbol of constant bickering and inefficiency. Council meetings last many stone hours without getting anything effectively done. I hope to effectively wield the council so that our meetings can be drastically shortened while getting stuff done. I want to sit down and mediate a new version of the Articles of Urguan instead of placing the burden on one man 3 times and the system not working once. INFRASTRUCTURE: It is important for any extra mina to be invested directly into the Grand Kingdom again. We should invest our mina into expanding the mines, farms, and mills we have as well as implementing ferries in our port. This infrastructure is crucial for Urguan to develop a bustling economy as well as allow visitors to visit easier. Forts and Defenses also need to be built so that we can organize the defenses of our territory from anymore aggressions that our enemies may plan. I hope to bring life to the dying Architecture Guild and finding a notable replacement for the preceding Grand Architects. THE ECONOMY: Our economy as dwarves should not solely rely on the collection of taxes. As dwarves, we create the finest works of smithing as well as the best brews. We should use our excellent craftsmanship to excel in places like international trade. Setting up shops in foreign nations so that all descendents may know of the quality of dwarven made goods. The Merchant’s Guild will be in close contact with me so as to work with the Grand King to create a prosperous future for the Kingdom. I also want to develop our own coin and be able to not only keep it in Urguan, but also spread it to our allies in Haense and Norland as well as our close neighbors Vaeylia. STOPPING PETTY FEUDS: It is time for dwarves to stand united for a common goal, the betterment of Urguan. Feuds between the Grandaxes and the Metalfists did no good for the Urguan except divide two great clans. Division is not good, and we can learn from our history that dwarves should not fight between themselves, but stand united for a common cause and the defense of our Grand Kingdom. With me on the throne, I will do my best to mediate petty feuds that may cause division within our Kingdom. Durorn Ireheart, Commander of the Legion and Grand Champion and Elder of Clan Ireheart
  18. A pinned message would line the walls of the Grand Kingdom, written inside of it [!] Sweet Queen Dhaen By: Niel Carbarum Where it began, Ah cannae begin tae knowin’ But somehow Urguan’s growin’ strong Wasnae t’e tax And tax became mare tax Who’d ‘ave believed it’d be so wrong Grandaxe, touching Merchant Reachin’ out, touchin’ land, touchin’ tax Sweet Queen Dhaen Urguan’s never been so fucked (so fucked, so fucked) - undertone Me bank accounts gone All me money’s been sucked (been sucked, been sucked) - undertone But now I Look at the Kingdom and it seems so lonely We’re missing the boats, where did they go An’ when I get paid Ahm payin’ fae some boats Why the **** am I payin’ so Merchant, touching Queen Reachin’ out, touchin’ land, touchin’ tax Sweet Queen Dhaen Urguan’s never been so fucked Me bank accounts gone All me money’s been sucked Oh no, oh no Sweet Queen Dhaen Urguan’s never been so fucked Sweet Queen Dhaen Ah believed me money’s been sucked Sweet Queen Dhaen Urguan’s never been so fucked [!] For those who know dwarvish
  19. Bjor’s Notes - Mossbeard, The Root Druid By Beorn Cottonwood Written in the year 1783 (26/08/2020) Historical Remembrancer Record of Hefrumm "T'ere's an ol' wind in teh forust, a breeze rulls up teh sky T'ere's a new rain in teh forust, comin' down so hig'. Ah see teh c'ange, but everyt'ings teh same, and ah dunnae w'y. T'ere's an ol' cent in teh forust, et tenders mah moind, t'eres a new sound in teh forust, it com's frum be'ind. Ah feel teh c'ange, ah'll stae teh same, mahself ah'll foind." A song, by Mossbeard. Mossbeard was a historical character from during the times of Hefrumm’s creation. To most forgotten, to others remembered as the maker of Hefrumm’s root-woven crown. This document, formed from the old notes of the paragon Bjor Cottonwood, will delve into this intriguing character and what role he played in the history of the forest folk. ⧫Founding We know very little of the mysterious figure and his younger year, what we do know starts with the young Cottonwood Chief, Bjor Cottonwood. Bjor had wandered to the lands of Ulrah in search of other forest dwarven kin. As he had reached the entrance of Kal’Tarak he passed a mysterious figure. He was blinded by his goal and ambitions, causing him to have no eye for this dwarf as he wandered into the Ulrahian capital. An hour later the defeated young chief returned from Ulrah’s hall for there were no signs of any of his kin within the dwarven hold. “Ya ‘ave t’eh oyes ef ah ‘awk, yet ya c’ose to bhe as bloind as ah mole.” Mossbeard mumbled with amused laughter as Bjor passed the druid. There the old forest dwarf, of the kin he was looking for, sat at the front steps of Kal’Tarak’s entrance, feasting upon the vibrant red berries, which had grown in between the green plucks of beard moss. Gray spiky eyebrows stuck up from above his eyes almost as if they had hardened through time. He wore clothes so torn and dirty that it almost looked like he had risen from between the roots of an old oak tree. Mad he might have seemed to Bjor’s naked eyes at first, though he carried wisdom for the young chief to soon discover. With laughter, the little dirty figure gestured the bulky chief to join his side. Bjor joined the Root Druid on the stairway, ashamed of his blindness. There the two sat for hours listening to the drops of water running down the dampy Ulrahian gate, woodpeckers hollowing out their homes and beavers letting their teeth sink into trunks of smaller birch trees. Giving the young chief time to reflect upon the current rather than that ahead. It was there that Mossbeard opened Bjor’s eyes for the young Cottonwood was constantly looking to the destination of his travels and the ambitious goals that drove him, that he had forgotten to give an eye to the very path he was walking on and the beauty of Anbella’s creations around it. Years later Bjor brought this wisdom of the blinding danger of ambition to the forest dwarven kin like it was brought to him by Mossbeard. ⧫Residence After the old druid had met the young chief and was informed of his quest, the Root Druid followed Bjor to the old Cottonwood village in the valley of Azgaryum. There Mossbeard would reside, during the youngest years of Hefrumm, in a makeshift grove inhabited by a giant mushroom. Thick clouds of mushroom spores filled this tunnel causing those who’d enter the grove to often hallucinate, adding to Mossbeard’s mystic appearance and tales. That’d be the oldest record of the usage of heavy psychedelics in Hefrumm history, which would later be reutilized by Karl Blackroot during Arcas in spiritual ceremonies. Being one of the first to stay with Bjor’s cause, Bjor often approached Mossbeard for his wisdom and lessons though they were always hidden in his madness and tales. ⧫Crown Perhaps the doing he is most famed for among the younger forest dwarven kin is the making of Hefrumm’s crown. That’d be the crown once worn by Bjor and ever since passed down from High Chief to High Chief being recognized as an official relic. The crown itself appears to be made out of a single piece of thick tangled dark oak root, being bend by the druidic magic from Mossbeard’s hands. It has two distinctive sides, one looks fresh and green, the other seems to be a bit decayed and covered in moss. On the front side, there appears to be a story carved into it - A dwarf coming from the forests, who will then work the land, eating the fruits he grew. More other dwarves will begin to gather around him. Eventually, he is handed a wooden Crown and made King of the Forest Dwarves, under this image with the name 'Bjor' would be carved. Some might notice the bright green leaf-like feather stuck into the heart of the wood. This was the feather of a nature elemental Phoenix which can be seen to almost emit a faint green light and gave the crown rumors of having minor yet strange properties. ⧫Nature Elemental Mossbeard’s most notable companion was the bright green little bird that lived in the mossy beard of the druid. This was a phoenix of the Ligno kind, also known as a nature elemental. With plumage of leaves and a tailfeather of veins, the phoenix was rather small in size when Bjor encountered Mossbeard. The druid informed Bjor that he mustn’t be fooled, that the phoenix once was and one day will be again of great and majestic stature. Mossbeard told the tale of how the mystic bird had carried him across realms and seas many years prior. ⧫Disappearance Mossbeard stayed many years with the young chief, bringing his son Muradin Deeproot and younger brother Nurin Deeproot to Hefrumm, revealing him to be of the Deeproot line. During the years of Bjor’s first proper success in his quest, he came to the conclusion that Mossbeard had departed. All was untouched and nothing was packed, which led to rumors and tales about his departure. ⧫Folklore legends There are multiple beliefs and legends surrounding Mossbeard and his mysterious departure. Most famous of which that Mossbeard was sent by Anbella herself, to be a guidance for the young chief with his quest just like the Great Boar of Atlas had been years prior. Others say that a Phoenix of leaves and vines will come down from the sky during times most dire for the children of Gloin, carrying the bearded druid. Mossbeard played a big role in the formation of Hefrumm, being among the first to settle with Bjor and bing the wisdom to guide the young chief. The root druid taught the kin of Gloin the dangers of ambition and how, if blinded by it, it can counteract the very goals you ambitiously strive for.
