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  1. The First Grand Auction of Urguan Welcome one, welcome all! To the first Grand Auction of Urguan! Our great nation has seen an abundance of wealth and riches within our glistening caverns, an now is the chance to share in our treasures! The Merchants guild will be hosting this Auction to sell some of these beautiful items, so be sure to bring your pouches filled with mina! The auction is set to take place on the month of The First Seed, Year 24 of the Second Age. A book may be purchased at the event for any wishing to know exactly was will be in the auction and their starting bids. ((OOC Friday 6:30 EST at Urguan. If you'd like to sell an ST item please be sure to message me on discord. Fishingrobyn#8010.)) ((Items that are on the auction are ST or very rare only. There are stalls that will be selling other goods)) Signed by, Grand Merchant, Bjorn Grandaxe.
  2. •✹Armakak's Sun Festival✹• [!] Tiny wood sparrows deliver colorful, golden pamphlets across all of Almaris. At the ripe beginning of The First Seed, Da Seers Eron Hefruth and Da Kirkja Dverga of Urguan are calling every merchant of Almaris to join in a prosperous celebration! Be it brews, weapons, forges, jewlery, any and all are welcome to sell! The Sun Festival is thrown in honor of Armakak, the Merchant Father, who guides our kin to luckier days and brighter skies. Festivities include: ✹ Stalls and shops from the finest merchants of Almaris that will surround the valley of Urguan! ✹ Test your luck with a coin toss or win back double your mina at the gambling table! ✹ The Merchant Competition will conclude the festival, where each stall or shop submits one item to be judged by Yemekar’s Pick: Dorimnur Goldhand, Grand Steward: Levian'Tol Grandaxe, and Grimgold Clan Father: Alaric Grimgold. Winner receives 200 mina. Join the Grand Kingdom of Urguan with pockets full or empty, for may Armakak’s luck shine upon us all! High Chief of Hefrumm, Seer of Brathmordakin, Prelate of Anbella, Chief of Clan Blackroot, OOC: Festival will begin Saturday, April 17th @ 6pm EST. If you want to run a shop/stall in the festival, contact Dietz#2343 or High Chief Yazmorra Blackroot irp.
  3. Da Seers Eron Hefruth ᛏᚺᛖ ᛋᛖᛖᚱᛋ ᛟᚠ ᚺᛖᚠᚱᚢᛏᚺ ~=~ Origins & Belief of the Order Da Seers eron Hefruth act as the religious guides of Hefrumm, bestowing knowledge, hosting festivals, and teaching rituals of the Brathmordakin to their kin. Although they vary from Da Kirkja Dverga in practice, beliefs of the Brathmordakin are identical between the groups. In practice, Seers focus much more on seeing the everyday signs and messages the dwarven gods bestow upon them in little ways. The very first known Seer dates back to Ru Firebeard, a dwarf that taught Baldin Frostbeard all he knew about the secrets of the world. Baldin would with time become the High Preceptor of the Kirkja Dverga, however left the order after a disagreement with newer religious leadership figures, and made an oath never to teach again, retiring to Athera for the life of a hermit. As a result, Baldin’s son Karl Blackroot began to instruct his folk on the teachings passed down in his family, building upon the existing traditions of Hefrumm with the unique ideology of the Seers. One of the core beliefs of the Seers was a resurgence of Divination, although an admittedly weaker form of the ancient art that made no claim to Prophetic Ability, placed a greater emphasis on experiencing the Brathmordakin through rites that specifically were designed to conjure visions, semi-controversially utilizing psychedelics. The Seers as we know them came to be through Karl Blackroot, who became Chief of the Blackroot Clan and later went on to be elected to High Chief of Hefrumm. His unusual founding ceremonies and rituals quickly fell under scrutiny by da Kirkja Dverga, due to the use of psychedelic herbs that he declared gave him visions of the dwarven gods. Even so, the message of the Seers spread quickly through Hefrumm and Karl ascended his first few members into the religious leadership. Since embarking to the new land of Almaris, da Seers eron Hefruth and da Kirkja Dverga have cooperated in teaching all dwarves of Urguan, hosting together the Feast of Paragon Bjor Cottonwood. History of Divination Divination is a complicated and confusing art of the dwarves, an art so ancient that its history is filled with holes and contradictions. The earliest dwarf to possess the ability of divination is often attributed by modern Seers to Urguan Silverbeard. Using this ability they say he was able to look beyond the mortal planes to have deep and meaningful encounters with the Brathmordakin, and such is how he received the powerful craftsmanship magic of Runesmithing and achieved other supernatural feats. It is largely understood by all creeds of dwarves that with the art of Runesmithing, runic relics were made that allowed all dwarves to have direct encounters with the Brathmordakin, and the earliest forms of the clergy took shape to spread this knowledge, their rituals being the first form of what can be attributed as widespread divination. This art continued to grow overtime, notable encounters being the visions of Silverbeard kings, however just as with any growth there became a cancer; the Khorvadic Cult. Today it is believed by the Seers that it was through the heightened powers of ancient runic divination that the Ironborn began contact with Khorvad and began their mad claims for power. At the height of Ironborn rule, the Runelords stood against the empire and were severely punished, virtually all ancient dwarven lore on Runesmithing, runic divination, and traditions of the Brathmordakin were lost, the period dubbed the Great Collapse. With the Great Collapse that brought about the destruction of the ancient art of Runesmithing, the ancient and more true forms of divination were lost. Most of Urguan’s sons gave up on any divination and dedicated themselves only to practicing what traditions and powerless rituals they could recover from their past as instructed. However the ideals of the practice remained, and dwarves would often teach that one could feel the powers of the Brathmordakin through their everyday actions, and to no group of dwarves was this more important than the simple folk of the forest, the Sons of Gloin. While the dwarves above and under the mountain busied themself with trade and complex infrastructure, the forest dwarves maintained a heavy focus on the connection to the Brathmordakin any dwarf has just in everyday life, and it became a core tenant of their culture, the forest dwarves carving powerless runes into many objects in reference to the origins of their beliefs. Ranks of the Order Adhering to the value of Hefrumm's unity and seeing the Brathmordakin as their ultimate guides of leadership, the Seers only vary in ranks from those enlightened and those yet to be. Council of Seers The order of the seers is not led by any one individual. Influenced by the forest dwarf way, the seers act as a group with one voice. The ones that dictate what that voice says is the council of seers, a council composed by all the seers of the order. At the end of their meetings one of them is chosen to announce what they have discussed. Seer A Seer is declared as such when they have undergone The Journey of The Brathmordakin, Ceremony of Ascension, and have been recognized