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  1. 11th of the First Seed RAZING OF THE COVE ᛋᚲᛟᚢᚱᚷᛖ ᛟᚠ ᛏᚺᛖ ᛞᚱᚨᚷᛟᚾᛋ The sun rose above the still standing statue of Kjell looking over the old home of the Irehearts. Now illegally possessed by the Dragonkin, the Irehearts took action for such a slight. After issuing demands to the dragonkin, which they foolishly ignored, the Dragonslayers and the worshippers of Xan marched upon the dragon-cove, to exact revenge and to achieve justice. The group entered the town without being stopped, the only witness fleeing at the sight of the dwarven band. They were greeted by set up cannons at the harbor, fashionably aimed at the ships in the dock. The group quickly went to work, loading the cannon and firing on the large battleship in the bay. Loud booms would be heard across the mountain as the gunpowder shot the heavy cannonballs into the belly of the ship. It groaned before sinking it to the cold bottom of the sea. The dwarves then turned the cannon to the main hall, letting loose more shots hitting the once honorable hall of the Irehearts, more loud booms would be heard with the crashes of flying stone and broken wood debris scattered over the cove. They then turned to the Ireheart sloop that still held the clan's colors. Not leaving it to the dishonor of the Azdrazi they set it ablaze allowing it to burn to its eventual doom. After setting more of the dragonkins houses ablaze and letting their homes be turned into ash. The band took control of the final cannon, hoisting its barrel up high and adjusting it properly, they set its sights on the final standing building. The aviary. The crew once more got to work, fueled by adrenaline and the honor of fulfilling justice they quickly loaded the cannon and with the help of the paladin, lit the fuse and let the cannon fire. The cannon would be stronger than the ones before, letting loose its might it would rip into the aviary tower, creating a large crater in the middle, destroying any supporting beams to keep it standing. Chunks of rocks would fly all over the town before the tower tilted forward, crashing down to the ground below, destroying anything inside. As the party left, the great hall crumbled and burned. Ships sank and houses turned to ash. A cloud of smoke spilled up into the air, creating a toxic atmosphere for the inhabitants. Missives would be sent out to the Rex and the academy. “You were given a chance to vacate our lands and you refused. The khronammoruk will weed you out like a pest and remove any memory of the dragon taint you bring with you. And Rex. Do not make the same mistake your predecessors did, and test the might of our clan. Remove the dragonkin off the land behind your city, or share their fate.” ᚹᛖ ᚨᚱᛖ ᚲᛟᛗᛁᚾᚷ ᚠᛟᚱ ᚤᛟᚢ
  2. Introduction: This documents aims to create an Anthology of poetry written by and created by various Forest Dwarves. However this does not mean however that works by other dwarves, or even other races will be entirely excluded. The goal of this project is to immortalize the unique culture of the Forest Dwedmar, so that future generations of dwarves can learn of their traditions, beliefs and way of life. The Poetry Collections of a Forest Dwarf is assembled by Garedyn The Mossy. ❃ Poems: 1. The Firefly Queen: -By an unknown Forest Dwarf (Written by VerminHunter) Oh, my Firefly Queen, Your subjects gather at night, They flicker, wishing to be seen, awestruck by your beauty and light. Oh, my Firefly Queen, Your shine never wanes, and sun makes the dark green. The night cannot bind with its chains. Oh, my Firefly Queen, It is now early and bright, I dearly miss your glean, But I know you will return tonight. ❃ 2. Elegy for our Kin: -By an Elder of The Mossborn Clan (Written by VerminHunter) Risen from soil, Suckled on dew, The ground you toiled, Your spirit, it flew. Wrinkles of rings, Spirit like a spring. You are not alone, though we remain, The King on his throne, wants you to join him in reign. When the orchids will bloom, Ye armoured entombed, Our love won’t be torn, When you are reborn. ❃ 3. Sunflower: -By Sir Borris Kortrevich (Written by tcs_tonsils_ (mc)) As golden the afternoon sun, you outstretched Yourself high into the air. Tall and beautiful, you Tower above everything and everyone. Green leaves topped with a yellow brimmed hat. ❃ 4. A Forest Poem: -By Nivndil Duskhollow (Written by unknown) Puerith’leyu. The trees they stand, A clamour of souls. Their voices born on Winds, are old. Boughs up high, Fairy halls. Roots below, Silent foot-falls. They stand and wait, For times unborn. To whisper secrets, Before words were forged. Amongst their trunks, Beneath canopy dome. To Bate in twilight, The trees my home. ❃ 5. Gold of Woods: -By Garedyn The Mossy (Written by Vermin Hunter) Hand made by countless hands. Over plains, lakes and lands. None compare to its splendour Every wants you from ages yore, Yellow, rich, golden and delicious. ❃ 6. Mushroom: -By Garedyn The Mossy (Written by Vermin Hunter) There was once a shroom on a tree, With a red cap for all to see, A dwarf took a bite. He then caught a fright, He fell, clutching his heart, to his knees. ❃ 7. Wooden Bastion: -By an admirer of trees (Written by Vermin Hunter) Your hide is amazing and so tough Rings of age showing your wisdom Standing tall, never falling Enduring all with pride Leader of the wood Strong and mighty Stoic Grove A brave Oak ❃ 8. In The Sky: -By an unknown Forest Dwarf (Written by Vermin Hunter) Night swallows fly by, So late at night in the sky, Speeding with the wind, Agile and graceful, They are boundless, like comets Unfettered, unchained. To be one of them, One has to let go of all The price of freedom ❃ 9. Omen: -By an unknown Forest Dwarf (Written by Vermin Hunter) The silence of leaves The stillness of trees We must appease the raven The lack of game No wild to tame We must appease the boar The dryness of air, No water in the lair We must appease the pike The crackling roar The burning floor We must run from our home. ❃ 10. Bloom: -By a Garedyn The Mossy (Written by Vermin Hunter) Petals The fields shift hue Their scent is lifted up How wonder full, fields of beauty Blossoms.
