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  1. 12th of Sun’s Smile, SA 59 (Jan. 16th. 2022) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ IN ANSWER TO YAVOK’S FOLK ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ Two centuries ago, an age of continued dwarven rule was disrupted by the chaos of the War of the Beards, which brought the forces of the Brathmordakin to their weakest. After the fall of many city states which had risen in the power vacuum, one would stand triumphant and reclaim the honor of old Urguan: Agnarum. Ever since the reunification of the dwarves, it has been a steady crawl back to our former glory. For decades, it was always a fight for our very unified existence. Now here in Almaris, we stand together as a Kingdom truly deserving of the title “Grand.” Our prosperity has reached great heights, with a booming Workforce composed of many successful guilds and rich workers. The forges incessantly burn with the fire of industry and our anvils never cooled by inaction. Even without the blessings of the runes, the dwarves have forged great works that our predecessors would marvel at. The great throngs of Urguan are at their mightiest, full of not only dwarves, but also mighty men who live with us in the valleys and meadows of the mountains. We have forged strong bonds, and shall forge them stronger yet in the years to come, encouraging our vassals to grow and our mountains to stand taller with towers and turrets, so that no enemy shall ever wrong our folk. We shall cooperate further with our allies, and ensure that our pacts shall last centuries longer in shared peace and prosperity. Our empire is vast, rivaling that of many great kingdoms of man, and allied with the greatest among them. We have come much farther than the humbled dwarves hiding away in the caverns of Atlas alone could have ever imagined. No doubt, we are at the beginning of a Golden Age. For some however, this unrivaled age of prosperity was not enough. There are those who are unable, or perhaps just unwilling, to share the glory with their kin but demand a greater place amongst their brothers. The Intimidations of Clan Ireheart After the height of Urguan and Haense’s victory in the siege against Southbridge, Clan Ireheart decided to test their fame and sought a meeting with the Lordship of Du Loc. Here they asked the settlement to become a vassal to their clan, especially after their aid against a beast which had attacked the Lordship. This was perceived as an insult and a threat, causing Du Loc to then accuse the dwarves on the world stage of conquest. A miscommunication free of guilt on either side, certainly. Ulfric Frostbeard, desiring peace with the long time neutral neighbors of Urguan, went with some of his councilors to Du Loc and resolved the issue, not once admitting that the Irehearts had intended to threaten Du Loc nor ceding ground to the humans, only to guarantee the Leaders of Du Loc knew there was no need to call for aid, as there would not be a fight. Ulfric completed his duty as Grand King to protect the Grand Kingdom of Urguan and its honor. To ensure that we would not make war with good folk and dispel rumors, and did so using diplomacy, not the ax. In return, Clan Ireheart - who began this conflict by meeting without the King and the Kingdom in an attempt to gain power over Du Loc for themselves, thus jeopardizing the entirety of Urguan during a time of war, for the pride of their clan - declared Ulfric Frostbeard a traitor to the Kingdom. Clan Ireheart then demanded that Ulfric Frostbeard submit to their terms and challenged the Grand King to an honor duel within their Clan Hall when he refused, with their full folk rallied along with mercenaries present. When Ulfric denied both their demands and their challenge, and attempted to leave peacefully, Clan Ireheart proceeded to chase after the Grand King, weapons in hand, driving him from the city and down the road, before driving him into the dirt and surrounding him. Once again, they tried to pressure the Grand King into an honor duel, and were once again refused. Only then did they let him leave in peace. This is nothing short of intimidation of the Grand King, attempting to force him into a duel so that Clan Ireheart could beat him into submission. There is no question of honor, for no honor had been insulted. The Grand King upheld his duty, yet despite Ulfric’s ever open ears, Bakir Ireheart, Ulfric Frostbeard's own and trusted King’s Hand, led his folk to ignore attempts at reasonable resolution and instead escalated to scare tactics. The very same tactics employed against orcs and elves, employed upon their own King. As many know, afterwards Clan Ireheart made their list of utterly unreasonable terms of settlement. In this sham of a declaration, the actions of the dwarven monarch four reigns ago were dredged up from the past, as well as their discontent at losing a fair election two reigns ago. All to give their imagined slight concerning Du Loc the image of justified rage, but it is nothing more than a pathetic power play. They demand the Grand Kingdom repay them for wrongs that were never committed, and rather than appeal to the council or through any legitimate means offered to them within the Kingdom, means in which they very likely would have been successful, Clan Ireheart elects to intimidate and put themselves above their kin. This is blatant subversion of the very institutions of which they have always proclaimed to be staunch protectors. What many do not know is that Clan Ireheart did not even have the honor or decency to wait for their terms to be addressed. Instead they immediately traveled to Oren that very stone evening, and petitioned the Emperor, declaring they would no longer fight for Urguan in the war and seeking the Empire to launch a counterattack against Urguan’s occupied territories. This is nothing short of an utter and outright betrayal of all the Sons of Urguan and all the Citizens of the Grand Kingdom of Urguan. The Reprimand from the Grand Council: Despite what many within Clan Ireheart seem to believe, they had held no disgrace in their kin’s hearts before their intimidations. No doubt, their clan was respected by all others with few individual exceptions. If they truly had grievances and disagreements, certainly through the legitimate avenues they would have successfully resolved them, but the pride of Yavok’s Folk has betrayed them. Left with no other choice, last stone evening the Grand Council, with the exception of Clan Ireheart, met with the Grand King to discuss these recent treasonous actions. After much deliberation, an overwhelming majority of the council has agreed to the following measures: First, let there be no debate. All demands made from Clan Ireheart to Grand King Ulfric Frostbeard and the Council of Urguan are denied outright. Second, let there be no disunity. Clan Ireheart is removed from its seat on the Grand Council of Urguan, only to be reinstated by a 66% majority vote of the Grand Council. Third, let there be no doubt. All members of Clan Ireheart shall be stripped of their Legion and Kingdom titles, along with the powers and the responsibilities which accompany them. Fourth, let there be no grudges. Each Ireheart who has signed his name to their ill-fated cause shall publicly apologize to Grand King Ulfric Frostbeard and swear a new oath of loyalty in the presence of the Council of Urguan. Until a Son of Yavok has made this oath, the previous terms shall be held against him. Fifth, let the instigator face justice. Gror Ireheart, publicly identified as the most traitorous of the Irehearts, shall be banished from Urguan for eternity. Sixth, let the followers face justice. Bakir Ireheart, the Rikkin of Clan Ireheart, and Ragrin Ireheart, who publicly called for Irehearts to dethrone Grand King Ulfric Frostbeard, must submit themselves to a formal trial before the High Courts of Urguan. If these terms are deemed unfair by Clan Ireheart, then understand this; you are free sons and daughters of Urguan, and despite your actions, the glory of previous cooperation cannot be forgotten. You are free by your nature created by Yemekar to be discontented, and if you find the Grand Kingdom’s denial of your demands unfavorable, then you are free to depart at your will, just as you departed under Norli. Know that you shall only be allowed to return upon resolving your wrongs, and as equals to all dwarves. If we are so corrupt and destitute in Urguan, and that it is far greater for dwarves to live as secondary vassals to Irehearts in all times; then go ahead and go. You are released from your oaths, and I pray the Brathmordakin guide you. To the rest of the realm, to Almaris, Urguan offers this warning; This changes nothing. Urguan shall stand strong for centuries to come, with or without Clan Ireheart. We shall uphold our honor with no hesitation, alongside our great allies and vassals who have fought alongside us. Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor of the Grand Kingdom of Urguan, Elder of Clan Irongrinder, High King of Kaz’Ulrah, Grand Admiral of the Urguani Fleet, Youngest of Zahrer, Former Child, CEO of DNN, CFO of Dwedcorp Lord Justiciar of the High Courts of Urguan, Rikkin of Clan Irongut, Holder of the Book of Grudges, Lordak’ur’Aurokaraad, Prelate of Ogradhad, Master Remembrancer , Second Medic, Iron Baron. Grand Marshal of the Urguan Legion, Defender of Kal’Ordholm, Grandson of Kjellos, & Son of Igor Lord of Grandaxes, Brewmaster, Lord of Kal’Bogrin Arch-Runelord of the Citadel of Arcadia, Lord of Clan Irongrinder, Ruhn Marshal of the Legion of Mercy, CEO of the dwedmar corporation, Captain of the Battleship Dwedsmark, Master of the Ruhnland, Former Child, Lord of Kal’Khron, Kal’Nuram, Varoth’Akvel, Fort Uno’Reverse, Arbiter of the Prophet of Mercy. Bekarumm oz da Kornazkarumm, the First Starsmith, Draknadreng, Master Smith of the Urguani Workers’ Guild, Longbeard of the Legion of Urguan Grand King Emeritus, Restorer of Clan Starbreaker, Elder of Gotrek’s Folk, Lord of Azrummloss Dor and Kal’Evraal, Bane of the Neverborn, Conqueror of the Korvassa, Slayer of Gods, Hero of the Brathmordakin Grand Steward and Gamesmaster of Urguan, Hand of the Grand King of Urguan. Elder of Clan Frostbeard, son of Rhewen.