as enlightened by other members, now capable to host rituals of their own. Already established Seers are guides for those still in training. All Seers are granted a seat in the Seer’s Council where beliefs, ideas, and theories are discussed and valued. Seer in Training Those that would like to join must seek guidance of enlightened Seers. To help further their progress, they should be sure to attend every ritual and festival hosted by the Seers, until they are decidedly ready by the council to undergo The Journey of The Brathmordakin and Ceremony of Ascension. Trials Journey of the Brathmordakin A test of will and devotion to the Brathmordakin, Seers in Training will embark on a psychedelic journey through the mountainous Path of the Gods with a Seer as their guide. By consuming “Anbella’s gift,” they will be granted sight to admire visions of the Brathmordakin appearing before each alter, telling a story of their existence through images. If any of these visions begin to appear other than they should, the Seer in Training will fail the journey and must repeat it after making amends with themselves for whatever they perceived wrong on their first attempt. Ceremony of Ascension Once successfully enlightened from the Journey, the final step for Seers in Training is the Ceremony of Ascension. With every Seer in attendance, the dwarf must undergo a final test of devotion, The Trial of Shadows, facing their deepest fears by the shadow of Khorvad. This Trial is only meant for Seers in Training who have proven to be insanely strong of will, for a failed Trial of Shadows could result in wounds left on the mind, and at times, even death. When the Seer in Training has successfully surpassed their greatest fears by Khorvad’s shadow, the Seers will allow them to ascend and become a member by marking them with the blessing of the Brathmordakin that guided them to the light. This can be shown by placing flowers of Anbella in their hair, tattoos of any Brath’s symbol on their body, or any other marking of devotion the dwarf prefers. In extreme cases, dwarves can even undergo full physiological changes as a way to show devotion towards a particular Brathmordakin. Traditions of Anbella Gifts of Anbella The Seers regularly hold rituals of storytelling, aided by the use of psychedelic herbs, or “Anbella’s gifts,” as they’re referred to by the forest dwarves. Typically uniting beside a fire in the center of the village, these rituals consist of strikingly realistic, at times overwhelming, visions of the Brathmordakin and all stories associated. The Seers act as guides to the forest dwarves that partake, whatever they may be experiencing, as the visions can be very unpredictable. Festival of Anbella Anbella being the most cherished of the Brathmordakin to the forest dwarves of Hefrumm, the Seers kick off the year with a celebration of life, nature, and family. Finely woven banners and decorations cover the village; a day full of laughter, ale, and kinship. Typically beginning in the tavern of Hefrumm, The Sugary ***, the festival calls every forest dwarf clan to bring an offering of Anbella with them. From finely baked bread to freshly hunted boar, the day concludes with a great feast in which Seers thank Anbella for their most personally valued gifts of hers. Be it family, forest, home, or peace, every dwarf gathers to say their thanks for what the Hearth Mother has bestowed to them. Rescue Ceremony The spirit of the wild needs to be in all creatures owned by dwarves, in this way their animals never lose their connection to The Tribunal. To do this the seers prepare rescue ceremonies where dwarves go out into the wilderness to capture animals to bring back to their farms. This allows the dwarves to have strong, energetic, and meaty animals for their feasts, races, and armies. An animal of every species collected needs to be sacrificed to be sent to Anbella’s realm as a sign of respect to the deity. Anbella’s Pact Ever since their discovery of epiphytes, they have been noticed to be individuals with close ties to nature. In the ways of the Seers, the process of becoming an epiphyte is a self sacrifice to Anbella. One willingly sacrifices their body sending it to Anbella’s realm, encasing their soul that remains behind into a body composed of natural elements more attuned to her call. Despite its higher spiritual elements this new body makes the individual completely infertile. It is said that the pact only lasts around one century, after which the soul of the individual returns to the body in Anbella’s realm. In exchange for one’s sacrifice and a century of service Anbella grants the individual one offspring which is born in Anbella’s realm and whose soul is sent into the mortal realm in the same form as their parent. Despite being able to be done in natural circumstances the likelihood of woodmadness to kick in is more likely as the mind of those individuals tends to not be trained in any way and are just individuals that are attuned to nature. The best way to avoid woodmadness is by doing Anbella’s Pact under guidance and supervision of a Seer that has done it in the past. Traditions of Yemekar Festival of Creation In honor of The Father and Creator of the dwarven race himself, this festival is a day of creativity, innovation, and balance. For forest dwarves, this means woodworking, brewing, branch weaving, and several other products made by the dwarves of Hefrumm. Each dwarf should bring a handmade creation to offer to Yemekar at the altar in Hefrumm. Traditions of Dungrimm Ceremony of the Ancestors A ceremony hosted by the Seers to honor the dead. In the ceremony of Dungrimm dwarves gather to commemorate their ancestors. It is a time to ask for blessings from them and wisdom. During these ceremonies there also tends to be tournaments of strength and valor to entertain those in Kaz’a’Dentrumm and in other realms of the Brathmordakin. Festival of War In times of war captured enemies can be given an honorable death by fighting each other as a sacrifice to Dungrimm in the arena. Those that die honorably in the arena are said to be reincarnated as dwarves in the next life, their soul returning to Yemekar’s forge to be reshaped into a better quality of life. Ceremony of the Dead After the burial of a dwarf has taken place, the ceremony of the dead has to proceed. In this ceremony the friends and relatives of the fallen dwarf gather to talk about the exploits of the fallen. This is done after the burial of the individual so that the Brathmordakin can witness the ceremony before bidding on the soul of the dead. The hope is that after hearing of the achievements of the fallen they will be more inclined to bid for him/her. Dungrimm’s Pact Saprophytes, similar to epiphytes, can appear naturally, but to avoid woodmadness the guidance of the Seers is recommended. Those that choose to become Saprophytes understand the need for decomposition and death in the balance of the tribunal. Like with the epiphytes, saprophytes are infertile, and after a century of service to Dungrimm their soul returns to their body in his realm and a son/daughter is given as a reward. Traditions of Belka Ceremony of the Roses This Ceremony is meant for a dwarf to find a partner. When a dwarf seeks to find a partner they are able to go to a Seer for help. The Seer will take notes of the desires of the dwarf, and will call for the ceremony. All