  3. Introduction: The most well-known fact about dwarves is their love of alcohol. From ale to rum, brandy to whiskey, the dwarves are undoubtedly masters of their drink. The primitive and defunct Mossborn Clan is no exception to this rule. Though they are well known for their armour, the history of their alcohol industry is no less interesting. This text aims to chronicle their long-lost methods, and the changes in production of their alcohol through time. ❃ First Drink: Being Forest Dwarves, their alcoholic beverages are not typically made of malt, wheat or hops, instead they fermented the produce of their forest such as wild berries and roots. The first Chief of the Mossborn, Brak The Leafy, is credited for the invention of their traditional Hollow Cider. According to Legend, Brak The Leafy wanted to stash a hoard of fruit away for himself. He found a hollow tree in the forest, and deposited all his fruit into it and then sealed it. He later forgot about the stash, only remembering it a few months later. When he rushed to recover the fruit, he discovered that there was a strong smelling liquid inside the tree. This liquid was the very first Hollow Cider. The original Hollow Cider was described as “drinking rotten tree bark” but regardless of this, it was popular because of its powerful inebriating effect. ❃ Improvement: In the year SA 17, the 6th Chief of the Mossborn Clan, Baran The Sappy (a known reveler) wanted to improve the taste of the alcohol in order to drink more cider. He implemented rules prioritising the cultivation of special trees specifically for fermentation and ordered his brewers to experiment with different formulas, flavours and ingredients. This concentrated brewing effort resulted in a much more delicious and fruity Hollow Cider. ❃ Decline: Unfortunately, in the year SA 18, Baran The Sappy plucked a cursed mushroom. When he brewed it into cider and drank it, he began foaming at the mouth and shortly he fell down dead. It was deemed he had an extreme allergic to the mushroom. A few months later, a plague swept through the trees used for Hollow Cider, since those trees were closely grown to each other. This event was known as the Cider Drought, because the plague nearly destroyed their entire Hollow Cider industry. A strict cider rationing was implemented shortly within the clan. ❃ Discovery: This period of drought lasted for 2 years. It was ended when scouts of the Mossborn clan discovered a wagon wreckage containing various alcoholic drinks and ingredients. In the wreckage there were crates of yeast and wheat, alongside barrels of ale. Farmers replanted and grew wheat in the forest with limited success. In the end, they eventually bred their own unique strains of grains to be more suitable to the forest floor. The brewers who worked previously with Baran The Sappy were very experienced and took to brewing these ingredients into new forms of beverages, such as Sweet Moss Ale and Berry Liqueur. However, because of the limited production of wheat, there was only a small increase of alcohol in the clan. When salvaging the wagon wreckage, symbols of axes were discovered engraved onto the barrels and wood. These were preserved in the clan, in order to give thanks for the revitalization of their brewing industry. It is believed that the wreckage belonged to the Grandaxe Clan. ❃ Conclusion: In SA 28, when Chief Eilek The Bramble eloped with his dryad lover, the Mossborn clan descended into civil war, due to prior religious differences. This internal civil was terribly brutal, and resulted in the effective extermination of the tribe, and the destruction of almost all of its relics, including the barrels of the Grandaxe Clan. There currently exists no remaining trace of the alcohol brewed by the Mossborn clan. Though things might change if the clan ever gets revived.
  4. ᛞᛖᚨᛏᚺ ᛏᛟ ᛏᚺᛖ ᛞᚱᚨᚷᛟᚾᚴᛁᚾ “A dwarf never forgets.” CLEANSING OF THE DRAGONKIN No descendant has come close to the combined feats of Yavoks kin. Yavok Ireheart, the founder of the clan, purged dark beings haunting the caves of his home. Kjell the Dragonslayer, slaying multiple dragons himself, set the precedent for the later generations of khronammoruk. With a Dragon attack on the capital of the dwarves, and the attack on the King of the Dwarves in the Haense tavern, the threat of the Dragonkin and Azdromoth grows greater. The Dragon-worshippers taint the land they touch and associates of Khorvad and Iblees cannot be ignored as they move to undermine the ideals and places we’ve all fought for. The Irehearts grow tired of the repeated slights by the sons of Azdromoth by tainting dwarven lands and the repeated attacks on Urguans kin, the repeated seizing of Urguani land from the Paladins and the deals with Iblees. For this, the combined Elders of Clan Ireheart and the Clan Father of the Irehearts make a bloodpact to fully cleanse this land from the spawn of Iblees. To those who live in the old ruins of Dol’Gorix at the foot of the volcanic mountains. You will have two stone days to remove your belongings off our sacred land or blood will once more be split in reclamation. Kav un anakrun yol zahere. Do not test our patience. Signed, Clan Father of the Irehearts, Champion of the Wilds. Elder of the Irehearts, Bane of the Orcs, Bane of Philip III Elder of the Irehearts, Commander of the Legion. Elder of the Ireheasrts, Certified Dragon Tracker
  5. [!] Flyers would be posted in Kal’Darakaan, as well as every vassal of Urguan[!] Warrant of Detention This warrant hereby calls for the capture and detention of Rhaezaiil Doomforged for suspicion of aiding and abetting a known heretic and Azdrazi Sympathiser. This document hereby authorizes all Legal Agents of Urguan, including Magistrates and Investigators of the High Court, Legionaries of Urguan, and the forces of any of the Grand Kingdom’s Vassals to legally capture Rhaezaiil Doomforged and return him to Urguan for questioning and trial. Rhaezaiil Doomforged is encouraged to turn himself in willingly, and will be received more favorably if he complies with this warrant. Rhaezaiil Doomforged is to be brought in ALIVE. The captor of the criminal shall receive 100 minek in compensation for their efforts. Authorized in the 80th year of the Second Age. Lord Justicar of the High Courts of Urguan, Rikkin of Clan Irongut, Lordak’ur’Aurokaraad, Prelate of Ogradhad, Master Remembrancer, Eye of Ogradhad,
  6. [!] Flyers would be posted in Kal’Darakaan, as well as every vassal of Urguan[!] Warrant of Detention This warrant hereby calls for the capture and detention of Brankhyn Doomforged for the act of heresy. This document hereby authorizes all Legal Agents of Urguan, including Magistrates and Investigators of the High Court, Legionaries of Urguan, and the forces of any of the Grand Kingdom’s Vassals to legally capture Brankhyn Doomforged and return him to Urguan for questioning and trial. Brankhyn Doomforged is encouraged to turn himself in willingly, and will be received more favorably if he complies with this warrant. Brankhyn Doomforged is to be brought in ALIVE. The captor of the criminal shall receive 200 minek in compensation for their efforts. Authorized in the 80th year of the Second Age. Lord Justicar of the High Courts of Urguan, Rikkin of Clan Irongut, Lordak’ur’Aurokaraad, Prelate of Ogradhad, Master Remembrancer, Eye of Ogradhad,
  7. 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)