  2. 10th of the Grand Harvest THE FINAL STRIKE Three strikes and you’re in the grudgebook is what the greybeards of our clan taught us as beardlings. Urguan’s race is doomed to be stubborn and grudgeful, but yet because of our devotion to the Grand Kingdom of Urguan we have forgiven many wrongs against our kin. We have worked for the greatness of the Kingdom, fighting in wars and participating in government, even after we’ve been wronged without compensation. All we ask for in return for our labor is respect. The first against our kin was when the most kind Urist Ireheart was mutilated and debearded at the hands of the wood elves of Sirammenor. Our Grand King at the time, Jorvin Starbreaker, refused to uphold his honor by defending his kin who was violated in the worst way possible, debearding. Instead, when the Irehearts honorably defended their kin they were branded as traitors and asked to come before the high courts for their actions. In the end, the Kingdom failed it’s duties to protect the sons and daughters of Yavok as they fought a long grudge war against the elves alone. The second wronging of our kin was in the election of Durorn Ireheart. The votes were counted at first 71 in favor of Durorn Ireheart and 48 in favor of Norli Starbreaker. Though when the council met, dishonorable schemers slowly discounted votes until it ended in a tie. And when the council was asked, how should we resolve this tie? The schemers answered “let the council decide” as they knew they held the council majority. A King was crowned by the council, but not the people of Urguan. The namesake of Urguan was wronged this day, but especially the descendents of Yavok. The third and final strike against our kin was in the meeting and consequential events after the meeting. As Ulfric went behind the backs of the Irehearts, making deals with Du Loc that directly affected our clan. Ulfric bent over to cannonism as he told Du Loc that he would sit idle as Du Loc had their way with the Irehearts. Once again the Irehearts would be doomed to fight without protection from their King, but now their King actively sided against them. What did we do to deserve this kind of dishonor? In defense of his “honor”, the Grand King called us traitors, even going so far as to threaten a former Grand King, Gror Ireheart, with treason. The King with all his “honor” denied an honor duel and fled the city of Urguan in shame. Let it be known that the descendents of Yavok are tired of being wronged. Even Urguan rolls in his grave as he hears those who represent him slander his name by turning their back on their kin. Three strikes and you’re in the grudgebook. But once again the Irehearts show their mercy by presenting these overdue demands as compensation of their multiple wrongdoings. For the idleness in the case of the debearding of Urist Ireheart: 1. The formal apology from the Grand King to Clan Ireheart. For dishonorably scheming to rig the election: 2. The immediate promotion of Gorlim Ireheart as Grand Marshal of the Legion. 3. The reformation of the council system, allowing votes to clans with higher populaces. For branding us ‘traitors’ and letting Du Loc have their way with us: 4. The granting of a plot of land in the lands of southbridge. 5. A grant of funding in the form of 3,000 minas to repay us for centuries of unwarranted mistreatment. We present these demands to the Grand King of Urguan. Signed,
  3. The Grand Kingdom of Urguan Urguan Discord: [Click Here] About The Grand Kingdom ================== The Grand Kingdom of Urguan is a constitutional monarchy established to unify and represent the Dwarven race. The Grand Kingdom itself is one with tremendous history, being the sole nation of the Dwarves for a millennia, leading back to the very first dwarf himself, Urguan. Represented through the colors of orange and gray, the nation has united the Dwarves under its banner through common religion, culture, and ideals. The religion of the land, the Brathmordakin, is a polytheistic religion composed of 7 gods, each of which represent a different aspect of Dwarven culture. Throughout history, Urguan has been best known for their expert craftsmanship, unique clan diversity, beautiful underground cities, engineering capabilities, and wartime strategy. Now on the realm of Almaris, the Grand Kingdom continues to serve as the top Dwarven hub, occupying a sprawling mountainside on the South-East section of the realm. [THESE SECTIONS CAN AND MOST LIKELY WILL CHANGE OVER TIME] The Settlements of Urguan ================== The Capital City of Kal’Darakaan Kal’Darakaan, or “the City of the Ancient Might,” is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Being the largest and only Dwarven hub on Almaris, the city is a staple for dwarven culture, craftsmanship, and religion. Within the capital city, travellers can expect to find multiple clan halls, housing districts, a bustling market, a Brathmordakin temple, Grand Arena, and large area for craftsmen to hone their skills. Unknown to many is the city's origins, as the modern Dwarves of Urguan were not the ones to construct the city. Through the investigation of clues left behind, many believe the city to have been a colony of the ancient Dwarves, hence its name of ‘Ancient Might’. ================== The Forest Dwarf Village of Hefrumm The Forest Dwarf Village of Hefrumm is a town settled in the woodland valley surrounding the capital city of Kal’Darakaan. Home primarily to the Forest Dwarf Clans, Hefrumm’s unique culture is one linked to the care of sustaining nature surrounding them. Living amongst the flora and fauna specific to the region, strolling through the village is a beautiful nature walk for all to take on. The smell of roasting boar and spilled carrot ale often radiates from the Hefrumm Tavern and Inn. Some of their practices are seen no where else throughout the realm, such as the Seers, a branch of the Brathmordakin faith with an emphasis on spiritual guidance. ================== The Crimson Edict Karmesinfels, a mountain settlement to the East of the Dwarven Docks, can be seen by some as a tourist destination with its beautiful architecture and winding vineyard. A working redstone tower's chimes call out across the valley every morning and evening, with a warm tavern connected at its feet for travellers. Next door is the Red Croupier Casino, the first casino on these lands with fully automatic slot machines and a working roulette table. There's also a magnificent belltower with a shop in its base, a greenhouse, the Knox Apartments, and a war memorial all surrounding the central castle, home to the Crimson Edict. The castle is mostly residential to members of the ancient order, though it does have its own bar, grand hall, bank, and bathhouse, with its grand crypts beneath. [Seek out the Crimson Edict to learn more and possibly grab an invite to their discord!] ================== Lubba's Keep Lubba's Keep, developed by The Silver Lubba and their mercenary group, is a bustling seaside town that has come to house vassals of it's own. Prosperous, these folk enjoy their day to day lives, working to fill any demand as seen as necessity to them. [Link to Lubba's Keep Discord] ================== [More to be added!] Important Documents to Know! Articles of Urguan Civil Codex of Laws The Book of Grudges Da Kirja Dverga History of the Dwarves Kings of the Old Realm The Dwarven Language Dwarven Family Tree Government Leadership The King’s Council ================== Grand King Agnar Grandaxe | Austin7984#0060 (Discord: Austin7984#0060) The Grand King of Urguan is the sole monarch and utmost authority within the Dwarven nation. Elected by the majority of Urguanites, the individual entrusted with the power’s associated with the role is one of great status and respect amongst their peers. The Grand King is responsible for overseeing the entirety of the realm, as well as appointing a council to assist them in running the day-to-day aspects of the nation. The title is one held until resignation, removal, or death, and therefore has no set time limit. ================== Grand Minister of War Sigrun Ireheart | xMuted (Discord: xMuted#7195) The Grand Minister of War is the military head of the Dwarven nation. Tasked with overseeing the Obsidian Guard and strategic planning of both offensive and defensive wars, the individual who holds this title is typically an experienced war veteran who has served the nation’s legion for years prior. This title is appointed by the Grand King and is held until the Minister is removed or replaced. ================== Grand Steward Garedyn The Green | _RoyalCrafter_ (Discord: HyperAlphaKing#3040) The Grand Steward of Urguan serves as the head of stewardry for the Dwarven nation. Tasked with regulating taxes and the distribution of Urguan’s homes and land, the individual who holds this title is typically one with an economic background. This title is appointed by the Grand King, and is held until the Grand Steward is removed or replaced. ================== Lord Chancellor Ulfric Frostbeard | Terry_23 (Discord: Terry#1337) The Lord Chancellor of Urguan serves as the nation’s leader for the Grand Council and representative of it's clans. Elected by the clans themselves through a majority vote, the individual who holds the title is one well-versed in both diplomacy and advising. As the title is appointed by the Grand Council and approved by the Grand King, the position is one held until removed or replaced by the Grand Council. ================== Lord Justiciar Ulfric Frostbeard | Terry_23 (Discord: Terry#1337) The Lord Justiciar of Urguan serves as the lead justice and keeper of the book of laws for the Dwarven nation. Tasked with overseeing the court systems, the individual who holds this title is one well-versed with the book of law. This title is appointed by the Grand King, and is held until the Lord Justiciar is removed or replaced. ================== High Prophet Garedyn the Green | _RoyalCrafter_ (Discord: HyperAlphaKing#3040) The High Prophet of Da Kirkja Dverga, otherwise known as the Dwarven clergy, is the religious head of Urguan. This individual is one well versed in the Brathmordakin, and is responsible for preaching its teachings to the dwarven populace whilst overseeing the clergy’s members. The Guild Masters of Urguan High Remembrancer TBD The High Remembrancer of the Order of Remembrance is the leading scholar of the Dwarven nation. Whilst in charge of teaching future scholars and providing the Dwarven populace with tomes and classes, they also serve as an advisor to the Grand King due to