contestants will come to the single dwarf and they will have a conversation for a limited amount of time, in turns. If the single dwarf likes the contestant he/she will give that contestant a rose, which the Seer will hand out. If a proper partner is found the Seer will sacrifice a rabbit to give good luck to the couple. Lover's Brawl To commemorate Belka’s passion the ceremony of the Lovers Brawl can be organised by a Seer. In this event couples take turns in the arena beating each other up until one wins. This duel is meant to represent the passion and strength of their love. Two rabbits tend to be sacrificed before the ceremony to summon the attention of Belka. Parade of Joy To celebrate the survival of the dwarven race despite Khorvad’s attempts to destroy it, the Seers organise a parade. In these parades the dwarves dress up and march around the continent, expressing the might of the dwarven race in a non-aggressive, cheerful manor. Traditions of Ograhad Ograhad’s Day of Study For the wisest of dwarven kin, this occasion is focused on educating the village on the traditions of Hefrumm. Each Seer will be expected to bring a piece of ancient knowledge to bestow in Ograhad’s honor. Following each lesson, said traditions will be taught and participated in. Assimilation Ceremony When a way/ceremony/festival or any other activity has shown results in bringing people closer to the Brathmordakin the Seers’ Council meet and give offerings to Ograhad, then they discuss this new activity and how it works. The council after reaching an agreement decides whether the activity should be added to the list of ceremonies practiced by the Seers. The Ceremony of Tales In this ceremony dwarves bring any tales they wish to the gathering. Once there they will each take turns telling and enjoying each other's stories. These tales can be song, read out, or acted. At the end of the day the goal is to entertain Ograhad with great tales that he can add to his great library. Traditions of Armakak Sun Festival In the Sun festival dwarves come to the gathering bringing their oddities. Once there dwarves trade and barter with each other for the items in their possession. Despite this being aimed at dwarves, all living beings are welcomed if they come to barter. Legends claim that before the creation of the mina there were yearly festivals where folk bartered and traded each other's goods in honor to the Sun God. Traditions of Grimdugan The Brothers’ Rivalry The Brothers’ Rivalry is a tradition dedicated to Grimdugan and Armakak. In this event dwarves are divided into two teams. One representing Armakak, and one representing Grimdugan. Both teams have a stone week to gather as much wealth as they can. Both teams are allowed to mine for it, but the team of Armakak is allowed to use their shops to gain wealth, and the team of Grimdugan is allowed to steal from non-dwarves for theirs. When the end date arrives the wealth of both teams will be placed in the chests of their respective team. The team that has the most wealth in their chest will win. Those that lost will have to give half of what they have gained to the winning team. The Wild Hunt When the dwarves are at war with another nation the Council of Seers can call for the Wild Hunt to take place. This bloody event can last for years, depending on the conflict the dwarves are in. During the Wild Hunt dwarves are invited to swarm the territories of their enemies, raiding, and stealing the wealth of those that inhabit that land. For the Wild Hunt not to just be a call for personal enrichment, part of the collected wealth needs to be burned as an offering to Grimdugan. ~=~ "In dedication to Karl Blackroot, may he forever rest in Anbella's embrace and da Seers Eron Hefruth thrive in his honor." High Chief of Hefrumm, OOC: For more information regarding the Seers of Hefrumm or to join the Order, contact: Yazmorra Blackroot (Lady_Dietz) or via discord; Dietz#2343
  4. ~<>~_Festival of Anbella_~<>~ [!] Dozens of thundering short-legged steps can be heard marching through nearly every nation of Almaris. The echoes of their chants are unmistakable, “NARVAK OZ HEFRUMM! NARVAK OZ ANBELLA!” ~<>~ [!] Finely woven banners and decorations cover the village of forest dwarves, laughter and song hum throughout all of Urguan. ~<>~ Hefrumm is hosting a festival of nature, ale, kinship, and utmost appreciation for the dwarven Goddess, Anbella. For the forest dwarves of Urguan, Anbella is the most cherished of the Brathmordakin. Referred to as the “Hearth Mother,” she represents the value of nature, fertility, home, and peace. The kin of Hefrumm hold Anbella’s guidance close to their heart and are inviting all lovers of nature across Almaris to join them in the celebration! Festivities include: Wood carving, Olog riding competition, drinking competition, pelt making, feast, a Seer ~trip~, and story of Anbella. May Anbella guide you home, High Chief of Hefrumm OOC: Today, February 12th @ 4pm EST. For more info, contact: Dietz#2343
  5. Bojakk Frostbeard, at the request of Dulgran, Created this song in response to their epic slaughtering of hundreds of bears. Taking the time to post it upon this day to the tavern hall as well as a hand delivered copy to Dulgran himself. The battle of Ursan Run In 18-oh-Four went to the southern peak Both the Ironstrake brothers, down for some game to seek We took a keg'a beer, and a boxa taters for a snack Then all hell broke loose with the bloody bears attack We swung our axes as the bears kept a-comin' Was quite a lot for only two dwed to go through We swung all night and they began a runnin' With all these bloody bodies we'll see what we can do We look down a hill and we see them ursa's come and there musta been a thousand of them chargin' at me chum they looked so fuzzy as they let out their fierce roar We just stood atop our hillock and readied their blood to pour Oh We swung our axes as the bears kept a-comin' Was quite a lot for only two dwed to go through We swung all night and they began a runnin' With all these bloody bodies we'll see what we can do Ol' Dulgran said "We can cut them chubbers down If we hold this hilltop and bring our hammers down" We hefted our hammers til we saw their beady eyes well Then we brought down our hardened steel and really gave em' Well, We swung our axes as the bears kept a-comin' Was quite a lot for only two dwed to go through We swung all night and they began a runnin' With all these bloody bodies we'll see what we can do He swung is axe till the handle came apart So he grabbed his longsword and continued with his part His feet were surrounded in heads and ursan slime Then he let out a mighty roar and the dwed lost his mind We swung our axes as the bears kept a-comin' Was quite a lot for only two dwed to go through We swung all night and they began a runnin' With all these bloody bodies we'll see what we can do Yeah they came from the briers, and they cam from the brambles and they crashed through the bushes to come and have a go They charged so fast that we nearly couldn't slash em The bloody hillock became a mass grave with each blow One, two, three, four Down Swing! three, four One, two, three, four Down Swing!, three , four One, two, three, four One, two, three, four