  20. THE LEGION OF URGUAN The Dwarven Legion, defenders of Urguan, protectors of the Faith, guardians of the people. The sole purpose of the Dwarven Legion is to protect and serve the Grand Kingdom of Urguan. It is the main military force underneath the Grand Kingdom, and also one of the most prestigious and oldest military guilds. The Legion is known for its notable order and discipline, excessive training and precise execution. Notable Battles Battle of the Ugluk Fort The Legion siege the Orcish fort of Clan Ugluk. The result is a Legion victory and the land is claimed for the Grand Kingdom. This particular land would become the site of Storm’s Crossing and eventually Kal’Ithrun. Battle of Indagolaf The Legion, pushed back from the trenches surrounding the remains of Thoringrad, entrench themselves in the depths of Fort Indagolaf, an underground superfortress. After a lengthy siege, the Legion forces emerge from the fortress in a charge that would route the human, orc, and elven forces Battle of Kal’Azgoth The Legion forces alongside their allies, led by a dwarf freed from the clutches of Ondnarch, make their way through the deeproads and into the sealed city. It is here that Igor Ireheart, wielding the Hammer of Baradin, sacrifices himself to destroy the essence of Ondnarch and free the trapped Aengul Wyvern. Battle of the Dreadfort Human forces backed by the Legion siege teams attempt to retake the Scourge-held fortress of the Dreadfort. With brilliantly engineered weaponry and the precision of the siege teams, the dwarves blast a path for the human infantry to retake the Dreadfort with their very own Commander Borin Grandaxe killing the Harbinger of Conquest. Battle of Vengeance The Legion and forces of the Treaty of Zion participate in an open field battle in the Orcish sands against the Orenian forces.. After the magic of the realm failed and many persons being teleported across the realm and the Zionists dominated the remaining human forces. Battle of Hiebenhall The forces of the dwarven legion defended the Irongut hold of Hiebenhall against the Kingdom of Oren. The fort was unable to be breached because of its strategic location and the might of the dwarven crossbowmen who kept the human forces at bay. Orenian forces eventually retreated for their inability to conquer the hold and their massive loss of numbers. Battle of the Grass Nearing the end of a bloody war, Grand Marshal Jorik Grandaxe and Grand King Balek Irongut led the first defense of their homeland against an Orcish Horde. With overwhelming numerical superiority, the forces of Urguan forsook their keep and charged the horde head on slaughtering all who sought to endanger their people. The battle marked the end of the war and a lasting peace for the people of Urguan. Battle of Khro'Nogaak The Legion, supported by the Horde of Dunamis and men following the good Faiz Kharadeen, banded together to protect Fort Khro'Nogaak from the Holy Orenian Empire. Pushing the human empire out of Urguan while the fort crumbled around the defenders leaving a mere hill to defend on. Fili Grandaxe and others descended down the mountain pouring alchemist’s fire on the attackers and repelling them decisively while outnumbered. Battle of Kal’Ordholm During the peak of the 18 years war, the dwarves had been driven from the isle of Avar and were fighting back on the mainland. After sustaining significant losses in each of the battles on Avar, the dwarves’ morale was faltering. The Empire of Oren sought to claim the Fort of Kal’Ordholm on the coast of the mainland. Grand Marshal Jorik returned from his injuries and took command at the fort. With the help of allies from Vandoria and Dunamis, the dwarves held a staunch defense and, under the lead of the Grand Marshal, charged out eliminating the remaining attackers and forcing the Empire out of Urguan lands. This battle is cited as a key turning point in the war and caused the Empire to entirely rethink their method of attack. Battle of Fort Dunamis After the brutal loss at the Battle of Kal’Ordholm, the Empire of Oren shifted its fronts to attack the stronghold of the dwarves’ trusted allies at Dunamis. Dunamis fort was then defended by the Legion, Orcs, and Dunamis. In a surprise attack, the defending forces sallied out from the keep surrounding the Orenian forces and absolutely decimating them on the field. In the fighting, both the Emperor of Oren, as well as its marshal were killed and the war quickly came to a close. Battle of the Bloody Brothers After the election for a new Grand King, Verthaik Frostbeard and his followers broke apart from the Grand Kingdom of Urguan. Following the rebellion, the Legion, still highly trained from the 18 years war, met the rebellion in the valley of flowers, slaughtering the traitors decisively. Although this would not mark the end to the Frostbeard’s attempts in the future. Battle of the Gorge With the Orenian Empire once again at the borders of Urguan in Vailor, the Legion was once again spurred into action by Grand Marshal Jorik Grandaxe. With their allies in Courland, Urguan in an unprecedented manner, repelled the Orenian invaders by taking advantage of the sheer walls of a valley. This marked the first time the Orenian Empire lost a field battle in many years. Battle of the Goldfields In arguably one of the largest battles in the history of the descendents, nearly 200,000 men on both sides from the Coalition, to the Empire of Oren met in the field outside the Barony of Cantal. The Coalition won a landmark victory which would eventually lead to the dismantling of the Empire of Oren and a clear victory for Urguan from the oppressing force that had plagued them across many lands. King Algoda Frostbeard followed by King Bastion Ireheart oversaw the collapse with help from a strong Legion led by Jorik Grandaxe. Ever since this dismantling, the Kingdom of Urguan has had remarkably better relations with any human empire that formed thereafter. Military Ranks Grand Marshal The Grand Marshal is the Leader of the Dwarven Legion, second only to the King. He is at all times expected to be an example to those under his command, to lead with gallantry and devoid of cowardice. Everything he says, everything he orders, will be upheld. Disobeying the Grand Marshal comes with terrible consequences. Commander Commanders are exemplary leaders and confident brave soldiers, they take commands directly from the Grand Marshal and convey them to the lower ranks. It is the Commander’s duty to manage the Legion in the absence of the Marshal, as well as organize training and manage patrols. As well as keeping the entirety of the legion functioning, they are also tasked with leading their own personal divisions. There can only be two commanders at any point in time. Legate The lowest officer rank within the Legion. Thane’s have proven both marital ability and the prowess to lead. Responsible for leading soldiers when a Commander or Marshal isn’t present. Typically, Legates lead their own centuries in their corresponding divisions while being overseen by their respective Commanders. It is the Legate's duty to ensure Legionnaires are consistently working to protect and serve the Grand Kingdom of Urguan. Pridebearer Pridebearers are the most skilled warriors and hardened veterans of the legion. Extremely competent in the field, they have proved their worthiness time and time again. Pridebearers are dedicated members of the legion and generally are first to be picked to become an officer within the legion. The Pridebearers are derived from their ancient duty of wielding and defending the banner of Urguan. Longbeard Longbeards are proven soldiers and are amongst the most experienced and disciplined within the legion. Longbeards are chosen from to become officers if there are no suitable Pridebearers ahead of them that can be chosen. Former officers or those who have held the Longbeard rank and above within the legion can return to this rank if they decide to re-join the legion either after retirement or if they were previously an officer who has been demoted. Ironbreaker Ironbreakers are experienced soldiers in the legion and have proved their battle prowess and loyalty to the Grand Kingdom. This is generally the lowest rank from which an officer can be appointed and is done under very rare circumstances as there must be no other higher ranking legionnaires worthy of the position. Stoneguard The Stoneguard are the core of the Legion, who have been placed into their division of interest. They have been trained to the point of competency in their position and are on the path to hardened warriors. These legionnaires are expected to carry themselves with more composure and dedication than the common Castakvel. Grunt A Grunt is the beginning rank within the Legion. All Dwarves can sign up at any time to start their progress within the legion as a Grunt. These beginning soldiers will be taught all the basics they need within their military career. Promotion Requirement Grand Marshal: Selected by the Grand King. Commander: Selected by the Grand Marshal, must be a Lieutenant. Thane: Selected by the Grand Marshal, must be an Ironbreaker or above. Pridebearer: 600 Honor, with the assent of the Grand Marshal Longbeard: 400 Honor, with the assent of the Grand Marshal Ironbreaker: 150 Honor Mountainguard: 50 Honor Grunt: 0 Honor Organization The Legion acts as a singular fighting army though it’s organization is split into a series of divisions who compose the military structure of the legion. The entirety of the Legion is led by the Grand Marshal, who is advised by his two Commanders. The divisions act under their respective Commander and are made up of a series of centuries led by Legates. Divisions The entirety of the legion is made up of a number of divisions. These divisions hold a large number of legionnaires who are grouped into smaller centuries. A division is led by a Commander who is helped by his commanding Lieutenants. Divisions may have established cultures and fighting styles or specializations as they grow in development. Centuries Within the grander and bigger divisions, co-inside the smaller detachments of legionnaires called Centuries. Centuries are commanded by a Legate and have their own individual Pridebearers who act as the Legates second in command. A sense of camaraderie is present between this tightly knit fighting group, along with a developed culture that can distinguish them from the other centuries. 