their plethora of learned knowledge. ================== Yemekar’s Pick Ursus Grandaxe | _Grey_W0lf_ (Discord: _Grey_W0lf_#7961) The Yemekar’s Pick is the head of the Working Guilds of Urguan. This individual is one with experience in both managing large groups of individuals, and in craftsmanship and gathering. The Yemekar’s Pick is also in charge of supervising the mines within Kal’Darakaan, and the output they produce for the nation. ================== Anbella’s Hand TBD (Discord: TBD) The Anbella’s Hand is the head of medicinal practices for the Dwarven nation. This individual is expected to be a skilled medic capable of training others in what they have learned. The Anbella’s Hand is also tasked with overseeing the Urguani Clinic. ================== Armakak’s Coin DISSOLVED The Armakak’s Coin is the head of trade practices for the Dwarven nation. This individual is one with experience in the mercantile field, and is capable of training others to assist in merchantry for the Grand Kingdom. The Armakak’s Coin is also responsible for overseeing national stalls located in other nations across the realm. ================== Grand Huntmaster DISSOLVED The Grand Huntmaster is the leader of the Hunter’s Guild for the Dwarven nation. This individual is one who has shown a natural prowess for hunting, and is capable of teaching the skill set to new huntsmen. ================== Grand Architect Garedyn the Green | _RoyalCrafter_ (Discord: HyperAlphaKing#3040) The Grand Architect is the head of all construction projects for the Dwarven nation. This individual is expected to be a master at both building, and planning out various projects throughout the nation. ================== Iron Baron TBD (Discord: TBD) The Iron Baron is the brewmaster and head of the tavern for the Dwarven nation. This individual is expected to provide quality brews for the Dwarven people, and continuously stock and run the tavern to host Kal’Darakaan’s citizens. The Dwarven Clans of Urguan CLAN IRONGUT | Khrorul [ Click for Clan Post ] The Irongut Clan is the first-born elder clan of Urguan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts have held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. ================== CLAN GOLDHAND | Aurokanar [ Click for Clan Post ] The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments. ================== CLAN GRANDAXE | Kathaikaz [ Click for Clan Post ] An influential clan of mountain dwarves that has stood the test of time, the Grandaxes are known to be equally skilled in their prowess with an axe as they are in their command of language; renowned as great revelers and gifted elocutionists, they find themselves at home in various professions across the dwarven capital. From legionnaires to bards, to tavern keeps and politicians, Grandaxes are an amicable and charismatic folk who are staunchly loyal to their roots. Above all else, Grandaxes hold their kin in high regard and adhere to a strict code of honor handed down by their ancestral forebears. The quality of a Grandaxe is from the values of their heart. ================== CLAN FROSTBEARD | Azwyrtrumm [ Click for Clan Post ] The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as kings, government officials, hunters, diplomats, craftsmen, scholars, and warriors. Unwilling to let the past destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community. ================== CLAN IREHEART | Kravamoruk [ Click for Clan Post ] An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. The Irehearts are also known for their many fabled Paragons, warriors and Kings, as some of the most fearsome and respected dwarves in all of history have hailed from such a mighty clan. ================== CLAN STARBREAKER | Kornazkarumm [ Click for Clan Post ] An Elder Clan of Cave Dwarves mostly consisting of smiths, miners and Golemancers. They are known for their scholarly pursuits, including the study of magic or alchemy, but are most famed for their masterful skill in smithing and particular affinity for starsmithing. ================== FOREST DWARVES | Hefrumm [ Click for Clan Post ] The forest dwed of Hefrumm are known as spiritual guides through The Seers, proficient hunters in the Grand Hunters Guild, expert farmers, herders, fisherman, artisans of woodworking, as well as each clan or guild’s specific talents. The village currently consists of the Cottonwood, Blackroot, Treebeard, and Emberhorn Clans, in addition to a few lesser clans. As guardians of Anbella’s Hearth, the community welcomes the likes of epiphytes, druids, and any others that share that passion. ================== CLAN GRIMGOLD | Korodaurok [ Click for Clan Post ] The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. ================== CLAN IRONGRINDER | Khroneknazkarum [ Click for Clan Post ] Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. ================== CLAN METALFIST | Ithorrym [ Click for Clan Post ] A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. ================== The Grand Legion of Urguan The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [ Legion Post ] The Guilds of Urguan DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] ================== THE WORKING GUILDS OF URGUAN The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for the Working Guilds Post] ================== THE ORDER OF REMEMBRANCE The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to the High Remembrancer. ================== THE MERCHANTS’ GUILD The Merchant’s Guild is the centerpoint for Dwarven trade both within Urguani lands, and abroad. The expert merchants of the guild are considered the economic hand of the Dwarves, selling Dwarven crafts far and wide to any who wish to buy them. Any who join the guild can expect to learn the trade of a master merchant, and will soon be out attending stalls, selling goods, and establishing trade internationally. [Click here for The Merchant’s Guild Post] ================== THE GRAND HUNTERS' GUILD We dwarves are naturally isolationist folk and for too long have our lands gone unexplored and wild; teeming with beasts of all sizes and ruins lost to nature. For this reason, the GRAND HUNTER’S GUILD was formed, a guild whose goal is to encourage and organize dwarves in exploring the great unknown, and to hunt and study creatures. [Click here for The Grand Hunters' Guild Post] ================== THE HEALERS’ GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post]
  4. Frenrir Ireheart, a new fresh 31 year old dwarf, with a lot of adventure, in just one irl day. Frenrir is a new dwarf. He was born into the Irehearts and finally decided to do his trials and start his journey. He begun with going to Du Loc, as he heard his fellow bretheren were there. But at his surprise, a dragon was there. Frenrir with the dragon slaying clan in his blood, began to get furious that the Du Loc Guard would not let him in. Instead, a large ugly Oolog stood in his way and kept the gate shut, while calling him gay. Frenrir began to be furious, and asked two people behind him to go on a plan, however they did not follow up on it, and he got even more enranged, to the point that he got ready, thumped the ground and rushed towards the gates with his baldspot first. He hit the gate, making a loud clang but the gate did not leave a dent, and he was sent backwards and landed on his back. This however did not stop Frenrir, he continued to harass the dragon with words and bang on the gate. Eventually the dragon left and this made Frenrir rage in anger and leave, cursing Du Loc for not letting him in. Frenrir rode into the sun, and towards his home Urguan. Upon arrival, he was greeted by Garrond 'Orcbane' Frostbeard. They had a little convo, and it led to the topic of Bravery. Garrond challenged Frenrir to a test of Bravery where Frenrir was stand onto a wall, and Garrond was to throw an axe over his head, you were not allowed to flinch or duck, or you would lose the game. Garrond threw the axe, and Frenrir swallowed fear whole, and did not flinch. The axe went right over his head and he was safe and sound. The game attracted some folk, including another Ireheart. They all had turns, and eventually it came to someone else throwing the axe. Frenrir volunteered, and as he threw the axe, it was starting to fly towards Garrond, which made him duck, losing the game. Garrond called for another try and as he did, Frenrir threw an axe, which cut into Garronds head a little, but Garrond did not duck, nor flinch during the throw. As Frenrir thought it was fair for him to go up next, because of him hurting Garrond, The other Ireheart volunteered to throw. The Ireheart stepped back and gave the axe a good throw, it would hurl towards Frenrir, and knowingly it would be to low, Frenrir called for the gods as it his into his ear, splitting it almost full in half. Frenrir gave a good laugh and put a cloth around it, allowing it to be healed overtime. After a while of chilling in Urguan, another Ireheart came by, they talked about each others trials, which gave Frenrir the idea to go for them, along with the other Ireheart beardling. Garrond came along as they decided to go towards Krugmar. However, no one would open the gate, and they left. After a lot of chilling around Urguan, Frenrir decided to pay a visit to Elysium. Upon arrival, he was greeted with a large gate, after a while of shouting for someone to get it, a woman in large white armor came by, she called for Frenrir and asked him a couple of questions, which Frenrir answered with no hesitation. Then she called upon him to leave his weapons in a nearby chest. Frenrir, hesitant and cautious tried to negotiate, however it went nowhere, to the point a drunkard was having fun of the conversation. As the conversation lead on, and the persuasion was going nowhere, 3 unusual people came by, they said they came from "Yong Pink" apparently the town was called something else, and there was an argument about it, but the group was in red unusual armor, they were let in and left their weapons in the chest. Frenrir had a lot of insults at them and they threw insults back, there was many arguments, but eventually they all decided to get a drink. Finding no bartender and no one to pass them drinks, they just talked at the tavern, until more guards came along. After Frenrir shouted towards them, they came to Frenrir and the group of strange people. They called upon 2 of them. However, the two did not want to go and it turned into an argument. Frenrir was watching from the sidelines, when a woman came in and started giving out drinks. Frenrir won a bet against one of the