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  1. So i am getting ready to put together an application for this server and i wan’t sure what forum to field this question in. What i would like to do is have a Human that was raised by a dwarf Redstone smith due to a horrible event that befell his family when he was a child. Is this a valid background? I didn’t notice anything about human/Dwarf relations in the lore per say, though i might have missed it. Thanks for any information and responses. V/R, Blaznhurricane/Volkan#0226
  2. Hefrumm ⧫Intro⧫ Hefrumm is the main village of the forest dwarves, founded by the Paragon Bjor Cottonwood in Atlas with the idea of having a place where forest dwarf culture and unity can be protected. It is led by their elected High Chief, in cooperation with the separate clan chiefs or leaders. Hefrumm consists of the Cottonwood, Treebeard, Blackroot, and Emberhorn clan, together with a few lesser clans and clanless dwarves. All clans bring different traditions and ways to Hefrumm, though what they all share is a strong communal feeling. They take care of each other and share their land with their kin, for that is how Bjor had envisioned it. The forest dwarves live off the fat of the land that Anbella has blessed them with, be it through farming or the art of the hunt. ⧫History⧫ As the hammering from their anvils, the arguing of dwarves and the feasting of younger beardlings would echo through the deep underground caverns of Agnarum, it would be rather quiet above ground where Bjor ‘Sugartits’ sat looking over the remains of his village. He was the current Chief of the Cottonwood clan, though this was an empty title, for he had seen little of his kin in general for many years. The thought of his kin feeling the same solitude as himself would rush through his troubled mind as he would stand up convinced it was time for a new age for his forest dwarf kin. ⧫Clans⧫ Major clans ➻ The Cottonwood clan teaches and follows the ways of the hunt, as they live off it. Besides being barbaric warriors of the woods, they are considered fine craftsmen of those materials they gather from the hunt. Being experienced in their craft, they are often seen wandering down into the mountain to sell their animal goods to their mountain and cave kin. The Cottonwood clan has the tradition to ride fierce boars and wield relatively primitive weaponry on their hunts, using the technique of flint napping. Current Chief: Bodhi Cottonwood ➻ The Blackroot clan is a clan that branched away from the Cottonwoods and now composes the spiritual and religious soul of Hefrumm. Their members tend to integrate religion and spirituality in all forms of their lives. Many Blackroots become seers when they are old enough offering advice and guidance to those that look for it. Blackroots are very proficient with herbs for medical and spiritual uses. Despite not being as welcoming to people they do not know as the cottonwoods, they still believe in kindness to travelers. Blackroots are always open to gain new knowledge from the world around them. Current Chief: Yazmorra Blackroot ➻ The Treebeard clan is the only elder clan of the forest dwarves, having their roots go back to the seventh son of Urguan, Gloin Treebeard. The Treebeards are often considered wise dwarves with their clan knowledge dating back to the birth of the dwarven race. One could often see in history them to be the ones to preach their religious wisdom. Today the clan consists of two parts, the minority that stayed with Hefrumm through darker times and kept true to their peaceful ways. And on the other hand the Leafheart line, so proclaimed by Karl Blackroot, who are known to be more nomadic and aggressive in their ways, having records of their returns every few ages before return to their nomadic life shortly after. Current Clan leader: Thorin Treebeard (of Treebeards of old) I Ulvi Treebeard (Leafheart line) ➻ The Emberhorns are well known as stonemasons, ram riders, and smiths, and have always had a wanderlust within them. They are proud dwarves, but are humble enough to work the farms and reside peacefully in the forest and mountain tops above the Kingdom, wanting for not more than a pint of mead and a quiet existence in their clan hall. Current Clan Lord: Ordvair Emberhorn Lesser or missing clans ➻ The Oakhand clan had their main presence during the end of Atlas. The clan focused on the skillful art of woodworking. Making both rough items and beautiful carvings. Though their numbers were never extraordinary, many of the beautiful wood carvings around Hefrumm were done by the fingers of an Oakhand. ➻ The Boldshoulder clan is a clan of unknown origin, for there were tales that they were older than Hefrumm itself. The clan would have been centered around trade, for which they lived as nomads. ➻ The Bogbelly clan also branched off the Cottonwood clan, founded by one of Bjor’s sons, Horren Bogbelly. The clan preferred the swampy environment more than the forests. They adapted to this new hunting ground and took the tradition of licking cane toads to get high, though this sometimes resulted in fatalities. ➻ The Pufftree clan specializes in the craft and harvesting of puffs and other hallucinogenic substances. They consist of often lazy hobos purely living for and from those puffs, often filled with delusional and interesting views on the realm as a result of extensive drug use. ➻The Windrock clan, a family that founded their clan under the rule and guidance of Karl Blackroot. A clan known for bringing the greatest of boulders down from dwarven peaks to the village, to create many things out of it with their experience and ways in stone masonry. ➻The Oakfoot clan, not to be confused with the Oakhands, this clan would merge themselves with the forest kin of Hefrumm during early Almaris. In the long absence of the Oakhand clan, these dwarves provided Hefrumm with their nifty fingers for carpentry. ⧫Ruling⧫ High Chief Hefrumm is led by its High Chief. A figure that embodies and represents the unity of forest dwarves at the council table of Urguan. For each clan that is part of Hefrumm, which fit Urguan’s requirements, the High Chief would get an extra vote on Urguan’s council. The High Chief is chosen in an election, open to all members of Hefrumm. Shortly after the High Chief would undergo a coronation where a traditional twigs-woven crown will be passed from High Chief to the next generation’s High Chief. This coronation is believed to be sacred with the blessing of Anbella, and it would be considered highly dishonorable to interrupt this process, showing no respect to the Hearth Mother herself. The High Chief is guided not only by the Hearth Mother herself but also by the wisdom of his clan leaders and elders. Townsfolk Council On the topic of internal matter, Hefrumm will call upon the townsfolk council. Here all members of Hefrumm come together in their mead hall. Just like the elections all members would get a vote and the opportunity to voice their opinion and complaints. During the second golden age of Hefrumm these meetings were called yearly. Council of Chiefs Not all matters could be discussed with every member present, hence the council of chiefs was created. Mainly going over the external matters of Hefrumm, it would consist of the High Chief and all clan leaders of the clans that met the given requirements of 3 active members of said clan. These clan leaders are also known to be the advisors of the High Chief. ⧫Notable Characters⧫ High Chiefs of Hefrumm Bjor Cottonwood, founder and first High Chief Thorin Treebeard, second High Chief Ozneat Treebeard, third High Chief Eerika Cottonwood, fourth High Chief Beorn Cottonwood, fifth High Chief Ordvair Emberhorn, sixth High Chief Karl Blackroot, seventh High Chief Yazmorra Blackroot, eighth High Chief Qrue Grasswhistle, the ninth High Chief Celeste Blackroot, the tenth High Chief Folkloric characters The forest folk of Hefrumm have the tradition to gather around their fire and hearths to tell the saga’s of their ancestors and the tales of the mythical beings. Folklore of Hefrumm is the bundle of such tales, with which the dwarves try to teach their younglings about values and ways. ➻ Mi, the wandering tree A forest troll, befriended by Beorn Cottonwood. Though a lot of mystery would float around the intelligence of this forest troll and its origin, the massive beast and the forest dwarves helped each other multiple times. Mi was mainly a help in fighting off the alar plague of Arcas both with his brutal strength, as Beorn rode the beast to battle and his knowledge on the creature. ➻ Grogg, the protector A golem that was believed to have been tasked to protect the forest dwarves of Hefrumm. The massive construction frequently patrolled the village during Bjor’s era. The golem has not been seen in years, however, it is believed that in Hefrumm’s time of need the golem will show himself once more to protect the forest folk. ➻ Snowball, the snow demon Once a dwarf, the child eating creature is believed to return after death. This led to the theory of him being a spawn of Khorvad himself. Under Beorn’s ruling the creature was captured and held in captivity with the idea, if we can’t take his life we must take his freedom. ➻ Silvernips The silvernips are little silver haired tiny gnome like beings that steal food from animals, and steal resources from chests. These beings also have a tendency to take the hay from forest dwarf farms for which they are hated. ⧫Villages⧫ Dol’Tazarak (Village of Unity) The first of Hefrumm’s villages, born from what was once the Cottonwood village, Dol’Tazarak laid within the southern valley of the lands of the Confederation of Hammer, later to become Agnarum, during the age of Atlas. The majority build by the hands of the young Bjor Cottonwood, in his solitude and absence of kin. The village was modest yet more than what most of his kin knew, being children of the forests and hills. The name Dol’Tazarak refers to the first unity to be formed of their kin, a unity needed by their kin and promising for the years to come. Though being small and modest the village was self-sufficient, farm lands covering the lands of Hefrumm, blessed by the temple of the hearth, higher up the mountain. ➻Temple of the Hearth At the arrival of the first Treebeards of Hefrumm, lead by Ozneat, they did not only bring their knowledge the Brathmordakin but also the will to provide Hefrumm’s lands with a temple for their Hearth Mother Anbella. On the southern side of Azgaryum’s mountains, there stood this temple. Religious ceremonies and teachings were held there by the Treebeards. ➻The roofless brewery Bjor and his kin had a demand for ale, which was answered by Muradir Deeproot. He was the first brewer of Hefrumm, building by his bulky hands the brewery that stood in the midst of Dol’Tazarak. ➻Mossbeard’s groove Being the home of the legendary Root Druid, the groove was filled with clouds of pollen and spores. At the end of this groove there stoop a massive mushroom, mighty in its appearance and crowned by a hole in the ground, letting through the sun’s light. It was here that the crown of Hefrumm was created by the mystical Mossbeard. Dol’Kronos (Village of the Legend) On the realm of Acras, the village Dol’Kronos was build for the kin of Hefrumm. The village being far greater compared to Dol’Tazark, it stretched across the entire southern valley of Kal’Evraal, with their wheat fields running over the hilltops. Thorin Treebeard was the one to first name the village, translating to Village of the Legend, in honor of his fallen father who had built the village, Bjor Cottonwood. ➻Dverga eron da Kirkja Rhun Founded by Karl Blackroot the Dverga eron da Kirkja Rhun offers a slightly unique view on the Brathmodrakin and its practice compared to that of the Da Kirkja Dverga. The order is formed by the seers, who teach those willing often through more tribal rituals and ceremonies, in which psychedelics would often come to use. Seers are individuals that have proven themselves able and responsible enough to be verified as a seer. Knowledgeable and in control of his emotions the Seer guides communities to be closer with the Brathmordakin and to try to be an example of a good dwarf. For this reason it is recommended that each clan has a Seer which the clan members can come to in their times of need for answers and guidance. The seers also have more of an eye for the world around them, believing the Brathmordakin bring the dwarves signs and messages through the natural world. ➻Puffden Qrarm, also known as the Puff uncle, was the one to bring the usage of drugs or puffs to the village of Hefrumm. The puffden was founded by Qrarm functioning as a center of puff usage and trade. Some would refer to the den as Qrarm’s drug basement, other’s a heaven of pure relief and joy, either way, you get the best puffs there. ➻Khaz’ur’Yemkadar Also known as the Hall of Creation, Khaz’ur’Yemkadar would be the hall under which the craftsmen and women of Hefrumm would unite their craft. It would be here that all knowledge of the forest dwarven crafts would come together. The forest folk would teach each other there, hold lessons, and sell their goods under a common name and most importantly find company during the long hours of their work. The Cottonwood clan would mainly supply the one to conduct the working of animal materials like their hide and bones, together with the craft of flintknapping. Though there are also forest dwarves highly experienced in woodworking, tailoring and other crafts. ➻Tavern The tavern of Hefrumm is the place the forest dwarf would dwell after a long day of work. Serving the legendary Cottonwood Honeybeer, brought over from Atlas, it would attract many townsfolk and travelers. After Bjor’s death, and the running dry of their honeybeer barrels, the tavern would fall to ruin. It was during the second golden age the tavern would serve ale again. Nabrick Grandaxe would be the first to start serving drinks once again, though swiftly followed by other helping hands. ➻Library Founded by Horren Bogbelly during the age of Bjor, the library of Hefrumm is a collection of the wisdom and knowledge beyond simply the dwarven world, situated in between the roots of the tree of ancestors. Though what the library is most visited for, are the books on the history of the forest dwarves. During the war with the orcs, the library functioned as a hide away if needed, which would result in other facilities, like the Paragon hall, being build. ⧫Relics⧫ Crown of Hefrumm The wooden crown appears to be made out of a single piece of thick tangled dark oak root. 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 woods, 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' be carved. Few would know that a nature elemental phoenix's feather has been added into the heart of the wood, giving the crown strange properties. ~The unnamed village of Hefrumm, during the age of Almaris~ Credits to Mateolog for helping me with the english <3.