1st Infantry Division: Century ΣI Century ΣII 2nd Ranger Division: Century ΩI Century ΩII Honor System In the Legion, prowess and competency can be displayed through the gaining of honor. Honor is gained by completing set tasks and reporting it to an officer. To achieve a higher rank, a certain amount of honor must be reached. If a Legionnaire is inactive, their honor will begin to decay. Honor can also be lost for foolish activity and disobedience. The ways to achieve Honor in the Legion are: Gate Duty: 5 Honor per hour (Max 2 hour a day) Patrol: 5 Honor per hour (Max 1 hour a day) Meetings/Feasts: 5 Honor Completing tasks assigned by officers: 5 Honor Saving a fellow Legionnaire: 5 Honor (Risking your life to save them 10 honor) Attending a Training: 10 Honor Guarding an important figure within the Kingdom: 10 Honor Being critical to a successful mission: 10 Honor Recruiting a Dwed into the Legion: 15 Honor Winning a Legion organized tournament: 15 Honor Raids: 20 Honor Skirmishes: 30 Honor Battles: 50 Honor Honor through craftsmanship: Donating a double chest of cobble to the legion: 5 Honor Donating a chest of food to the legion: 5 Honor Donating a double chest of stone brick to the legion: 10 Honor Donating a double chest of lumber to the legion: 10 Honor Donating a stack of Iron to the legion: 10 Honor Honor can also be rewarded for other exemplary actions. Dishonor: Dishonor occurs when a soldier in the service of the Legion refuses to do certain actions or shows disrespect to individuals of the Legion, in the event this occurs the Dwarf is to be stripped of hours and if the Dwarf is to drop below the requirements of the ranks he or she has earned then they shall be stripped of their rank and medal. Failure to complete mission: -10 Honor Cause the mission failure: -20 Honor Misuse of Legion issued equipment: -20 Honor Speaking against the Grand Marshal or Commander: -30 Honor Harassment/Assault of fellow Soldiers: -50 Honor Disobeying the orders of the Commanding Ranks: -50 Honor Going Stark Raving Mad: -100 Honor OOC: Spamming and trolling in discord or in game (oocly) during legion activities: -50 Honor Provoking legionnaires in discord or in game (oocly): -50 honor Attempted pugsying/actual pugsying: -150 honor Training Practicing or Training one’s combat skills and labor talents is an important factor within the Dwarven Kingdom as well as the Legion. Formations and discipline are often the most stressed subjects as the Dwarven Legion is well known for its organization and discipline. Combat Training Military practice is often done multiple times throughout the stone week to hone the skills of both recruits and veteran soldiers. It is also to ensure that siege weaponry is in working order. Practice also allows the legion to plan for their battles, and also to give newer recruits a chance to gain experience. Group Training Drilling (Training one’s fighting prowess.) Combat Practice (Fighting in Formations in Combat Scenarios.) Discipline and Order (Training soldiery) Trial of Combat Before a grunt may obtain the rank of Stoneguard, there are specific objectives he must complete to show his fitness, temperance, and obedience to his superiors. These are known as the Trials of Combat. Stage One: Training The legionnaire will be led through the default training program that all go through. The legionnaire will experience crucial fitness testing through long-route running and swimming, as well as lifting and throwing various objects. Then, the legionnaire will be given basic weapons training without person-to-person combat. Finally, the legionnaire will participate in basic fist-fighting with his fellows. Stage Two: Discipline The legionnaire will be tasked with remembering various codes, phrases, and rules that are associated with being a legionnaire. This is to ensure that all new bodies are appropriately educated in the ways of the Legion. Stage Three: Tactics The legionnaire will now be forced to learn the different formations, commands, and tactics employed by the Legion. This includes the various Vel, Dree Vel, and Aemiz formations. During this time, legionnaires will be able to finally participate in group v. group fighting. After their successful integration, they are considered Stoneguards. Duties Gate Management Is the duty in which a Legionnaire is to protect the mighty stone gate way of the capital. In order to promote camaraderie it is recommended that more than one guard is on duty during shifts. During shifts legionnaires are expected to keep the gate open for Dwarves to pass freely in between, but be alert enough to shut the gates for outsiders. When an outsider approaches the gates, the guard on-duty is expected to ask their Name, Race, Reason for Visiting, Where they’re from, and if they have any weaponry/magic). If they are wearing any face-covering masks, helmets, or hoods they must be removed. If the outsider refuses or fails to answer any question or comply with commands then they shall not be granted entry past the gates. Patrol Patrolling is vital to the Kingdom’s well being be it either; tunnel clearances (when a guard goes into the deep mines and disposes of creeps and critters who may harm the miners) or doing surface checks (where the militant will do tasks similar to the tunnel clearance but on the surface. This is usually the job of a ranger.) Any peculiar sightings are to be reported to the Legion Officers for further inspection. Surface Checks The Guard is to wander about the perimeter of the capitol where he or she will be charged with examining the wall that protects the Hold’s border as well as slay and critters who threaten travelers, any peculiar sightings such as wall breaks, mysterious structures, or brigand presence, is to be reported. Construction Should the nation undertake vast projects, it is the duty of the Legion to offer their assistance, be it in the actual building, or in obtaining the resources to do so. Formations Vel - Vertical line. - Formation always has the leader in front - Line must not pass leader or break form during march - Not default stance when inactive Dree Vel - Multiple vertical lines. - Formation always has the leader in front - Line must not pass leader or break form during march - May be default stance when inactive if numbers exceed 8 soldiers - Continues going down in rows to accompany all soldiers Aemiz - Horizontal line - Formation always has the leader in front - Row will not be used during march - Default stance when inactive if number is less than 8 soldiers Tekom - Box - Formation has leader in the center - Important individuals will be hosted on the inside - Line must not pass leader or break form during march - Rarely used during march due to difficulty to maintain - Not default stance when inactive Thrimmek - Arrow Head - Formation has leader in the centre - Is shaped like an arrow head - Officers form the outer points of the crescent - Used to absorb charges, primarily infantry charges Payment and Legion Bonuses The Dwarven Legion is paid on the representation of active service that is done per year, (weekly) the wage increases as one's rank increases as well thus allowing for a higher income on the well performing soldier's behalf. For legionnaires to receive their payment, they must attend at least 2 practices, 2 officer lead patrols and perform gate duty 2 times throughout that year. Wages Grand Marshal: At the discretion of the Grand King Commander: At the discretion of the Grand King Legate: 24 Minas Pridebearer: 20 Minas Longbeard: 16 Minas Ironbreaker: 12 Minas Stoneguard: 8 Minas Grunt: 4 Minas Legion Bonuses: While the Legion itself is an entirely selfless organization, focused on the protection of Urguan without expecting reward, there are nevertheless several benefits which come from joining the Legion. Equipment: Gear for combat and traversing the land is available to the forces of the Legion. Upon reaching a new rank a legionnaire will be given a brand new set of armour alongside a weapon, shield and ranged weapon of their