strange men and got a free drink, which he slowly drank and slowly begun to get somewhat drunk. Frenrir flirted with a dark elf, which eventually slapped his face, and continued to flirt with him after. Everything eventually died down, and the strange group of people left, after dabbing Frenrir up. Frenrir followed and they left the gates of Elysium before, Frenrir noticed an Orc at the gates. He was a large Orc with red skin. And Frenrir challenged him to a duel. Frenrir and the Orc had a negotiation, and an argument about what happens when the other loses. It went from giving each other their balls, to giving each other their tusk, beard, skin, and eventually the Orc asked Frenrir to follow him. They went to the side of the walls and the Orc asked the elf for a knife. The elf passed him a knife and Frenrir knew what was coming. The Orc would give him the skin he wished for. Frenrir called him out and asked him not to but the Orc had lifted a middle finger at him, and then sliced it off. The finger would fall onto the ground and Frenrir, expecting this to happen, slice off his ear that was injured previously. As it fell, he held it, and the 2 complimented each other for being so tough. The Orc healed the dwarf with shaman magic, and then begun the duel. Both sides fought bravely and full of strength, but the Orc was the one who fell at the end. The Orc called it a good fight and so did the dwarf as he picked him up. They both dabbed up, and gave each other their 'sacrifices.' The Orc kept the ear and Frenrir kept the finger for his trials. Frenrir left Elysium happy that day, he met new friends, flirted and won a duel. just something fun to write about, im bored idk lol
  5. (The Siege of Southbridge.) A Warhorn. Sudden and roaring as dawn broke, signaling the preparation of tripartite forces for the invasion of Southbridge. A fleet of dwarven ships equipped with specifically designed dwarven trebuchets lay anchored before the Orenian fort. On its flank the Tripartite war camp, housing the bulk of the alliance's forces along with its own array of trebuchets were assembled, its soldiers ready for the attack. Opposite the war camp, Orenian forces were seen on top of Southbridge preparing their own trebuchets in sight of the camp below. Suddenly the sound of giant rocks flying through the air, finding their intended marks, could be heard, the first volley of Tripartite trebuchets destroying half of the Orenian trebuchets sending wooden debris flying through the air. Ferrymen and Blackvale forces led by Banjo and Gaspard immediately pushed into the courtyard of Southbridge slaughtering any Orenian trebuchet crews caught off guard by the flank force. The combined dwarven and BSK trebuchets made quick work of the weak walls of Southbridge, making them collapse and creating a clear pathway for the alliance forces to invade the interior. Under the command of Ailred Var Ruthern and Bakir Ireheart the alliance forces charged forth into the rubble of Southbridge seeking out and cutting down any orenian seen within the ruins, including the general of the ISA and the Orenian Emperor. Bodies of the defenders of Southbridge littered the ground above and under the rubble. The Fort was reduced to clay and brick ruins housing the coffins of thousands of Orenians, forever. After the battle was finished the forces of The Grand Kingdom of Urguan and the Kingdom of Haense marched into the lands behind Southbridge and placed Urguan and Haense banners signifying the victory over the cowardly Philip III. Narvak oz Urguan, Krusae Zwy Kongzem OOC: Screenshots Warclaim Videos:
  6. RECAPTURE OF THE BASTION 15th of Snow Maiden, Year 57 SA “Jesus Pablo is ballin’ out on Ferrymas” - Banjo https://www.youtube.com/watch?v=CduA0TULnow 1,200 Tripartite forces composed of Ferrymen and Irehearts marched on the roads towards the heart of the Imperial Capital, New Providence, to deal a devastating blow to Imperial forces. Under the command of Captain Banjo and Commander Bakir Ireheart, the small band bandited the roads of Oren until they approached the bridge, all that stood in their way of entering the city was a 1,500 force o’ wig-wearing lobsters. One could say you could hear the rattle of their metal-bucket hats as they quivered in fear at the sight of the notorious Ferrymen. The battle first started at the foot of the bridge, where both sides exchanged arrowfire. Seeing as this exchange of volleys led to a stalemate, the Ferrymen tactically led a maneuver around the bridge, flanking the Orenian forces as they were caught in utter dumbfounded surprise. Their little lasting bravery was soon replaced by cowardice as they routed back to the security of their gates- or so they thought. They stubbornly attempted to push out of their gates, but they were met with dwarven steel and Ferrymen prowess as their men were slaughtered like dogs. The Imperials were very wrong to think they were safe behind their walls and gates. A small detachment of Ferrymen consisting of Jesus Pablo, Diome Indoren, Banjo, and Mika managed to breach past their iron doors and began to take the entire force on their own. There within the gates, Jesus Pablo showed his ferociousness and prowess on the battlefield as he single handedly charged in a moment of bloodlust into a group of Orenians. His savage charge proved useful as it opened the opportunity for the rest of the Ferrymen to push through the gates and into the hearth of the city. 1,100 Imperials dead. Once more the bastion and city fell to the hands of the Ferrymen. Signed, Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep. Bakir Ireheart, Clan Father of the Irehearts, Legion Commander, King’s Hand
  7. =-< Yemekar’s Workforce >-= - The Working Guilds of Kal’Darakaan - “There is one group of hardworking dwarves that holds the entirety of the Dwarven Grand Kingdom upon their broad shoulders, a group of dwarves that truly know the meaning of “a hard day’s work.” They are the workforce of Yemekar’s Pick, they are those who dedicate their hands to the service of The Maker. Woodcutting, mining, and farming are not merely traded skills to be learned and then performed sluggishly from day to day in monotonous drudgery but they are skills to be cherished. The common worker is not lowly or insignificant in the grand scheme of the Grand Kingdom but they are what keeps the Grand Kingdom moving forward, for without supplies how would goods and profits be made? Most importantly, without farmers how would we produce ale?! This is why any dwarf should be honored to join the workforce of the Grand Kingdom, for they not only honor themselves but they honor their clan, the Grand Kingdom, and Yemekar himself.” ~ Thoak Goldhand, Yemekar's Pick of the Second Grand Kingdom of Urguan Prospectors of The Treasured Hoard The backbone of the dwarven workforce, the miners are what supply the Grand Kingdom with precious minerals for the crafting of objects of practicality, beauty, and strength. Even though there is no job that is greater than the rest in terms of its usefulness, mining is certainly one of the most dangerous and rewarding positions within the labor force. Whether it be collapsing tunnels, a nest of spiders, or a demanding quota, the miner’s job is never done. But with a good head on your shoulders and strict planning, you’ll come out of the mines with your beard still attached to your jaw, a hefty load of ore, and maybe even a bonus if you work exceptionally well. Current Lodemaster: Enryn Blackhammer (DixieDemolisher) Blacksmiths of The White Anvil The most treasured and sacred art of the khazadmar, passed down by the ancestors to their children. The life of a blacksmith begins at an early age under the apprenticeship and watchful eye of a master blacksmith. Only by taking and shaping the metals of the earth for several lifetimes could they gain the reputation of being the best throughout the lands. It is up to the blacksmiths of Urguan to maintain the prestige set by their ancestors by ensuring the Legion is equipped with only the best, and that the denizens far beyond clamor in envy at their crafts. Current Forgemaster: Ulfar Starbreaker (XxEnderking) Blacksmiths of The White Anvil Hierarchy: <Link> Artisans of The Gilded Hammer Not quite as renowned as blacksmiths, but equally impressive in both skill and artistry. Artisans are those who can shape almost any material they desire into an item of practicality. A blanket to cover a babe, a ring to fit the hands of an unsuspecting recipient, a tombstone to mark the burial grounds of the fallen. All are things that an artisan will eventually create as the cycle of life continues. So will the demand of an artisan ever be, and their importance within the workforce. Current Goldmaster: Kragdin Starbreaker (Prifter) Farmers & Herdsmen of The Sacred Hearth Although agriculture may not have the more clear and present dangers that mining does, it is no less crucial to the survival of the rest of the workforce and the Grand Kingdom. Without adequate food and ale, the loggers and miners would not be able to gather the materials used for building our stout stonework and masterwork tools. Meats, vegetables, bread, fish, and other baked goods are all necessities for a healthy dwarven diet, and let us not forget our most cherished drink, ale. These staples are what the farmers and herdsmen will gather, and therefore do not think of it as merely farming or butchering but fueling an entire Nation with food and drink. Current Harvest Master: Argnos Frostbeard (Frostbeard)
  8. THE FATE O’ LOBSTERS “Emperor John’s Mom?” - Banjo To the General of the Imperial State Army, You would think that during times of war, external events would be well mulled over and prepared for. The people of Ephesius learned today that you are not prepared, and only willing to defend yourself internally. You are either insecure, incompetent or both. So how about you prove them all wrong? And all one-thousand of our prisoners, who were easily taken from this settlement? Meet us on the field once more, though if you are too craven, you will deliver two-thousand mina for the price of all of these captives. Just one Saint’s hour will be provided for you to bring this mina, or clash with us in battle for their lives - if not, they shall live their last minutes of life knowing that their own General cared nil for them. One victory might have urged you to thinking the tides were turned. But when tides turn, a tsunami may form. If only you could fight as well as you publish overstatements. Signed Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep.