  8. Housing Reform The following taxes have been carefully crafted by myself and reviewed by Grand-King Bakir Ireheart and Iron Baron Dhaen Grandaxe. These taxes will be collected at the close of every stone-week and are officially approved by the council. The tax boxes and tax slips will be located in the Grand Bank. Any who do not pay their taxes will have one week to gather the required amount before eviction. On average, taxes will be listed at the prices found below. Exceptions to price are made based on size of specific houses. Taxes of the Capital of Kal’Daraakan Hefrumm citizens will have a partial resource supplement for housing that will be released later. All forest dwarves have the option to pay with full minas however. [OOC: I will collect the first round on May 17th. Buy a slip from the tax shop in the Grand Bank and put it in the tax box that has your name on it. I'll gather consistently every sunday.] Signed, Hekkaes Goldhand, Grand Steward and Grand Banker of the Grand Kingdom of Urguan, Clan Father of the Goldhand Clan, Lord of Kal’Ikrun, Protector of Kaz’Ad’Hekkaes Signed, Dhaen Grandaxe, The Iron Baron of The Bearded Lady, Steward of the Grand Kingdom of Urguan
  9. Fat Belly Act Recently, the citizens of Kal’Darakaan have suffered under incompetent Stewards. Their hard-earned taxes have gone uncollected and new homes have collected dust instead of being offered to new dwedmar. Under the rule of Bakir Ireheart, we have been given the opportunity to once again rightfully serve our populace as needed. To fill the hungry bellies of the brothers and sisters of Kal’Darakaan, the Fat Belly Act that once triumphed under previous stewards such as Dhaen Grandaxe, Uldraek Goldhand, and Bhämmil Frostbeard, will once again be resurrected. The citizens of Hefrumm will be exempted from the Fat Belly Act as they have access to the farms that lay in their lands. Application All citizens, regardless of class, who own a house within Kal’Daraakan are entitled to food provided by the act. All citizens will be guaranteed the same portion of food depending upon the year’s harvest. Distribution Food will be distributed exclusively through housing mailboxes. All citizens have the right to not be included in receiving food or having a mailbox should they wish. The Grand Steward and The Iron Baron are responsible for the production and division of food to house mailboxes. Signed, Hekkaes Goldhand, Grand Steward and Grand Banker of the Grand Kingdom of Urguan, Clan Father of the Goldhand Clan, Lord of Kal’Ikrun, Protector of Kaz’Ad’Hekkaes Signed, Dhaen Grandaxe, The Iron Baron of The Bearded Lady, Steward of the Grand Kingdom of Urguan
  10. Urguani Economic Reform After a long and tiresome war, now well won through the strength of the Nation of Urguan, the kingdom’s economy is in dire need of a fresh start. Due to poor record-keeping and consistency surrounding its creation, the Karzul has become an outdated and under-utilized currency. As Grand Steward and Grand Banker, it falls under my duty to ensure that both the coffers of the Nation of Urguan do not run dry and the citizens of our kingdom find economic prosperity. Under the just eye of Bakir Ireheart, the support of Dhaen Grandaxe, Garrond’s thicc dumptruck, and my own years of experience to back our venture - I am proud to announce the first Urguani Economic Reform of The Second Age! The Economic Reform shall take effect immediately, with the Grand Bank ceasing its exchange of Mina to Karzul. Rest assured citizens of Urguan! The Karzul will still be viable to exchange for the new currency! Appointments can be made with the Grand Banker to exchange your Karzul for our new coin - The Minek. [A Freshly Minted Minek, Made circa 70 of the Second Age] The Minek shall become the new centralized coin of the Grand Kingdom, with which all transactions within the Grand Kingdom are to be made: from payment of taxes for homes, stalls or shops, to the wages of legionnaires and miners, and any other official payment received by an individual or organization from the Grand Kingdom. The exchange rate of the Minek will be available inside the Grand Bank of Urguan. Signed, Hekkaes Goldhand, Grand Steward and Grand Banker of the Grand Kingdom of Urguan, Clan Father of the Goldhand Clan, Lord of Kal’Ikrun, Protector of Kaz’Ad’Hekkaes Signed, Dhaen Grandaxe, The Iron Baron of The Bearded Lady, Steward of the Grand Kingdom of Urguan
  11. The Grand Brewing Competition Brewers and Brewesses! Alewives and Alcoholics! Come to the Grand Brewing Competition! The city of Kal’Darakaan, capital of Urguan and the true homeland of Dwarven brewing, is proud to host a Grand Brewing Competition. Roll up your sleeves, Brewers of Almaris, and prepare us your finest of alcoholic beverages! A host of dwarves, led by the Iron Baron and Drink Connoisseur, Dhaen Grandaxe will sample one drink from each contestant and rate it on the following criteria. Visual Presentation (How is your drink described as looking?) Taste Presentation (How is your drink described as tasting?) Alcohol Content (How hard does your drink slap?) Stand-out points (Points assigned to unusual drinks that stand out for none of the above reasons. Possible stand-out points could be assigned to gimmicks, drink lore, etc..) Each above category will consist of five possible points that could be awarded, making the highest possible score 20 points. Each of the highest scorers in each category will receive a prize, whereas the top three overall scorers will be offered a monetary reward of up to 100 minas, a prize, and the opportunity to have a stack of their drinks sold at the tavern, The Bearded Lady. The highest overall scorer will also receive the title of "Grand Brewer". [OOC: The Competition will be hosted on Sunday, May 15th at 6 PM EST. Please reach out to Snailena#3818 for questions or if you are a new player who doesn’t know how to make drinks ooc]
  12. A Feast to Honor Their Sacrifice This year has seen a great evil fall upon the lands of Almaris. A brave number of our folk, in accordance with our allies, fought against the sweltering strength between a league of shadowmen and a fearsome dragon upon a Tartarean landscape. The group did not escape without losses. In the wake of tragedy, The Grand Kingdom of Urguan mourns her sons. We as a people have lost three exemplary figures: Grand Marshal Kronk Stormheart, Barundin Ireheart, and Gwydion Ireheart. We also have lost several allies who fought side by side with our beloved lost kin. To honor their sacrifice and to allow the community to come together over their loss, the King commands a great mourning feast for all of Urguan to be held in the throne room. Let ale flow freely so we may drink to our brothers in Kaz’a’Dentrumm! The people of our allies, who fought and died side by side with our brothers, are encouraged to attend. The Brethren of those lost in the disaster are encouraged to give a short oratorical piece on their memories of those lost. [OOC: The mourning feast will take place at 4 pm EST on Thursday the 28th at the Urguan Throneroom. Contact Snailena#3818 for questions or concerns]