choice. Gear is obtained from an officer and a member of the Legion may use his armor and weapons in whatever manner they wish after it has been provided for them. During times of war, equipment will be handed out on the eve of a battle if a legionnaire does not have any, however bonus honor will be given to legionnaires who bring their own gear to battle. A member of the Legion is entitled to keep whatever ‘spoils of war’ are obtained during battle. Free Barracks Housing: A new recruit may gain free housing within the barracks for two stone weeks, the recruit that partakes in this bonus will lose their lodging after purchasing a home of any type within the capital or in the kingdom’s surrounding lands. Legionnaire of the Week Legionnaire of the month is a rank granted down by either the Commanders or the Grand Marshal, such ways to obtain this honor is by acting appropriately and showing discipline ((both rply and oocly)), whilst performing diligently and accordingly within the Legion. Legionnaires of the week will be granted double their wages for the duration of the following week. For instance, if you are awarded Legionnaire of the Week you will get double pay for the next pay day. Legion Games The legion ‘games’ is like any other traditional practice, however, not involving any real goal for the Legionnaires to obtain other than simply having fun. Dwarfball Dwarf ball is a game which consists of two sides, each team has 3 players, the goal is to knock the opposing 3 players off of their pitch without crossing the middle line. The Dwarf Sprint The Dwarf sprint consists of a race between all of the legionnaires, the dwarf sprint can take place anywhere, however it is most notable for the mountain races. Beard Wrestling Beard wrestling is a game which consists of any number of Legionnaires (as long as it is an even number) and the way this game is achieved is by tying two legionnaires beards together and beginning a ‘tug of war’ with their beards. ((Each dwarf has to /roll 10, and the side getting the bigger overall number, wins.)) Legion Hall of Fame The most decorated Legionnaires will have a chance at earning a spot in the Hall of Fame, located in the Legion’s Grand Hall. This is no easy feat, for a spot in the Hall of Fame is extremely difficult to obtain. A soldier who accomplishes something worthy of such an honour must receive a unanimous nomination by the Grand Marshal and both Commanders. Afterwards, the Grand King himself determines whether the achievement is considered legendary and historical. If successful, the legendary soldier will be granted a spot in the Hall of Fame. Traditionally, a ceremony is held in the Legion Hall to initiate a legend who will be eternalized in the Hall of Fame. Uniform All Legionnaires are required to wear the uniform suitable to their rank. ((If you need your head placed on one of these skins, ask the officers or fellow legionnaires)) Skins can be found HERE: Enlistment Legion Application Form Legion Roster
  21. Kings of the Old Realm Recorded herein are the transcribed oral traditions and histories of the dwarves that lived under the first sky, uncovered first by my grandfather, Valen Grandaxe, and now completed and issued for public scholarship. While its record likely remains incomplete, it preserves extensive knowledge of the old Aegian kings, the details of which were previously thought lost. May it act as a chronicle to future generations on the tales of our forebears and of the struggles they overcame to carry on the legacy of Urguan’s folk. Through the knowledge of Ogradhad, may we be ever knowing. The Age of Stone Advancing from early runic and stone working practises of the proto-dwarves, this era marked the beginning of the great masonry projects which ultimately culminated in the construction and development of the subterranean metropolis of Khaz’Urguan, known in the common tongue as the Halls of Urguan. King Urguan Silverbeard - Arising from mysterious origins at the dawn of the mortal races’ great ascendancy, Urguan and his three brothers battled the Archdaemon, Iblees who had first attempted to deceive them in the form of a kind and benevolent old man. For their role in his banishment, Urguan and his followers were cursed with short stature and were issued a warning that their greed would one day be their undoing. After the defeat of Iblees, Urguan and his kin retreated to the deep underground caves of the world where they eventually began carving great stone structures and edifices into the rockface. Through years of rigorous perseverance and zeal towards the task set before them, the Halls of Urguan, known as Khaz’Urguan in the dwarven tongue, were constructed. As the most seasoned and wisest among his kin, Urguan assumed the mantle as their natural ruler and was crowned king of all dwarves, his followers collectively becoming known as ‘Urguan’s Folk.’ For three hundred years, Urguan ruled fairly and justly over a people who largely looked to each other as equals. Together, they delved deep into the depths of the world unknown beneath their feet, uncovering vast knowledge and wealth which in turn facilitated great leaps in their technological and magical prowess. Endeavouring to shield their people from the dangers of the outside world, they harnessed this new understanding to erect great runic behemoths which stood watch at the city’s gates, keeping guard on the valley below. Taking great pride in their accomplishments, they celebrated their act in defiance of the Archdaemon’s words, looking hopefully on towards a bountiful and more prosperous future. Soon, however, Urguan desired to share this world with another and married a she-dwarf by the name of Yudora. Between them, they sired eight sons, each as unique and exceptional as the last. While all of Urguan’s offspring were tutored in the ways of their father’s learned kin, some grew curious of the world that stretched above them, untamed and ripe for exploration. As time passed, Urguan granted these dwarves his blessing to leave the city and many ventured north with their followers, some choosing to settle among the clouds on high mountain peaks, over time becoming known as the mountain dwarves. A small few, meanwhile, found peace in the dense woodland groves of the great forests, and became the forest dwarves. Finally, for those of his kin who had refused to leave Urguan’s side and remained living in the deep underground dwellings of their father, they called themselves cave dwarves. Over time, each of these communities formed families of their own and as they became acclimatised to their new environments, their differences grew starker. For Urguan himself, however, more pressing matters lingered on his mind. Strictly ordering that he not be disturbed and locking himself in his chamber for what seemed like days and nights without end, he toiled in secret on matters that have been left unknown to history. For a time, the dwarves of Khaz’Urguan grew fearful of what had become of their king, yet none wished to defy his will. After a full year had passed, Urguan finally emerged, clad head to toe in cloth and furs, asking only that he be left without question to depart the city’s gates. With his kin adhering to his final command, he left his suit of armour behind, venturing alone into an oncoming snowstorm, never to be seen or heard from again. King Barradin - Upon Urguan’s sudden disappearance, a succession crisis ensued. It was determined from then that all future Kings of Urguan would be appointed from among the clans of Urguan’s immediate offspring and would adopt the name ‘Silverbeard’ upon their coronation, after which they would forgo all ties to their blood kin. Barradin was the first to be chosen, a proud and long-reigning dwarf who presided over the nation's new social order in the immediate aftermath of Urguan's reign, sharing power across the clans of Urguan's sons. This had the unintended effect of leaving their low-born kin with little say in how they were governed and most were forced to toil day and night in laborious conditions in order to sustain the nation's economic growth. This fact was mostly forgotten, however, as the new threat of Ondnarch's terror from the north became clear. Battling against the fallen aengul's minions at all corners of the realm, Barradin’s host and his runic behemoths were soon routed and for years, the King struggled to preserve the unity of his people locked tightly behind Khaz’Urguan’s great gates. What became known as the 'eternal cold' was left to ravage those who remained outside, while the dwarves within struggled for warmth, their survival becoming dependent on the heat of the city’s great magma core. Barradin's perseverance paid off, however, and he was later able to push back the hordes at his gates and with the help of the Triumvirate of Runelords, used his hammer to banish Ondnarch atop the summit of the highest of the northern peaks, Mount Arvas. The Age of Gold Emerging from the brink of extinction during the eternal cold, dwarven society was reformed around trade and the mercantile classes, with the guilds emerging to rival the powers of the nobility. This helped to inspire a new era of exploration and discovery, alongside the development of numerous