  9. The starbreaker symbol printed into the paper Published in the 4th of Snow’s Maiden Come to the Lare Daram where most of your metal needs are fulfilled. Jewelry for a friend or significant other? We got you. Need a sword to slash through things randomly? Done. Need an axe, shield or even silver spoon so that your wooden one stops molding? Done. Even a crossbow disguised as a violin so that you can get into action when your masquerade ball is crashed by a giant fire breathing lizard? DONE! Your armor isn't fitting you because you couldn't find one premade your size? No problem, the Lare Daram takes custom fit armor requests for a reasonable price! Are you worried that the quality equipment forged within the private forge of the Lare Daram will be too costly? Say no more, not only are items sold at the valued price, but per TWO purchases you can get ONE item free of your choosing (within the list of offered items.) and who said we only accept custom armor requests? No one! We accept all forms of custom requests because here at the Lare Daram, anything is forged and if it can't be forged, we can undergo negotiation so that both, customer and smith, can come to an agreement. There is no magic in Lubba keep, but not in the Lare Daram! The smithy will be taking on requests of the magic craft category, whether it be doomsday in a stick (we are not responsible for any casualties), or a floating flower pot so that your house plants aren’t eaten by the local rats! Welcome to the Lare Daram! I, Ulfar starbreaker, run this smithy along with the help of Grimdal Irongut. Go to Lubba keep and follow the road down until the end, there you will find the smithy. ((OOC)) Here are some screenies to help you find the building.
  10. [MUSIC] The Horn of the Deep, carved from infernal ivory harvested from the corpse of a foul beast Oliphant, booms in the Halls of Ancient Might, echoing through the valleys under the mountain’s shadow. A rhythmic ringing of hammers against anvils like a pounding drum sounds, followed by the steady thunder of ten thousand marching boots. The Tripartite Accord 11th of the Deep Cold, SA 54 "Dwarves are experts at imperial civil wars," Atandt Irongrinder, remarking to Utak Ireheart during the second Three Month War Your flagrant attempts at conquest have been stifled tenfold. You have tried to make Orenian aggression justified in faith, but have failed to usurp that faith and have only been proven by your kin as a wicked man inspired not by devotion to faith but ambition for domination and dominion. Your attempts to fight the Throngs of Urguan have all been incredible failures, our armies outmaneuvering and seizing victory over you numerous times. What few ‘successes’ that have not slipped from your clumsy control have only been possible in the dead of the Saint’s Night, under the eye of Iblees. You dare defame the proud and ancient might of Urguan’s Folk, calling us secretary of darkness, threaten to take our lands and our people, empty our coffers and even shave the royal beard? You are nothing but a tribe of spoiled, weak-willed and conceited braggarts without cause for pride. Your levies of conscripted thugs you call an army lie broken at the feet of our throng, as water breaks against a cliff-face. You fill yourself with delusions of grandeur, and vainglorious dreams of conquest, yet time and time again have proven to lack both the strength and charisma of the forefathers you shamefully mock in your pathetic mimicry. You have proven consistently to hold no intent for peace. Yet the folk of Urguan, ever merciful even after the constant insult we have been subject to, do not desire your destruction, and our terms are simple. You spoke at your coronation of Total Victory against dwarves, and such words we now return to you. Unconditional Surrender. Turn yourself over to Urguan and you shall be made to right the dishonors and atrocities of Oren in this realm, resolving our grudges, those of our allies, and those of your own people who you have utterly failed. ᚢᛚᚱᛟ-ᚨᚾᚨᚱᛏ'ᚢᚱ'ᚢᚱᚷᚢᚨᚾ Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor, Grand Admiral, High King of Kaz’Ulrah IN THE NAME OF, His Royal Majesty, Vane Freysson Ruric, King of Norland, High Chieftain of the Rurikkid IV JOVEO MAAN His Royal Majesty SIGISMUND III by the Grace of Godan, King of Hanseti and Ruska, FIDEI DEFENSOR, Grand Hetman of the Army, Prince of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duke of Carnatia and Vanaheim, Margrave of Korstadt, Rothswald and Vasiland, Count of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscount of Varna, Baron of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Thurant, Venzia and Astfield, Lord of the Westfolk, Protector of the Highlanders, etcetera. Gaspard, Count of Blackvale Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep. Soon after the announcement was declared, the scouts of the ISA and travelers would certainly note the great movement of the legions and mercenaries preparing their march to Southbridge, and the gentle trails of smoke from the coalition war camps rise from the valleys. WARCLAIM Wargoal: Conquest of Tile 91 (Cost of 25500 minas) Attackers: Grand Kingdom of Urguan (Lead) Kingdom of Hanseti-Ruska The Ferrymen Band Defenders: Holy Orenian Empire Warzone: Sunday, January 2nd, from 4pm to 7pm EST Siege: Southbridge Time TBD
  11. 6th of The First Seed, SA 54 (December 10th, 2021) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ PHILIP III: A SHEEP IN WOLF’S CLOTHING ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ “If your three stone days pass and you have not done this, Our soldiers shall advance to the south once more and Our armies will march to set fire to your lands, as they did for eighteen years those centuries ago. Whilst We crush your armies from the north, the Prince of Savoy shall set sail from San Luciano with a fleet that dwarfs your own. The soldiers aboard these galleys shall disembark on your coastline, burning your fields and ridding the world of your stunted people village by village. No quarter will be given to any dwarf, soldier or civilian, encountered by Our gallant countrymen. To paraphrase the great general, Josef Vladov, who defeated your kind at Rhewengrad and in countless other battles: should you fail to accede to these demands and admit your transgressions, the sun will set a final time on perfidious Urguan.” ~ Philip III, 4 Stone Days ago. To Philip III, We are waiting. The Legion of Urguan prepared for your ‘invasion’ and the ‘burning of our villages’, yet you have not shown. We have awaited the ‘fleet of Savoy’ at our Southern border, yet they have not shown. The time given Urguan within your ultimatum has passed, and you still have not shown. Instead, your throne room has been burned, your forces have been slain, and you have remained silent in the empty threats you declared against our great nation. Our legion grows tired of waiting, and I am sure your forces tire of losing against only a fraction of our army in the small squabbles we have had thus far. Urguan’s Folk fear that your inaction may result in yet another violent uprising within your ranks, and we both know Oren cannot survive that. We await your arrival. Narvak oz Urguan, Philip III. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen
  12. [!] A depiction of the Orenian Capital, a fire burning long into the night. THE MEN OF MORN & THE COWARDS OF NIGHT Some chose to linger in the shadows of night, fretfully biting at their nails until blood sheds from the tip of their fingers. For these so called men have as much honor as they have triumphs in battles where the odds have been fair. Only as night cracks, do the mentioned men - men of Orenian ilk, come out to take up arms. As their force is about as competent as a barrel of lobsters fighting. They struck Urguan in the early hours of the day, just like the cowards they are, cravens in tin suits to mask their wobbling bellies. Those of honesty, take up arms in the midst of day, just when the rabble of cities surmount. The tides of a snake’s war are about as easy to turn around, about as much as the morning eggs of a Halfling. Hence, the joint forces of Urguan showed up at the front gates of Saint James. It was the Men of the Morn, in great contrast to the Cowards of the Night. Recent history has told the Orenians are certainly men of faith. The good Orenians provided the gateway and keys to their city - literally so. Boots sounded from outside of the city, causing many a man or woman to flee into their homes. With the last door promptly shut, the brave joint forces landed into the yolk of Saint James, standing true and tall at the center of the city. Where one fool, Joseph d’Azor found himself captive and in shackles within seconds. Then again, the turncoat of Oren can only leach onto power, his one capability to shine his shoes, with that smooth brain of his. Expectly, the Cowards of the Night did not take up prestigious, patriotic arms to save their good man. Instead their eyes watched him be taken until the horizon showed him no more, perched shakily upon one of their walls. One capture was not enough for the forces albeit, as they remained in the city - expecting a fight. Was it a war? They thought. Or was it the great pitching of tents? Only those with morsels of valor descended to clash blades with the invading force, to no avail, but at the very least, they fought - as those in war should. Battle ensued for minutes before another staring contest persisted. Yet, the eyes of Orenian men only lingered on the destruction to come, while the joint forces only saw triumph. The Clock Tower would strike nil, as the foreshadowed end of times bestowed itself upon the decaying Empire of Oren. What good soldiers would allow an invasion without a defense? To allow their women and children to flee to their homes, knowing their army to be no more than conscripted lousy, dunces. Torches were tossed against the tower, flames licking the sides, until an uproar of inferno took its entirety. Still, the Orenian soldiers moved less than an inch. Cries took hold of Saint James. Still, the Orenian soldiers moved less than an inch. T'was the end of times to come, the beginning of their own declared end. An Emperor declaring oneself as Emperor. An Emperor declaring his own war. An Emperor declaring his own fate. Narvak oz Urguan, Philip III. Part 3 of 3.