  13. A GRAND PASSING. Dungrimm awaits those who die with honor. It was a normal day for Kronk ‘The Grand’ Stormheart before the dreaded expedition that had gone horribly wrong. A small meeting with the King of Norland, discussing possible joint military trainings. A meeting with his friend Johann Barclay, the Lord Marshal of Haense. It had been a nice day, but it was about to take a turn for the worse. Kronk ‘The Grand’ Stormheart set out with his dwarven brethren towards the void. As usual, Kronk was right at the front guarding his squad and the mages that stood behind him. They entered and the effects of the Void were immediately clear, mana overflowing and the ground beneath their feet constantly changing. The air conveyed a feeling of dread, and it became harder to breathe. Yet even with these circumstances the combined force of dwarves and mages pushed on. “DONNAEH WORREH LADS, DUNGRIMM GUIDES US TES DAY!” Kronk shouted out to his companions, a grin forming on his face. As they neared the cliffs, a thunderous roar could be heard and a beastly figure appeared in the sky. “ET BEH AH DRAGON!” One of the dwarves shouted. “WEH SHALL KILL ET TEN!” Kronk retorted with his trademark confidence and vigour, yet this beast was unlike anything he’d ever seen before. A massive three-headed beast that could incinerate a man with one breath. Kronk’s focus was set on nothing else but to slay the beast, a task impossible for the equipment they had. And then it struck. Kronk was lucky to have been missed by the first hit. The reality struck in as his friend, Balor’s arm was incinerated straight off. “SHIELD WALL ENFRONT OF TAEH MAGES!” The Marshal shouted out as they did so. But it was too late, little did Kronk know the dragon had its sights fully set on him. BANG! The lightning struck right to his side, sending the Marshal flying further down the cliff into the hard rock wall. “OOOMFFF!” Kronk groaned out as his back snapped, paralyzing the dwarf to only being able to crawl. “WE’REH NAEH LEAVIN’ YEH BEHOIND!” Two of his fellow dwarves, Gwydion and Barundin Ireheart shouted out as they went to assist the Marshal, carrying him away from the battle. Before they got far the massive three-headed dragon landed right in front of them, charging up its lightning breath once more. Kronk hastily tried to shield his fellow dwarves with his enchanted shield, but fate would not have it that day. The wall grew behind them as the three dwarves, Kronk, Gwydion and Barundin grinned wide once more. “DUNGRIMM HAS CHOSEN MEH TOH TRAVEL TOH HIM TES DAY! MAY OI DRINK ALE AN’ FOIGHT MOI BATTLES TEREH!” Kronk exclaimed as the lightning reached him. “NARVAK. OZ. URGUAAAAAAAAAAANNN!” The Grand Marshal announced with a last defiant breath as he was turned into ash. As Kronk died he thought of all his family and friends, Ranna, his loving fiancee and his kids. Hieran, a friend he had never been able to spend time with due to the constant war with Oren. The Legion he left behind, and his officers that waged every battle with him. Uruan Stormheart, his ever supporting father and greatest influence. Mica Goldhand, his loving aunt. Sionnach, his everlasting friend to whom he had promised they would die together. Ulfric Frostbeard, the old King of Urguan that had trusted him with the position of Marshal. Edward Thuri-Elendil, his Templar friend. And many more. [!] A small book could be found in a drawer of the Grand Marshal’s desk. “If you read this it's too late for me, for I have found my place with Dungrimm. I, Kronk ‘The Grand’ Stormheart have died. To my clan, I love you all to the fullest extent, and I apologize for going. To my dad, i am so incredibly sorry for the pain and sorrow you must be in. But I want you to know, I am the happiest son that ever lived because you showed me all the things i know. I am not much of a writer, but don't let my death get to you. And to my Legion. Don’t worry as I am sure there will be a great Grand Marshal after me, so is the way of Urguan. Treat them with utmost respect and vigour that you lads are capable of. I don't need a funeral. I just need Norli to cement me as an Urguani hero, that scheming bastard." Narvak oz Urguan, Kronk ‘The Grand’ Stormheart.
  14. “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  15. An artists depiction of an celebration taking place by the tripartite alliance. A GREAT FEAST As the Tripartite army withdrew from the battlefield and returned to their war camp, many small feasts and celebrations of their victory rang out across the various territories of the alliance, mead was poured, meat was cooked and wine was drunk. But as Bakir sat in the great dwarven halls of Kal’Darakaan he would find these celebrations not worthy of the warriors who fell during the battle, not honoring those who were victims to the crimes of Philip III, and not great enough to be remembered in history. So Bakir brought forth a dwarven scribe and issued summons to each signatory in the Tripartite alliance for a Great Feast in the halls of Kal'Darakaan, where food would overflow and your cup would not go empty. So word spread around the entirety of Almaris, and individual letters would be sent to each of the signatories of the Tripartite Alliance. The Kingdom of Haense and to Sigismund III The Ferrymen Band The Vale of Nevaehlen and to Mirven Caerme’onn The Kingdom of Savoy and to Ser Lucien To the Kingdom of Krugmar and to Rex Ar-Borok’Akaal To the Kingdom of Norland
  16. THE FOLLY OF PHILIP III The sun rose above the Urguan mountains, where radiantly warm rays of sun shone upon the ranks of the tripartite army. A mass of Tripartite warriors nearing the twenty thousand mark assembled by the front gates of the newly built Grudgefort, preparing for the battle against the Orenian invaders to come. Noon struck, and a domineering horn sounded as the commanders of the Tripartite alliance stepped in front of their forces to lead them to an assured triumph. Led by Durorn Ireheart, Bakir Ireheart and Grigori Vyronov, the army of the alliance marched forth, clattering swords to shields and resonant boots to the gravel of the warzone, off to meet the Orenian force. The sun of the eve reflected off the armor of the Imperial State Army, their ranks vastly outnumbered by the tripartite forces. Yet, as the general saw the opposing army advance, he sounded that his Orenian fodder marched in adversary, both armies clashing between the nearby boats of the fleet and mountain range of the East. As they advanced each other, Durorn ordered several volleys of arrows to be let loose onto Philip III’s army before breathing into the war horn once more, sallying a charge towards Orens forces. A deafening sound of war cries was heard from the charging army of the tripartite, slamming into the unexpecting ranks of the ISA. For a while the fighting was even as each army clashed, filling the air with the sounds of axes hitting shields and swords crashing against armor. After a while the ISA grew weary and began to grow fatigued, the men of Blackvale attempted to reinforce the frontlines of the ISA, but there was no chance of turning the battle back around. The ranks of the dwarves, humans and orcs quickly cut through Blackvales reinforcements whilst the Ferrymen slew those cowardly enough to flee. Orenian bodies littered the ground along eastfleet all the way to Southbridge, their blood soaking into the sea, making the water look like pure Haenseti wine. As the remaining alliance army returned to their camp inside the great grudgefort and prepared for a great feast, all the world knew the folly of Philip III and they will know that– We are coming for you.