  6. Welcome one and all to the grand opening of the Worker’s Guild of Kal’Mugdor’s Shop! Bringing to the people of Haense some of the quality goods of the Worker’s Guild of Kal’Mugdor, we are proud to announce our official opening! Currently manned by the metal dwed himself, Rylanor Goldhand, this shop represents the quality craftsmanship of the many dwedmar that put their passion and effort into each item crafted. Be it swords to necklaces, to even a thing as simple as a thimble. You think it, We make it. If what we have in stock is not to your liking, we can personally take any commissions and have one of many fine artisans of the Worker’s Guild complete your request. And as a thank you for the venue here in Haense that we are operating out of, we would be remiss not to mention Ser Zodd Calliban, who we can also direct commissions toward, should you wish to support a fine man and fine smith in your local area. This shop can be found at the address of Sigismund Street II, and we hope to do business with you soon. [Contact info for commissions: IGN: TheBlackBobRoss Discord: The Mountain#0877] [Contact info for Zodd Calliban: IGN: AdmiralLB Discord: Granddadmiral#3096] 𝓡𝔂𝓵𝓪𝓷𝓸𝓻 𝓖𝓸𝓵𝓭𝓱𝓪𝓷𝓭
  7. Ajax Frostbeard, Still locked away in his home, sends a letter via courier to the remembrancers with a copy of this song. Tasking the same courier with nailing an additional copy to the Tavern as per his usual schedule. The only concerning thing is, Ajax is spending less and less time outside his house whilst the months go on. A Frostbeard's Regrets Young blue eyes painted face Into conflict i've been placed Hide away Safe I'll stay Until the realm is whole again. Burning hate, My Regret caring for child, fills my head Call my name back again Kaz'ulrah is no more Urguan, my new home Give me rest in my old age Urguan, my new home my new home my new home Suddenly Verthaik's Dead.. Rest entombed now, my old friend.. Times are gone for zealous men, This is the cost Ideals take In my youth, Rebel streak Now as Elder, peace i speak. Dungrimm send spirits away No heroes left to adore. Urguan, my new home Give me rest in my old age Urguan, my new home my new home my new home Urguan, my new home Give me rest in my old age Urguan, my new home My new Home (Ur-Gu-An! Ur-Gu-An!) My new Home (Ur-Gu-An! Ur-Gu-An!) My new Home (Ur-Gu-An! Ur-Gu-An!) My new Home (Ur-Gu-An! Ur-Gu-An!) Hang my head Bend my knee Can at last my soul be free? Urguan, my new home Give me rest in my old age Urguan, my new home my new home my new home Urguan, my new home Give me rest in my old age Urguan, my new home My new Home (Ur-Gu-An! Ur-Gu-An!) My new Home (Ur-Gu-An! Ur-Gu-An!) My new Home (Ur-Gu-An! Ur-Gu-An!) My new Home (Ur-Gu-An! Ur-Gu-An!)
  8. Ajax Frostbeard, now with stars in his eyes at hearing of the great artistic competition coming on, quickly makes his rounds to post his daily song from his reserve pile, near locking himself in his home to continue to churn out his music and works in preparation for the gold he hopes to submit to represent the creative minds of the dwarves. Keep your Hammer By your side They'll march onto mountain high They'll come all this way to die Because when Oren comes to us we won't hide They'll come charging forth so fast. But they're weak and they can't Last. Keep your hammer by your side! Singing "Urguan, This world was left for us!" Singing "Urguan, to be in your grace it is enough" So we'll take a stand Defending Clan and Land! Keep your hammer by your side They'll come day and they'll come night They'll have our treasures in their sight! But their scrap heap weapons barely keep They think that they are brave but we'll dump them in mass grave Keep your hammer by your side! Singing "Urguan, This world was left for us!" Singing "Urguan, to be in your grace it is enough" But we don't fight alone We'll strike you down against the stone Keep your hammer by your side They'll have pike's and they'll have horse But against cannon's they'll feel remorse and we won't give up our home when we can fight! They'll seethe with all their hate but we'll break their back against our gate Keep your hammer by your side! Singing "Urguan, This world was left for us!" Singing "Urguan, to be in your grace it is enough" When we see your face We know we will protect our race I'll keep my hammer by my side Keep my hammer by my side! Singing "Urguan, This world was left for us!" Singing "Urguan, to be in your grace it is enough" When we see your face We know we will protect our race I'll keep my hammer by my side Keep my hammer by my side Keep your hammer by your side
  9. Ajax Frostbeard, busy at work with his various writings both private and for public, sets aside time to make a song, to bolster the morale of Urguan as well as to continue on with his regular spreading of song and culture. He hopes this song at the very least will be of some joy to the legion or those who might form a militia to defend holme and clan in times of peril. Dubbing this domestic militia the 'Home Army'. The Dwedmar Volunteers Some speak of mighty Grandaxe , and some of Emberhorn Of Frostbeard and of Ireheart, clans of noble born. But with all these brave dwed families, pledge their service here! To defend their sacred mountain, is the dwedmar volunteer! When pompous men of Oren, besiege our mighty walls. This patriotic heroes, begins blasting cannon-balls. To send the human regiments, running in their fears To defend their sacred mountainholme, are the dwedmar volunteers When out our legion marches, to prepare for their crusade. Our brave remnant militia, erects a palisade. Be he centuries old veteran, or babe of thirty years! To defend their sacred mountainholme, become dwedmar volunteers Now let us fill a tankard, and drink to health of those who defended their clan and Grand hall, whilst wearing ragged clothes Make known their noble sacrifice, and noticed by their peers! They defend our sacred mountainholme! They are dwedmar Volunteers!
  10. From her hilltop home, a letter of apology appears on doorsteps of homes around the kingdom, In scratchy handwriting crawled down the page, “My dear friends, clan members, proud citizens of Urguan and its holdings, With deep sorrow in my heart and with the utmost grievance I apologise to the Grandaxe clan and Urguan as a whole. Due to a severe lapse in judgement I oversaw the dangers I walked into with my clan brother and beardling Bjorn Grandaxe. Thus, he paid the ultimate price for my poor judgement. And with that i accept any and all punishments for this most shameful of mistakes. Though my condition is not the best, I am willing and open to all questioning from relevant parties, including and not limited to; The High Council and its members, The Medical Guild, The Grandaxe family as a whole. From there I would like to express my gratitude and thanks to the Frostbeard clan and their member Ulfric Frostbeard, for bringing me home and healing me after the incident. Without his quick thinking and strength i would not be here today. I would also like to extend the similar sentiment to the Grimgold clan and its member Valandrys Grimgold, without her extensive medical expertise and calmness I would be more afflicted by my burns. I thank the kingdom as a whole for their time and patience. Apologies again, Mica Grandaxe Below the main text in semi neat printed handwriting. If you are looking to question mica please send a bird or visit her at H-7, hefrumm. Please give her ample time if she is summoned to a meeting as she is unable to move quickly for the time being.