  13. The Enemy of My Enemy Part 2/3 [!] A party of Rustlers, Ferrymen and Irehearts do good work on the roads of Oren. The sun, though beating down heat onto the land of men below, was met with a cool breeze that made for a comfortable atmosphere. The Rustlers, intending only to cripple Orenian supplies, could be found ambushing caravans and trade wagons alike as they sought refuge in the City of Burning Clocks. THUMP THUMP THUMP! The hooves of a horse echoed throughout the field only to be silenced by the driver wishing to stop and rest at a nearby tavern. A gust of wind caught hold of some brush near the side of the road, parting a few leaves and opening a line of sight. Piercing blue eyes stared through the brush, the gaze serious yet clouded with eagerness. With quick and intent movements, Elsil’Ceru sprung into action. The young elf let out a whistle, akin to that of a bird that was local to the region. The caravan looked around in a state of confusion, then interrupted as Iscesi ‘the Doorman’ leaped into action, firing an arrow into the chest of the caravan driver. With the same speed with which the Rustlers appeared, the lives of the caravan guards ended. As the Rustler band cleaned their weapons, they were set upon by a messenger loyal to their cause. The Orenians began their march. With haste, Elsil’Ceru ordered that birds be dispatched to some allies of the Urguan war effort. They set their quills to parchment and sent the messages off with haste. In a nearby forest, the elfish Ferrymen, Vydrek and Diome, walked idly by with their long time friend, Yonash. The trio strolled calmly, taking in the scenery of Orenian lands one last time before they were set to the flame, when a bird flew down and landed atop the shoulder of Vydrek. Yonash stepped forward, grasping at the bird and holding it tight as he removed the attached message. While the man silently read, the two elves readied their weapons. Between the two, they shared centuries of experience in war and knew what a bird sent from the direction of an enemy must mean. The three Ferrymen returned to their horses and made for the nearby Ferrymen camp. As the reinforcements made their way to the roads of Oren, the ISA readied themselves as well. They had received reports that their caravans were being attacked and their supply chain cut off. With their usual haste, the ISA made for the roadside tavern, mounted on the finest steeds the Empire could muster and armed to the teeth. As they arrived, they were met with the host that they sought out. A coalition of Ferryman and Rustler stood at the ready, their numbers lined across the road, ready to meet the ISA’s finest. The two sides stood at a standstill, neither making the first move, but both ready to draw first blood. Silence befell the terrain as the two small armies stood there, offering nothing in the way of words to each other. Diome eyed the mounted men of Oren, his eyes flickering between the groups as they usually did when he was formulating a strategy, when his focus was broken by a sudden shout. “Narvak oz Kjellos!” a voice shouted, booming through the fields as Bakir Ireheart charged in, mounted atop a mighty ram. Bakir swept between the two groups, his warhammer spinning wildly before he swung it at the head of an ISA recruit, his head coming clean off. With the valiant acts of Bakir, the silence was finally broken, replaced by the clashing of steel and flesh. The Ferrymen and Rustler coalition strode forth, their shields tight together as they forced the ISA back toward their hamlet. Yonash stopped as he looked about the battle field. The man watched as the Orenian troops fell to the blades of the allied forces one by one, “Diome!” he shouted toward his comrade “Press the attack! They fall to our blades!” With the rallying words of Yonash, coupled with the charge led by himself and Vydrek, the combined army of Ferryman, Rustler and Ireheart cut down the last of the sixteen ISA soldiers. Bakir turned to Elsil, offering a nod to the Rustler as he blew into his warhorn, signaling for the band to regroup on the roads. Iscesi limped from behind the treeline, wounded but not yet beaten as he returned from slaying several of the Orenian party. Diome and Vydrek returned together, supporting their comrade Yonash as he triumphantly returned to the group alive. The men, elf and dwed all looked around. Led by Bakir, they all began to chuckle lightly with relief. It was comforting to see that all twelve of their group had returned to the place that the battle began, alive and well. Diome made his way up the road, the coalition of forces bonding from the tales they had made during the battle. He found himself beside Elsil as the duo walked. “A fine show we put on didn’t we Ferryman.” said the Rustler. Diome groaned, in annoyance or pain, none could say for certain. “The enemy of my enemy, Rustler.” uttered the veteran Ferryman. [OOC] The information/names used in this post is not public information. This post is a recount of events that occurred in-game and is not to be used to influence RP. The purpose of this post is to share the events of the road skirmish in an RP friendly manner. Thank you.
  14. 12th of Malins welcome WIGS CRUMBLE Word traveled around The Grand Kingdom of Urguan and its vassals of the cowardly Orenians attacking the capital in the dead of night while all the sons and daughters of Urguan slept. They attempted to break the will of the King. They failed. They attempted to break Urguan’s spirit. They Failed. They attempted to break the King and to ultimately make him look like a coward. They Failed. As soon as word reached Clan Ireheart and the Ferrymen, they convened before agreeing upon to send out a group of 120 Irehearts and Ferrymen to set up a roadblock, breaching the veil of security the ISA claimed to have on their very own roads. Soon, the ISA with their best warriors sallied out of Oren. Themselves going to face the seemingly small force of Dwed and Ferrymen, but to their surprise they focused too much on their prize and forgot about their surroundings. The rest of the Ferrymen and Dwed popped out of thin air facing off with the ISA. Irehearts and Ferrymen together charged, in response the ISA was struck with fear. They immediately turned their backs and fell back to their city, but their fates were sealed the moment they chose to insult The Grand Kingdom with their vain footsteps. Those who lagged behind were immediately slaughtered, but for those who reached the gates, they turned to face the oncoming men, as their fellow soldiers feared too much to allow the Irehearts and Ferrymen into their gates and left those soldiers outside to die. Though this did not save them, the ISA manning the walls were shot down by the greatest archers in Arcas. Soon their corpses joined those who they had abandoned. Blood covered the steps of New Providence as the battle cleared. For those who were fortunate enough to not be killed in the battle, they were quickly captured and brought back to a keep along East Fleet. One half of those captured were branded by the Ferrymen before being released. The second half would be quickly slaughtered, all of them begging for mercy as their heads were paraded along the road from The Grand Kingdom to Providence. This is the price you must pay Philip III. You have made the same mistake as your predecessor and questioned the might of the Dwarves. Your people will continue to pay for this mistake with more blood less you see the error in your ways. Philip III beg us, beg us to forgive you, beg us to leave your lands to the crows, beg us to never come back, and beg Urguan to not lay you, your children, and your country to waste. Only then will you be spared the end of time. Part 1
  15. A Letter Regarding Your Beds To the Vullier household, from a friendly dwarf. Now, while I am no expert on sleep, I do know a few things on a good nights rest. Not too long ago during the War, before your weak Emperor was embarrasingly coup'd, I raided your house, with ease I must say, and I came upon many of your rooms with beds. Now, one of the rooms stood out in particular, which I assume was your sons rooms. An issue I had with their beds, was how stiff they were, me and my partner layed in them, and soon found how uncomfortable they were, and as a warrior, one of many Wig-Wearer slayers, need to rest my back after slaying many an Orenian fool. So, I write you this letter, as a warning. A good nights rest, can lead to many positive things, and a stiff bed, one that of your sons, will only lead to their death on the battlefield. Another benefit of a soft bed is one more grim, but not uncommon for Orenians, it gives a soothing sense, after a long battle lost, watching many friends fall in battle to dwarven battlaxes can be tiring, and a soft bed sooths the blow. So next time I wish to visit, as I will, I hope to see you have a soft bed, and one that does not stain, for when blood will be spilt, I wish not to ruin your mattress. Sincerely, A Friendly Dwarf https://www.youtube.com/watch?v=Ag1o3koTLWM