  17. 6th of the Suns Smile A KING OF IRE The Halls of Kal’Darakaan bustled as Dwarves readily prepared for the big event, the coronation of Bakir Ireheart. The sound of merchants selling their trinkets, smiths hammering away in their forges and bartenders refilling their drinks. A horn would sound from the Obsidian Throne, calling all to the throne room for the ceremony. Many dwarves from each clan made their way into the room, followed by allies from Haense, Norland, and the Vale, alongside representatives from Elysium and the Elven Alliance. All of Almaris was here to watch a new Grand King be crowned. The room was packed full, many bustled around to find spare seats, but as the final guests sat down the High Prophet stepped forward, slamming against the podium calling everyone to be silent, beginning the coronation. The High Prophet addressed those who were present, described the role of Grand King and the throne that he sits on. He described the seat and the role of Grand King to be a burden, to be sharp and uncomfortable, like ragged rocks of a mountain. He then faced Bakir, asking the Grand King-elect if he swears by the Brathmordakin, by Urguan and by all his life that he will be an honorable, compassionate, courageous, wise, cunning and ferocious Grand King, the Ireheart agrees, swearing by his life, and by his blood to not only be these things, but to be better. Then with a careful touch, Norli grasped the Crown of Urguan and told Bakir to kneel, and as he did the crown of the father of the Dwarves was placed upon his head announcing the new Grand King of Urguan. The room erupted. Cheers of joy and roars of ARU and hails filled the room, Dwarves, Humans and Elves alike joined in the chant as they congratulated Bakir on being the 34th Grand King of Urguan. Later that night, when the feast commenced and cups filled with mead overflowed, Bakir stood up once more before his people to address them. “What a privilege to be chosen as your Grand King. For years I have served in our halls, within our great Dwarven legion and under several Grand Kings, and so I am honored to be one of those Grand Kings, and have the ability to make change within our lands. If we look back in the times of old, back when Thorin Grandaxe conquered the world and forged the Obsidian Throne, or when Kjell Ireheart defeated the great dragons of the realm, or even during the times of Fimlin Grandaxe, Gror Ireheart, Utak Ireheart and Rhewen Frostbeard, when the dwarves were revered, respected and even feared. Our might was known across the realm, our craft was respected, our fighting capabilities were sought upon and our Grand Kings were legendary. In recent times we have lost these things and have not looked back on the successes and even failures of past Grand Kings, we have lost our way. As Grand King, I have promised over and over again that I wish to be a servant of the people, a servant to all those who live in our halls, and so for the last time I shall assure you once more. I will support and work with those who supported me and also who didn’t, I will ensure our name, our respect and our Grand Kingdom is restored back to glory. Finally, I will ensure not only our vaults and our halls but our pockets as well, are filled with gold and silver. I am a son of Urguan and Yavok, and you are sons and daughters of Urguan. Let us grasp glory and write our names in history, so all may remember our triumphs.” NARVOK OZ URGUAN
  18. THE MOUNTAIN ALLIANCE Since the founding of Kal’Urguan the mountain dwed have been the foundation of the dwarves, from their many feats to their esteemed Paragons, the sons of Urguan have relied on the skill and determination of the mountain dwed. Back in the days of old, in the city of Kal'Karaad, Bastion Ireheart, Fili Grandaxe and Verthaik Frostbeard signed a bloodpact, bringing the mountain clans into an alliance, forging an unbreakable bond between Urguans kin. Decades later, the pact was renewed between Kerwyr Frostbeard, Fimlin Grandaxe and Gror Ireheart, once again bringing the clans close, and in return, making the Grand Kingdom much stronger than it was before. So history shall repeat itself once again, the mountain clans of Ireheart, Grandaxe, Frostbeard and Stormheart shall sign a bloodpact in accordance with the following terms. 1. Signatories agree to support each other militarily if aggressed upon 2. Clans of the alliance formally agree to never employ hostility to each other, in the case of an act that cannot be ignored, the signatories shall meet to discuss a means of action. 3. Signatories shall not pledge allegiance to any sort of conflict without discussion. 4. Clans of the Mountain Alliance agree to support each other politically. 5. The Signatories of the alliance agree to meet every stone month. Signed, Lord of the Ireheart, Jarl of Dol’Gorix, and Bane of the Orcs Clan Father of the Stormhearts, Grand Marshal of Dungrimm's Legion, and Grand Champion of Urguan Clan Father of the Frostbeards, Son of Hamnil Frostbeard, and Lord of Tal’Rhewenholm Clan Father of Grandaxes, Brewmaster, and Lord of Kal’Bogrin
  19. A leather-bound tome lies unattended. The pages are stark and clean, suggesting a recent publishing, or attempts at preservation. You pick it up, curious at the title- what are Long Pigs? The answer is likely not what you hoped. To Cook a Longpig Authored by Barbog, Grubgoth of the Iron’Uzg Translated by the Orcish Cultural Revival And Purity project (OCRAP) For too long, brothers and sisters of the Uruk-hai have been left in the dark by the master butchers and Grubgoths of Uruk society. Perhaps these were never meant to be left secret, or forgotten by the masses, but as times and traditions change, so too has our knowledge of the past. Whilst many brothers may still seek out and butcher the longpig like in days past, there is a distinct lack of etiquette about it, and the dishes prepared (if they can even be called such) featuring longpig are woefully inadequate at best, and a slap in the face of Glutros at worst. I shall do my part in redeeming my misguided brothers, sisters, and any who fancy a decent meal of the most coveted meat. TO BUTCHER A LONGPIG As we all know, there are many types of longpig in the world. From the gamey, lean cutlets of the Mali, to the chewy gristle notable in Dweddish meat. Each variety of longpig brings unique textures and exotic tastes to any dish, but all maintain similar anatomy- and thus, similar cuts. Below is a detailed sketch, drafted by a close friend and confidant- whom I paid in meals, of course! The following parts have been carefully labelled and separated on the drawing; Head, ears, jowl, snout, neck, blades, shoulders, hock, back-fat, arms, hands, ribs, flank, belly, loin, rump, lower hock, leg, shank, and feet. Please take careful note of abnormal, non-descendent races. As one might expect, the belching Wonk or the limber Hou-Zi will undoubtedly be cut differently, as their anatomy grows further from traditional longpig cuts. The Musin shan’t be more than a snack. TO MAKE A MEAL OF LONGPIG Whilst cooking the meat itself is none too dissimilar from a hock of lamb or pig belly, one must be careful when selecting your sides! Longpig has a very distinct tone, and, due to its exotic