  3. -=- THE ARTICLES OF URGUAN -=- And behold here the Articles of Urguan, the foundation of the Grand Kingdom, and the core of its identity. Not granted are the rights listed here for all dwedmar, not offered is the government listed here to the dwedmar, not decided here are the core institutions of our culture, rather protected and ensured are the sacred ideas based off the teachings of the Brathmordakin. The purpose of these here Articles of Urguan is not to define dwarfdom, rather live up to its promise and existence, a contract between the government of the Grand Kingdom and the Brathmordakin to protect and lead their people properly and accordingly. Article I: Office of the Grand King Article II: Office of the Grand Council Article III: Office of the High Court Article IV: Lower Offices of the Grand Kingdom Article V: The Gauntlet Act Article VI: The Rights of Citizens Article VII: The Rights of Clans Article VIII: The Rights of Guilds Article IX: The Codex of Civil Law ARTICLE I: OFFICE OF THE GRAND KING ARTICLE II: OFFICE OF THE GRAND COUNCIL ARTICLE III: OFFICE OF THE HIGH COURT ARTICLE IV: LOWER OFFICES OF THE GRAND KINGDOM ARTICLE V: THE GAUNTLET ARTICLE VI: THE RIGHTS OF CITIZENS ARTICLE VII: THE RIGHTS OF CLANS ARTICLE VIII: THE RIGHTS OF GUILDS ARTICLE IX: THE CODEX OF CIVIL LAW NARVAK OZ URGUAN NARVAK OZ BRATHMORDAKIN Norli Starbreaker, High Preceptor eron da Kirkja Dverga ᚾᛟᚱᛚᛁ ᚴᛟᚱᚾᚨᛉᚴᚨᚱᚢᛗᛗ
  4. THE FROSTBEARD FIGHTIN’ FISH OR OTHERWISE KNOWN AS THE “FIGHTY FISH” AND “MAC FACE FISH” The very vicious fish in water Overview The “Frostbeard Fightin’ Fish”, or otherwise known as the “Fighty Fish” or “Mac Face Fish”, is a brackish fish originating from deep within Kal’Tarak’s inner cavern in Atlas, where small populations of the fish lived in aquifers and large pools of water. While not a dominant species in the cave’s grand ecosystem, it has proven to be a very hardy fish when introduced to other cavernous ecosystems, much of which can be attributed to it’s highly aggressive and territorial nature that ensures their populations survive. True to their name, the Fighty Fish will attack anything that enters their wide and ever expanding territory, and larger creatures are no exception to this. Despite their incredibly aggressive nature, Mac Face Fish attacks are rarely fatal to those unfortunate enough to suffer from them. Unfortunately for the fish, they are delicious when roasted, making them a delicacy for those who are willing to risk the pain involved in fishing and handling them. The name, Frostbeard Fightin’ Fish, of course, originates from their discovery within Kal’Tarak, along with their aggressive nature. Fighty Fish is simply a much easier way to say it. It has been named the Mac Face Fish by the villagers of Nottingham (a village on the edge of Garrond’s Vale) due to the face of the fish being similar to a man named Mac. The Trip to Arcas A dwarf guards his caravan, containing breeding pairs of Frostbeard Fightin’ Fish When Kaz’Ulrah fell, the survivors of the siege of Kal’Tarak fled Garrond’s Vale to live elsewhere, such as Sutica and Agnarum. Some missed the taste of the Fighty Fish, among many other delicacies specific to the region (see: Dogoth Crab and Garrond Goat), and either paid the villagers of Nottingham to fish it for them, or fished it themselves in order to start fish farms of the delicious fish. However, when descendants were forced to travel through the cold, southern wastes, few thought to bring the Mac Face Fish, let alone a breeding pair. Fortunately for all, the one dwarf did: Gardalf Frostbeard. 16XX, account of the Atlas migration The journey so far has been long and perilous. I, along with many others, have escaped the growing frost with the aid of the Vael. But the journey had not been without it’s own hardship. My Frostbeard brethren, that I have been fortunate enough to reunite with, are almost at their wit’s end. I myself have lost count of the days and year. In truth, our journey is perilous, and I know not when we shall leave this frozen wasteland. Just yesterday, I had awoken from my cot to find an elven child trying to steal my Fighty Fish. To my knowledge there are no others that had brought breeding pairs with them, and so I flew into a fit of rage and nearly beat the poor boy to death. But as a man of the Brathmordakin, I stopped myself and showed him mercy. He scampered off soon thereafter. I am disgusted with myself. I do not know for how long my sanity will last. Gardalf Frostbeard was an expert fisherman, who himself was taught his skills by Wilson McGrath. He was a connoisseur of fish, and despite many of the Fightin’ Fish stock dying, just enough survived to breed on the other side of the great ice wall. He would travel with the Frostbeards in Arcas, eventually joining the Underkingdom of Urguan when Argnos Frostbeard made the decision to bring the clan into the kingdom. Our story does not end there, however. 16XX, account of a certain incident Was bringing my stuff from the caravan and I tripped. I was holding a barrel of the fish with big teeth and they fell into the river. The fishies swam away, and Vithar yelled at me. My bad. With the Fightin’ Fish released upon the Under-Realm’s ecosystem, their population would gradually grow as an invasive species. While their populations is not as large as it once was in Kal’Tarak, they can occasionally be found and fished within Urguan’s deep cave system. Fish Facts The fish, after being roasted over a fire They are brackish fish (a mix of saltwater and freshwater). They will die in saltwater, but can survive (not thrive) in freshwater. They are carnivorous fish. They will derive no nutrients from plants. Thus, it is common for Fighty Fish to begin eating each other. At most, and very rarely, will a Mac Face Fish be 2 feet (60cm for freedom haters). They are typically around 1 foot, but much of their growth is dependent on how much one can eat. They typically have a lifespan of 10 years. The fish has many bones protruding from its body along the nostril, gill cover, pectoral fin, and lateral line (see picture in beginning), along with having very jagged teeth. Appearance wise (see picture again) it is easier to imagine it as a very bony piranha. They will constantly jump out of the water, as a way to intimidate predators. While they typically live in breeding pairs, Fighty Fish can and will form schools in the right conditions: a large body of water, and a large enough population. Due to their aggressive nature, they can often be found eating one another. Representation in game A barrel of Frostbeard Fighting Fish violently jumping and thrashing in the water A salmon is used to represent the fish as an item. In game, it can be represented through arrows being pushed up by a bubble column. This is done through soul sand below the water, creating a bubble column that pushes towards the surface. Shoot arrows into the water, and they will bounce up and down. It is like shooting fishes into a barrel. Clever, no? Redlines This has nothing to do with it, but I thought it looked really cool and I wanted to share They can be farmed, but they are too aggressive to be made into pets. While dangerous, they are rarely fatal, as two or so will be unable to do more than give cuts and wounds that barely puncture the flesh. They will be painful, however. A school of the fish may be fatal, but the existence of one is extremely rare. (see fish facts for conditions) A player can not roleplay for a fish without the other involved players consent. This is to ensure that no traps are made where someone is dropped into a pool of Fightin’ Fish. But that would be cool, like a mafia movie, yeah. EX: Player 1 tells Player 2 that a Mac Face Fish bites their leg Credits Special thanks to @Twodiks for noticing a lore-related mistake I made Fish - https://www.deviantart.com/piotr490/art/Demon-Piranha-144574519 Dwarf Caravan - https://caravanstudio.com/2015/05/04/the-expedition/#popup-content Cooked fish - https://www.istockphoto.com/vector/fried-fish-on-stick-vector-illustration-isolated-gm1174464694-326657758 Unrelated - https://www.muddycolors.com/ And to you, the reader 🙂 +1 and comment
  5. OLD WOUNDS REOPENED “And the uruk carcass gathered in a wretched mound beneath the snowy precipice, no match for Igor Ireheart and the Hammer of Barradin, which quivered in his left hand.” The Chronicles of Igor Ireheart Volume II, Wulfgar Grandaxe circa 1642. The drums of war sound from deep within Kal’Evraal, calling the dwed to arms once more. Utak watches atop the obsidian throne as his kinsfolk swell in the hall before him, a reunion of dwed in defence of their country. Feuds forgotten, a kinship reforged in common cause, the dwed once again rally to defend Urguan from the Uruk locusts. The scourge in the east is a threat that grows ever stronger; Krugmar have sanctioned attacks against dwed, and prevented any peaceful resolution to the situation from happening. A Dwed has turned up beardless, tortured and savaged by Krughai bandits - an act celebrated by the Krugmar Rex. This is a betrayal that must be avenged, and a grudge that must be resolved. The greenskins will be dealt with once and for all, as old foes meet again. Utak raises his hand, quieting the room as he begins to address the audience below him. “I have given this moment much thought, and wondered what I might say to this congregation of my kin. I concluded that there is no wisdom that I can bestow upon this crowd, so rich with experience and knowledge, that it will not already possess. There is also no advice that can be offered by myself to a band of veterans such as this, so hardened by the trials of war, and so familiar with situations such as this. Instead I will remind you of one thing - The axes and hammers of Urguan have grown restless, and savages threaten our kingdom and livelihood. You know what must be done to right this wrong and deal justice to those that offer us harm; bloody our weapons with our eastern enemy. There is only one outcome that to be realised in this conflict, Dungrimm with us we shall ensure it.” The King sits, as a raucous orchestra of roars and cries erupt around the hall. He offers a faint smile, readying himself to lead his Kingdom into war. Type of War : Conquest CBs : Discussed in Private. Attackers : Urguan and Allies Defenders : Krugmar and Allies Wargoals : Conquest Location & Proposed : Time : TBD Contact Information : ?????????#1445
  6. The Clan of Ireheart is an elder clan of Urguan, hailing from a fearsome and war torn background. The Ireheart’s are legendary in dwarven culture, known for their ferocity in battle, savagery in culture, and battle-smart tacticians. Irehearts are renowned for their fierce combat abilities and honor on and off the battlefield. Founded by Yavok Ireheart, and reborn by Kjell Ireheart during the Aegisian era, the Irehearts follow Dungrimm as their patron god, yet hold a great respect for the god known as Kjellos. CLAN APPEARANCE The emblem of the Irehearts is a dragon soaring high into the sky. Ireheart banners are half green and half white with the emblem of the dragon in the middle. Men within the clan typically wear pelts and warpaint as a way of worshipping Dungrimm, it is not uncommon to see them without outerwear even in extreme conditions. As devout followers of Kjell, many Irehearts show traits of imperialistic behavior and will stay true to the Throne of Urguan and whomever may sit there. Their beards are generally unkempt and left to grow naturally, as to honor the gift Yemekar granted their race. Women within the Clan, although rare, are generally adorned with hides and pelts of exotic animals and their hair is ceremonially braided and pushed back. CLAN LORE Pre-History Yavok Ireheart, the founding Lord, one of the eight sons of Urguan. Yavok believed greatly that the honor and respect he would gain from staying loyal to the rightfully crowned King would cement his legacy in Dwedmar history. A Clan he built on the ideals of honor and loyalty, the founding Lord strived to instill a disciplined and controlled belligerence in his sons, his line would be one of warriors and leaders. Yavok was scrutinised greatly by the Wives and mothers of the Ireheart Clan that the beardlings were committed to the hardships of survival and hunting in such youth. In a time where Dwarven culture lay almost entirely secluded in the deep of mountains, it can only be assumed that the Clan Trials of Yavok’s sons were facing considerably more terrifying trials in the caves of Kal’Urguan than the Clan Trials of today.. Many King’s had risen and fallen as Yavok reached his latter years. Following the eternal winter, Velkan Ironborn began to build a new Empire from the ashes of the first Kingdom. It seemed all Dwedmar would soon succumb to the yoke of Ironborn rule, but regardless of the monstrosities enacted by the Ironborn dynasty, the Irehearts had sworn themselves to the throne and held oath to serve whomever sat there. Persecution and genocide ensued and Yavok sat conflicted between his morality and his honor; The Irehearts marched among the Legions that heeded Velkan’s command but despised much of what they carried out. After Dwain Irongut spoke against the execution of the Runelords, he was executed and martyred forcing the Irongut's to rebel and splinter the Empire Velkan’s reign soon ended as the Old Dwarf went mad and eventually died, his Heir Khallax Ironborn was considered apathetic compared to his Father’s autocratic rule. Although, some believed this beneficial to the Empire. Many Dwarves, including his brother, thought it was an insult to Velkan’s legacy. Khallax’s Brother, Thorgarn, ousted his Brother with little resistance. Yavok, being unable to protect the King, generally kept his distance from the politics of the Thorgarn’s Empire. He offered little help to the new Emperor as he believed Thorgarn’s crowning to be false and illegal. Much like many of the other Clans, the Irehearts fled sometime during the “Great Collapse.” in response to the Hunting and Execution of Mountain and Forest Dwarves. A tyrant slaughtering his own and a society in ruin, all that was recorded of before was lost. News reached the Ireheart camp that the last Bastion of Dwarven hope, Simmpa, a Dwarf in the Northern Mountains was gathering a resistance. It took little convincing to the Clan Elders before Yavok rallied every able Ireheart to join Simmpa’s resistance and the rest of the Mountain Dwed. The assault on Kal’Urguan was a bloodied success, with the Ireheart warriors once again serving by the true King’s side. The Liberator Simmpa had restored Urguan to its glory and all was content within the Kingdom. After Simmpa’s departure, not much is recorded of the Irehearts, it is unknown what happened to Yavok, although it is thought he was permeated with grief and guilt, suffering with insomnia and burdened with trauma. This is no doubt the consequence of his service to the Ironborn. Despite this, Yavok supposedly found peace in serving the Brathmordakin and eventually passed to the halls of Khaz’A’Dentrumm at a ripe old age. Aegis After Yavok’s disappearance, much of the clan's members and relics was lost due to the lack of a suitable leader and organization. However a young dwarf known as Kjell Ireheart, the grandson of Yavok, re-appeared in order to restore the former great clan to glory. Alongside his first cousins, Urir and Kragor Ireheart, the three Irehearts were known as ruthless and fearsome warriors all around the land. However towards the end of Aegis, Kragor was killed by Khorvad (Iblees) in a terrible act of defamation and insult in order to send a message to the descendant races, in response to this Kjell and Urir alongside Valen Grandaxe ventured into the Nether to confront Khorvad. Wielding the Axe of Krug, Urir sacrificed himself to save the descendant races from destruction and ensure their safe passage to the Verge, also allowing Kjell and Valen to escape back onto the mortal plain. It was for this sacrifice that Urir was named a Paragon, specifically the Paragon of Sacrifice, the highest honor given to those in Dwarven culture. After this event the descendant races would flee to a new land, however Kjell Ireheart was nowhere to be seen upon the islands of the Verge. Asulon After quite some time, Kjell Ireheart was presumed dead which would’ve meant the total end of the Ireheart’s as a clan. However, Kjell was found to be alive after riding to Asulon on the back of a Dragon which he subsequently slew, one of six. Upon his return to the Dwarves, Kjell Ireheart became the first Emperor of Urguan creating the first ever dwarven empire. Turning the dwarves into the most powerful faction in all of Asulon, it was during this time that Kjell also bore three sons with his wife Empress Eliff Goldhand, Igor, Dreek and Midgor. Kjell’s nephews, sons of his long lost brother also reappeared during this time, Roggar, Olaf and Spriggar. Due to Kjell’s success as Emperor and his feats such as the slaying of multiple Dragons and conquering Salvus and other lands, he was named as a Paragon of the Dwarves, specifically the Paragon of War. After quite some time, Kjell disbanded the Empire as it was then broken up into a Dwarven coalition of holds. It was during this time many Ireheart’s referred to themselves adopted the name Stormhammer, this was in response to Kjell’s fierce rivalry with Hiebe Irongut, as Kjell wished to recruit non-blooded Irehearts into the clan as to help create a ‘brotherhood’ to fight against the actions of Hiebe. Anthos As the descendant races left Asulon, the Ireheart clan began to rise to true prominence, becoming the most powerful clan in the Grand Kingdom, this is due to Kjell’s sons and nephews all coming of age, beginning to start lines of their own within the Clan expanding its influence throughout the known world. Many of the Irehearts held high ranking positions within the dwarven legion and even the dwarven government, with them controlling many different many different fortresses and holds throughout this time. Towards the end of Anthos, the Daemon Ondnarch, who had been corrupted by the power of Khorvad, threatened to destroy the dwarves, during this he took the life of Dreek Ireheart, son of Kjell and brother of Igor. In response, Igor Ireheart wielding the Hammer of Barradin led an assault on the now corrupted Kal’Azgoth in order to slay Ondnarch and release his true form, Wyrvun. During the battle, Kjell sacrificed his life fighting the Daemon in order to give Igor the chance to deliver the final blow to Ondnarch. Igor slew the corrupted Ondnarch, but not before giving his own life in order to do so. In doing this Igor freed Wyrvun, the pure form of Ondnarch, who then named Igor his Paragon, specifically the Paragon of Purity. Soon after these events, during the coronation of Hogarth Irongut as Grand King of Urguan, Kjell descended from Khaz’A’Dentrumm to the mortal plane, declaring that upon death he had ascended to god-hood and became the new Patron, Kjellos. This ascension was revered by the Ireheart clan as the most famous Ireheart in the history of the clan, truly became a god. Athera When the dwarves arrived