  16. [!] A painting made by a Dwarf, with the mountains of Urguan seen in the background. A CONCISE VICTORY In this third month of the War of the Wigs, a chapter has come to a close. Urguan spends their time celebrating one of many victories that they have earned when news reaches the halls of Kal'Darakaan of treachery within the Empire. The Emperor of Oren, Philip II has vanished without a trace and in his place, a usurper has risen. In addition to plotting to overthrow the Orenian government and previous Emperor, they have sided with their fellow usurpers to the South. The once peaceful hamlet of Sutica, that was defended by all of Arcas against Oren, fell to the same underhanded peoples that now lay claim to the Holy Orenian Empire. With this fact in mind, they have perpetrated the honor war between Urguan and Oren. Due to this, we see no purpose in continuing a war against those who had not transgressed against us. Therefore with the capitulation of the 8th Empire of Oren, the Grand Kingdom claims victory in this short but brutal war. Philip II, much like myself, had led our people with our heads raised high with both honor and pride, but one cannot yet say the same for his so-called successor. This is not the way we wished nor expected the war to end, but these discrepancies must be attended to all the same. Because of the power vacuum caused by the previous Emperor’s disappearance, there is only one certainty that the future holds. The sons and daughters of Urguan shall remain steadfast come whatever may happen. And as such, will not stand aside while aggressions are made to our kin from this new Empire. If the usurper of Philip II wishes to come to the lands of the Grand Kingdom, then he will be met with full retaliation in accordance with his transgression. If he wishes to remain in his new city and begin an era of peace between our folk, then we will accept that with open arms after seeing all grudges settled. Therefore as of this missive, I, Grand King Ulfric Frostbeard, of the Grand Kingdom of Urguan, proclaim victory over Philip II in the War of the Wigs. What comes next is to be decided by he who’d take advantage of the power vacuum, be that Philip III, or any other ambitious Umri who have not yet felt the wrath of Dungrimm. But until then, we shall remain dormant with our victory. To whoever manages to take Oren by the horns and lead them the way their predecessor did, we Dwedmar shall fervently await their response. Narvak oz Urguan. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Jarl of Dol’Gorix, Lord of Clan Ireheart, Orcs Bane, Professional Wig Snatcher
  17. Join us by replying to this post with "I love you Steven."
  18. URGUAN NEEDS YOU. BARUK KHAZAD, KHAZAD AI MENU! Penned by Quartermaster Gildroc Goldhand In light of Oren’s recent slights against our kin, and the subsequent declaration of war in response to our ultimatum. The Legion and the Grand-Kingdom calls upon every able-bodied citizen and resident alike to do their part for their kin and country, and to bring Urguanic Justice to the filthy wig-wearers. CITIZENRY OF URGUAN Urguan calls upon YOU to enlist today in the Legion. RESIDENTS OF URGUAN Urguan needs YOU to do your part and enlist today in the Auxiliary. Speak to an officer in Dungrimm’s Legion if you wish to enlist. NARVOK OZ URGUAN OOC: Application Form Rhewen#6717 / Austin#0060 / Elite Snipes#3582 / conkledurr#5535 / UnusualBrit#0144
  19. Omithiel Institute The Architecture Guild When Yemekar made the dwarven race, it is said they were distinguished over the other descendants and more like him as they, like the Forge Father, were naturally prone to creation, gifted in craftsmanship amongst their peers. While the sons of Krug slap together tents and shabby pallacides in a rush for war, the sons of Malin lazily inhabiting trees, and the sons of Horen only caring to make whatever poses the most efficient benefit, the dwarves, the sons of Urguan, would dedicate themselves to making not only the most useful and capable structures but ones with great beauty and intricate design. We do not rush a building, for it is our divine duty to make what works we do grand, create works of inspired art. That is the purpose of the Omithiel Institute, to help ensure that the dwarves maintain their reputation with the world and its gods as the greatest architects, to make our halls grand and ornate. Organization Grand Architect The Grand Architect is the leader of the Omithiel Institute, headed with the duty of managing the building projects of the Grand Kingdom. The position requires not only great skill in design but the ability to manage and organize great works to be accomplished. They are in charge of managing the finances of the guild. They receive no pay, the only gain for their position is honor and prestige. Architects An Architect is an accomplished and skillful designer, capable of designing works of any scale. They are picked and promoted by the Grand Architect. Architects receive a cut of all commissions they work on. Designer A Designer is in charge of creating the schematics for minor, smaller-scale works. They are in essence an Architect in training. In order to become a designer, they must prove their creative skill and give an application for approval by the Grand Architect. Builder Builders are the manual labor backbone of the guild. It is a low skill requiring job, making it an easy fit for young beardlings looking to find a starting point in the community as well as for more experienced dwarves looking for a quick coin. They are paid by the amount of work done. The Council of Omithiel Summoning the Council At the request of the Grand King, the Grand Architect will summon the kingdom’s most renowned builders along with the king himself into a Council of Omithiel to discuss constructions within the kingdom. Duties of the Council When summoned, the council will be presented with proposed and current constructions within the lands of the Grand Kingdom. The council will thoroughly review any plans and carefully survey any structures already built before moving to vote on their merits. Powers of the Council After reviewing any constructions, the council will move to a vote. All Architects of the guild have one vote, and in the case of a tie, the Grand Architect will cast the deciding vote. If the council votes in favor of a project, it will be approved and construction will begin. If the council finds the project unsatisfactory, the council will offer a list of grievances to the creator and offer an official redesign at a reasonable price. When voting on a pre-existing structure, the council can decide on issuing a fine to the owner of the structure. The fine will be paid every week until the structure is fixed in the eyes of the council. Services Blueprint Commissions The Designers and Architects of the guild are often employed in making blueprints for any dwarf with the coin. The price of blueprints is dependent on the complexity of the order, from the features requested to its size. Generally, a small 12 by 12 meter plot will cost 500 minas, a 25 by 25 meter plot going for about 1k minas, and a 50 by 50 meter plot going for 3k minas. These prices are only estimates, trends, and may vary depending on the specific order. Grand Projects Arguably the most fundamental service provided by the Omithiel Institute is the dedication to doing the work of the Grand Kingdom. They are responsible for infrastructure, military projects, and city projects. Every brick layed, every road paved, the Omithiel Institute is responsible for. Interested in joining or wishing for our services? Send us a bird Darek Irongrinder ((Sneakybandit#8393))
  20. THE SONS OF YAVOK The Irehearts are sons of Yavok and sons of Urguan. We are folk of Honor, of Loyalty, and of Devotion. These are our tenets and those who claim our kin to be otherwise is no wiser than a dog losing a scent. The Orenians of Philip II’s Kingdom Claimed we are murderers, we are dishonorable and that WE are the cause of the pact broken between our two Kingdoms. The fallacies of an Orenian do not fail to surprise. Often the Orenians jump to their own conclusions to make it seem like they are the victims, and hide behind the church and to act like a child hiding behind their helpless mother. If you wish to attack the sons of Kjell and Urguan itself. You will find no wall to hide behind, no church to offer refuge, and no nation to find grace. Reality is often disappointing, especially to an Orenian. The truth is simple, my kin were attacked by sons of Krug on your bridge, after killing them in defense of my brothers, your ISA drew your swords and claim we are murderers. A stone day later you bring swords up to my kin in your land, not provoking any harm to your people. You instead lay out an ultimatum as you surround my kin. “If you wish to leave with your heads on your shoulders. You will pay us 200 mina each.” After which my kin refused, you attacked them and even with the support of horses, you failed to catch the sons of Yavok. You were given simple terms, Philip II, and you had the audacity to try and defend your actions in front of me and in front of my kin. You will regret these actions. There are no words you can speak that will deter our axe, no lies you can spew to sway our allies and no sword that will match our blades. King Philip II, we are coming for You. Jarl of Dol’Gorix, Lord of Clan Ireheart and Bane of the Orcs and Commander of the Urguan Legion Elder of Clan Ireheart, Descendant of Line Olaf Ex Grand King, Son of Gror Ireheart, Uniter of Dwarves and Grand Peacekeeper of the Ireheart Clan Elder of Clan Ireheart, Defender of Kal’Ordholm, and Commander of the Urguan Legion Line of Roggar, Father of Utak Peoples King of Urguan, Clan Elder, Grand Champion of Urguan, Son of High King Dreek II