nature, should not be wasted on unfitting dishes. My personal recommendations are as follows: HUMAN - As time-tested-and-true as beef or pig itself. While certainly a cut above livestock, if not just for the hunt involved in procuring this meat, I personally feel that you have better options. Truly, Longpig is meant to be a rare delicacy, and the abundance of humans leave this rather paradoxical- and the tastes and textures themselves are certainly nothing to write home about. If you were to create a barbaric or uncultured dish, then human meat suits perfectly. Burgers and bacon, perhaps, but leave serving longpig before a king to the Mali or Kha. ELF - As much as they may protest when alive, when you get down to the fundamentals- the flesh itself- they’re really all quite similar. Indeed, the tender, gamey, supple meat of the Mali are among my favorite dishes. I cannot speak highly enough of the feasts I have turned the odd botanist or researcher into. Perhaps it is their natural femininity, or their inclination to bookish things, but elves have an unrivaled, juicy tenderness. The finest of red wines, and the most expensive, outlandish sides could never be enough to compete with the meat itself- but perhaps they may make it better by comparison. DWARF - As the stout, tough race toils hard in their mines and are born with muscles taut as stone, so too is this reflected in their meat. If you wish to cook evenly and deeply with this longpig (or shall we call them shortpig?) , then a good tenderizer and elbow grease is required. I can assure you, though, that they make a most excellent brisket if you do, and there is no better iteration of pulled longpig meat, than that painstakingly torn from the Dwed. HALFLING - While it wounds me as a friend of the Weefolk to have to record an entry that may be mistaken as encouraging their slaughter, I only do so in the highest regard as an objective chef. They are, as one may expect, quite similar to the flesh of the human that some allege they originate from. They have more ‘earthy’ notes to them, which some have suggested come from the divergence of ancestry. This pairs well with heady beers and hard liquors. Should you come across the meat of the half-men, I can only suggest one thing; avoid the feet. They are tough, covered in calluses many, many layers deep, and unlike shucking a clam, does not reward you with good grub. WONK - Their anatomy is, quite simply, repulsive to most casual consumers. Even the meat itself is slick and slimy, and the only cure is to char it into a brick- a cardinal sin that no true cook should ever commit. You have two options when it comes to the Wonk as longpig. You may either attempt to recreate certain seafood dishes with Wonk meat, leveraging that sliminess as one might the slippery raw squid, or slick watery vegetables. This, in my opinion, is the best choice for most of the Wonk’s body… except for their hock, leg, and shank. These are fatty and have a texture somewhere between soft fish and poultry. Best when sauteed and stewed! Fun fact: Wonk legs do not stiffen up as fast as most animals upon their demise, and may even twitch when heated up in cooking! HOU-ZI - An odd choice- and I say that proceeding the Wonk! Whilst there are similarities between the Hou-Zi, and races such as halflings and humans, they are an entirely different beast- No offense to Hou-Zi intended! Truly, they ought not be hunted for their meat, as it is rather bland and chewy in the most unpalatable way. Instead, the true delicacy of the Hou-Zi is in the mind… And I say that in the most physical sense. Chilled Hou-Zi brains. Do not question it, merely enjoy it. KHA - Whilst Kha are very few and far between these days, I would argue that only makes the already-exotic taste of the meat feel only that much more so! Truly, in days where Kha would roam our borders in droves, were days where the Ilzgûl blessed our civilizations. There is something so… utterly indescribably, in the juices of Kha meat. I cannot stress this enough- this meat NEEDS to be served rare, if not raw. Any dangers of undercooked meat are well worth the suffering when beer-basted Kha precedes it. MUSIN - Musin themselves have little meat, and are best served as a side of their own. However, should you find yourself with many little mouse-meals, you may find that they are best incorporated as half-dish. Meals such as a mushroom-and-musin kebab, or a chunky stew, would be a wonderful use for these little snacks. SEZZIKBEKK - While their bodies are quite unappealing at first glance, they hold much meat in their more ‘avian’ parts- the thighs, breast, and (on some specimens with less-twisted appendages), wing-meat. Whilst these may be used as a replacement for more common fowl, such as chicken or partridge, they truly shine when deep-fried. Indeed, while I find few things more delicious in this world than Krugtucky Fried Chicken, I have found their equal in Fried Sezzikbekk. TO PLATE A LONGPIG This will, of course, vary by the meat itself, and how you cook it. Humans, halflings, dwarves, and the like will be suitable as plain affairs- one would not be remiss to see human sliders on a plain ceramic tray, and for good reason. For more ‘exotic’ meats, then rest assured, I recommend firmly to play this up in their presentation. Sauteed wonk with a smooth Teriyaki sauce, Musin kebabs wrapped in palm leaves with carefully-threaded skewers connecting the cutlets, and Deep-Fried Sezzibekk stacked like a tower, with garlic powder and shredded kaktuz sprinkled from high above. All of these are presentations I have seen with my own eyes, and they never cease to entertain and enthrall even the most well-fed of critics. Go with your intuition here, but I must repeat from earlier; do not waste your longpig. The taking of a life is much more special here- a cow or chicken are penned and dumb, and the act of bringing one to your table is of absolutely no note. The battle that wins you a prime dish-to-be of longpig, however, means that the meat itself deserves a higher level of respect. Perhaps you may attempt to recreate aspects of that very battle in your plating, but at the very least it makes an entertaining story to share. AFTERWORD Whilst my advocacy for the consumption and proper preparation of longpig cannot be understated, I do not intend for this book to inspire my brothers and sisters to become butchers for the sake of sport. It is the very act of a well-fought battle that makes the meat taste that much more succulent, the comedy of serving a belly cut deep by your friend’s arrow, that is to truly ‘make the meal’. To turn them into common chattel is right-out. Livestock has grown complacent, boring, and dare I say, a turn-off to many chefs. Respect the intent behind serving longpig, by not abusing the source the Ilzgûl have so generously provided. They are the sustenance after a battle, not some simpering beast to be penned and bred for grub alone. But, above all else; Cook well, my friends. -Barbog
