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  1. 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
  2. YEMEKAR ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ “When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality.” YEMEKAR is the god of creation, the Forge Father. He is patron to the workshop, where one may express their soul on the world through their skills and craftsmanship, and the works made within. He is patron to design, the beautiful perfect forms of each work, and those who ensure it. He is patron to leaders, those who guide their people to honor and create long lasting cultures. Teachings of the Anvil The Teachings of the Anvil are a collection of moral principles based in the patronage of YEMEKAR. They serve as guidelines for those who seek to honor the Forge Father, and revolve around the honor and dignity of craftsmanship. Yemka Yemka, meaning to create, is the principle of craftsmanship. To be like YEMEKAR is to be a creator, a craftsman. Develop your skills until mastery, and express your soul onto the world, crafting great works to bring yourself glory. This is the greatest honor any may hold, to be a master craftsman. Galat Galat, meaning design or form, is the principle that everything has a perfect shape, an ideal form. This does not mean that everything is already in that form, however. Instead, it urges those who were made in his perfect shape, the sons and daughters of Urguan, to strive for that ideal form. Be that a blacksmith dedicated to his craft being made perfect, the preservation of YEMEKAR’s design of the dwarf, or the ensuring of the goldsmith’s design of the world, a philosophy often denoted as YEMEKAR’s Balance. Akhoral Akhoral, meaning guidance, is a teaching that encourages leadership, guiding kindred and allies to honor and prosperity. Leaders may learn from the example of YEMEKAR, who leads not through domination but creation. To lead honorably, do not assert your will but rather work for the people, create for them glory and grandeur, and they will follow your guidance. Paragons and Heroes of YEMEKAR Paragon Urguan Silverbeard Urguan was the first dwarf, the most perfect mortal ever made. He is father of fathers, descent from him the progenitors of every clan. He carved into the stone the first dwarven city, becoming creator and leader to the first nation of dwarves. As progenitor to all dwarves, he is named the first Paragon of YEMEKAR. Paragon Thorik Grandaxe Thorik was the founder of the Grand Kingdom of Urguan, through his leadership forming a new system of governance and national identity that would largely stick with the dwarves for all time. He brilliantly led the dwarves through peace and war, bringing great economic and cultural prosperity, and was thus named Paragon of YEMEKAR for leading the creation of such an enduring culture. Paragon Omithiel Strongbrow Omithiel was famous for his diligence and humility, both as worker and a ruler. Instead of rushing to conflict for personal glory, he would only act the mighty fist of Urguan when absolutely necessary during his reign as Grand King. He was a renowned and dedicated stonemason, working endlessly throughout the reigns of several kings for the benefit of the kingdom. For his efforts as a builder and as Grand King to preserve and develop Urguan, he was named Paragon of YEMEKAR. Paragon Thorin Grandaxe Thorin is the most successful dwarven conqueror of all time, knowing how to utilize the faults of his enemies to ensure YEMEKAR’s Balance. At the height of his legendary conquest, he brought the Kingdom of Oren, the Kingdom of Savioe, the Kingdom of Adunia, the Kingdom of Salvus, the Kharajyr and the Pirates all under the Second Grand Kingdom of Urguan. He created the sacred Obsidian Throne that every true dwarven king has sat on since, and for his creation of the greatest dwarven empire ever, he was named Paragon of YEMEKAR. Paragon Gotrek Starbreaker Gotrek is the most legendary and famous craftsman of all dwarven history. His dedication to developing his skills was unparalleled, and legend says that he was recognized by YEMEKAR himself, and made his apprentice. Gotrek is responsible for the dwarven discovery of runesmithing and developed the art of golem crafting. He taught these dwarven craftsmanship magics to the dwarves, and for his work is forever known as Paragon of YEMEKAR. Hero Simppa Simppa was the savior of the dwarves, who through his leadership was able to topple the corrupt Ironborn dynasty. He rallied the exiled mountain dwarf clans who fled the Khorvadic Empire, and led a march on Kal’Urguan to rally many cave dwarf allies. After finally uniting the clans, he personally led the attack on the Ironborn, and is said to have fought the Ironborn Emperor in an honor duel. He led a long and prosperous reign as the founder of the Second Kingdom of Urguan before peacefully resigning into retirement. He is named Hero of YEMEKAR for leading the dwarves to freedom from the Ironborn.
  3. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
  4. The Treaty of Sand & Mountain The Sultanate of Korvassa long held respect for the Kingdom of Urguan, Their skills of trade and hard work from both respective sovereignty is to be admired. With mutual respect, the two nations begin their relations with this document, in hopes for a peaceful future and brotherhood that would bring awe to Arcas. 8th of The Deep Cold, 1770 ARTICLE I - A policy of free trade and travel shall be enacted between the signatories, As well as the trade of a tax free merchant stall in both respective nations. ARTICLE II - The Kingdom of Urguan and The Sultanate of Korvassa agree to adhere to a strict non aggression pact, under all circumstances. ARTICLE III - Kingdom of Urguan Recognises that the Sultanate of Korvassa and it’s descendants are the True Sovereigns and Owners of the entirety of the Korvassa desert. ARTICLE IV - The Sultanate of Korvassa Recognises that The Kingdom of Urguan and it’s descendants are the True Sovereigns and Owners of Mountains of the west. ARTICLE V - In the case wherein one signatory is found to be in violation of this pact, all articles shall remain in effect, so long as sincere diplomatic efforts are taken Within Seven Qali/Stone Days by the offending party to rectify the situation. ARTICLE VI - The following treaty would expire and can be renewed in eight years/8 Qali/stone weeks. Signed Utak Ireheart, Grand King of The Grand Kingdom of Urguan Signed Saeed Ibn Hamzah Faheem, Diplomate of the Sultanate of Korvassa Signed SAYYID AS’SADAAT, Ameen “Al-Mujjadid” Al-Nabeel, Sultan of Korvassa, Sheikh of Al-Faiz, Sword of Allah, Defender of Faiths, Defender and follower of Al’Iman Rashidun, Supreme Leader of the Qalasheen, Defender and Protector of the Farfolk people, Commander of the Sultanate’s Armed Forces, Sovereign of Korvassa
  5. 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
  6. -=- 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
  7. 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
  8. 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.
  9. 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.
  10. 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:
  11. 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
  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. 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.
  14. 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
  15. 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
  16. Players/Group Requesting: Kaz'Ulrah dwarves What kind of Event are you looking for?: Old school dungeon / monster killing. There general area & antagonists are set, and there are some details to include. Other than that, the ET member taking it has full freedom. Approximately, what time/date you want the Event to take place?: Next Weekend (14th, 15th or 16th) Organizer's Discord: Ronald Reagan#9284
  17. Players/Group Requesting: Kaz’Ulrah dwarves + Any other dwarves/people interested in participating What kind of Event are you looking for?: We are looking for a series of events that pertain to the dwarven clergy and cults/heretics within Kaz’Ulrah and the surrounding lands. I’ve written material that ET can base the events off of that can be found on the forums and given if requested. Old school dungeon / Monster killing preferred. Actors may fill in the roles of fanatics and heretics if wanted. Event areas can be built by me in SP if needed and placed on the server in game by staff. Approximately, what time/date you want the Event to take place?: Starting November 3rd – 4th and progressing every weekend after. Organizer's Discord: Cindervein#1790
  18. ~*~♣~*~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)
  19. 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
  20. 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. 
  21. 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
  22. 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))
  23. ~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:~
  24. 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 _____________
  25. 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”*
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