in Athera, the Ireheart clan was in disarray. With the death and disappearance of many of the clan’s leading figures, the clan was left in disarray and once again was close to extinction. However, Bastion and Drynn Ireheart, sons of the brothers Igor and Dreek, returned to the clan and began to restore the clan to prominence once more. Like their fathers had done before them they made the clan into one of the most powerful in the Grand Kingdom. During this time the realm of Athera saw two Ireheart kings. Midgor Ireheart son of Kjell, ascended to the Obsidian Throne and had a tumultuous reign, he constantly quarreled with his great-nephew Lori Ireheart, who had been abusing his power as a Runesmith and Golemancer. Vorstag Ireheart, originally a Grandaxe, had a short reign as Grand King, (his second ascension to Grand King, he had previously served as Grand King in the Fringe) this was because he sacrificed himself to fight against a corrupted Urir Ireheart, who had been turned into an Undead by Khorvad. By doing this, Vorstag reclaimed the Armour of Urguan, one of the most important relics in dwarven history. In doing so he was named a Hero by the clergy, forevermore known as Vorstag the Reclaimer. Vailor Soon after the Ireheart’s re-emergence within the Grand Kingdom, the descendant races once again moved land, this time to Vailor. Due to the Ireheart’s strength as a clan, they were granted a hold beneath the dwarven capital of Kal’Akash, known as Khaz’A’Kazak. Shortly after this however, Bastion Ireheart disappeared which led to the Ireheart clan’s strength diminishing by some amount. The clan still remained relevant and did have a plethora of members throughout Vailor, however the strength and influence they once had was no longer there. During this time Midgor Ireheart would once again rise to the mantle of Grand King, becoming the second ever dwarf (the first being his great-nephew Vorstag Ireheart) to be Grand King twice. His second reign was also as tumultuous as the first however and he was once again removed from the position by his council. Axios During the time of the Isles of Axios, the Ireheart clan began to grow in prominence once more. Drynn Ireheart returned to the Grand Kingdom and ascended to the position of Grand King, during this time he formed an alliance within Oren in order to protect the dwarves from the threat of invasion. However after a multitude of successors after Drynn, the dwarves ended up in war with Oren. It was during this time that Bastion Ireheart once again returned and became Kingsguard to Algoda Frostbeard, the new Grand King. After Algoda was assassinated by a Norlandic-Orenenian knight, Bastion was elected to become the new Grand King in his place, against the odds as he was in competition with Kerwyr Frostbeard and his kinsman Wulfstag Ireheart, both prominent dwarves at the time. Bastion solidified the Grand Kingdom’s position in the Axionite Coalition and helped deliver the final blow to destroy the Holy Orenian Empire. Bastion’s reign was long and during it he enacted numerous reforms and mandates for the betterment of the dwarves, he also solidified many alliances and non-aggression pacts with the other nations of Axios. Bastion’s fall would come during the war against the Kingdom of Norland, after large pressure from the Frostbeards to go to war, he was ultimately unable to conquer the Krag, the seat of the Norlandic Kingdom. He ultimately took his own life by jumping off his own balcony (although some say that he was pushed). After this a major event occurred known as the Slaughter of the Senate, as during the process of nominating a new Grand King, the Frostbeards murdered the dwarven Senate and took control of Kal’Omith, the capital of the Grand Kingdom. In the neighbouring hold of Tal’Azmyr, Gror Ireheart was then elected to become the new and rightfully appointed Grand King. Gror had been the Clan Father of the Irehearts all throughout Axios, and he had made the clan far more relevant than they had been in Vailor. Gror’s biggest feat however came as Grand King, he crushed the Frostbeard rebellion, executing Kerwyr Frostbeard himself, before restoring Kal’Omith as the capital of the Grand Kingdom. Atlas However when it was time to move to Atlas, the Grand Kingdom of Urguan had been conquered by the dwarven traitors of Kaz’Ulrah. During this time the Ireheart clan, refusing to live or serve the upjumped dwarven nation of brigands and murderers, decided to go into self imposed exile, until a day returned when a true dwarf would return to bring back a Kingdom in Urguan’s image. It is noted though that Dreek Ireheart II, the son of Drynn Ireheart and grandson of the original Dreek Ireheart, would ascend to the throne of Kaz’Ulrah as High King, however his reign was short lived as he was assassinated within a year of being elected. Arcas After the fall of the Kaz’Ulrah, and the return of the nation known as the Under-Realm of Urguan, many Irehearts began to return in order to serve a true kingdom in Urguan’s image. Utak Ireheart, son of Gror Ireheart and former Grand Marshal of the Under-Realm, would soon be unanimously chosen to become the new Under-King. This marked a new era for the Ireheart clan, hoping that soon they can return to the prevalence they formerly had in the dwarven nation, and the world. Utak eventually declared war upon the Rexdom of Krugmar due to their crimes against Urguan and installed his kinsman Axel Ireheart as Grand Marshal to lead the Legion of Urguan against the orcs. The war was a flawless victory for Urguan which culminated in Utak restoring the Grand Kingdom of Urguan as a result of the victory. Axel Ireheart resigned as Grand Marshal and took over the position of Clan Father within the clan in order to restore the clan to it’s former glory. He successfully returned many beardlings to the clan using the Book of Lineages and made the clan one of the most powerful in the newly reformed Grand Kingdom. Eventually, Utak resigned as Grand King after doing everything he had hoped to do in his reign. CLAN POSITIONS AN IREHEART BEARDLING is one who has not come of age and completed their initial trial, as outlined in the clan’s traditions and further set by the Clan Elders. They may not partake in meetings or votes. They must always have a beard. AN IREHEART is one who has come of age but has yet to have completed the Blood Trials. They may be partake in clan wide meetings, but may not vote nor partake in elder meetings. A BLOODED IREHEART is one who truly follows the ways and traditions of the clan, having completed the Blood Trials. They may partake in clan wide meetings, votes, but may not partake in elder meetings. AN HONOURED IREHEART is a blooded member who currently does or has held a position in the Government of Urguan during their time as being a blooded Ireheart, including but not limited to Grand King, Jarl, Courtier, King’s Councillor, Clan Councillor, High Prophet, or Guildmaster. This position is also granted to previous Clan Elders and previous Clan Fathers. They may partake in elder meetings, but may not vote. A CLAN ELDER, whose count in the clan may not exceed four, is one who has proven to be a highly honourable Ireheart, having been blooded and either hand picked by the Clan Father, or by beating an Elder in an honour duel, in which case he replaces said elder. They may partake in all clan meetings and votes and be eligible for Clan Father. They may modify the criteria for the Blood Trials with approval from the clan father and a 3/4 vote. Any blooded member may challenge an Elder for his position via Honour Duel. An elder may only be removed by a vote of 3/4 from the other Elders, as well as the Clan Father’s approval. They may challenge any voter in an Honour Duel to maintain the position upon learning of their removal. Once an Elder has been appointed, they cannot be challenged to an honour duel for their position for the duration of one stone month. If an Elder has been challenged for their position and successfully wins an honour duel, they cannot be challenged again by a blooded member of the clan for the duration of one stone month. THE CLAN FATHER is the one who represents the clan’s view to other clans and handles internal affairs of the clan. He is to consult the Elders before making any major decisions for the clan. He is the only one who may blood members of the clan. He is responsible for picking elders when one resigns or perishes, as well as leading clan hunts, pilgrimages, meetings and votes. He may be challenged for his position as Clan Father at any time by an Elder, and upon losing he assumes the position of Elder. If he resigns he shall choose his successor. If he perishes his successor shall be decided by the Elders, any disputes being settled by Honor Dueling. A Clan Father cannot be challenged for their position for the duration of one stone month after their appointment. If a Clan Father successfully wins an honour duel after having been challenged for their position, they cannot be challenged again by an Elder of the clan for the duration of one stone month. CLAN VALUES Honour - Honour is the pillar on which a Dwarf builds his moral compass, Irehearts greatly exaggerate this ideal. In conflict and politics, the Clan holds to oaths and shows great honor. Loyalty - The Irehearts are known to have been loyal to Throne and Kingdom since their creation. They believe whoever sits there earns the right to rule unless they break the articles, in which case the King is not fit to wear the crown. Devotion - The clan has worked tirelessly for their Kingdom and have built many fortified vantage structures for the Kingdom in the past. Many members have held high positions in dwarven society and are praised for their often successful reform and progress. Bravery - The Irehearts are a benchmark in Dwarven society in regards to their heroism and prowess in conflict. Many blooded Ire’s are fabled for their deeds in many of the Great War, some considered the greatest combatants in modern society. Kragor, Urir, Igor and Dreek just to name a few. Respect - Ireheart culture is true in the belief of Brotherhood and mutual respect. Almost all actions taken and words spoken by a Blooded is in the ambition to better society's perception and respect of the Clan. CLAN TRADITIONS IREHEART TRADITIONS are considered unorthodox amongst the Dwarves due to their ‘savage’ nature. Irehearts are also commonly known to enter a blood frenzy, a state where they act upon bloody impulse. Therefore, most of the Traditions in this section are often created from these events and may seem to be the work of a Stark Raving Mad Dwarf. HONOUR DUELS An honour duel is an official brawl which shows one’s honour and skill in combat. They are to be fought without armour, and golden pickaxes (the favorite weapon of Kjell) as the only weapon. The challenger must be ready to supply the weapons. The duel shall be best one of one. One person may not challenge another clan member to a duel more than once every two stone weeks. Any unfair play ((hacking, glitching, exploiting etc)) shall render the duel void, with the offending kinsman being dishonoured and executed by tying their limbs to boars and having them quartered, with their remains being fed to the clan’s dire wolves. ((Perma Kill)) ADORNING OF WAR PAINT Painting of ones body for war and any other militaristic event is a popular tradition among the Irehearts, painting one’s body can strike fear within the enemy hearts and is a great factor of war for the Irehearts. DIRE WOLVES The Irehearts are known for keeping the ancient dire wolves as pets for war purposes or for every day companionship. Throughout the ages the Irehearts have learned how to bond with such large beasts and have come to earn their trust. They usually reside in the snowy dwarven mountains and the Irehearts have learned to track them down and raise baby dire wolves or even earn the trust of the fully grown ones by treating them as equals to the Irehearts, whilst also learning how to breed them. The bond between Irehearts and Direwolves is a complicated thing.Tracing its roots back to Yavok, the tradition of taming and maintaining a mutually-beneficial relationship with these creatures has always had its place within the clan. Direwolves are tamed for many reasons, but their significance to the Irehearts goes far beyond simple companionship. For members of the Ireheart Clan, a bond with a Direwolf is almost spiritual. It is for this reason that beardlings are often instructed to venture out and tame one of their own; this is a sanctifying rite that proves the legitimacy of the beardling’s lineage and honour. When an Ireheart’s first Direwolf passes away, it is often skinned in a highly-respectful and deeply-sorrowful ceremony in such a way as to honour the deceased creature, which is then worn as a cloak by its master so that it may continue to watch over and protect them, even in death. Direwolves are often chosen by their Ireheart master based on shared traits; such as a beardling deemed as an “underdog” choosing the runt of a litter, and other such things. They will shelter and guard their companion with their life from its taming, and expect the same in return. Direwolves are utilised by the Irehearts as playful companions, and also as allies in combat scenarios. They are often given roles within formal ceremonies and other events of a similar nature. So close is the link between master and beast, that many owners will refer to their Direwolf as "Brother" or "Sister". They are traditionally given names in the dwarven tongue relating to a physical trait of the Direwolf in question. Direwolves, however, are also associated with symbolism by the Irehearts. To see a snow-white wolf is seen as an extremely lucky omen, while a jet-black wolf signifies danger. A Direwolf with scars, particularly around the face, is considered a prophecy of imminent bloodshed. Direwolves and their masters are viewed as being almost two-halves of the same being. When death or illness befalls a wolf, the Irehearts are quick to stand by and protect its master. It is believed by many members of the clan that whatever affects a Direwolf directly affects its owner, and vice-versa. THE SKINNING OF ORC HIDES One of the few most ancient traditions, the skinning of Orc hides stems from the first Orcish invasions upon Dwarvish soil where Yavok Ireheart had initially scraped the hides of his fallen foes and fashioned them armor as an effective intimidation tactic. Later the famed Clan Father Kjell Ireheart would utilize Orc hides for interior decorating after he coined the phrase, “I need a new Carpet!” THE CUTTING OFF OF HUMAN FINGERS One of the traditions involved in becoming a full blooded Ireheart. The tradition originated from the many long years fought with Oren. THE CLEAVING OF ELVISH EARS An old age tradition that comes of time when Yavok Ireheart walked the land. Typically Ireheart take elf ears as trophies once they have defeated them in combat. Most Irehearts take the ears and place them on a necklace to show off their kills. THE UTILIZATION OF A MAGE’S ROBES FOR BED SHEETS A rather new tradition of collecting mage robes for bed sheets was thought of by Midgor Ireheart and approved by the Clan Elders at the time. THE SKINNING OF MEW MEW PELTS AND CLIPPING OF CLAWS The skinning of kha pelts and collecting their pelts about about in the time of Anthos when Urguan had a peace treaty with the orcs, the Irehearts being forbidden to slay any orc. The Irehearts being rather bored they decided to hunt mew mews instead and incorporate the sport into the blooding trials. CONDEMNING OF ARMOUR AND UNNECESSARY CLOTHING Often seen as peculiar amongst the Dwarves, the Irehearts strongly believe in wearing no armor or top wear. This is due to the numerous fates Yavok may have encountered during his exploits as a renowned Slayer of Beings including: drowning, falling, immovability, and not looking muscle bound. Armor and Clothes are a restriction to the expression of an Ireheart’s pride, their glorious abdomen and beard. THE “GIMME YER BELT” Since the days of Asulon the Ireheart clan has practiced the time honoured tradition of “Gimme yet Belt”. This peculiar battle for belts initiated when the Orcs stole Kjell’s Belt, from the statue of Mt. Ire, initiating a grand war to claim the sacred artifact. Since then the Irehearts, after finally claiming the relic, have taken to claiming the belts of their enemies as a way to prove they are the strongest. Once an Ireheart has defeated their foe they bear the right to take possession of all their adversaries’ belts and adorn them with pride. BLOOD OATHS A blood oath is an ancient oath said using the words of our ancestors, which binds an individual to the clan through blood. The ceremony is binding when the words of our ancestors are said while the Clan Father has his cut palm joined with another Ireheart at the Shrine of Dungrimm. Breaking the Blood Oath, which involves betraying the clan results in execution by formal impalement through the heart by the Clan Father using the Evidence of Kjell in witness of the Elders ((Perma kill)). RELIGION The Ireheart clan are strict followers of the Brathmordahkin and are mostly devout followers to their patron god Dungrimm, whilst some also choose to pay respects to Kjellos. Many Irehearts are known to be very zealous and have on multiple occasions killed in the name of Dungrimm. Due to the great sacrifice involved in the fight against Ondnarch, many Irehearts have a respect for the Aengul Wyrvun, while thoroughly detesting the corrupted Ondnarch. KJELLOS It is believed that the Emperor Paragon Dragon Slayer Kjell Ireheart was chosen by Dungrimm for being his most loyal follower, and ascended in a blaze of fire and explosions to godship among those of the Brathmordakin, bearing the new name of Kjellos, who is the God of Justice, and guardian of the Legion and the clan. Although not a member of the Brathmordahkin, Kjellos is considered a Patron amongst the realm and assists Dungrimm in guiding the dead souls to his plain. Whilst also enacting justice as a spirit acting against those who commit crimes against dwarfkind. CLAN CEREMONIES AND TRIALS THE BIRTHING CEREMONY The sight of a Dwarven birth is a glorious one indeed, and must be held very carefully and with precision. When ready to give birth, the women will begin to strain as to exert as much force as possible until the majestic beard of the newly born beardling is in view. The father of the beardling shall then proceed to tug it out by it’s beard until the head is visible. The women shall then squat above Kjell’s Belt (not any belt, but the artifact) and exert as much force as possible, launching the beardling into the relic head-first. If they survive the blunt force trauma they are true Irehearts, if they die then they are failures from birth. These trials prove they are willing to be a true Ireheart, and it is sealed with a festive meal where family and friends offer gifts. THE IREHEART TRIALS In order to become a full Ireheart, a member must complete the following tasks and the final rite in the presence of an Ireheart: Skinning three different