  21. 13th of the Amber Cold, SA 46 (October 18th, 2021) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ A MANDATE OF REFORM ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ To My Fellow Dwedmar and Fine Folk of Urguan: In the ancient realms of centuries past, the dwarven lords met in council to discuss the future of their kingdom under the lead of Under-King Thorik Grandaxe. They saw a future for Urguan beyond its centralized capital hold, where yrrommar and friends of the Brathmordakin, beardless as they may be, should share in the wide lands of the kingdom. It was in this council that a dream was born, and the future of all dwarfdom determined; the Grand Kingdom. From that point on- with few short eras of exception- the Grand Kingdom would endure as the primary dwarven faction. With the Grand Kingdom’s presence, the world would be ensured its traditions of order, creation and honor, and most certainly those residing within were chief among its protection and allies in its fight for civilization. In the realm of Arcas there were few beyond the dwedmar alone in such a grand fight, but it is with great pride that I gaze upon the mountains and their shadows cast over a prosperous realm of numerous peoples, united through a common investment in the lands. But there is no denying the fact that there are few who feel respected beyond the order of tenant and landlord, few who feel pride in the sacred standard of the orange and gray. It has come to my attention of the desire for a reform of our vassalage system at its most basic roots, a desire which I share vision in. Whilst I cannot yet divulge much of what has been worked on so far, I shall say that it is my hope that I can reveal a new system which shall include all those that call Urguan their home in some fashion. A system which rewards those that work hard, and gives proper assistance to those who may need it. With this said, l see fit to call for a Grand Assembly, the likes of which I expect will show how dedicated we are to the Grand Kingdom as a whole, dwedmar and yrrommar, all citizens of the empire. Here all shall be welcome to share the vision for a new system of the Grand Kingdom, to determine the future cooperation and management of its realm. Narvak oz Urguan Narvak oz Brathmordakin Grand King of Urguan, Lord of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen OOC:
  22. Our message is to those who turn hate toward free people, the ones who beat innocent children, men, women and more in the name of a higher power. This is the official document, stating the creation of the Pride Rights Activist Group. This group is inclusive, of all races, genders and sexual orientation for everyone across Almaris. We welcome you to join us in this group, and in the fight for our lives against the ones who take our lovers, our sisters, and our brothers from us. They demand we conform, that we hide in the shadows of who we are, but I say we fight back, we show them who we are in a protest that will take back our freedom. Join us to fight, or join us to support. We are family, and we matter. Signed, Doc, Leader of the Pride Revolution
  23. The Notes of a Retiree [!] The former Grand King had almost sat down in his chair with a bottle of ale and a pipe as missive after missive seemed to travel through his door. He relinquished the ale and pipe for the papers and read through each one with a heavy heart. Though as he finished reading he felt himself not consumed by sadness or anguish at the thought of his kin fighting and his Kingdom splintering but a sense of excitement. For the former King’s temper was well known. To all those who dwell in the Grand Kingdom, I have attempted to stand aside and allow those who now hold power to handle the issues that they now face. Though I cannot hope but feel that some of these issues were compounded by me, I may have grown busy and perhaps allowed things to fester and maybe allowed others to slide. I assure you that my time is now free and to all those who seek to subvert the Grand Kingdom, you are given the honor of choosing how I spend this newly acquire time. Either I can drink and smoke myself into an early grave, or you can force me to wear my armor and draw my ordaz and right any wrong you have committed. To all those forces that now stand in opposition to Urguan, I recommend standing down and seeking forgiveness from the next Grand King, or I will gladly remind you why you waited till I stepped down to be traitorous fools. The Grand Retiree,
  24. The Abdication of a Brewer [!] Within the Grand King’s Palace of Urguan’s capital city, Kal’Darakaan, whose stone hewn walls are carved into the mountain itself, Levian’Tol sits at an oaken table before a hearth. Like many of his brethren, a pipe rests between his lips while his dark gaze traverses the paper before him. Each word is inked carefully, each sentence finished without flourish. It was not every day that a King informs his kin of a voluntary change in regime. Denizens of Urguan and my kin, Though I was elected Grand King nae even an age ago, I am content with what I have done. I now realize I face a path that every monarch before I has had to tread - that of forcing one’s reign to continue or stepping down and allowing another to serve our Nation. Our past kings have chosen the former. They have refused to reject power that is not their own and our people have suffered for it. Yet, I seek to chase a different future. In my time, I have served Urguan with faith and loyalty from atop the Obsidian Throne. I have led the legion, brought renewed wealth and prosperity not just to the halls of Kal’Darakaan, but to all the lands of the Grand Kingdom. Urguan has grown strong with my incorporation of The Unified Domain of Vortice and the collapse of Krugmar into the Iron’Uzg fueled by dwedmar blades. The vast auxiliaries of our borders now stand to supplement the dwedmar legion each time we go into battle. The Crimson Edict, with their age-old grudge against slavery defeated for the foreseeable future, assist the Lord Justicar in discovering and stemming any outbreak of corruption against our nation. The Order of the Golden Lion stands ready in their Keep of Sunbreak to lash out against any incursion, be it from the void or otherwise. South Sedan, Vasoyevi, Stygian Hollow, Lubba’s Keep, and Myrine all stand proudly with the Grand Kingdom. Our enemies are theirs, and theirs ours. The Mages Guild has returned once more and the Remembrancer Library stands finally completed with scholars from all the lands of Almaris eager to study inside its tall walls. In the days of old, eons ago, we Dwedmar once had an Empire. I return to you now, my people, the closest we have come to that legacy in many stone years. I hope only that my successor has the intelligence to build on what I have done, rather than letting it regress to isolationism. Let Urguan swell with the riches I have gathered and flourish with the denizens I have brought in. To my kin, my dwedmar, the future of Urguan rests now in your hands. May the Brathmordakin guide your paths as they have guided mine. ~ Grand King, Levian’Tol Grandaxe [!] The Grand King would deliver a short hand version of this letter before his council before removing the Crown of Urguan, given to him from hands of Grand Emperor Rhewen Frostbeard himself, from his head and placing it infront of his Lord Justicar, Ulfric Frostbeard, as he left the Obsidian Throne for the last time to the sounds of his kins cheers. OOC:
  25. THE TREATY OF KAL’DARAKAAN With the dissolvement of the War Nation of Krugmar, the Iron Uzg, the nation’s successor, has realized the wrongs of their previous government, and has officially surrendered to the Grand Kingdom of Urguan. Meeting within the halls of Urguan’s capital, Kal’Darakaan, the leaders of both nations negotiated terms of surrender, leading to the agreement listed below: SECTION I: TERMS OF SURRENDER The Grand Kingdom of Urguan and the Iron Uzg hereby agree to the following terms of surrender: I. THE Iron Uzg shall publicly and formally declare defeat at the hands of the Grand Kingdom of Urguan in the form of a public document. I. SAID document shall include a formal apology to Grand Marshal Bakir Ireheart for shaving his beard without being given an honorable fight. II. THE Iron Uzg shall formally banish and whitewash the orcish criminals known as Hu-din and Fishbref. I. IF the Iron Uzg is found allowing said individuals within their lands, the treaty shall be declared null. II. IF the individuals are allowed within the Iron Uzg either officially or unofficially after the publication of this document, the Grand Kingdom shall perceive the action as an act of WAR. III. THE Iron Uzg shall withdraw all previous negative statements made about the Grand Kingdom by their predecessor state, Krugmar. I. SAID statements include but are not limited to: Any official document denouncing Urguan, hinting at collusion with Undead, or falsifying the slaughtering of innocents at the hands of the Grand Kingdom. IV. THE Iron Uzg shall continue the abolishment of slavery from their culture. I. THE Grand Kingdom holds the right to officially oversee the abolishment of Slavery. II. IF said abolishment does not occur, the treaty shall be declared null, and the Grand Kingdom shall perceive such as an act of WAR. V. THE Iron Uzg shall permit the Legion of Urguan full access to the Uzg’s land. This document is forever binding, regardless of any future change in government. Signed, Grand King of Urguan, Lord Chancellor of Urguan, Elder of Clan Frostbeard, High Remembrancer of the Order of Remembrance, Son of Rhewen The Grand Marshal of Urguan, Clan Father of the Irehearts and Jarl of Dol’Gorix Rex of the Iron Uzg, Skaatchnak’Izgi [!] The mark of a bloody hand would be beneath the Rex’s name.
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