  11. As issued 11th of The Grand Harvest, 2A 6 THE SIXTEEN GRAND CHAMPION OF URGUAN After the conclusion of the Grand Tournament of Urguan, Grimnir Ireheart stood at the Great Dias of the Arena of Urguan being given the sovereign question on his acceptance of the title of Grand Champion. He stated simply he intended to fight only with honor but not accept the title in any stead, thus forfeiting to Durorn Ireheart. He was given the same question with triumph “Durorn Ireheart, vested in me as Grand Marshal of the Grand Kingdom of Urguan and seeing you fit as the best example of honor and pride in Urguan. Do you accept the title of Grand Champion of Urguan, defender of the Grand King and the light of dwarven valor?” The Marshal stated simply shouting to the spectators all gazing up with envy His answer was simple. “Aye” Silence overcame the arena as the Marshal would grab Durorn’s hand bringing it up high as a sign of victory “THEN HAIL TO THE GRAND CHAMPION! NARVAK OZ DURORN NARVAK OZ URGUAN” DURORN IREHEART XVI GRAND CHAMPION OF THE GRAND KINGDOM OF URGUAN
  12. THE SIXTEENTH GRAND TOURNAMENT OF URGUAN Massive dwarven scrolls would be pinned to notice boards around the Grand Kingdom “The trumpets of Kal’Darakaan call for descendants of Urguan to bear witness to the Sixteenth Grand Tournament! Let this event inaugurate an era of splendor and eminence, akin to those enjoyed by our ancestors. It has been nearly fifty years since the last Grand Tournament and as such, it is time for a new dwarf to step up and adopt this distinguished mantle. This event will be co-hosted by Grand Marshal Dimlin Irongut and Falk Irongut, Rikkin of Clan Irongut. All citizens of Urguan are welcome, be they beardlings or longbeards, lads or lassies. The winner of this tournament will hold the illustrious post of Grand Champion of Urguan, a privilege and a title that will recognize them as the premier dueler in the Grand Kingdom. May Dungrimm guide your fists to eternal glory." TIME AND LOCATION The Grand Tournament will be hosted several stone days from now in the Grand Colosseum of Urguan. ((Saturday, January 9th. 4:00 PM EST)) ITINERARY The tournament will consist of one event, the traditional fisticuffs, as seen in every Grand Tournament since Grand King Thorik Grandaxe. The rules of this event are simple, participants will fight one vs. one until one can’t fight any longer. This will be repeated until only one contestant remains, this participant will be granted the title of Grand Champion and the Tournament Prize. ((OOC: The event will be melee PvP with fists and no armor, 1v1 brackets until only one participant remains. Only ACTIVE DWARVES are allowed to participate)) TOURNAMENT RULES Any sort of equipment will not be permitted during this tournament, only fists are allowed. The Laws of the Grand Kingdom apply to this tournament. The use of performance-enhancing herbs, drugs, or alchemical reagents is not permitted. GRAND PRIZE In addition to earning the honor of being awarded the title of Grand Champion, the Grand Champion will also receive the following: The Grand Champion A Prize amount of 1000 Minas A Set of the finest Dwarven Equipment A Statue will be chiseled in your honor outside the Grand Palace The title of Grand Champion & Personal Guard of the Grand King A Drink named in your honor A Place in the Grand Tombs Second Place A Prize amount of 500 Minas A Custom-made Ferumm Longsword A Custom-made Full set of Iron Plated Armor A Commendation from the Grand King A Cask of the finest Dwarven Ale ENTRY SLIP The form attached needs to be filled out and handed in, within the next stone week. MC Name: RP Name: Discord: Timezone (EST, GMT, etc.): ((OOC: YOU HAVE UNTIL FRIDAY, January 8th TO APPLY)) REGISTERED PARTICIPANTS: Mao Blackroot[Mateolog] Svuli Metalfist[Titanium430] Ivar Stormheart[Khelvor] Bakir Ireheart[Ireheart_] Alaric Grimgold[Hrokaz] Yazmorra Blackroot[Lady_Dietz] Levian'Tol Grandaxe[willstertheking2] Durin Hammerforged[Tabby64] Dorminur Goldhand[BDanecker] Caldur Irongut[Nolan_] Bjorn Grandaxe[Jdesarno] Durorn Ireheart[Masouri] Axel Ireheart[Lefty_Bojengles] Odrin Ireheart[Sir_Niccum] Balrog Ironkiln II[J33xt101] Ulfric Frostbeard[Terry_23] Thorgrim Ireheart[PrinceOfTheRhine] Thulin Starbreaker[Thulin_] Lorenzo Ireheart[Pogopants7] Durin Ireheart[youknowwhoiam] Grimnir Ireheart[dyselxic] SPONSORS & DONORS OF THE GRAND TOURNAMENT: Ivar Stormheart Bjorn Grandaxe Officer Grudgebeard Kalgrimmor Falk Irongut Caldur Irongut Balek Irongut Svuli Metalfist Snorri Grandaxe Dunhiem Brewery The Brewer’s Guild The Urguani Worker's Guild
  13. As issued 22nd of The First Seed, 1795 BY ORDER OF THE GRAND MARSHAL The following reforms to the training schedules of the Legion of Urguan, the main defensive body of the Grand Kingdom of Urguan, shall be put into practice EFFECTIVE IMMEDIATELY for the betterment and security of Dwarven Legionnaires: STATUTE I: SCHEDULE Legion practices shall henceforth be hosted by the Grand Marshal or one of his Commanders (or failing this a Thane) on Wednesday, Friday and Saturday at 4 PM EST, with Wednesday being for Division I, and Friday is for Division II. Saturday is the general training and all should attend. However, those in one division can attend the other divisional training and honor will be awarded for both. STATUTE II: HONOR Honor for training and other acts will be distributed by an officer to those that attended the training. This will be updated on the roster. STATUTE III: PAYMENT Payment shall be distributed at the general training on Saturdays to those active legionnaires who attend. If you do not attend this training you will not be paid for that week, unless good reason is provided. Payment will not be given to those that do not attend both the Divisional training and the Saturday general training. STANDARD STRUCTURE FOR LEGION TRAINING SESSIONS Begin by paying the present soldiers if the training is Saturday BEGIN WITH FORMATIONS TRAINING: AEMIZ, VEL, DREE VEL. TEKOM AND FACES are optional for it is situational, perhaps do it once every two weeks at general training. Official Training will then commence, with CRP and or PVP and other Acts being decided upon by the highest-ranking officer. MELEE COMBAT CRP GUIDE: Legionnaire groups of even numbers shall be matched up against one another to learn how to fight hand-to-hand with training weapons against other contingent groups. This aims to replicate battle better than one on one fighting, as battle involves multiple soldiers. ONE ON ONE shall be taught if the commanding officer wishes. Depending on the commanding officer, CRP training can be any one of a list of options from what is mentioned above to training with specific weapons in roleplay to roleplay events against animals or monsters for instance. SKIRMISH PVP GUIDE: Groups of an even number of legionnaires will fight off in PVP with gear decided by the commanding officer present, the two teams then move over to two sides of a battlefield, both teams separating into two VC’s in discord. The commanding officer will choose the PVP leader of each group. A countdown will be done after the two groups