coloured Orc hides. Cleaving of a wood, high, and dark elf ear, and making them into a necklace. The obtainment of the bark of a dryad’s life tree, a druid’s spirit tree or the largest druid tree in the land, preferably with the dryad or druids present. THE FINAL RITE The Ireheart then must climb to the peaks of the highest mountain and seek out a Gryphon’s Eyrie, here it is up to the Ireheart to claim the Gryphon’s feather which will act as the mark of their passage into true Blood-Hood. IRE BLOODING Ire Blooding is a ceremony that creates the bond between Irehearts which occurs after the completion of the Ireheart Trial. Once he/she has completed the trial the elected clan father will announce that the ceremony is to be committed which then after preparation the following will occur. The beginning of the ceremony starts with the clan father addressing the Ireheart with the following phrase: "You are here today to partake in the pact of blood where you shall join your essence and mortal spirit with the like of those before us through me and by doing so you will promise by blood oath that you shall follow the ways of Irehearts or seek banishment from the Dwarves, do you choose to take this honor?" The Ireheart will then say to the clan father his/her decision of either yes or no. Upon saying no he/she does not take the honor of becoming an Ireheart and is asked to leave. Upon saying yes the clan father will cut the palm of his right hand with a dagger whose blade is made of pure dragon bone before the young brother/sister commits the same act with the same hand. This is then followed by the clan father and Ireheart joining their bloodied hands as the Ireheart binds his/her blood with the clan father which in turn symbolizes the adoption of the new Ireheart as he/she has bound his/her mortal spirit with the blood of those before the clan father as well. Upon completion of this act the Clan father will recite the last verse of the Dwarven Anthem: "And may yer honor and yer heart shine bright like the forge ye'll be remembered as always Brother (or Sister) O' the Dwarves" Upon completion they will have become a true initiated Ireheart to the clan as they have taken the blood oath thus completing the blood pact with the clan and showing his will to commit to his family and the kingdom. In order to celebrate the occasion, a feasting ceremony will occur afterwards where family and friends will gather to present gifts to the new fully blooded Ireheart. WEDDING CEREMONY Typically the wedding ceremony is conducted within the holy halls of the Brathmordakhin. Yet before the wedding happens the Ireheart male goes on a week of drinking and slaughtering elves, orcs, mew mews and humans. At the end of the week they must bring their most prized possession they’ve obtained from the week long of hunting and present it to their wife to be. FUNERAL It is a sad day when one Ireheart dies, but also a day of celebration. A feast is held in their honour to remember their great deeds before ending with the ritual. The body must be placed upon a sled along with his/her valuables, set a light and pushed down a mountain side. CLAN TENETS I. The Blood brother/sister is to treat his/her peers within clan Ireheart with kindness and shall not commit any ill towards one another unless followed by a duel of honor. II. The Blood brother/sister is to only birth a child with the likes of his or her kin not the likes of elves, orcs, humans, or any other being that bears no pure Dwarven blood save for the Halflings and Doomforged. III. The Blood brother/sister must bear the colors of the Clan in any manner upon his or her person, though this may be excused under certain circumstances. IV. Kinslaying or wishing death upon the likes of a Blood brother/sister's kin is forbidden, this includes wishing such on the likes of other Dwarves who aren't clan bound. Threatening physical punishments such as beating are not restricted by this tenet. V. Breaking of any of these tenets can result in punishments such as manual labour, exile and even death. [[By joining the clan you are agreeing that if your character breaks the clan tenets or by judgement of a different criminal deed deemed by the Clan Father that they can be PK'd by the Clan Father only with sufficient RP]] CLAN HOLDS Kal’Mugdor Kal’Mugdor (City of Mines) was a city made by Kjell Ireheart during his reign. It was one of the main dwarven cities and was the spearhead for most legion business. It was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Mount Ire This city was created by Kjell Ireheart during his reign and he made it the capital city of his Empire. Construction was never finished, however, the city had great obsidian walls that could fend off the undead itself. It also was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Storm’s Peak Storm’s peak was a mountain fortress built atop the Dwarven Mountains of Anthos, it oversees the harbor city of Vaerhaven. It was owned by the Irehearts until King Thorin Grandaxe seized it from them and renamed it Drake’s Peak. Storm’s Crossing Storm’s Crossing was a former Orcish fort taken over by the legion a few months after the four races arrived in Anthos. It was taken by the Grand Marshal Kjell Ireheart and was turned into the dwarves first line of defence. It was built up heavily and some say it was near impenetrable. Eventually it was taken off the Irehearts by King Dizzy Irongrinder so that it could be turned into the new capital city of Kal’Ithrun. However because of the fact the Irehearts built up the fort and worked a lot on it, Kjell Ireheart was made Lord Protectorate of Kal’Ithrun. Khaz’A’Daar Khaz'A'Daar (Hall of Might) is a hold originally made as a mining camp by Vorstag Ireheart in the Fringe. When Vorstag obtained Kingship, ownership was transferred to Bastion Ireheart, who then made it an official Clan Hold for the Irehearts. It was originally named "Rasterly Cock", however at a meeting of the Clan Elders, Odin Ireheart thought of its current name. It had undergone many renovations under Roggar Ireheart, and was a key fort for the Kingdom during Khorvad's Plague of 1461. Khaz’A’Kazak Khaz’A'Kazak (Hall of War) was a fortress built at the docks of Kal’Akash in Vailor. Grand King Balek Irongut granted Bastion Ireheart the land to build a fortress to protect the dwarven seas, and also to build siege weaponry in case of war. The fortress was built by Falent and Agnar Ireheart. Kal’Arakh Kal’Arakh (City of White) was the reclaimed former city of Yolwin in Axois. Initially a hub of activity built by members of Urguan’s navy very close to the capital of Kal’Omith, it was primarily populated by navy members, goblins and Frostbeards. The Treachery of the Frostbeards in Axios left the city deserted often and when Kal’Omith was retaken for the dwedmar, Grand King Gror Ireheart named Aldal Ireheart “Lord of Yolwin”. Dol'Kavgar Dol'Kavgar (Town of the Undead) was a small village owned by the Ireheart's in Arcas. The settlement had been previously overrun by undead Ironborn minions. After Axel Ireheart's (The incumbent Clan Father) nephew, Wilhelm Ireheart was kidnapped alongside Falk Irongut and High Prophet Norli Starbreaker by the Ironborn and held ransom in Dol'Kavgar's hidden caverns, Axel personally lead a rescue party in order to free them. He rooted out the Ireheart, with help from the legion and clan, saving his nephew's life, aswell as the other two dwedmar. In return for this great deed, the Ireheart's were granted the town by Grand King Jorvin Starbreaker, in order to protect the mountains and keep the caverns secured from any further threats. CLAN RELICS Gutbuster Mail Gutbuster Mail is a specific type of spiked armor forged by Farren Starbreaker. The armor itself was designed by Dreek Ireheart and was distributed to the four founders of Ireheart bloodlines. The armor is spiked all around and instead of using a weapon the armor is equipped with claws. A common tactic while wearing this armor is to run at a person so as to impale them onto your own body. Kjell’s Belt This is the golden belt that was put onto the statue of Kjell Ireheart that stood at the entrance of Mount Ire during Kjell’s reign. The belt is lined with gold and other gems and is held with great value amongst the Irehearts. The Evidence of Kjell This is a dagger made with the bone of a dragon killed by Paragon Kjell, the dagger is used during the Ireheart blooding ceremony to cut the beardling’s hand and to join blood with the clan father so the beardling can become a full Ireheart. Dragon Tooth The tooth of one of the dragons Paragon Kjell slew. The tooth is the size of four dwarves and is often held within the armory of the Ireheart. Its weight is monumental and has been a staple decoration of numerous Ireheart holds. Draknakavir Draknakavir, meaning "Dragon Death" was crafted by Kjell from the bones of the first Dragon he slew. Since the death of Kjell it has been reforged using the Frozen Core of Ondnarch's champion, giving it an icy coat. Upon it the following inscription was written. "When Injustice mocks the heavens he shall rise When the axe vanishes he shall rise When the foe of the the Dwarves meets in battle he shall rise He the god Kjellos shall rise" Book of Lineages The Book of Lineages is an ancient Ireheart book that's history is traced back to Yavok Ireheart himself. The Book has every record of every Ireheart born since the days of Yavok and is used in finding the lineages of lost dwarves. It is passed down to each Clan Father and has remained a sacred item in the tiny library kept by the clan. CLAN LEGENDS Throughout the clan’s history many Irehearts have stood apart from the others and earned themselves a place in the history books with their legendary deeds. Clan Founder Yavok Ireheart The founder of the Ireheart clan, Yavok was one of the eight sons of Urguan. He built the clan upon the ideas of strength, loyalty and bravery and was the creator of many of the Ireheart traditions and trials still followed to this day. He was the first dwarf to breach the walls of Kal’Urguan during the assault to depose the Ironborn tyrants. He personally slew 7 of the Ironborn kingsguards so that Simmpa could deal the final blow to Thorgarn Ironborn. Paragon Kjell Ireheart Kjell, practically a God amongst the Clan, was the Emperor and founder of the modern embodiment of the Irehearts. Kjell won countless battles and built many cities, he slayed dragons and rose to become one of the most celebrated leaders in Dwarven history. He perished against the Aengul Ondnarch, giving his son Igor the chance to deal the final blow and avenge both his father Kjell and his brother Dreek. There are theories which suggest he was the manifestation of the God of Justice, Kjellos. Paragon Urir Ireheart Urir is amongst the most revered Dwed in modern history. Urir sacrificed himself to save all mortal races from the Undead, locking himself in the Nether and allowing Valen Grandaxe and Kjell to escape. Along with Kragor, the two are widely considered the greatest fighters ever in dwarven history, and possibly even world history. Paragon Igor Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was proven to have be a dedicated member of the clan who is capable of defeating hordes upon hordes of enemies alone, due to this and his tactical superiorty he was named Grand Marshal of the dwarven legion. He perished by slaying the Aengul Ondnarch with the Hammer of Barradin, avenging the death of his brother Dreek. Following this he was named a Paragon by the Aengul Wyvrun. Hero Dreek Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was slain by the Aengul Ondnarch while defending Kal'Azgoth. Whilst he was alive he was known to be able to decapitate Uruks in battle with a single swipe of his weapon. Whilst the Irehearts spent their time in Kal'Azgoth, Dreek purchased both of the clan's Clan Halls as well as maintained their commerce. During his life he was a Lord twice and the Grand Marshal once, as well as Clan Father for a brief time. Roggar Ireheart A well known figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He was well known as the Grand Marshal of the legion. He was proven to be a dedicated member of the clan who could decapitate elves in a matter of seconds. Whilst him and his sons tended to be quite skilled with a bow and crossbow. Olaf Ireheart A major figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He holds a great respect for Dungrimm, known as a traditionalist in all walks of life, he often flung himself into fits of zealotry for Dungrimm and strove to be closer to the Gods through combat. Many dwarves likened his behaviour to that of a Stark Raving Mad Dwarf. Midgor Ireheart Midgor was the third-born son of Kjell Ireheart like his father he rose to the title of Grand King but was impeached after feuds within the Kingdom. He rose a second time and endured another tribulus reign, eventually getting removed once again. Some people referred to midgor as Kjell II, due to his striking resemblance to his father. He is the only living dwarf to have been crowned Grand King of Urguan twice, for this he is known as the ‘Twice-Crowned’. Hero Vorstag Ireheart Formerly a Grandaxe, Vorstag was known for leading his troops into battle as Grand King, he was an accomplished military commander having previously been Grand Marshal. After being shunned by the Grand Kingdom, he travelled to find himself, tracing his lineage he found that he was more Ireheart than Grandaxe (being the son of Igor Ireheart’s daughter Eileen) and thus chose the path of Kjellos. Eventually, he ascended to become Clan Father. Vorstag became Grand King once more yet his reign was short as he died reclaiming Urguan's armor from a corrupted Urir Ireheart. In doing so he was named a Hero of the Brathmordakin, as his sacrifice recovered one of the most important relics in dwarven history. Drynn Ireheart The son of Dreek Ireheart, Drynn was a very well known figure in the clan during its time of dominance in the Grand Kingdom of Urguan. A dwarf of considerable combat prowess, much like his father he was a Grand Champion of the dwarves and later was crowned Grand King. His skills in diplomacy repaired the rift in relations between the Empire of Oren and the Grand Kingdom and ushered in a time of peace at last for the Dwarves. Bastion Ireheart The son of Igor Ireheart, Bastion was a very well known figure in the clan during the time of it's dominance in the Grand Kingdom of Urguan. He was crowned Grand King of Urguan and lead the legion successfully against the Empire of Oren, restoring Yemekar’s Balance. His leadership in wartime and accomplishments to save Dwarven honor will make him forever be remembered. Gror Ireheart The grandson of Roggar, Gror was a prominent Ireheart during their less influential years in the Grand Kingdom of Urguan, he at one point was the Grand Marshal of the dwarven legion. After Bastion’s death he ascended to the mantle of Grand King and successfully crushed and defeated the second Frostbeard rebellion, personally executing the traitor Kewyr Frostbeard himself. Dreek Ireheart II The son of Drynn Ireheart, Dreek II was named after his grandfather. He was a dwarf of Kaz’Ulrah, being one of the few clan members to openly accept the umjumped Frostbeard kingdom. He eventually ascended to become the High King of Kaz’Ulrah, however his reign would be short lived, being assassinated by the infamous Charles the Bald only a year after he was elected. Utak Ireheart Utak was the son of Gror Ireheart, and much like his father he also rose to prominence as Grand Marshal of the legion due to his unparalleled skill in battle and tactical warfare. Soon thereafter he was unanimously elected the Under-King of Urguan. He later led a successful war against the Rexdom of Krugmar in what was a resounding victory. Following this he restored the Grand Kingdom of Urguan before resigning from the throne. Odin Ireheart A well known figure in the clan Ireheart during its time of blooming in the Kingdom of Urguan, he was well known as a Grand Marshal of the legion. He had shown himself to be a follower of the berserker way of fighting, prevailing at even the worst odds against a host of Orcs. Being the grandson of Olaf Ireheart, he followed in his footsteps and was also known for his zealotry and rage in combat. Axel Ireheart Axel was the son of the late Grand King Bastion Ireheart. After his fathers death he fought for Urguan in the second Frostbeard rebellion and successfully captured Kerwyr Frostbeard before handing him over to his kinsman Gror to be executed. After that Axel disappeared for many years from the Grand Kingdom, only returning in Arcas after the return of the Under-Realm. He was promoted to Grand Marshal of the Legion of Urguan due to his years of experience in battle and successfully defeated the Rexdom of Krugmar in the War of Honor. Following this he resigned from his position to take over the mantle of Clan Father and successfully restored the clan to it’s former glory by returning many of it’s old traditions and finding many Irehearts through the use of the Book of Lineages. Belegar Ireheart Belegar was the son of Ognar Grandaxe and Digrora Ireheart, making him the grandson of Midgor ‘Twice-Crowned’. Belegar was Grand Marshal of the Legion of Urguan for many years and even successfully led them during the 18 years war. He restored the legion after the previous failures of the old Grand Marshals and made the legion a feared army throughout all of Vailor, with discipline, determination and honor. Belgor Ireheart Belgor also the son of Ognar Grandaxe and Digrora Ireheart, grandson of Midgor and brother to Belegar. Much like his older brother, Belgor served as Grand Marshal of the Legion of Urguan in early Axios under the rule of his kinsman Drynn Ireheart. Following this he disappeared from the Grand Kingdom for many years only to return to take his place in the command of Axel Ireheart’s Legion of Urguan in the War of Honor against the Rexdom of Krugmar. Following Urguan’s victory he took Axel’s place as Grand Marshal after the former’s resignation, before officially resigning himself some years later. Aldal Ireheart A well known figure in the Clan during its dominance in the Kingdom of Urguan, Aldal was one of the few if not the only Ireheart who preferred book and quill to sword. Aldal was the High Prophet that led Da Kirkja Dverga during Anthos. He was known as an extremely kind and pacifist dwarf. He would try to retire as a leader of the clergy, however, because of the incompetence of some of the dwarves that came after him he had to return multiple times to revive the clergy once more. Aldal became High Prophet again in Axios. He was one of the last High Prophets before the schism. CLAN BLOODLINES Throughout the Ireheart's time in history, four dominant lines have existed. Line of Igor: Skin tone: Light Eyes: Black Hair: Brown Beard style: Natural, occasionally decorated with dual orange bands Other: Long beards and hair are common. Line of Dreek Skin tone: Light Eyes: Brown Hair: Jet Black Beard style: Undecorated, natural, very bushy. Other: Beards are often bushy enough so that they may be used as a storage device. Line of Roggar Skin Tone: Light Eyes: Amber Hair: Bald, ones who are lucky enough to have hair have very little Beard style: Natural, undecorated Other: Baldness is very common. Line of Olaf Skin tone: Light Eyes: Blue Hair: Reddish ginger Beard style: Natural, braided, bushy Other: Beards are bushy yet braided. CLAN MEMBERS Clan Father: Axel Ireheart (Lefty_Bojengles) Clan Elders: Bakir Ireheart (Ireheart_) Durorn Ireheart (masouri) Utak Ireheart (Mickaelhz) Gror Ireheart (Pancakehz) Clan Members: Thorgrim Ireheart (PrinceOfTheRhine) Aghuid Ireheart (Cheezzy_Garlik) Azorius Ireheart (chrisoulis777) Stomar Ireheart (Mirvam) Merrak Ireheart (Titanium430) Grimnir Ireheart (wwwdotfreesmiley) Dagura Ireheart (NeonStarlight) Urist Ireheart (Juhti) Odrin Ireheart (Sir_Niccum) Sturla Ireheart (banditry) Thorgran Ireheart (skippy369) Wilhelm Ireheart (implicitlypug) CLAN FAMILY TREE https://www.familyecho.com/?p=DI9R3&c=r7ui0g8hgh&f=286223249458410638 APPLICATION MC Name: Character Name: Character Age: Appearance: Bloodline - Feel free to contact Axel (Lefty_Bojengles), Bakir (Ireheart_), or Durorn (masouri) for help: Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: What is your Discord?: Image of the skin you intend to use:
  7. i personally want 1.13 and for the devs to focus enhancing 1.13 rather than update to 1.14 with a bad chunkloading, the new blocks are cool but it doesnt replace the chunk loading, we cant move from point a to point b it takes literally too much time for travelling, maybe we can go back to 1.13 with an older save if world corruption is a concern but we cant stay in 1.14 its ruining the traveling of the map
  8. Welcome to the ~~~FUNKY~~~ lil skin shop Costs: A head skin is 300 minas An overlay is 100 minas A body is 700 minas A full body (including overlay) is 1000 minas If you are applying for a skin, please fill out the below: Username: Discord: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image(s) for reference: How is your character quirky?: Type of Payment: Proof of Payment: (You can either reach out to me below or on my discord) Past work:
  9. Dargur Goldhand Stood before a council of the dweds for having been seen Guilty of slavery. On 12th of The Grand Harvest in 1739 He would of been exiled out of Urguan and pay a hefty price to the slave itself it would of been hard for him due already having to need to leave his home land the proud mountain of Urguan and where he was working to honour his clan. The Goldhand, Having a kid and a wife he was a pretty happy man but something lusted in him that he coudn't keep content. Dargur would begin searching until he found something that would keep that lust under control. Cactus green, at first it woudn't be a problem doing it lightly only once a week until his lust began to grow as he'd begin to use it more and more. Until it woudn't be controlable being reguarily high, As the days dragged on he began searching for more powerful medicine beginning to use wizard powder and due the wizard powder he began to act strange. Due the wizard powder he'd began to change into a heartless dwed beginning to go into slavery beginning to inslave halfings and such to make money. But when he didn't do drugs he'd always provide for his family and take care of his kid that he so loved Morigana Goldhand and his wife Grianne Goldhand. But his fate was at a end as he'd turn around seeing Hekkaes Goldhand in a angered yet sad way as he shouted “Dargur Goldhand I Hekkaes Goldhand want to fight you for a honor duel to the death. May Dungrimm help you” As Dargur was a honourable dwarf he'd accept. As he'd make his way towards the end of the room as the other dwarves would look at them both intensly they would begin to start fighting as Dargur would do a warcry he'd go for a swing towards Hekkaes body but he blocked it pushing the dwarf back though Dargur would hold his stance as Hekkaes would go for a blow to his arms as Dargur would get hit he'd go to stab Hekkaes into his shoulder. As he did Hekkaes would go for a swift swoop into the neck of Dargur as he'd fall to the ground bleeding from the neck. As Hekkaes and Dargur both made it to the ground he'd lay near Hekkaes tearing up slowy saying his last words ”Hekkaes please take care of my family. Give Morigana the care i could not provide” As Haekkes would hear his last words he'd reply “I shall and i will grant your family a good place. May Dungrimm accept you in Khaz’A’Dentrumm and your legacy will not be forgotten” As Dargur would hear that'd he'd give his last smile and slowly drifted into his last resting place. Dargur Goldhand from 1636 until 1739 May he rest in peace
  10. Golems Physical Description Mental Description ((Reminder: The restrictions on Golems behaviour have been loosened somewhat. This is to allow for a greater enjoyment while playing a Golem character, as they have been rather dimensional and dry in the past. This means that Golems can now adapt and evolve as time goes by. Some may become slightly more intelligent, others may develop rudimentary personalities (bring on the sarcastic golem), and others still may become more nimble. All of these adaptations are, however, rudimentary. Even the smartest Golem is still dumb in comparison to a normal character. Even the strongest Golem still has only a marginal advantage over a regular one. Even the nimblest of Golems still has an over-sized clumsy stone design. No matter what the adaptation, a Golem cannot defy its Impera either.)) General Red lines/Restrictions Golem Types Purpose (OOC) The purpose of this lore is to add specifications and to create a separate post for anything related to Golems and the expectations placed upon those who have decided to play one. In the past, all lore regarding the magic of Golemancy and the creature lore of Golems was lumped together in a pit of confusion and wasted time. Now they are divided and able to streamline the process of finding and learning more about the lore. Citation Spoiler This lore piece draws heavily from Dizzy771’s post on golemancy. Here. Link to the LoTC Wiki on Golemancy. Here. Link to the LoTC Wiki on Golems. Here. Link to the LoTC Wiki on Arcaurum. Here. Link to the LoTC Wiki on Arcaurum/Mage Gold. Here. Link to forum post on Arcaurum/Mage Gold.. Here. Link to the LoTC Wiki on Thanhium. Here.
  11. Feat - Golemancy Background/Origin Before the Braveaxe, Firemane and Irongut’s first rediscovered the ancient art of soulbound golemancy, it was first practiced and used by the Scriberfolk, an ancient civilization that existed in Kal’Karik. The Scriberfolk had a much greater understanding of golemancy than those of the present-day Golemancers, knowing golemancy beyond a fundamental level. This knowledge was then lost to the Scriberfolk when the Ironborn took power, as they then caused the blood age and the purging of a great many dwarven secrets, most damaging to past and present Golemancers; how golem cores function. Hope, however, was not lost entirely, with the aforementioned family of Braveaxe spending generations to rediscover some of the secrets of the Anvil of Urguan, leading to the cooperation of Thorik Braveaxe (then to become Thorik Grandaxe), Gotrek Firemane and Hiebe Irongut through experimentation and failure eventually leading to the creation of Grey Vigil, the first soulbound golem of King of Urguan. Following the destruction of Aegis, the descendants arrived in Asulon, it would be in this land that one of the Scriberfolks many secrets would be rediscovered as golemancers learned of lightning-bound golemancy from ancient texts, tablets and more importantly, a functioning lightning-bound golem to whom greeted the dwarves on the discovery of Karik. Over time, Golemancers began to experiment with the idea of applying golems limbs to descendants. While this sort of work did lean more to the macabre, it worked. Those unlucky few that had lost their limbs in battle or otherwise were gifted with one more chance to live a normal life. As with most things, this did come at a cost. Those with golem limbs began to die sooner than expected, or rather before the lifespan of their race suggested. Puzzled, golemancers of the time began to study this, though it may seem morally wrong to use descendants like guinea pigs, it did lead to a better understanding of golem limbs in the future. The golem limbs draw from the soul blueprint of the user, thusly shortening their lifespan. In the realms that followed, Golemancers would slowly begin to get a firmer grasp of the art form, learning many long lost secrets such as the creation of the first thanhic golem; a golem similar to the lightning-bound would make use of a power source that wasn’t a descendants soul, revolutionizing the way golems were made. The thanhic golem was essential as the past repeated itself, Golemancers following in the steps of the Scriberfolk as many of those who knew how to create lightning-bound would pass, their secrets lost to all but a rare few, becoming a lost creation process with thanhic replacing it. Further experimentation led to the development of the first multi-core golems to which were superior to the ones that had come before them. Also came the swift & brawn golems; the swift golem matching the size and stature of a dwarf and able to perform tasks more suited to something of a less cumbersome size, whereas with the brawn golem this led to a creature of massive size, slow and lacking in finesse but able to perform feats of strength akin to Ologs. Later discoveries included the development of anti golem technologies to which would be used by Golemancers to finally have a way to combat their creations should they turn red, or have one of their own go rogue. These technologies were developed from the study and research into the Hammer of Ardol, leading to the creation of poor replicas that would become known as disruption cores that could disable the control of various parts of a Golem. Another revolutionary piece of dwarven ingenuity would be the creation of disrupter spikes, designed to target Golemancers to which could sever their ability to create Golems. Magic Explanation Golemancy is the art of turning inanimate stone into a sentient construct capable of performing tasks commanded by the golem’s Impera. The constant pursuit of the perfect golem, one that will not and cannot disobey its master. While not easy, to learn Golemancy one must seek out an advanced and learned Golemancer, with the ability to teach. To learn the full extent of the art, one may need to learn from different teachers, as not every Golemancer knows every possibility available. The only requirement to begin learning Golemancy is that the prospective student has an undamaged soul and is physically capable of crafting golems. Golemancy is a tedious feat, requiring many hours of practice, pursuing unattainable perfection. Golemancy is not powered by any diety or specific place, but rather by the craft. The runes are powered by the core, which is powered by the soul or thanhium within the core. Golemancy can be learned from anyone with a valid TA, though, if a teacher has not learnt something in the advanced section, they may not teach it. Golemancy users must have a valid MA. While the creation of the mundane, materialistic parts of a golem may be done using magic, such as transfiguration or runesmithing, the golem itself may not be charged or have any magic other than Golemancy bound to it. Abilities/Spells Name: The Body Name: Golemancy Runes Name: Golem Anvils Name: Golem Core Name: Golem Limbs Name: The Soulbound Golem Name: The Thanhic Golem Name: The Swift Golem Name: The Brawn Golem Name: The Multi-Core Golem Name: The Disrupter Spike Name: The Disrupter Core Red Lines While golemancers may be perfectionists, they are not perfect. Golemancy is not only a feat but a pursuit after the perfect servant, the perfect golem. Golemancers will make mistakes and golems will become red. Golemancers ought to roleplay failing more often than succeeding. This concept should be applied to everything in Golemancy, from the sculpting of the torso to the carving of the runes on the core, to the creation of the disrupter spike. Golemancy itself has no restrictions regarding other magics the users have or can have. Teaching It must be understood that everything in Golemancy is taught or experimented. One cannot simply role-play for a bit and say they figured out, on their own, how to craft a Disrupter Spike. Such things must either be taught or sufficiently experimented to learn. Golemancy is the sort of feat where one may learn things out of turn, it is truly up to the teacher and as such there are no tiers, but rather a suggested ‘curriculum’ if you will. Carving and the construction of the mundane parts of the golem. The body and limbs. The runes of the golem, the way that the golem functions and how to apply the runes correctly onto the golem’s surface. Teaching protocols for future use for golemantic constructs. Learning how to make the core, carve the runes, and install the thanhic core into a golem followed by the activation of the golem. Proper installations of a command followed by piloting said golem. How to carve a golem limb for a descendant, lessons on various tools, limb/eye surgery, and measurements. How to then install the small core and various runes onto the limb The attachment of a golemantic limb/optic to a person. Advanced Lessons - This part of golemancy needs to be taught by someone who knows it or experimented to find it. Proper usage of a golem anvil, how it functions. Lessons on manipulating the cores. After several IRL years of practice (2 weeks), they may begin implementing the cores into golem bodies. Understanding the fundamentals of disruptor runes. Learning to carve disruptor runes and craft disruptor cores Imbuing items with disruptor cores before finally capable of crafting disruptor spike Purpose (OOC) This section is where you describe what purpose your lore is serving, what it is bringing to the table that other lore pieces aren’t, and why it fits into LotC’s canon. Golemancy serves as an excellent example of the greed and desire that dwarves have for the most efficient way to achieve their goals. The feat in and of itself is incredibly useful in roleplay when applied in labour and sometimes in combat. Additionally, it adds another dimension to dwarven roleplay that allows for a darker and more mysterious way to play a dwarf. Within Aegis’ society, the soulbound golem became a key way to handle capital punishment for the most horrific of crimes, not only ending the existence of the criminal but forcing them into indentured servitude until the soul is drained or it turns red from damage or age. Citation Spoiler This lore piece draws heavily from Dizzy771’s post on golemancy. Here. Link to the LoTC Wiki on Golemancy. Here. Link to the LoTC Wiki on Golems. Here. Link to the LoTC Wiki on Arcaurum. Here. Link to the LoTC Wiki on Arcaurum/Mage Gold. Here. Link to the forum post on Arcaurum/Mage Gold. Here. Link to the LoTC Wiki on Thanhium. Here. Big thanks to DrHope and Kirrekith for helping with writing and ideas on several topics in the lore.
  12. The Arcas Cosmology Guild Purpose There is never a short supply for knowledge and always a yearning from every new generation to gain something more than the last. The proposition of this guild is to gain and spread awareness of why the sky looks the way it does, the placement of the stars, the composition of stars, celestial bodies and what lays in the Great Beyond. Roles President: The President or Spokesperson for our guild will be managing communications with all branches and groups. They will be in charge of approving documents, agreements, projects, and general discourse of the guild. This role cannot be applied for, rather you will need to send bird to the Chairman and request an interview, and will be chosen carefully by the Council and Chairman. Council: Council members will oversee the advancements and production of the research division in addition to just discussing how things are overall going. Council members can vote for or against things the Chairman and President set in motion. These members will be personally picked by the Chairman and cannot be applied for. You must first apply for a different role and participate in the Guild to be considered for the Council. Branch Leader: Leaders or representatives of each nation, settlement, duchy and or wherever are invited to submit applications to the guild and if accepted, after interview, will be in charge of commanding the branch of their race, nation, or specific settlement. This includes sending important scientific data to the research division, President and overseeing smaller projects involved within their branch. Head of Research: The Head of Research will be regarded as the guild’s most knowledgeable scientist and will run multiple divisions of the guild including: Cosmology, Chemistry, Mechanical, and Geography. This role must be applied for, interviewed, and provide evidence of their ability to lead, guide, teach, and conduct scientific studies. Head Tinkerer: This role, which must be applied and interviewed for, will help develop equipment for both the scientific divisions and to be sold to the people of Arcas. Researcher: The researchers will serve directly under the Head of Research and Branch Leaders. You will be out in the field observing and collecting data or working whatever projects are being carried out. Beneficiary: If you are interested in the publishments of our guild and would like to donate mina, labor, or access to private land please send bird to me and you will be given the honorary Beneficiary role. In addition, you will also be gifted a unique telescope and monthly updates on our projects and discoveries. Member: Want to scout locations, send data, or provide help to our guild? Ask to become a member and you will be given tasks by researchers or branch leaders to fulfill. In addition you will be provided a copy of the monthly journal sent out. Star-Gazer: Are you interested in the stargazing events that will be held? Please ask for the Star-Gazer role and you will be updated on when and where they take place. Events On top of having weekly to bi-weekly meetings this guild will host numerous scientific lectures, debates, tours of the Astronomy tower, and stargazing trips to various locations. All are welcome to join in whether for fun, a learning experience, or to contribute. Meeting Locations Currently, a tower where the epicenter of our guilds activity will be is being finalized and constructed. While we will meet there, specific locations will be disclosed to members of every branch and division on where to meet in the meantime. These locations will be decided by branch leaders and or beneficiaries who wish to host the guild. In addition, said locations will be used alongside the Astronomy tower. Application OOC Information MC IGN: Discord: Timezone: RP Information Persona Name: Race: Gender: Age: Desired Role: [Optional] Specification: (If you are applying for the researcher role please specify which division you’d like to enter [cosmology, chemistry, mechanical, or geography.])