technological and magical innovations. King Thulgrim - Bearing the responsibility of rebuilding the kingdom after the end of the eternal cold, he set about lifting the dwarven spirit by reforming the social hierarchy of his predecessors. Forest dwarves who now controlled most of the kingdom's outer farmland and crop supply, sought to enshrine better protections for their woodland groves and demanded that higher prices be paid in exchange for their produce. These terms were met by Thulgrim, but not without significant unease from the predominantly cave dwarven nobility of the time. Meanwhile, the common clans who had mostly acted as labourers during the crisis, saw this and issued calls for greater power in government. Thulgrim responded by reforming the city’s industries around the guilds, better reflecting the old social order present under Urguan's reign. King Hrolfgar - Over time, the minerals of Khaz’Urguan’s deep mines ran dry and in order to maintain trade with the outside world, it became necessary for the dwarves of Urguan to seek new veins of ore elsewhere. King Hrolfgar, an ardent adventurer himself, set about leading an expedition west in search of new ore deposits. Travelling by land and water over many perilous months, he soon discovered a low lying region of dense woodland. Within this forest, he found that many of the ilk of Urguan’s brothers had already settled there, choosing to form their own homes amidst its wild flora. After five further days of searching, the dwarves finally discovered that nestled beneath a tear in the landscape, a great subterranean network of caves stretched deep into the ground, its sprawling tunnels inlaid with vast deposits of glistering ore. Heralded first as a gift from the gods, the dwarves soon found their hopes in peril as lingering deep within this subterranean underworld rested a great beast of unspeakable horrors. Hrolfgar and his company descended into its depths, and legend has it told, he personally bested the beast before it let out a final flail of its razored tail, slicing him in two. The colony and its surrounding landscape would later become known as ‘Aurok’Wiker,’ the ‘Golden West’ for the great wealth its minerals would bring to the dwarven realm. King Magnis - Carrying on the economic reforms established during the reigns of his predecessors, his rule at first proved immensely successful and a brief golden age dawned as dwarves from all walks of the city embraced trade and began living better off. By this time, the mines of Aurok’Wiker had grown into a sprawling metropolis, with an ever rising population of newcomers from the capital. Artisans set about producing new and more extravagant wares, attracting traders from all across the mortal realms, while the kingdom’s vaults overflowed with gold and expensive jewelry. However, this prosperity was mostly felt by the kingdom’s inner territories, leaving the mountain holds with a deep sense of neglect. Mountain dwarves became increasingly distant from the kingdom and calls for the independence of their northern holds persisted. While long suspected of corruption by his opponents, Magnis was able to weather these criticisms and served a long and stable reign. King Rumli - Known as the 'scholar-king,' he extended the prosperity of his predecessors and channeled it into the pursuit of knowledge, discovering new metal-working technologies and more effective methods of ore extraction. Tales of legendary dwarves such as Urguan and Barradin were not just vocalised but henceforth became memorialised through great feats of stone inscription, carved into the inner walls of their holds and cities. Aurok’Wiker became the new centre for this cultural revolution and it was endowed with a new name by Rumli, one more befitting of its size and status. The glorious new city of ‘Kal’Urguan’ flourished and within its subterranean tunnels, the ancient runic behemoths were used to carve out and erect the body of its main hall. Not wishing to see their powers harnessed by any of his successors, however, it is said that upon Rumli’s death, he ordered that the behemoths would stand dormant, calcifying into the great stone pillars many dwarves would later come to live under. The arts of magic and runecrafting also increased significantly beneath Rumli’s reign and it became less unorthodox for dwarves to practise them in public. In dealing with the mountain clans, he was largely amenable in negotiations and chose to appease their demands for greater influence in the government, while offering the division of some resources into their holds and villages. However, this created mounting opposition from the kingdom’s powerful new class of mercantile elite who believed the mountain dwarves had overplayed their hand. The Age of Iron After a period of economic boom, successive dwarven governments looked to further embolden the realm, by strengthening the bonds among dwarven kin. Often, the price of unity was seen to be dealt through force and so this era became marked by the vast production of largely iron weaponry, born from the deep mines of Kal’Urguan. Disorganised clan militias became a thing of the past and the first uniformed armies were created. King Agrund - A veteran commander of the war against Ondnarch and political opponent of Rumli, he was nominated to power on the promise of creating a united dwarven realm, by ordering the return of all mountain dwarves to the halls of their forefather. This, however, had the effect of angering the mountain clans who soon grew embittered by his rule. They opted to make a joint declaration of independence, giving Agrund the excuse he needed to wage a bloody campaign to reclaim the kingdom's lost territory. Taking a strategic decision to operate out of Kal’Urguan for the duration of the war for its abundance in iron, what Agrund foresaw as an easy victory slowly evolved into a protracted and bitter contest. Inspiring fervent nationalist movements on both sides of the conflict, he expanded the dwarves' military might to levels never before seen but by the end of his reign, had exhausted the kingdom's coffers and was later forced out of power by his own council before the war had met its end. During the course of the conflict, Khaz’Urguan had seen its supply lines cut-off as the mountain clans raided its various trade routes through the narrow mountain passes. With a lack of support from the rest of the kingdom, famine quickly took hold and as the war neared its end, much of its populace chose to abandon the city in search of greater fortunes elsewhere. King Barrus - Son of Barradin, he was seen as a unifier, ending the war with the mountain clans through a treaty that enshrined autonomous rights, but set about formally reintegrating mountain dwarves back into Urguanite society, though tensions continued to persist. Barrus looked to further secure the kingdom’s economic prosperity by officially declaring Kal’Urguan its new capital, leaving the Halls of Urguan to be left as a site of pilgrimage to their holy father. In reality, with little reason for dwarves left to venture there, the walls of their ancient capital soon began to crumble and its streets became lifeless and derelict. Meanwhile, amid Kal’Urguan’s new boom in population, Barrus found himself having to find means of accommodating the need for greater food production. Pasturelands and other fertile plains for crop harvesting were settled along the kingdom’s outer borders, where its farmhands increasingly came into conflict with the orcish clans that dwelled in the arid deserts to the south-east. Seeing this incursion as an opportunity to unite his kingdom further and put its new military infrastructure to good use, he grew determined to rally his people around war with this new orcish menace. Though Barrus commanded immense popularity at the time of his reign from commoners and nobles alike, depicted as a semi-legendary figure to those at home, the war grew long and bitter, with any territorial gains being largely offset by losses elsewhere in the orcs' favour. Barrus himself was later slain amidst the heat of battle by a stray arrow from a common goblin archer. With their former king's inglorious demise, and the nation's pride left in tatters, Barrus’s remaining councilors retreated into isolation, barring shut the stone passageway into Kal’Urguan from all outsiders and prohibiting its common citizenry from leaving. King Aldrek - Presiding over a kingdom engaged in a strict policy of enforced self-isolation, he set to work on ensuring the city could suffice its own needs. Following demands from the wealthy mercantile classes, the kingdom’s mines, which had formerly required only a small city tax to enter were placed beneath the direct supervision of the guilds, who reserved exclusive mining rights for their own members. These guilds which consisted of both aristocrats and aspiring commoners, would frequently come under the dominance of wealthy trade magnates. Farms previously owned and harvested by forest dwarves were seized by the King’s hearthguard and handed off to their cave-dwelling brethren who in turn, established farming guilds to manage and benefit from their output. Most forest dwarves were made to continue working the land for only