have time to formulate a plan, then facing off in PVP as according to the commanding officer’s battlefield rules. CAVALRY TRAINING [ON SATURDAY ONLY]: In this form of training, horses will be shared and the players attending will practice horse PVP, mainly in the form of strafing and the act of mobility in combat. The horses given will be kept alive at all costs because they are an expensive asset. JOINT ALLY TRAINING: [Whenever Scheduled by the Two Military leaders or Commanders] In this training, Urguan and a nation which it has a military alliance with will train with each other to form a closer bond within the alliance’s forces. Any of the above trainings may be done, along with various things decided upon by the Military leaders present. ONCE THE TRAINING IS COMPLETED AND THE PLAYER’S DISMISSED. An attending officer shall look at the screenshot or list of names of the attendees, giving out the honor earned to each of the players on the roster. TRAINING COMPLETION: + 10 Honor MISUSE OF ISSUED EQUIPMENT: -20 Honor SPEAKING AGAINST SUPERIOR OFFICERS: -15 Honor HARASSMENT/ASSAULT OF FELLOW LEGIONNAIRES: -20 Honor INSUBORDINATION/DISOBEDIENCE: -15 Honor GOING STARK RAVING MAD: -100 Honor Grand Marshal of the Legion of Urguan, Thank you to @Titanium430 and @Nolan_ for their exceptional help with this
  14. [!] A leather-bound tome sits upon the pedestal within Dwed-Corp’s shop, open for all to read. Khaz’ad Khotha: A Monograph on The Fortress of Chains and its Denizens. [!] Khaz’ad Khotha at its peak, A Fortress of ice and iron. Born of the early expeditions into Amaris’ frozen-wastes to its north, Khaz’ad Khotha was the home of four intrepid pioneers, only to be lost in the dunes of time, what happened to the grand stronghold of dwarven might in the time after its creation? Only the gods know for sure… Forged from the icy wastes by Aghuid Ireheart, Urist Ireheart, Morul Irongrinder, and Svuli Metalfist, Khaz’ad Khotha was a sight to behold, located in a cavern of Permafrost and held up by massive chains of wrought iron, Khaz’ad Khotha was a fortress hanging in mid-air, its denizens having dug housing and storage rooms within the cavern walls when the floating rooms were close to the edges of the crevasse. Things were peaceful for a time, the four Dwedmar carving out the fortress one chain at a time, that is until the beasts of the north took offense to the grandness of the structure. three sabertooth tigers would have attacked the Dwed, their walls being half-built, in a glorious battle, the Irehearts bringing axe and spear to the beasts, as Morul would cast a blazing spectacle of voidal flame, distracting the beasts as the mighty dwed had them slain where they stood, a nice stew was later prepared from the beasts, it warming the hearts of the icy fortresses denizens, soon a yeti body would fall into the cavern, its body turned to mush by the fall, a gift from the gods thought the dwed, them carefully hooking the body and and lifting it back to the kitchen, though it seemed to have angered the local human explorers who set up camp near by the mighty fortress, they claimed that they risked tooth and nail to slay said yeti, but the Dwedmar had no time for their shenanigans, it died on their property, thus its theirs to own, simple as that. The Yeti was later cooked into a piping hot pie fit for a king! And with that, the Denizens lived happily for a time, before returning to aid in the evacuation of Arcas. When the four once more set foot on Almaris, they almost instantly went to look for their hold to reclaim, only to find it gone, no traces of it within the vast frozen tundra… over 3 years went by as the four looked and looked, almost every month did they trek to the icy wastes in search of their former home, that is until Urist found it, a cave identical in every single way to Khaz’ad Khotha, yet, it had no buildings, not even a ruin remained, after showing Morul, they both agreed that some sort of magical or divine power erased the fortress from its cave, never to be seen again… Morul later purchased an old abandoned tower on the edges of dwarven land, naming it the small starting site of a fortress named after its icy predecessor, and in its center sits The Obelisk of Anoros, May Khaz’ad Khotha rise once more! Narvak Oz Khaz’ad Khotha! Narvak Oz Urguan! [Written by Morul Irongrinder: Year four of the second age]
  15. The Metalfist Clan Their Will - Korthon’Var The Metalfist Clan is a relatively young, lowborn clan who find their roots back to the beginning of the First Confederation of Hammers at the early days of Atlas. A clan born out of necessity, formed to create a home amidst the rubble of an abandoned city. It was here where the clan played a crucial role in the forming of the Second Confederations of Hammers and their survival, which in turn led to the forming of The Kingdom of Agnarum and the later return of Urguan as we currently know. Their history has always been full of minimal members with high ambitions. It all started when the Silverveins abandoned the hold of Azgaryum and retreated back to Kaz’Ulrah. They who refused to leave the city found themselves in an odd spot. A large city, few Dwarves and a common goal. Deny Kaz’Ulrah their victory. The few Dwarves of different clans abandoned those who abandoned their hold and united into a new clan; The Metalfist Clan. Named after the smithing company Gimli’s father ran during his younger days, the Metalfist clan had no distinct culture. No distinct look. Each did their part for the betterment of the hold and kin. The Clan’s peak was reached during the Second Confederation of Hammers where they played a vital role during both the formation of the Confederation and the Unity with Kal’Bogrin into The Kingdom of Agnarum. The clan has always offered quality craftsmen, workmen and soldiers to the Kingdom. Metalfists filled the ranks of Legionnaires. Filled the gaps in the economic and political system and did the jobs that had to be done. Their strong will to create the best possible home for their clan and kin was bearing its fruits and their will remained strong. This is a ‘tradition’ that is still carried on to this day. The Metalfists will forever be a hardworking, honest and devout clan. Clan Culture and Traditional Stylings The Metalfists follow their own version of the long-lasting Steelheart Culture. In many ways they remained the same, but the emphasis now falls on their strong belief of individual honour. One’s word should equal an oath. The Craftsman's Culture. Every dwarf needs to put in their part and work. Metalfists, like Steelhearts, acknowledge the difference between males and females. Despite this they view that their responsibility to their culture and their family is the same. The males and females are expected to follow their tradition and will be punished equally. For this reason, if a Metalfist goes to war or a raid they will kill all those that are not children as in their perspective it is the responsibility of all adults to be able to defend themselves and the people close to them. If a mother is not able to pick up a weapon to defend her homeland