  13. Metagame any of this and you’re gonna catch this hammer, boi “Understand this, I will not be like all those Clan Fathers before me who gave up, I would sooner die. That is where I differ from my father, I will break before I bend.” Jorvin Starbreaker [ Basic Information ] [Name] Common: Jorvin ‘Kazrinsson’ Starbreaker Dwarven: Yorrvin ‘Kazrinkadan’ Kornazkarumm [Race] Cavern Dwarf [Date of Birth] 5th of the Deep Cold, 1645 [Gender] Male [Sexuality] Bisexual (female leaning) [Affiliation] Kingdom of Kaz’Ulrah (until 1692) Kingdom of Agnarum (1692-1707) Underrealms of Urguan (1707-Current) Dwarven Clergy (Briefly) [Political Affiliation] Confederate (1692-1707) Neo-Urguanite (1707-1717) Neo-Confederate (1717-Current) [Religious Affiliation] Brathmordakin (Dwarven Religion) [Favored Gods] Yemekar Dungrimm [ Traits ] [Health] Stressed: This character finds the burden of work and life almost too much to handle. Scarred: Old wounds have left this character visibly scarred. [Genetic] Strong: This character was lucky enough to be born with above-average strength. [Non-Inherited] Brawny: Through vigorous training, this character possesses a rather muscular physique. [Lifestyle] Scholar: This character is well-read, possibly even preferring the company of books to people. [Positive] Chaste: This character is neither all too experienced, nor all too concerned with sexual matters. Diligent: This character possesses a strong sense of duty. [Negative] Envious: This character is prone to seething jealousy. Greedy: This character is known for hoarding wealth. Wrothful: This character is known for having an extremely poor temperament at times. [Other] Ambitious: This character desires to be in a high position of power. Cynical: This character is known to have a cynical, somewhat unpleasant view on life. Stubborn: Once this character is committed to a course of action, it is nearly impossible to convince them otherwise. [Leadership] Aggressive Leader: This character is known for having a very aggressive, and confrontational style of leadership. Heavy Infantry Leader: This character knows the value of armor, and makes frequent use of heavily armored infantry. [ Inventory ] [Primary Weapons] (Max One) Enchanted Warhammer (One Handed) Forged by the late Stromnikar Starbreaker, this weapon was granted to Jorvin after his ascension to Clan Father, and enchanted shortly after. It possesses electrical and telekinetic enchantments which, if allowed to muster a full charge, can be unleashed to devastating effect. Starbreaker Heavy Warhammer (One/Two Handed) A larger, heavier, non-enchanted variant of the above weapon roughly the length of a Dwarven sword. Forged from Black Ferrum, it possesses a crowbeak on the back of the hammer-head. Dwarven Spear (One/Two Handed) A simple yet dangerous weapon often used during Legion duties, it stands at six feet, and while not intended to be thrown it can be used to great effect when paired with a shield. Steel Bearded Axe (Two Handed) Occasionally carried into battle in place of a hammer, sacrificing weight for speed. While not nearly as effective against armored targets, against unarmored, or lightly armored foes, its raw cutting power makes it more than lethal enough. [Secondary Weapons] (Max Two) Steel Seax (One Handed) A long, single edged bone-hilted knife often tucked at around the back of Jorvin’s belt. Steel War-Axe (One Handed) Often used when carrying a spear into battle, due to the possibility of said spear breaking during combat. Hung around the side of Jorvin’s belt in a leather ‘holster’. Slayersteel Dagger (One Handed) Occasionally carried instead of a steel seax, in situations where encountering less than wholesome entities is a possibility. [Off-Hand] (Max One) Dwarven Heater Shield A heavy, legion-issue shield, primarily designed to form an unbreakable shield wall, but still plenty effective in single combat. Steel Round Shield Smaller than the heater shield, but capable of taking just as much punishment. Favored in single combat. [Satchel Contents] Rations Jerky and hardtack, enough to last a single man several days, but no longer than a week at maximum. Canteen Metal canteen containing a day’s worth of clean water. Flask Metal flask containing a day’s worth of alcohol, usually mead. War Horn Encase of attack, a horn is tucked into the satchel, when blown it can be heard for roughly forty stones. Fire-starter Encase it is needed to ward off the cold, or boil water within the canteen to make it drinkable. Bandages Encase of injury and that medical assistance is not immediately available, the satchel contains a roll of bandages for covering wounds. [Armor] (Max One) Urguanite Officer’s Uniform Standard issue steel plate armor of Urguan’s Legion, complete with a bright orange cloak, encase you had any doubts to the country of origin. Starbreaker Plate Armor Black-Plate Armor specific to Clan Starbreaker, bearing the clan sigil of three stars and an anvil upon the chestplate. [ History ] Early Life Born during the golden age of Kaz’Ulrah in the early Atlasian period, Jorvin is the son of famed High Remembrancer, Kazrin Starbreaker, and the fiery tempered Maeven Blackhammer, a captain of note within the Vanguard of Kaz’Ulrah. The eldest of three children, (the other two being Ketlin, and Azdal) he was relied upon to watch over his siblings from an early age, and as such, developed to be quite protective of them, even if he was often resentful for the attention received by his younger siblings from their parents. As is often the case, opposites attract, but seldom last for long. This fact would prove especially true in the case of Jorvin’s parents, who separated shortly after the boy’s sixteenth birthday. Ketlin remained with their father, who as one often busy with his work, sent her away to further her education under Draugrite scholars, Azdal too remained with Kazrin, but left to forge his own destiny at the age of eighteen. Jorvin however would remain with their mother as deemed by the court, shedding the name Starbreaker along with his mother. Years passed, and with the passage of time, Jorvin aged. He would find himself the voice of caution to his mother’s temper, and in return she would educate him to the best of her ability. Try as she might, the boy would gravitate towards those interests associated with his paternal clan, particularly scholarly work much to her distress. Despite this, his mother’s influence was apparent, and even as a boy he would adopt a dutiful nature, though he believed himself too weak to serve on the battlefield, and took to the mines instead, in his own words ‘to serve my king’. Jorvin’s professions such in nature, until the traumatic ‘Third Atlas Coalition War’ shook the continent. Three months before Jorvin’s fortieth birthday and coming of age, his mother marched to the defense of Norland with the rest of the Coalition’s forces, and in the aftermath of the sweeping Imperial victory there, she was never seen again, assumed dead. Jorvin came of age alone and angry, until returning to the only other family he knew. In a short while, after two and a half decades, he would return to his father, among the last of the Starbreakers, and would retake the family name, joining his clan once more. No longer alone, but still most certainly angry, the Starbreaker enlisted in the Vanguard the day after news of San’Kala’s fall reached the Crownhold. Knowing they would be next, Ulrahite leadership buckled down, and prepared for the long and bloody siege, which would leave Kal’Tarak a burning ruin. Jorvin would be severely wounded during the fighting, for no warrior was he, and only by taking shelter in the abandoned prison of Kal’Tarak would he survive the final stand made by the Coalition within King Thoak’s throne room. Being among the few ‘soldiers’ to survive the battle, he would charge himself with the task of aiding the refugees of the city in their escape. Marching across Imperial territory for thirty days (all the while beset by Imperials and bandits) the survivors would eventually make it to Kal’Azgaryum, once mortal enemies of Kaz’Ulrah, now the only remaining free-hold of the Dwarves in Atlas, save the Urguanite remnant of Az’Adar. Hunting the Cult, and ascension to Clan Father Among all refugees from Kaz’Ulrah, it was perhaps the Starbreakers who had the easiest time adjusting to life in Agnarum, as not only was Kazrin Starbreaker a figure respected for his neutrality, it was also that several of their number had already taken residence there. Jorvin, ashamed over his failure during the battle soon swore an oath to protect his fellow refugees to the best of his ability, and enlisted in Dungrimm’s Legion to aid in the transition. The young Starbreaker showed promise, and through rigorous training both with, and without the Legion, he would slowly but surely mold himself into a soldier. The Grand Marshall at the time Dain Metalfist saw potential in Jorvin, and soon deemed him as his personal guard, a respected position among his fellow Legionaires. This remained the status quo for some time, until somehow, the reputation of the Starbreakers waned. The actions of Torkan Starbreaker, his uncle and a suspected cultist, soon began to cast the clan in a poor light, meanwhile his father Kazrin, once highly respected, was soon a suspect for treason when it came to light that the Frostbeards, enemies of Agnarum, possessed a mole within the Council of Rikkin. This, further compounded with his refusal to sign the Frostbeard Extermination Act, caused the elderly Starbreaker to retire in favor of his son, who in the span of a single night found himself propelled from beardling, to Lord of Gotrek’s line. For a time, Jorvin floundered, unsure of himself and certainly unprepared to lead an Elder Clan. This was made all the worse by the corrupting influence of Torkan, whom Jorvin discovered to be a cultist of Khorvad, the Dwarven God of Darkness and Ambition. Unable to prove his uncle’s guilt to anyone but himself, the young Starbreaker was wrought with self-doubt and paranoia which threatened to break his spirit. This was prevented however, by the sudden friendship that formed between the young Legionaire and his commanding officers, the father-and-son duo, Dain and Gimli Metalfist. In these dark times, the Metalfists would prove to be steadfast friends and allies, especially once Jorvin’s father, Kazrin had vanished. Jorvin’s resolve grew, just in time for ‘The War Against September’. Fighting in the vanguard of Descendant lines in the Dwarven Shieldwall, the Starbreaker would personally fell a Minotaur as it broke through Dwarven lines, restoring his confidence and proving the young Starbreaker to be a formidable warrior. In the face of renewed investigation by Jorvin, Torkan vanished without a trace, taking his eldest children with him, and leaving only the young Karvek and Lulubelle in Jorvin’s care. Unbeknownst to Jorvin, Torkan would flee to Mynebor, where he would convince Balrog Ironkiln, a Starbreaker bastard and Lord of Mynebor, to take to Khorvadic worship. Within five years, all of Mynebor would be under Khorvad’s dominion, a fact discovered by Clan Ireheart who, during a raid against them, unearthed a hellish temple buried deep in Mynebor’s mines. With this information discovered, the Azgarymos Dwarves rallied for war, but were delayed by most troubling of news…. The Battle of the Bridge, and Serrimor The coming of the Vaeyl and their minions became known to the Dwarves when cold winds from the south swept over the mountain range separating Agnarum from the wastelands. The winter would be harsh, lasting well into the spring, and when it finally did end, it would become apparent to the Dwarves something unholy was at stake. Volunteering to discover what foulness had beset the Wastelands, Jorvin, along with Gimli Metalfist, and a party of fifty Dwarven rangers, left Agnarum during the height of summer. The Dwarves would make for the ice wall, three hundred miles south of Agnarum. To their unease, they would find that many cities south of Agnarum laid abandoned, with only Fenn and Haense still supporting a determined population that refused to move. Any further south, only the remnants of what once was would remain, abandoned cities and villages were the norm along the coast, but further in-land, they would be met with graver horrors. In one instance, the house of a farmer, with signs that told the gruesome tale of how one man had resorted to cannibalism to survive the winter, devouring his children. Another incident occurred a hundred miles south of that, where an abandoned fortress belonging to the Strigae (vampires) was discovered frozen over, its occupants thankfully vacant, but still populated by the bones of their victims. Still, the Dwarves pressed on, and eventually determined the source of the encroaching winter to be a fortress built along the wall. Jorvin, Gimli, and their entourage would race home against the winter, discovering to their horror the wastes had begun to swallow the Haunted Forest on Agnarum’s eastern border. The King was warned, and preparations were made to seal the mountains, but not before the Dwarves took to the countryside, warning as many as they could of the impending threat. However, the plans would change. Originally intending to wait the winter out in the mountain hold, the Dwarves were called to battle by their ally of Aegrothrond, who made battle against the Vaeyl in cloud temple. Quickly the Dwarves rushed to war, and the following battles would prove brutal. The Vaeyl knights proved to be a formidable foe against the whole of the descendants, and the Dwarven host would soon be separated, Jorvin would remain among the King’s hosts, and would help command Agnarum’s forces during the steady retreat towards the gate which had opened in the Ice Wall. There, assembled once more, the Dwarven host would hold the front line against the Vaeyl atop an icy bridge, while the fleeing descendants battered down the gate, and broke through to the other side. The Descendants would find themselves in Serrimor, a snowy wastelands populated by the ruins of the Vaeyl, who still harried them even now, in the Dwarven camp however, there would be celebration for having survived the fall of Atlas. In that camp, in the frenzy of the moment, Jorvin had fallen for a clanless woman by the name of Elia, and though they would be separated after Serrimor, unbeknownst to Jorvin, their fling would result in the birth of two children, Lyni and Sif. Eventually, the descendants managed to repair the ships nestled in the port of Serrimor, and from there, they would flee to a new land… Enemies returned, and the Trial of Jorvin Starbreaker The Dwarves would enter Arcas and immediately set to work erecting their home. The city of Kal’Varoth was atop the ruins of an ancient hold deep in the Underways, with new life breathed into it by King Fimlin the Architect, and others. Here, the Starbreakers would settle into a hall built by Stromnikar Starbreaker, while Jorvin set to work, beginning the revival of the Elder Clan. While the pressure was immense, it was not without fruit, and soon the Starbreakers would prosper for the first time in nearly two centuries. Jorvin sat upon the council which declared the Restoration of Urguan as a nation. Shortly thereafter however, danger struck. Torkan had returned along with Balrog Ironkiln, and in a narrowly-avoided attack, had tried to take the King’s life. Jorvin arrived on scene as the two were carted off for interrogation, and there Torkan would finally admit his allegiance to Khorvad. With the one who had caused him so much grief finally brought to justice, Jorvin’s response was swift, severing Torkan’s head from his body. Ensuring Torkan would never return, his body was buried in three pieces, with the skull kept by Jorvin as a trophy, while the heart was sealed away within an aurum chest, and the body was burned. The Dwarves soon declared war upon Mynebor, now ruled by Balrog’s son, and Jorvin swore an oath to once and for all wipe out the treacherous line of bastard Starbreakers. In the holy war that followed, Jorvin oversaw the eradication of the Ironkiln line, and the destruction of the Myneborite capital of Kal’Khorvad. Unbeknownst to Jorvin, the remaining Ironkilns who weren’t slain in the battle fled, and took the name Steelforged, hiding in Urguan until eventually discovered, and forced to flee once more. In the aftermath of the war, Jorvin would develop a friendship with Atandt and Zahrer Irongrinder, Az’Adarite Dwarves who’d become highly influential in Urguanite politics, this coupled with the brief retirement of Gimli Metalfist (Now Gimli Grandaxe) caused Jorvin to drift further and further into the more traditionalist Urguanite circles. In the aftermath of Mynebor, tensions would rise in the Under-Realm as two of it’s founders, Jorvin Starbreaker, and Borin Grandaxe would become rivals. Borin, who detested Jorvin, and believed him to be a far poorer leader than his father, a close friend of the Grandaxe, began a relentless campaign of insults which nearly culminated into a conflict between the Starbreaker and Grandaxe clans, Borin’s own son, Thondil the Fool vandalized Jorvin’s merchant shop, and damaged his beard with tree-sap. This would be the straw that broke the camel’s back, and finally Jorvin would lodge a grudge against Borin which, to settle required either Borin or his son to meet him in the form of a duel. Thondil the Fool would insist he fight instead of his father, and so the boy only recently of age, met Jorvin in battle. The duel was quick, and would lead to Thondil’s death as the Grandaxe failed to block a blow from the crowbeak of Jorvin’s warhammer, rending open his throat in the process. In what was equal parts a final insult, but also a mercy kill, Jorvin brought his hammer down on the boy’s head as he bled out, killing him instantly, but also displaying a grotesque scene to the Grandaxes who came to watch the duel. Due to this, Jorvin would be dubbed a ‘Child-Killer’ by the Grandaxes, and Fili Grandaxe, at the time leader of the Dwarven Faith, would excommunicate Jorvin, and duel him to a standstill in the very same arena the next night. The affair was soon settled in court, with the Irongrinders swaying those who’d not already chosen a side, and the Grandaxes who were formally Metalfists threatening open rebellion if Jorvin was tried with treason, along with clan Ireheart, and several of the Frostbeards. Fili’s excommunication was lifted, and the Grandaxe was soon voted out by his own clergy. Celebration was had, and shortly after these events Fimlin Grandaxe stepped down as King, however, Jorvin’s loyalties would soon become divided as both Gimli Grandaxe, and Atandt Irongrinder would run for the Kingship… The Election and Three Month War WIP