  20. (February 19th, 2022) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ AMENDMENT TO THE ARTICLES OF URGUAN ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ To My Fellow Dwedmar and fine Folk of the Grand Kingdom: As stated per Article II, Section I - 5, “the Grand King shall hold authority over Sections II & III of Article II to change at his discretion in accordance with his supreme authority over the Royal Offices and Guilds.” It is with this statement that I, Grand King Ulfric Frostbeard, 33rd Grand King of Urguan, hereby exercise such authority to make two Amendments to Article II, Section II - The Royal Offices, and two Amendments to Article II, Section III - The Royal Guilds, of which will be detailed below and implemented upon the release of this missive. With agreeance and support of the Grand Council of Urguan and the Lord Chancellor, may one amendment be made to Article I, Section I - Structure of the Grand Council. In Regards to Article II, Section II - The Royal Offices: To be Added: 4. Let there be the Grand Architect, head of all infrastructure and construction. To be Renamed: 6. Let there be the King’s Hand, main advisor to the King. -> Let there be the King's Hand, overseer of the Obsidian Guard. In Regards to Article II, Section III - The Royal Guilds To be Added: The Omithiel Institute To be Renamed: The Workers' Guild -> The Working Guilds of Urguan In Regards to Article I, Section I - Structure of the Grand Council To be Added: 1. May the Grand Council vote to create and dismiss committees with a simple majority. 1. The Grand King and Lord Chancellor may propose the creation of committees to the Grand Council. 2. The Grand Council will give a mission for the committee to oversee. 2.1. The Grand Council may elect to provide the committee with a reasonable amount of powers/privileges to complete its mission. 3. The Lord Chancellor will appoint a member of the Grand Council or other government official to oversee the committee. 3.1. There must be a minimum of three members of a committee 4. A public declaration will be made after approval by the Grand Council. 5. The committee overseer will invite citizens of the Grand Kingdom to join the committee. Further changes may be made in the future, pending review. Narvak oz Urguan. Grand King of Urguan, Lord of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen
  21. Da Dverga Ur Da Arakh Kadrin ᛏᚺᛖ ᛟᚱᛞᛖᚱ ᛟᚠ ᛏᚺᛖ ᚹᚺᛁᛏᛖ ᚨᚾᚹᛁᛚ +-={ ᛚᛟᚾᚷ ᛗᚨᛃ ᛏᚺᛖ ᛈᚱᛟᛋᛈᛖᚱ ᚨᚾᛞ ᛒᚱᛁᚾᚷ ᚨ ᚾᛖᚹ ᚨᚷᛖ ᛟᚠ ᛞᚹᚨᚱᚹᛖᚾ ᚲᚱᚨᚠᛏᛋᛗᚨᚾᛋᚺᛁᛈ }=-+ The great ancestors forging artifacts during their time, the relics of today. Greetings Khazadmar, I am Ulfar of the Kornazkarumm. Long have the crafters within Kal’Darakaan and the lands of Urguan slumbered, our work fading as the world around us evolves into a newer society of Umros and Elgus. Therefor, it is time we strike the anvil harder, let the ringing of steel and rumbling of stone pierce through our deep dwedic halls to remind Almaris, “The khazadmar kadre will not be forgotten”. Through study of the guild’s past lives, I have made modifications and changes. From the ashes of the old guilds, not just from Almaris and Arcas, but from every barimmar past, rises the guild of the White Anvil. Here, we as dwarves will work together to train and learn, excel at our crafts once more. Yrrommar are allowed to join the guild and work alongside the mighty Khazadmar, they will learn our ways and climb our ranks, but are blacklisted from specific rankings that are unique to the dwarves alone. Additionally, Yrrommar can graduate the guild with a form of certificate presenting their rank along with a stamp or sigil of approval from the forgemaster. These certificates are very important in validating the skill of the smith, should they be foreigners. ---------------------------------------------------------------------------------------------------------- Progression System Those within the guild must learn and adapt in order to achieve greater heights, This takes many years to learn and even more to master, but when they have learned all they have to learn within their rank, they may apply to climb to the next ranking where they will have to go through a set of trials so that we can see what they have learned and if they qualify to ascend. Chapters Chapters are considered metallurgy knowledge, Chapter of Iron covering the basic to advanced techniques of Iron smithing to Steel smithing. Chapter of gold being the same, and so on for every other chapter for any metal. As you learn and climb the ranks, you gain access to more chapters which in turn allow you to learn more advanced metals. Trials The trials are tasks given to young smiths as they ascend the ranks as their skills increase and their minds widen. The trials are based on the current rank the smith is in to see what they have learned throughout their time within it, made by the Forge Lord or any Forge Hand that hosts the trial. Should they fail, they can retake the trials after a stone week. New Forge Lords Should a Forge Lord step down or die, Yemekar’s pick or the Rhun Prophet will choose from the either the Forge hands or Forge Masters. In the case that the Forge Lord steps down, they may choose to apprentice someone in order to train them into becoming a Forge Lord. Payment Every labor will be paid at a minimum of 10 minas, though metalworkers seeking more pay should do orders/commissions which are paid at 20 minas minimum, potentially more if a commission says so. Some commissions will specify specific ranks required to be trusted to take the order. Such commissions will often pay higher. ---------------------------------------------------------------------------------------------------------- Hierarchy ((A key requirement to qualify for trials is to have a sustainable amount of rp throughout their time within the ranking. If there is an irl reason for inactivity, let us know. The more rp within the guild, the better.)) Forge Lord Lord of the White Anvil, the Forge Lord is in charge of keeping the Metalworkers guild active and training his apprentices in the many techniques of metallurgy. He is obligated by oath of Yemekar to spread the knowledge of the forge to worthy apprentices, and is given great respect for his service. Forge Hand Assistants to the Forge Lord and High Overseers within the Workforce as a whole, Forge Hands help oversee the logistics of the White Anvil. They are expected as well to be masters of forgework and able to serve as teachers, leading lessons. Forge Hands are offered a free office in the headquarters of the guild, as well as a personal anvil. The guild is willing to accept four labors from him. Forge Master A veteran blacksmith capable of crafting in virtually all techniques. Highest quality craftsdwedship is expected from a Forge Master, and they are given a personal anvil and corner within the facilities of the Workforce for their dedication. Forge Masters are paid 20 minas for their labors unless otherwise stated, and the guild accepts four labors from them. Chapter that you are opened to learning upon reaching Forge Master: Hammerer The standard blacksmith rank within the White Anvil, it is any blacksmith who has become adept at numerous chapters, and is capable of teaching it to aspiring Forgelings and Apprentices. Hammerers are paid 15 minas for their labors unless otherwise stated, and the guild accepts four labors from them. Chapters that they will learn before they can qualify for trials for Hammerer: Apprentice A novice