a fraction of their previous income, though a minority chose to reject this affront to their ancient way of life and fled south, hoping to find better lives among the deep forests of Malin’s children. With less experienced farmhands brought in to replace them, harvest yields began to slump. Although Aldrek still attracted great support from many of the well-to-do in his kingdom, others vehemently criticised the disaffection he’d presided over, the city’s political climate becoming more embittered and divided with each moon that passed. In the city’s poorer districts, low-born clans resorted to organising smuggling rings to deliver food, trade wares and other illicit goods from the outside world. The King quickly attempted to stamp these out by demanding that the Brathmordic clergy condemn any such action to undermine Urguan’s regime, which after some under the table inducement, they soon obliged, distributing pamphlets throughout the city bearing foreboding warnings of the sins of gluttony and excess avarice. Meanwhile, paying off informants to reveal the identities of their ring-leaders, Aldrek ordered his hearthguard to conduct numerous raids into the poor district’s cavernous dwellings. When they arrived, however, they found themselves pelted with rocks and mining tools from homes and shop windows, and in a direct affront to the King’s authority, they were soon forced to withdraw. Seeking means to lay down his rule and reassure his supporters that he remained firmly in control, Aldrek organised a grand procession to be held through the streets of the city’s great hall. It was here that a lone assailant is said to have drawn a crossbow from underneath his cloak, letting loose a bolt which flew directly towards Aldrek’s throat, leaving the usually stoic and unperturbed dwarf gasping in a pool of his own blood. The perpetrator swiftly had a spear driven through his gut, but with no disclosed motive, Aldrek’s death was used largely for propaganda purposes by political actors seeking to point fingers at their rivals. King Glorvin - Glorvin spent the majority of his reign battling political elements within his own government as he struggled to arbitrate the disputes brought before him. Overpopulation in the city proved a persistent issue and guilds took to hoarding precious minerals and crop yields, leaving little for the rest of dwarven society to benefit from. Perceiving that this inequity had led their affluent paymasters to prosper while they struggled to put food on the table, the common clans laid down their tools, making a final demand that their king act to curb the guilds’ rising influence. Although seeking an honest solution to the crisis, Glorvin was impeded by his council, from whom he commanded neither the respect, nor political support he needed. Meanwhile, corruption had grown wildly during the reigns of previous kings and many of these council dwarves now found themselves on the guild masters’ payrolls. Strikes quickly turned into riots, and then to violent brawls, cementing tensions from noble to commoner, soldier to civilian, and cave to mountain and forest dwarf. In a last desperate bid to resolve the crisis, Glorvin ordered his hearthguard to reopen the city’s main passageway against the will of his council, allowing trade to flow in from the outside world. It was too late, however - Many dwarves, already having lost faith in the nation, decided to take their chances and leave the city, while those who remained soon found themselves engulfed in a whirlwind of political disorder. Having defied his council’s will and hearing whispers of a plot to oust him from the throne, Glorvin embarked on a secret pilgrimage to the ancient capital of Khaz’Urguan where he sought to beg spiritual guidance from the kings of ancient times. There, it was revealed that his location had been betrayed by one of his own and rival dissidents soon surrounded him in the city’s inner chamber. His last remaining allies were cut down in the ensuing fray, desecrating the halls of their ancient city with their kinsmen’s blood. Led back to the capital in chains, Glorvin was greeted by his treacherous councilors, who forced him to relinquish the throne at sword point. The Age of Blood A period marked by violent and sudden upheavals in dwarven society, resulting in the ascendancy of the Ironborn dynasty and the formation of the Khorvadic Empire. Now viewed by modern dwarves as an era of depravity and sin, society faced sweeping and radical changes which ultimately buried the old system of government and wiped out all but a few of the generation of dwarven lawmakers who had come before. King (later Emperor) Velkan Ironborn - With Glorvin's ousting, Velkan took advantage of the disarray that followed and before a new king could be officially appointed, he led his followers in attempting to seize the throne through force, in what effectively amounted to a popular uprising. He bore the promise that he would re-unite the dwarven realm and vanquish those who sought to do the kingdom ill by ridding it of its corrupt council and decadent priesthood. This he certainly achieved and in the early years of his reign, many affluent aristocrats, clerics and guild masters were put behind bars or otherwise dispensed of. He readily set about reducing the rights of non-cave dwarves, with many of the mountain clans fleeing to their northern holds for refuge, while the forest dwarves were largely persecuted and shunned, most being forced into hard labour. Seeing the situation seemingly deteriorating and seeking to break away from this newfound state of affairs, the mountain clans once again declared their independence. For dwarves living in the capital, however, not all lost out from Velkan’s rise; many would make their own fortunes amidst this changing order and in place of the old, a new social elite began to form. Velkan would later make radical changes to the dwarven faith, outlawing worship of the Brathmordakin in favour of a monotheistic devotion to Khorvad, formerly the Brathmordic god of ambition. With popular support, he went on to greatly expand the kingdom's borders, subjecting many minor realms to his bloody conquests and declaring the formation of the first Khorvadic Empire. In his old age, he was eventually driven to madness, raving of his god’s might and the coming of the great apocalypse of the mortal races, words which soon led many nobles and clerics of the new Khorvadic temple-establishment to begin viewing him as a hindrance. He was likely put to silence by these groups before he met his natural end. Emperor Khrallax Ironborn - Regarded as a lazy and an ineffective ruler, whose power was mostly competed over by his brothers, clergy and councilmen, he continued the persecutions committed under Velkan's reign though largely held back on territorial pursuits. He was known for being overly gregarious, hosting lavish banquets for his favoured courtiers and while generally seen as indolent, many preferred this state of affairs to the secretive nature of his father’s reign. This was not to last, however, as he and his sons were later assassinated by his younger brother and High Imperator, Thorgarn. Emperor Thorgarn Ironborn - Seizing the throne by force and cementing power even further into Ironborn hands, he sought to reimagine dwarven society around his own image, erasing all knowledge of the time before his father's reign by burning ancient texts and conducting blood sacrifices of old clergy dwarves and scholars in an event that became known as the ‘Great Collapse.’ Runelords who had previously guarded the dwarven realm from threats of an arcane nature were forced to smuggle themselves into the city’s outer wilderness. Even Urguan's name was put to the periphery as a venerated forefather but not one who had much implication on the present state of the nation. Those dwarves who had fled his father's reign looked on in horror, while forest dwarves, by this time in a state of enslavement, suffered a massive reduction in population due to exhaustion and disease, driving them to the brink of extinction. A personal witness to many of the atrocities committed at the hands of the Ironborn rulers, a dwarf of low-birth by the name of Simppa fled the capital following the brutal execution of Dwain Irongut, seeking refuge among the halls of his kin. He found them in a deep state of mourning at the loss of their clan father, vowing to do all he could to avenge his death and restore justice to the halls of Urguan’s sons. From there, he reached out to the clans of the old mountainous north, the Grandaxes and Frostbeards. At the summit of Mount Arvas, they reached an agreement with the clans of Irongut and Treebeard - Thorgarn must fall. Clans of all creeds descended from the north, all bound in opposition to Ironborn rule and united beneath the banner of the Remnant of Urguan. Seeing their chances of success growing as they closed in on the capital, other clans flocked to their cause and following a series of bloody clashes along the King’s Road, they succeeded in overthrowing the Ironborn dynasty and putting an end to their years of infernal rule. The shrines to Khorvad were quickly torn down, his name branded synonymous to the Archdaemon, Iblees, and his