  14. Using any information here in the game is classified as metagaming. Don't let me catch you ? ♡ Given name: Faridir Steelforge ♡Marriage name: N/a ♡Nicknames: The friendly, Little uruk, Mountain hou-zi, Scoundrel, scaredy dwed, Ferocious Elf, dark elf ♡ Race: Cave Dwarf ♡Gender: Female ♡Year of Birth: 1707 ♡Birthplace: Mynebor ♡Voice Reference: ♡ Build : 3ft, a tiny thing that is on the thiccer side. ♡Hair: Black straight hair hangs like a curtain. ♡Eyes: steel blue ♡ Scars: n/a ༶•┈┈⛧┈♛Personality♛┈⛧┈┈•༶ ♡ Alignment: Lawful evil “I believe what im doing is for the greater good of my people.” ♡ Political Alignment: Agasint the clergy dwarves ♡ Main Character Strength: Heart of steel ♡ Main Character Weakness: strives to make her father happy ♡ Religion: Khorvad and anbell ♡ Individual: she doesnt wish to be a sheep. She is a strong-willed ♡ Free Spirited: Faridir hates her caves, and wishes to interact with all ♡ steelheart: Too many people have wronged faridir she doesnt trust easily ♡ hardheaded: faridir doesn't like to be told no, or be given orders. ✧・゚: *✧・゚:* Goals   *:・゚✧*:・゚✧ ♡What is love? ♡ protect her papa, ♡ rebuild mynebor ♡ make friends ♡ Watch her kids get married ♡ Have a book written about her ♥Fears ♥ ♥Watching the death her family again♥ ♥nurra dying♥ ♥people coming after her♥ ✧༺♥༻∞Realtionships✧༺♥༻∞ ♡Marital Status: Na ♡Past lovers: Na ♡Parents: Karathor steelforge ♡Friends:Vaug’gorkil, imery, karathor, jurul, alexander, child gang, 。o°✥✤✣ Current Home(s)✣✤✥°o。 Luk’lor dor. Cave 2 **✿❀More info ❀✿** ♡Pets Nurra the chicken ♡ Languages : common, Dwarvish ♡Favourite Food: chicken dont tell nurra ♡Favourite Drink:the spicy whiskey im not allowed to have r ♡Favourite animal : bokolos ♡Favourite location: ….. Its gone. ♡Favourite activity: being a escape artist ♡Favourite flower: Foxglove ♡Favourite gem: ruk  ♡Favourite color: purple Quotes: “Do nae yer ever speak about me Papa lioke dae! ‘e is nae ‘eretic!” “Ha! Yer foolish dwed! callin aye armie on aye tiony dwed and her monkey friend!” “do yer everh t’ionk aye will find someone w’o s’all love my faults and me family? wit’out trying to burn me at dae stake?” “ k j
  15. ~*~♣~*~The Treebeard Clan~*~♣~*~ ~♣~History~♣~ The Clan of The Elder Tree or more commonly known as the Treebeard Clan gets its name from Gloin, Urguan’s seventh son which unlike his brothers chose his name from one of his interest instead of naming it after one of his deeds or talents. Gloin Treebeard heard the call from nature and turned his strong connection with nature and his strong faith in Anbella into the seed of this Elder Clan. He took his clan and settled in the woodlands resulting in the subrace now known as forest dwarfs. After living in the forests for a time, many Treebeards returned to the mountains finding themselves unfit to live in the forests in wooden huts and cottages. Whilst many ended up back home in the mountains, the remaining Treebeards left for the elven forests where they settled peacefully in wooden huts and villages above the surface and on top the trees. After living there for a time, some Treebeards found themselves influenced by the elves resulting in some taking to the Aspects the elven religion and even fewer becoming druids. After hundreds of years living in the forests, the Treebeards became scattered across the woodlands of the world, resulting in the clan becoming mixed with other sub-races and giving rise to mix breeds with the name Treebeard. With many Treebeards becoming mixed, it was rare to find a pure blooded Treebeard. As the Treebeards kept to their forests they became disconnected from the world and dwarven politics, and slowly as time passed they dwindled and disappeared, some hiding in their forests while others ventured into the far reaches of the world. Treebeards came and went as they thought their stone kin needed them, in their darkest times a Treebeard would often come back into the Dwarven Kingdoms spread the word of Anbella and return to the forest. Axios It was during Axios that some of the Treebeards of old decided to return from the forests and live in a small village in a valley belonging to the Third Grand Kingdom of Urguan, a village built by Grojak Treebeard, son of Gloin. It was in this village that Grojak wished for the Treebeards to follow his fathers teachings, pursuing knowledge and growing closer to the Brathmordakin and to nature, finding the link between Anbella & The Aspects that generations past had failed to find. Atlas During the time of Atlas the Treebeards emerged once again within the lands of the Kingdom of Agnarum founded a small shrine to Anbella under the guidance of Ozneat Treebeard who brought back the clan itself under a more religious influence casting out the ideas of druidism and brought pro Anbella, leading to the the Treebeards adopting a lifestyle of peace and silence isolated upon the mountain tops of the Kingdom of Agnarum. The clan would then join up with there other Forest Dwarf kin known as the Cottonwoods with this unification the Village of Hefrumm was formed where the Treebeards stayed and oversaw the activities of there younger kin and guide them through their religious inquiries. Arcas The Treebeards have been living side by side with the Cottonwoods since their arrival into the new continent of Arcas in the new Village of Hefrumm, the community is growing and the members that had chosen to remain in the forest are begining to come back to by the side of their kinsman. It was during Arcas that their numbers dwindled. Suffering some losses and going through a cultural schism that brought two different cultures to present their claims for the Treebeard name, the followers of Gloin kept their Clan name, and those who followed a different path would be known from that moment forward the Leafheart clan. Almaris ~♣~Culture~♣~ The Treebeards have not been known in the past for their skills in the combative arts or the ability to sell wares from here to there, this clan is known for trying to get the most out of life, living happily and making sure their tankards are always full. The ways of the Treebeards show that they are known for the great respect and compassion they show for one another, always ready to lend one another a helping hand. Throughout history, many Treebeards have been masterful lumberjacks, farmers, woodworkers, healers, bards and are especially known for their brewing skills, applying their knowledge on nature and its produce to make the most out of it. Treebeards are also known to kick their legs up by the lake while casting out a rod or sitting with their pipes by the fire at night to tell a story to all of those who want to hear. It’s been known for some members of this clan to seek the knowledge given by the Order of the Druids, given their close relationship with nature. ~♣~Religion~♣~ Treebeards are well known for their faith in the Brathmordakin their understanding of Anbella’s teachings is unmatched and their love for seeking out more of her knowledge the elders and scholars are tasked with this. Their presence in the clergy is well noticed given their love to spread the dwarven beliefs, teaching all those interested in learning about the Brathmordakin and each individual god. The Religious practice of the Treebeards is heavily based around The Brathmordakin, most importantly the Hearth Mother Anbella. Of times of old the Treebeards once followed the religion of the Aspects and of The Brathmordakin however, since the new reformation of the Treebeards they have only accepted the worship of The Brathmordakin, considering the Aspects followed by the Druids to be representations of Anbella instead of being separate deities altogether. ~♣~Clan Sygil~♣~ The Elder Tree ~♣~Patron Goddess~♣~ Anbella, The Hearth Mother ~♣~Military & Stance in war~♣~ The Treebeards don’t result often to the use of violence the path chosen by Gloin as one of peace and balance with nature, always looking at problems from a different perspective and trying to . This however does not mean that they do not train their bodies and seek to master combative arts, a consequence of a Treebeard’s curious nature. If one were to find themselves in a battlefield where the dwarves have been fighting one would probably find a Treebeard tending to the injured or in a ranged squadron. After a battle is fought its not uncommon for a group of Treebeards to walk around the battlefield with a wagon of sapplings behind them, bringing back balance to Nature not only for the lives lost but also for the resources used. ~♣~Appearance~♣~ The Appearance of any Treebeard is the same as all Forest Dwarves. Ranging of heights of 4,0 - 5,0 ft weighing at 150 - 250 lbs. Their hair and beards would be ranging from dark browns to gingers. The Treebeards often have fairly large noses and their skin tone ranges between that of a mountain dwarf to an earthy brown. Their eyes are usually colored by shades of different variants of green Most Treebeards are actually quite slim compared to their mountain-dwelling cousins. The reason may range from naturally a faster metabolism to a generally increased amount of exercise. Treebeards often dress as adventurers and wear whatever they see fit or comfortable. Those that follow the path of Druidism often take to robes. However, they mostly wearing clothing of green and browns. ~♣~Leadership~♣~ The leadership of the Treebeards is very similar than other Forest Dwarf clans where they have one to rule them all, the name for this are as followed, High Elder, Clan Father, and Clan Chief all meaning the same thing to the Treebeards. The Treebeards are also governed by the Chief and the elders appointed by the chief in every matter of which is needed to discuss. ~♣~Existing Members~♣~ Clan Chief Thorin Treebeard (SoulReapingWolf) Clan Members Kildrak Treebeard (Disturbo) Beardlings Hjolron Treebeard (TMoore) Missing Garrion Treebeard (goblinguy17) Grojak Treebeard (Armakak) Logguc Treebeard (Nitroflak) Dlunâr Treebeard (HedgegogHugger) Konin Treebeard (wewe_wewe) Selsi Treebeard (Rhuyne) Flynn Treebeard (Loshdesem) Hakhaestr Treebeard (ESTatomic) Aodhan Treebeard (PINKYPYRO) Dead Ozneat Treebeard (Crim_Crim) Dutesli Treebeard (Hearth_Mother)
  16. PACT OF STONE AND HAWTHORNE <=-<=-=>-=> “By Anbella’s grace, we shall keep good relations with our brethren whether they be close kin or the brethren of our father, Urguan.” -Unknown Prophet of Anbella, approx. Malin’s Welcome, 140 The pact as follows below shall serve as a lasting accord between the agreed signees and shall be adhered to by officials and populace of their respective nations. Should any point be broken by either participant of the pact a period of truce lasting at least three stone days shall ensue in order to fully investigate and re-evaluate the continued condition of the treaty. <=-<=-=>-=> Both nations shall adhere to a strict policy of conflict avoidance with one another. Should a potential conflict arise the aforementioned period of truce shall be invoked and the three stone day period shall be utilized to seek out a diplomatic solution. Both nations shall permit free, safe passage of the other nation’s citizenry throughout the borders of their land. The Under-Realm of Urguan and Crown of Elvenesse shall agree to establish the following borders: The mountain range to the west of the main circle of the King’s Road around Cloud Temple shall be recognized as dwarven lands. The Under-Realm of Urguan shall be recognized as to controlling the lands of the Autumn Tree and the surrounding caverns east of Kal’Varoth. The Crown of Elvenesse agrees to respect all parts of the Western Mountain Caverns and will not tamper with it nor create any entrances into it. The forests bordered by the southern coast, the dwarven mountains, and the southwestern portion of the King’s Road shall be recognized as the rightful lands of Crown of Elvenesse. This pact shall remain in effect so long as a legally elected Under-King sits on the Obsidian Throne. This pact shall remain in effect so long Feanor Sylvaeri remains holder of the Crown of Storms Dungrimm Bless This Just Union “The Just”, Under-King of the Under-Realm of Urguan, Grand King of the Grand Kingdom of Urguan, King of Agnarum, Az’adar, and Ord, Lord of Kal’Varoth, Kal’Azgaryum, Kal’Omith, Kal’Nikaer, Kal’Akash, Kal’Karaad, Kal’Agnar, Kal’Klad, Kal’Arkon, Kal’Ithrun, Kal’Azgoth, Kal’Karik, and Kal’Urguan, Defender of the Dwedmar, Beloved of the Brathmordakin, Elder of Clan Grandaxe, etcetc... Faenor Sylvaeri High Prince of the Crown of Elvenesse, Lord Heir of the House Sylvaeri, Forge Master of Sylvaen’s Hammer, Lord Protector of the Isles of Almenor
  17. PACT OF STONE AND GOLD <=-<=-=>-=> “Why fight wars when there’s money to be made?” -Ancient Dwarven proverb The pact as follows below shall serve as a lasting accord between the agreed signees and shall be adhered to by officials and populace of their respective nations. Should any point be broken by either participant of the pact a period of truce lasting at least three stone days shall ensue in order to fully investigate and re-evaluate the continued condition of the treaty. <=-<=-=>-=> -Both nations will agree to avoid conflict with one another. Should a potential conflict arise, however, the aforementioned truce period shall be utilized to find a diplomatic solution. -Both nations shall permit free, safe passage of the other nation’s citizenry throughout the borders of their land. -The Under-Realm of Urguan and the Holy Orenian Empire agree to establish the following borders: The mountain range to the west of the main circle of the King’s Road around Cloud Temple shall be recognized as dwarven lands, given that the dwarves do not build fortifications above ground or expand north or east of that. The Under-Realm of Urguan shall be recognized as to controlling the lands of the Autumn Tree and the surrounding caverns east of Kal’Varoth. The Holy Orenian Empire agrees to respect all parts of the Western Mountain Caverns and will not tamper with it nor create any entrances into it. -This pact shall remain in effect so long as a legally elected Under-King sits on the Obsidian Throne. -This pact shall remain in effect so long as Joseph I remains on the Imperial Throne. <=-<=-=>-=> Dungrimm Bless This Just Union “The Just”, Under-King of the Under-Realm of Urguan, Grand King of the Grand Kingdom of Urguan, King of Agnarum, Az’adar, and Ord, Lord of Kal’Varoth, Kal’Azgaryum, Kal’Omith, Kal’Nikaer, Kal’Akash, Kal’Karaad, Kal’Agnar, Kal’Klad, Kal’Arkon, Kal’Ithrun, Kal’Azgoth, Kal’Karik, and Kal’Urguan, Defender of the Dwedmar, Beloved of the Brathmordakin, Elder of Clan Grandaxe, etcetc... J.L. I Holy Orenian Emperor
  18. PACT OF STONE AND FIRE <=-<=-=>-=> “Give peas a chance.” -One of Urguan Silverbeard’s personal chefs The pact as follows below shall serve as a lasting accord between the agreed signees and shall be adhered to by officials and populace of their respective nations. Should any point be broken by either participant of the pact a period of truce lasting at least three stone days shall ensue in order to fully investigate and re-evaluate the continued condition of the treaty. -Both nations will agree to avoid conflict with one another. Should a potential conflict arise, however, the aforementioned truce period shall be utilized to find a diplomatic solution. -Both nations shall permit free, safe passage of the other nation’s citizenry throughout the borders of their land. -The Under-Realm of Urguan and the Empire of Renatus agree to establish the following borders: The mountain range to the west of the main circle of the King’s Road around Cloud Temple shall be recognized as dwarven lands, given that the dwarves do not build fortifications above ground or expand north or east of that. The Under-Realm of Urguan shall be recognized as to controlling the lands of the Autumn Tree and the surrounding caverns east of Kal’Varoth. The Empire of Renatus agrees to respect all parts of the Western Mountain Caverns and will not tamper with it nor create any entrances into it. -This pact shall remain in effect so long as a legally elected Under-King sits on the Obsidian Throne. -This pact shall remain in effect so long as Godfrey III remains on the Renetian Throne. Dungrimm Bless This Just Union “The Just”, Under-King of the Under-Realm of Urguan, Grand King of the Grand Kingdom of Urguan, King of Agnarum, Az’adar, and Ord, Lord of Kal’Varoth, Kal’Azgaryum, Kal’Omith, Kal’Nikaer, Kal’Akash, Kal’Karaad, Kal’Agnar, Kal’Klad, Kal’Arkon, Kal’Ithrun, Kal’Azgoth, Kal’Karik, and Kal’Urguan, Defender of the Dwedmar, Beloved of the Brathmordakin, Elder of Clan Grandaxe, etcetc... HIS IMPERIAL MAJESTY, Godfrey III of the House of Horen, Emperor of the Imperium Renatum, King of Renatus, Haense, Adria, Marna, Mardon, Salvus, Seventis, Savoy, Courland and Santegia,, Duke of the Crownlands, Avar, and Frederica, Count of Helena, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera. 