blacksmith who is still learning many of the basic chapters of forgework, but is capable of making standard quality works. Apprentices are paid 10 minas for their labors unless otherwise stated, and the guild accepts three labors from them. Chapters that they will learn before they can qualify for trials for Apprentice: Forgeling An aspiring blacksmith with little knowledge beyond the concept of hammer and anvil. After their first dwarven quality craft, they may be considered an apprentice. Chapters that they will learn before they can qualify for trials for High apprentice: Initiation In order to join the guild, you must speak with either the Forge Lord, any Forge Hand or Yemekar’s pick in roleplay. Contacts Rhun Prophet Norli Starbreaker ---------------------- Yemekar's Pick Ulfar Starbreaker ---------------------- Forge Lord Nara Starbreaker ---------------------- Forge Hand Charsi Doomforged Hana Starbreaker ---------------------- Translations Khazadmar, Dwarves Yrrommar, Foreigners Kornazkarumm, Starbreakers Umros, Humans Elgus, Elves Reference https://www.lordofthecraft.net/forums/topic/82997-da-bak-kadrel-barimmar-~-the-great-smithing-guild/?tab=comments#comment-715879 Change Log:
  22. Bojakk Frostbeard, amidst the lovey-dovey time of year, in the same fashion as he had done in years prior, composes a song for the sake of the lovers during the holiday of Belka's time, often shortened to Belkantine [for some reason]. Wasting no time at all, he and with permission from his Father Ajax, borrows his banjo, and composes a simple, but heartfelt song. Finishing said composition he'd rush to both the taverns in Kal'Darakaan, Hefrumm, and any other major hold around to get a copy posted to every tavern and major hub people would walk through. Attached to the song is a note with the following written in it "This song is dedicated not only to the couples enjoying the festivities of this time of year, but to my fellow bachelor dwed who have yet to find their other half. Additionally, I wanted to dedicate this song to those lovely Grandaxe ladies, whom have been both and inspiration, and a joy for myself during my time getting acquainted to my fellow dwed kin. Have a lovely Belkantine, and know that you all are loved, even if you don't immediately see it -Bojakk Frostbeard" Sweet Dwarven Woman
  23. ᚷᛁᛗᛗᛖ ᚤᛖᚱ ᛒᛖᛚᛏ 2.4.2022 The horns begin sounding in the Halls of the Irehearts as the calling of an ancient tradition passed on by the Paragons begins. A registry has been placed upon the clan board to be filled by every participant for the weeks leading up to the event. It will take place in the Ireheart Clan Hall located inside the capitol of Urguan. (Click the scroll and Sign Up) [Sponsored by the (Dwed Wrestling Entertainment)]
  24. THE TRUE CRIMES OF PHILLIP Oren is dying. The views of the founder dies with it. Kings and lords treat the low born, the peasants and even the backbone of their own army as mere damn fodder. I have visited and seen Providence, and many other cities. I see how the poor are clearly not our enemy, but it is their masters. They are treated like mindless fodder, destined to die on some battlefield. I personally have met many people of Oren, kind fellows, hate having not blighted their minds. However, highborn fools spit at my mere existence, their narrow minds hating those who do not fit into their world, while the common people viewed me as an equal. It is clear the rich and wealthy care not for their people. Phillip damns his people to constant death. Phillip damns his empire. People are torn from their families, to die because of a petty feud because the lords could not give up one rich man. When I visited Providence, it was the first time I saw a homeless man. He showed a deep goodness, being helpful even to those better off than him. He did not deserve his condition. So many lives, ignored, forgotten. Phillip has abandoned his people. Written by Glod Grimgold, Urguan citizen, based on his constant visits to Providence, and the countless interactions experienced.
  25. The line of Igor, a line of respectable and honorable Irehearts, a line of Kings and Paragons. Igor Ireheart, famed for winning battles in which he was outmatched and outnumbered, brought fame to his name and his kin. But soon after, sacrificed his life to defeat an Aengul in revenge of his brother, Dreek Ireheart. And then onto Vorstag Ireheart, his name spoken throughout the ages for leading his warriors time and time again into battle, sharing every risk and discomfort his lessers took. Twice he was crowned Grand King, eventually following the same fate as Igor, sacrificing himself to defeat a corrupted Urir Ireheart and save the most important dwarven relics in history, the Armour of Urguan. Bastion Ireheart, direct son of Igor forged his own legacy as he fought and worked for his fame. He ascended to Grand King and followed the example of Vorstag, leading the legion into battle against the Orenian Empire, ultimately defeating them. The songs and stories of Bastion and his exploits are still talked about to this day. The Glory of not only the line of Igor, but Roggar, Olaf and Dreek could be sung for ages and never end. Agnar Ireheart, son of Igor and great-grandson of Kjellos is my father. Boasting about his service to Urguan and to the Irehearts, always loyal, always attentive to the tenets of the Clan and its values, Honor, Loyalty, Devotion, Bravery and Respect. These are the values our clan abides by, from Igor to Axel they have not only kept these tenets close. But have always shown they’re amplified loyalty to not only their bloodline, their nation, but also their kin. You would think that a son of Igor and descendent of Kjellos as well as relative to many great kings would be loyal to their own blood and to their Clan Father, especially his own son. But it is quite the opposite. Agnar Ireheart you have betrayed your kin and betrayed your own son for a position of power in the Kingdom of Urguan. Breaking the blood oath you forged with the clan upon the completion of your Ireheart Trials. Igor, Kjell, Roggar, Olaf and Dreek would be disappointed and ashamed to know you are related to them, knowing you still call yourself an Ireheart despite your breaking of our tenets, values and oath. Such a betrayal will not go unanswered by your son, nor by Clan Ireheart. Agnar Ireheart, You will be stripped of your status as Blooded from Clan Ireheart, stripped of your gryphon feather, and stripped of the name Ireheart. You are also stripped of any claim to the Ireheart throne and to the ancient name of Stormhammer, the sub clan to the Irehearts. Finally, for your betrayal of your own son, and betrayal of every dwed who has the name Ireheart, you are hereby banished from Clan Ireheart for eternity and will forever be shunned by your blood till the end of your days. Signed, Lord of the Irehearts, Jarl of Dol’Gorix and Bane of the Orcs Grand King Emeritus, Grandson of Roggar, Father of Utak, Elder of Clan Ireheart, Champion of Clan Ireheart and Defender of the Articles Son of Rorik Ireheart, Elder of Clan Ireheart Son of Dreek Ireheart, Peoples King, Grand Champion of Urguan Elder of Clan Ireheart, Line of Roggar
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