worship outlawed on pain of death. Any and all of Thorgarn’s surviving kin who could be found cowering in the city were brutally put to the axe. The Age of Fire In the shadow of the Ironborn, the burgeoning Kingdom of Urguan was forced to begin afresh, accommodating the vast spread of new freedoms and ideas. Various projects were created to accommodate the city’s rising population and the heralding of a new and more prosperous era. Just as they reached the pinnacle of their achievements, however, the dwarves faced their greatest challenge yet in the face of oblivion from the nether realm. King Simppa - Worshipper of the Archaengul, Aerial, and Urguanite exile, Simppa led his people in overthrowing the Ironborn dynasty and was placed at the forefront of forging a new future for his people. Emulating the scraps of knowledge he had of Urguan’s original kingdom, he greatly improved the living conditions within inner Kal’Urguan, and set about accommodating numerous professions to take to selling their wares in the city’s newly rebuilt districts for commerce. He reopened the city’s mines to the common clans and enacted justice on lawbreakers through the authority placed in his council and advisors. In seeking to better organise the dwarven military for future conflicts, Simppa issued decrees for the formation of the first dwarven Legion, which he placed under the marshalship of Hiebe Irongut. Its first task came swiftly as along the King’s Road, word soon reached the King that caravans of dwarven traders had been ambushed by orcish clans, sparking a conflict which became known as the ‘Caravan War.’ Simppa’s legacy was never fully realised, however, as he soon grew ill beneath the grip of a mysterious sickness and was forced to relinquish the throne in favour of his chief advisor and overseer, Charles Grimlie. King Charles Grimlie - A divisive ruler, his reign was marked by the rapid expansion of dwarven territory and the settlement of new holds including Kal’Alras, Kal’Bryst, and Kal’Himmilen. Just as the dwarves looked close to reforming a de facto empire over their lands, portals from the nether realm opened in the northern reaches, spewing vast hordes of hideous demonic creatures from their gates. Pulling at their strings and shrouded under black robes of darkness loomed the undead, corrupt and twisted beings from the nether who at their coming, would envelope the land in night, summoning great bolts of electricity down from the sky. Viewing this as Khorvad’s retribution for their toppling of the former Ironborn empire, free dwarves from across the realm pledged their axes and marched north to defend the kingdom from invasion. The dwarven hold of Kal’Bryst was the first to succumb to these attacks after a valiant last stand by its inhabitants. Later in his reign, views of Charles’s autocratic style of rule became increasingly polarised from within his own kingdom, seen as a tyrant in the same vein as Emperor Velkan by some and a conquering hero by others. Tensions came to the fore when a lone human thief broke into the King’s private vault, casting the dwarven king into a furious fit of rage, leading him to lay siege to the Orenian capital of Al’Khazar. The Goldhands, who now resided in the hold of Kal’Alras chose to declare their independence from the kingdom while the Grandaxe clan splintered into two halves, the Braveaxes choosing to remain serving in the dwarven Legion while their Blackaxe kin ventured north as mercenaries, constructing the great citadel of Kal’Domhain in the northern peaks of their forebears. King Belin Irongut - Seeking a change in their ruler’s style of leadership, the high council opted for a more compromising dwarf by the name of Belin Irongut. In contrast to his predecessor, he ruled largely through his council, negotiating trade agreements with other realms and granting the guilds some of the powers they had once possessed. He led a largely peaceful and stable reign, with focus scaled back towards ensuring the continued prosperity of the kingdom’s home territories. Nearing the end of his rule, he would order the construction of outer Kal’Urguan, erecting great walls around its farmland in preparation for the rising threat of invasion by the undead. King Algrim Irongut - His reign was marked largely by the descent of the undead hordes into the lowlands of the south, where Kal’Urguan quickly became a prime target for attack. After completing construction on the city’s outer defences, he ordered the Legion to begin working alongside the other descendent races to hold back the tide from his kingdom’s borders. Meanwhile, having become increasingly isolated in the north and looking to restore their honour in the kingdom’s eyes, it was during this time that many Blackaxes returned to Kal’Urguan to aid in the defence of the city. With the help of allies from the descendent races, Kal’Urguan was able to withstand numerous attacks on its walls and the dwarves were successful in driving the undead from their lands for a time. However, following an assault on the Khorvadic fortress known as Wrath’s Clutch, bitter tensions were fermented between the Legion and the elven Wardens of Malinor, both taking credit for their successful defence of the south. The Lord Marshal, Thorik, subsequently ordered his elite legionary units known as the longbeards to begin hunting down Wrath and his remaining followers. Paranoia quickly spread throughout Kal’Urguan amid fears that worshippers of Khorvad or even the undead themselves could have embedded themselves among the ordinary dwarven populace. Numerous raids were conducted in the city’s inner housing districts, with the Legion uncovering a number of hidden shrines in dedication to their dark god. In a great shock to the nation, however, King Algrim himself was revealed to be among these agents of Khorvad following interception of his communications. At the Lord Mashal’s behest, he was quickly arrested by the dwarven Legion and removed from power. King Gotrek Firemane - For a time, the undead threat had seemingly subsided and in Algrim’s place, a dwarf by the name of Gotrek Firemane was appointed to succeed him. He was notable in dwarven history for having spent more of his reign outside dwarven lands than within them. An ardent pursuer of knowledge and a popular dwarf in all walks of the city, he immediately took a band of his brethren soon after his coronation, and led them on an expedition westwards into uncharted lands, leaving rule of the city in the hands of his high council. In his absence, many of these council dwarves grew indolent and greedy, much of society being effectively governed by the Lord Marshal, Thorik, and other high ranking legionary dwarves, the longbeards. They decried their king’s absence in the face of a potential threat of invasion by the orcs and their elven allies. A war council was quickly established by the Lord Marshal, initially to prepare the realm for conflict, but its authority soon expanded to encompass other areas of the city. The two councils wrested for control until Thorik and his longbeards took the ultimate decision to lead a military coup against the throne, crowning himself and establishing the first Grand Kingdom of Urguan. Gotrek would later offer Thorik his blessing upon his eventual return to the city. Grand King Thorik Grandaxe - The first of the Grand Kings of Urguan, he radically reformed the kingdom, with the Legion and his closest supporters placed firmly in control of government. When the Great War of the four mortal realms finally came, Thorik used his military cunning and his advisor's political astuteness to not only prevent the dwarven homeland from falling to the conquering armies but he was able to press the warfront into the lands of his enemies in Krugmar and Malinor, whilst gaining a valuable ally in the human Kingdom of Oren. His victories during the war meant he was able to dramatically expand the kingdom's influence in foreign lands and for the first time, the nation of Urguan would play a much greater role in the affairs of the other races, mediating peace in some instances while continuing to combat the re-emerging threat of the undead in the north. Worship of the dwarves' ancient religion of the Brathmordakin was reestablished and became the driving force for change in dwarven society. As the fallen Ironborn emperor had spoken in his madness, however, these good-times were not to last and the lands of Aegis were soon engulfed by the fires of Khorvad, the world-devourer and his demonic horde. In this final advance by the undead, cities across Aegis fell before his wrath, first in the north and then to the south until Kal’Urguan itself was lost to the encroaching inferno. Three champions of the dwarves ventured into the nether in an attempt to halt the invasion and secure the descendents’ retreat, but it was Urir Ireheart who cast the Axe of Krug into the nexus, sacrificing his life to close shut its gates and seal Khorvad’s undead minions within. It was too late for the realm of Aegis, however, and its lands became quickly consumed by what remained of Khorvad’s horde. Thorik led his people in the great exodus from their homeland and on to the new realm of Asulon where the stories of his people would go on.