and her family she is not worthy to be called a mother. If a male innkeeper is not capable of protecting his Inn by means of force he is not worthy of that inn. To a Metalfist one must be ready to sacrifice it all for what one holds dear, even if this includes one’s life. Both parents are meant to aid equally in the raising of the child to become a proper Metalfist and Steelheart. Traditional Stylings The Style of Metalfist Crafts would be considered fairly basic for there dwarven kin, Ornate gems and gold are rare for one to use excessively as is with some of the cavern clans, with the Metalfist Styling often appearing similar to the Elder Clan Grandaxe. However, they are often built much more sturdy, far beyond what is needed, and much use of stone is favored in the halls of the clan. Armour is a matter of preference, with most members of the clan owning a suit of thickened plate armour with riveted mail skirt, armour such as brigandine or gambeson is not however unknown and is well used when the need demands a more flexible and easy to don armour. Clothing and General Appearance Leather robes and apron: Usually worn whilst performing manual labour as crafting. The leather protects the wearers from being harmed by workplace injuries or ruining their clothes. Ceremonial robes: White robes with minimal designs possessing the colors of the clan of the wearer. These clothes are worn for cultural and religious acts and ceremonies and are kept as clean as possible while they are not worn. Kilt: As many mountain dwarves, they tend to wear kilts with the colors of their clan. These long wrapped blankets are worn by Men and Women alike in both daily life, during travel or during battle. Every Metalfist will create their own kilt with guidance of a crafter who knows how to do the process, to become a true clansdwed. Plate Mail: As is old Dwarven tradition, good heavy plate armour is a must under the Metalfists. You must learn how to take care of every part of it and make it your own. This will be worn during battle or for ceremonial purposes and is meant to be practical over anything. Hair Styles Despite a lot of dwed wearing different types of hair styles, there are some that are traditional to the Steelheart culture. Dragon’s Tail: A shaved head with a ponytail at the back of the head. One of the most popular haircuts by the Steelhearts. This hairstyle has been popularised by the uniqueness of it and the fact that it facilitates the viewing of the surroundings during the battlefield. Steelknot: A side knot on top side of the head. Believed to be used by the ancient Steelhearts. Like the Dragontail this head style removed the excess hair that could cover the view during battle. Unlike the Dragontail however it is much more elegant and hence more difficult to make. Classic Ponytail: Used by many races the ponytail has been used by warriors from all cultures. The Steelhearts are no exception to the rule and tend to wear them when they don’t feel like putting the effort of making a Steelknot, or they cherish their hair too much to go semi-bald and get a Dragontail. Blood Traits of the line of Gimli First Metalfist Strong of will and hardy of body, those of the line of Gimli Metalfist have a few common traits that bind them together closely. Hair of various shades of Ginger are the standard, and stocky and well built physiques. Standing around 4 foot 4/5 inches on average. Beady eyes stare out from their thick skulls, with large eyebrows and even bigger noses the norm among the Metalfist children. Religion The Metalfists believe in the personal bond between Dwed and Brath. If you wish guidance from the Brathmordakin, pray to them. The clergy should be nothing more than those who maintain the sacred sites of the Dwarves and they see the Clergy as a potential way to dilute the true intentions of the Brathmordakin and should be kept under careful eye, with some Metalfists taking it upon themselves to keep a eye from the inside of said organizations. The bond should be Dwed and Brath not Dwed and Priest. If you wish for Yemekar’s guidance; Work in his name. Create and he will look over you. If you seek health for your family; Give it to your ability and Anbella will do the rest. You must praise the Brathmordakin through your actions, words alone will not suffice. As Steelhearts, they have a Patriarch that teaches the Beardlings about the Brathmordakin and history of the dwarves, parents are also expected to teach their children about the Brathmordakin. It is a great dishonour for a parent to have a child that does not know about the Brathmordakin. For a Steelheart death is not an issue, in fact they welcome it. The life goal of these dwed is to die in battle so that their souls can go to Dungrimm’s Halls. If they haven’t died in battle they believe that they will be reborn as another dwed to try again. However, if the dwarf has lived a vain and undwedmar life he/she will be removed from the cycle forever to never be granted the gift of Dungrimm’s halls, instead they will be treated to the dark depths of Khorvad’s realm. It is also believed that in times of great harshness great dwarves from the past take mortal form once again to guide their people. Steelhearts believe they have been granted the gift of prophecy through battle. When a Steelheart is heavily wounded in battle it is said that sometimes the Brathmordakin give them views of the future. If the Steelhearts survives he/she will be able to tell his kin that the Brathmordakin have given them a vision. Once the others are informed of this vision it is up to each individual to believe in this vision or attribute it to blood loss affecting the brain. 'A stylized image of a Metalfist cleric in the field of battle' The Iron Law I - A Dwed that kills a kinslayer is not a kinslayer himself as a kinslayer is not graced by the Brathmordakin any longer. II - Steal from a dwed and your hand will be amputated. III - The Iron Law does not protect non-dwed. IV - Enslaving a dwed is punishable by being blinded. V - Sleeping with a relative is punishable by castration and amputation of the nose. VI - Studying Voidal magic is not a crime but helping undead or practices of dark magic, much less using it yourself will brand you as a willing helper of beings that kill dwed making you a kinslayer and able to be executed by decapitation. VII - Those that kill themselves in the dishonorable act of suicide will not be buried. VIII - All dwed must be given proper burial if they died with honor. IX - Disrespecting a dead foe is punishable by the removal of one eye and a hand. X - Lack of belief in the Brathmordakin in the Steelheart culture is punishable by death and indecent burial. Dwed is no Dwed if they don't believe in the Brathmordakin. The Metal Law I - Your word is your honour. If we cannot trust your word, we cannot trust you. Breaking your word and lying to your kin is punishable by removal of the tongue and excommunication. II - Always remember. Remember the good, remember the bad. Remember your word, remember their word. What was said and done cannot be undone and act accordingly. Failing to stand up for yourself will label you a coward and is punishable by the shaving of beard, dragon’s tail and excommunication. III - Your clan is your family. Even though not all are related by blood, all have proven themselves and have been accepted as family. Repeated disrespecting of family is punishable by removal of the eyes and excommunication. IV - Dwed is dwed. Even though you might disagree with another's opinions, you will not abandon your kin. Failing to aid your kin will label you a coward and is punishable by removal of the dominant hand and excommunication. CREDITS: Original Steel-Heart Culture by Mateolog Bulk of Writing: DwarvenDaddy, Endershadow292 Formatting and Minor Edits: Titanium430