  19. The Under-Realm River of Kismet Location: The Under-Realm River of Kismet is a peculiar underground river deep within the mines of Kal’Varoth, the capital city of the Under-Realm of Urguan. It lies at the end of a long series of cave systems. One could reach the river without much trouble if equipped with proper cave traversal equipment and a proper amount of provisions. Geography: The trek to the river begins at the entrance to the mines in Kal’Varoth. At first, the mines are heavily worked, with various mining tools being scattered about the cave. Deeper in the cave, dwarven work become scarcer and scarcer until reaching the breach leading towards the Under-Realm River of Kismet. Once on the path to the river, untouched cave passageways and chambers bring whoever wanders them deeper and deeper underground. Gemstones and ores are abundant, and shine brilliant colors off the light of an explorer’s torch. Further down, a silvery moss begins covering a single long passageway. The moss holds no special properties in and of itself, but nutrients within the moss give hallucinogenic effects to whoever touches the flowers blooming from the moss, pszichedelikus virag. The jade colored flowers, pszichedelikus virag, give off a slight glow and induce intense hallucinogenic effects onto anyone who makes direct skin contact anywhere on the flower. All five senses are dramatically altered for a time dependent on how long one makes direct skin contact with the flowers. Effects on Afflicted Dependent on Time 1-4 seconds: Intense hallucinogenic effects, the afflicted’s senses are all dramatically altered. Paranoia, feeling of invulnerability, and deep retrospection are typical during the experience. The experience is manageable by oneself, albeit very hard. Being assisted by someone else will likely aid the health of the afflicted. Effects will last around twelve hours, and the afflicted will feel normal after about sixteen hours. 5-10 seconds: Heightened hallucinogenic effects, the afflicted’s senses are severely impaired. They will likely be unable to function on their own for at least a day. If not monitored, it is likely the afflicted will accidentally harm and/or kill themselves. The effects will dissipate after a day, but it will take three days for the afflicted to feel normal once again. “Afterglow” effects occur after the initial days time is up, affecting one sense at a time. An afterglow could be as harmless as smelling food that is not there to feeling like you are burning alive despite being physically normal. 10+ seconds: The afflicted will experience severe hallucinogenic effects that almost entirely alter their sense of reality. Manic behavior is certain as the afflicted will be completely out of touch with what is and isn’t reality. After about three hours, the afflicted will suffer a brain aneurysm and die. Geography cont.: Picking the flowers from the moss will kill the flower immediately, as they cannot be separated from the moss; however, they can be transported assuming the moss it is growing off of is still alive. If the flower is dead, only minor hallucinogenic effects, similar to making contact with the flower for one to four seconds, will occur regardless of how long contact is made. The buds that have yet to bloom are entirely harmless to touch. The river itself is at the apparent end to the passageway, and it flows from the right wall downwards to the left. Darkness covers both the right and left as well as across. Any attempts to traverse the river will be met with an increase in the current speed to the point where one cannot possibly swim in it. The water is around twenty feet deep. If contact is made with the water, no matter what or where, the one who made contact will be unable to break free, and they will be swept down the river by a sudden burst in the current’s speed. Civilization: There are no civilizations evident at all in this area. History: Not much is currently understood of the cave system leading up to the river. The companion post in the spoiler sheds some light on its discovery and the initial expedition, but nothing is evident from its exploration thus far. *wink* Purpose: The purpose of this world lore is to introduce the beginning of a (hopefully) long series of areas I hope to create for the dwarves of Arcas. This area is not purposed to be a one-off event area, but an interesting place to explore and build in. Creating a common story around this area and future areas will provide a meaningful, entertaining story for players, even non-dwarves if they want to show up. The area is meant to have a consistent purpose, rather than a mob pool and RP item hand out. Players will able to interact in this area by building in the larger chambers, and exploring the passageway down to the river. Interaction with the flowers has the potential for an enjoyable RP experience, and further interaction with the cave itself. This does and will not interfere with any canon present on LotC as this is a completely original idea to the best of my knowledge, and does not involve other pieces aside from the standard dwarven lore.
  20. The Percy Family Our story begins in Atlas, there a dwarf named Telmarill esteemed member of the Azaghul and brother of Balrog first came to Adria. Upon his arrival, people started to notice that he was in distress. Telmarill came into their society as a mere dwarf but left as a master. He opened the first smith within Adria and he took in an apprentice of course. From that day forward the white smith he was named. Almost at the end of his life, he met a beautiful lady whose name was only heard in Atlas. The Percy name came from her side. Happily into their life, they had two children Henry Percy was his name and his brother Dwain. Henry was half a dwarf and half human, his life would be much longer than his mothers. Henry joined the legion of Renatus, not much later he was discharged by Aldis Chase. He started The Iron Legion and he got cursed along the way. The iron legion had a fortress above mynebor named the shard. The Iron legion did not survive the passage to Arcas. Henry now alone, desperate and no money sat out for Adria. The city of Ves welcomed him with open arms for they knew his father was one of their soldiers a time ago, he became a sergeant in the military. Dwain did not go that route, he became wild. Many years he spent in the wilderness of Atlas, surviving on his own skill. Not much is known after he left the comfort of his home. Henry got banished from Adria not much later by a man named Checkov, he packed his bags and went on his way. On the road, he got stopped and robbed by a man named Edward Marks. His rival for a long time saw that he was alone and he took his chance. He decapitated the man and portrayed him as a traitor upon the bridge to Helena. Kuvira, the third of the brothers was not born by the percy's but in the wild to unknown parents. He made his way into Adria and into the percy's not long after his seventh birthday, he arrived a short time after Henry went away from his parents. Kuvira saw a lot from his new father and became interested in smithing at an early age. He also survived the passage to Arcas. After his brother was killed he made for Adria, where he started The Armitage institute. He believed heavily in the Four, some men did not like that. A priest came one day and heard that he was not a canonist. he approached Kuvira. He said that Kuvira was a heathen for not believing the canon, Kuvira replied with the same thing but for the Four. Not long after that, he got arrested and killed for being a heathen. In his life, he met a man named Jack Rippler. He was not a good man, he had done a lot of wrongs. Kuvira took him in as a brother, Jack is now a part of the Percy family. Let the story of Jack begin. ((don't throw poop, this is a recap of my time on LotC))
  21. “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:
  22. ~The Sovereign State of Albion~ Gallahand Harkness, Vitalius Maarsan, Edward Delaney, and Reynald Richmond finally stopped at what seemed to be a gulf on the north-eastern portion of the continent. Gallahand Climbs upon one of the nearby boulders and looks around “This is it, I think, This spot is perfect.” he announces, as the small scouting party looks around in agreement. Reynald speaks up “I agree, the nearby canyons could be a strategic spot for perhaps a vassal. “Aye” simply said Edward, going to sit down next to a tree. “Let’s get started then, friends” said the doctor, Vitalius, smiling under his mask. ~Roles within Albion:~ Visaers- Those who only live temporarily in the city, such as students, or traveling merchants.can only rent property, this also go for merchants, as they can only own stalls, rather than a permanent business. They are not allowed to vote on any matters pertaining Albion. Citizens- Those who live permanently within in the city. Can purchase property, vote, and own business within the city. They are allowed to buy a home, and not be taxed for it after the initial purchase. Soldiers- Within Albion the soldiers are expected to carry out several tasks ranging from regular patrols, to simply manning the gate. Knights- The top of the Albion military, hand picked by the other knights or the Sovereign himself. Constable- The one who represents the knights in court meeting, elected by the knights. Court members- Picked by the Sovereign, councils the Sovereign with their expertise in their specifics field. The Sovereign- The ruler of Albion. ~Laws of Albion:~
  23. Treaty of Peace between The Princedom of Fenn & The Underrealm of Urguan -= 1707 =- ________________________________________ The contents of this document are the recognized diplomatic conditions between The Princedom of Fenn and The Underrealm of Urguan. The following statutes shall be upheld by the agreeing nations for the next 24 years, or six Mali/Stone months. The signing of this document by the officials of their respective nations signify a mutual agreement to adhere to the conditions as given in the following statutes. _______________________________________ Statute 1 _________ The Underrealm of Urguan shall henceforth hold no acts of aggression against The Princedom of Fenn. In no manner will any actions of militaristic, social, or economic aggression be taken against The Princedom of Fenn. The Princedom of Fenn shall henceforth hold no acts of aggression against The Underrealm of Urguan. In no manner will any actions of militaristic, social, or economic aggression be taken against The Underrealm of Urguan. Statute 2 _________ The Underrealm of Urguan recognizes The Princedom of Fenn as the one true Snow Elven nation. The Princedom of Fenn recognizes The Underrealm of Urguan as the one true Dwarven nation. Statute 3 _________ The Nations of Fenn and Urguan shall recognize the following as their official borders. Urguan - Orange Fenn - Blue _____________
  24. THIS POST IS CANCELED The Jade Riders The Jade Riders are a broad group of rangers and adventurers alike who oppose threats to the natural world and help others survive in dangerous environments. A Rider might help a small village prepare for a brutal winter, or aid a Kingdom in a deadly war. Riders may protect a town from an onslaught of malicious foes or simply aid in the construction of a new settlement. Members of the Jade Riders know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. Members of the Riders are spread far and wide, generally in isolation or small cadres. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Beliefs: The natural order must be respected and preserved. Forces that seek to upset the natural balance must be destroyed. The wilderness can be harsh. Not everyone can survive in it without assistance. Goals: The Jade Riders goals are to restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness. Creed: Allies: Aragrad (Yves Aragon) Ranks: Ranger Division General Rider: Myriil Thuridan Rider Captain: (N/A) Rider Of The Mark: (N/A) Senior Rider: (N/A) Rider Of The Wild: (N/A) Junior Rider: (N/A) Scout: (N/A) --------- Every Rank From Here Up Is A Rider --------- Trainee: (N/A) Diplomatic Division Party President: (N/A) Elder: (N/A) Scholar: (N/A) Diplomat: (N/A) Envoy: (N/A) Emmisary: (N/A) ----- All Ranks From Here Up Are Diplomats ---- Junior Trainee: (N/A) Dress Code: Ranger Division The Jade Riders - Ranger Uniform Each colored cloak varies depending on the rangers environment (White for snow, Green for forest or plains, Yellow/Beige for desert, Orange for red desert or mesa, Blue for water etc.) The color of your belt/undershirt varies depending on rank (The solid white spaces on the skin are for your skin [skin, eyes, hair etc.]) Belt Ranks: General Rider: Green Rider Captain: Black Rider Of The Mark: Gold Senior Rider: Purple Rider Of The Wild: Red Junior Rider: Blue Scout: Brown Initiate : White Diplomat Division: Diplomat’s have no set dress code at this time Out Of Character Rules Don’t be a jerk to ANYONE, be they a Rider or not. Don’t purposely or through inactivity provoke someone. Being active is not mandatory but it would be appreciated. Dress code in not mandatory but appreciated These rules are subject to change in the future Rider Code Of Conduct All people of any race, gender or sexuality are welcome in the Jade Riders. Discrimination will not be tolerated. You must renounce fealty to any organization or national order if the laws of said order conflict with those of the Riders Comitting acts of violence against nations to aid another nation is strictly prohibtied unless the Riders have voted to help Riders who reveal sensitive information or align themselves with a specific nation against another nation will be banished from the ranks without prior warning All Riders must train in the basic skills of a Ranger: bowmanship, swordplay, animal behavior studies, flora and fauna studies, and basic diplomacy. Illiterate recruits will be taught to read and write before they are inducted. One must not intentionally harm any animal, plant, or person not actively threatening one’s self, the Riders, or the balance of nature. Rangers seen breaking this rule are subject to verbal warnings, imprisonment, and banishment, in order of number of offenses. These rules are not to be bent in any way shape or form These rules are subject to change in the future **(To apply, copy and paste this form into a reply below. Being accepted on this forum DOES NOT mean you are a Rider, you must first pass the Initiate Training Process)** Application For The Jade Riders Ooc Information Minecraft Gamertag (Required*): Real-Life Age (Required*): Nickname (Optional*): Prefered Pronoun(s) (Required*): (He/Him, She/Her, They/Them etc.) Roleplay Sample (Required*): Ic Information Characters Full Name (Required*): Current And/Or Former Titles Held (Required*): Race (Required*): Sub-Race (Optional*): Sex And Gender (Required*): Training Known (Optional*): Training Wanted/Needed (Required*): *“By signing this document, you agree to the above laws and any the General, Captain and Senior Rider see fit of adding. You agree to renounce any title that conflicts with the goals/code and will uphold peace and balance between the natural world and society”*
  25. [!] While walking about, you notice a poster nailed into a nearby tree. Upon closer inspection you realize it was once the construction plans of a small dwarven structure, but has worn out, now with an ink message. It reads the following: [!] To the strong and honorable, Armakak is in your favor! He has given you a trade deal any competent person would accept. Anybody who is capable of wielding a weapon for the sake of righteousness, you are hereby offered an interview at my tradepost for the position of mercenary. My pockets have been blessed by Armakak, god of wealth, and due to this numerous bandits and naredowells dare attempt to strike me down and steal what is rightfully mine. You must be capable of fighting, and many of your duties include protecting my caravan. I offer 100 minas per caravan trip you help protect, and pay extra for encounters with bandits. A room is given for free, as long as you assist me with my business. Please send a letter or a bird on whether you are interested or if there are questions. May Armakak bless your pockets! [!] The writing stops here, and a large signature in gold reads, “Marguan Goldhand, Merchant Extrordinaire” [!] ((Discord: The_New_Noob #4534))
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