  22. YEMEKAR ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ “When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality.” YEMEKAR is the god of creation, the Forge Father. He is patron to the workshop, where one may express their soul on the world through their skills and craftsmanship, and the works made within. He is patron to design, the beautiful perfect forms of each work, and those who ensure it. He is patron to leaders, those who guide their people to honor and create long lasting cultures. Teachings of the Anvil The Teachings of the Anvil are a collection of moral principles based in the patronage of YEMEKAR. They serve as guidelines for those who seek to honor the Forge Father, and revolve around the honor and dignity of craftsmanship. Yemka Yemka, meaning to create, is the principle of craftsmanship. To be like YEMEKAR is to be a creator, a craftsman. Develop your skills until mastery, and express your soul onto the world, crafting great works to bring yourself glory. This is the greatest honor any may hold, to be a master craftsman. Galat Galat, meaning design or form, is the principle that everything has a perfect shape, an ideal form. This does not mean that everything is already in that form, however. Instead, it urges those who were made in his perfect shape, the sons and daughters of Urguan, to strive for that ideal form. Be that a blacksmith dedicated to his craft being made perfect, the preservation of YEMEKAR’s design of the dwarf, or the ensuring of the goldsmith’s design of the world, a philosophy often denoted as YEMEKAR’s Balance. Akhoral Akhoral, meaning guidance, is a teaching that encourages leadership, guiding kindred and allies to honor and prosperity. Leaders may learn from the example of YEMEKAR, who leads not through domination but creation. To lead honorably, do not assert your will but rather work for the people, create for them glory and grandeur, and they will follow your guidance. Paragons and Heroes of YEMEKAR Paragon Urguan Silverbeard Urguan was the first dwarf, the most perfect mortal ever made. He is father of fathers, descent from him the progenitors of every clan. He carved into the stone the first dwarven city, becoming creator and leader to the first nation of dwarves. As progenitor to all dwarves, he is named the first Paragon of YEMEKAR. Paragon Thorik Grandaxe Thorik was the founder of the Grand Kingdom of Urguan, through his leadership forming a new system of governance and national identity that would largely stick with the dwarves for all time. He brilliantly led the dwarves through peace and war, bringing great economic and cultural prosperity, and was thus named Paragon of YEMEKAR for leading the creation of such an enduring culture. Paragon Omithiel Strongbrow Omithiel was famous for his diligence and humility, both as worker and a ruler. Instead of rushing to conflict for personal glory, he would only act the mighty fist of Urguan when absolutely necessary during his reign as Grand King. He was a renowned and dedicated stonemason, working endlessly throughout the reigns of several kings for the benefit of the kingdom. For his efforts as a builder and as Grand King to preserve and develop Urguan, he was named Paragon of YEMEKAR. Paragon Thorin Grandaxe Thorin is the most successful dwarven conqueror of all time, knowing how to utilize the faults of his enemies to ensure YEMEKAR’s Balance. At the height of his legendary conquest, he brought the Kingdom of Oren, the Kingdom of Savioe, the Kingdom of Adunia, the Kingdom of Salvus, the Kharajyr and the Pirates all under the Second Grand Kingdom of Urguan. He created the sacred Obsidian Throne that every true dwarven king has sat on since, and for his creation of the greatest dwarven empire ever, he was named Paragon of YEMEKAR. Paragon Gotrek Starbreaker Gotrek is the most legendary and famous craftsman of all dwarven history. His dedication to developing his skills was unparalleled, and legend says that he was recognized by YEMEKAR himself, and made his apprentice. Gotrek is responsible for the dwarven discovery of runesmithing and developed the art of golem crafting. He taught these dwarven craftsmanship magics to the dwarves, and for his work is forever known as Paragon of YEMEKAR. Hero Simppa Simppa was the savior of the dwarves, who through his leadership was able to topple the corrupt Ironborn dynasty. He rallied the exiled mountain dwarf clans who fled the Khorvadic Empire, and led a march on Kal’Urguan to rally many cave dwarf allies. After finally uniting the clans, he personally led the attack on the Ironborn, and is said to have fought the Ironborn Emperor in an honor duel. He led a long and prosperous reign as the founder of the Second Kingdom of Urguan before peacefully resigning into retirement. He is named Hero of YEMEKAR for leading the dwarves to freedom from the Ironborn.
  23. The Irongut Clan History of the Irongut Clan The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons, the exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar. Ancient History: Modern History of the Clan: Clan Culture and Tradition: Forging of Weapons: It is tradition that those with the skills to use the forge will often make their own weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. The Creation of Personal Relics: For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. Beard Braiding: For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. Bearers of Magic: According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. Funeral Customs: The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. Clan Crest and Colors: The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it! The Clan Trials: The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing these three sacred goals. The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan. Clan Organization Clan Hierarchy and their Rights: The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. Clan Father Rights: Clan Fathers enjoy all the rights of a clan elder Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion. Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. Clan Elder Rights: Clan Elders enjoy all the rights of a clan member Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable. Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan. Clan Member Rights: Clan Members enjoy all the rights of a clan beardling Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop. Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. Clan Beardling Rights: Right to Hearth - Each beardling has a right to housing in the Irongut Hold Right to Food - Each beardling has a right to take their own food from the Irongut farms. Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. Clan Roster: Clan Father: Falk Irongut (TheFirstShroom) Clan Elders: Dwain II Irongut (Hiebe) Dimlin Irongut (Beamon4) Balek Irongut (Hobolympic) Hogarth Irongut (Jordan1917) Clan Members: Sharr Irongut (lordbobby123) Grandor Irongut (SaltyVibes__) Dwalin Irongut (Cordial__) Almaic Irongut (Volous) Clan Beardlings: Dverga Irongut (Clayphish)
  24. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
  25. Da Dammaz Kron ᛞᚨᛞᚨᛗᛗᚨᛉᚴᚱᛟᚾ Deep within the libraries of Urguan, there sits upon a pedestal a tome both ancient and sacred to the Dwedmar. Kept under constant guard both day and night by the legion of Urguan, whilst the book itself is kept shut using powerful runic locks. It is none other than the most honored, Book of Grudges. The Book of Grudges is an ancient tome passed down through the ages of the Dwedmar. It can be traced back to the first dwarf himself, and father of all Dwarfenkind, Urguan. It is an ever-lasting record of all the wrongs and misdeeds committed against the Dwedmar. The contents of the Book of Grudges are kept secret to the rest of the descendant races, with only a handful of non-dwed ever having laid their eyes upon it. Those who have wronged the honorable Dwedmar of Urguan will have their name written into the Book of Grudges, and will not have it crossed out until the terms of settlement have been reached. However, the Dwedmar are not by nature an unreasonable folk, and if an agreement can be made between both the wronged and the assailants, then a grudge can be settled, and a name stricken from the book. For a grudge to be made and approved, there must be valid reasoning and clear wrongdoing committed against the Dwedmar who has submitted said grudge. Lest the seriousness of the Book of Grudges would be questioned, if there were to be grudges of both false and meaningless classification. The Wronged: The Assailant: The Wrong: Date of Wrongdoing: Terms of Settlement: OOC Disclaimer: The Book of Grudges is locked away under constant guard. In no way should you be able to see it, or anything written within, unless you were admitted into the vault. To be admitted, you must be a dwarf of the Grand Kingdom of Urguan who has been explicitly given access by someone who has the appropriate authority. This means if you are a banished dwarf or a wanted criminal or anything of the like, you would not have access to any of the grudges written into the book. Please RP accordingly. Active Grudges (If from old post please resubmit) Struck-Out Grudges Original Post (No Longer Updated) Credit to Lefty for writing most of this post for me, I was dead tired last night. Credit to Josh for making the original post.
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