  16. As issued 10th of Sun’s Smile, 1788 LEGION HALL OF FAME The most decorated Legionnaires will have a chance at earning a spot in the Hall of Fame, located in the Legion’s Grand Hall. This is no easy feat, for a spot in the Hall of Fame is extremely difficult to obtain. A soldier who accomplishes something worthy of such an honor must receive a unanimous nomination by both Commanders. Afterward, the Grand Marshal himself determines whether the achievement is considered legendary and historical. If successful, the legendary soldier will be granted a spot in the Hall of Fame. Traditionally, a ceremony is held in the Legion Hall to initiate a legend who will be eternalized in the Hall of Fame. CHAMPIONS OF THE HALL OF FAME HIEBE IRONGUT OFFICIAL HALL OF FAME CITATION: Founder of the Legion, Hiebe Irongut was a King of the Third Kingdom of Urguan in Asulon and the Lord of Holm. Before his political career, Hiebe was also a Master Sage of the Ascended. Famous for his kindness, just nature, and incredible prowess with the arcane arts, Hiebe is lauded as the dwarven Paragon of Magic, epitomizing how magic can be used sparingly and with good effect. His additions to Dwarven culture were manifold as well. NALRO GREYHAMMER OFFICIAL HALL OF FAME CITATION: Nalro Grayhammer known as a judicious Legion Officer and Master Engineer during Anthos. He created most of the modern-day legion equipment seen today, such as the military-grade legion cuffs. His contributions included making the D-Tool all-purpose shovel-weapon, the D-track allowing for the Dwarven Legion to possess armored transportation. KJELL IREHEART OFFICIAL HALL OF FAME CITATION: The famed slayer of numerous drakes and creator of the Empire of Urguan. Also famed for founding an Elder Clan with a prestigious military background inspiring institutions that are still in use today. With his military experience and famed skills in battle, he is praised to be one of the most influential leaders in dwarven history. THORIN GRANDAXE OFFICIAL HALL OF FAME CITATION: Thorin Grandaxe founder of the Second Dwarven Empire rose to prominence as a commander of the dwarven Legion during the final war in a long line of conflicts between the sons of Urguan and Krug. During his reign, he'd met significant success on the battlefield, having not lost a single battle while in command of the conflict. In this time, he oversaw the dwarven realm at its greatest in terms of land and territory; holding fealty over the entirety of the human realm, including the kingdoms of Salvus, Savoy, Ruska, Oren, Adunia, as well as the Kharajyr state of Karakatua. IGOR IREHEART OFFICIAL HALL OF FAME CITATION: Known as a dedicated Commander in the Legion, as Clan Father of the Stormhammers, and one of the finest warriors in history. When the final battle with Ondnarch drew close, Igor was given the task of meeting him in combat with the Hammer of Barradin as his weapon. Igor lost his life in the immense duel, but also freed the Aengul Wyrvun by defeating Ondnarch, his corrupted form. TECHLAR AZAGHUL OFFICIAL HALL OF FAME CITATION: Techlar Azaghul founder of the Dwarven Navy previously served with distinction as an officer within the Legion before pioneering numerous naval designs for the Grand Kingdom. His further contributions include leading the Dwarven Navy in numerous engagements before retiring as a Longbeard of respect and knowledge. OFFICER GRUDGEBEARD OFFICIAL HALL OF FAME CITATION: Officer Grudgebeard, a famed engineer and siege master who built unique defenses still in use today, ensured each dwarven city held an advantage over any attacking force. JORIK GRANDAXE OFFICIAL HALL OF FAME CITATION: Grand Marshal of the Dwarven Legion during the continents of Athera, Vailor, and Axios, His contributions include leading the Dwarven Legion through some of its most vicious battles known to the world. He also shepherded the Legion through its near annihilation during the 18’s Year War and bringing it back to the status of a predominant force in Vailor and Axios. FILI GRANDAXE OFFICIAL HALL OF FAME CITATION: Fili Grandaxe, famed legionnaire and former Grand Marshal. Single-handedly won us the battle of Khro’Nagaak with his ingenious use of alchemical fire to completely obliterate the Orenian invaders. His contribution to the battle arguably saved the dwarven homeland known as the Valley of Flowers from certain destruction at the hands of Emperor John I. THOND DOOMFORGED OFFICIAL HALL OF FAME CITATION: Thond Doomforged was a Commander in the Legion of Urguan during its stagnation after the bloody Axios Coalition Wars. The defining moment came during the infamous event known as the Slaughter of the Senate where he fought outnumbered against the forces of the treacherous Frostbeards. He gallantly died in the course of the battle. DURGAR IREHEART OFFICIAL HALL OF FAME CITATION: Upon the eve of the Siege of Korvassa, Durgar left his humble job as a barkeep and once again took up his waraxe, marching his way to the frontlines of a desperate battle. As the battered defenders ran for their lives and settled atop the boats, they could see a single dwarf who stood in defiance of the Inferi. Because of this determination, the garrisoned forces in the city could flee without a demon on their trail following. UTAK IREHEART OFFICIAL HALL OF FAME CITATION: Utak Ireheart was unanimously elected King of the Dwarves after serving as Grand Marshal for six stone months, in which his deceptive tactics and bloodthirsty style led the dwarves to victory in five wars. The most well-known of these is the Three Day’s War, where Urguan reigned victorious over all of Humanity including the Holy Orenian Empire and the Warnation of Krugmar. After Utak was elected, the military apparatus was altered, so that Utak could still find himself on the frontlines of every battlefield, leading the Dwarves to glory himself. He proclaimed a honor war with the Warnation Krugmar, which led to a crippling defeat for the orcish people, ensuring the dwarves were recounted in historic times as the most honorable descendants. Utak Ireheart truly goes down as one of the most capable Grand Marshals in our time. GROR IREHEART OFFICAL HALL OF FAME CITATION: Gror Ireheart’s reign was inaugurated by inheriting a fractured Kingdom taken by surprise with the Slaughter of the Senate and coup of the capital Kal’Omilth by Clan Frsotbeard. The loyalist forces in quick succession evacuated the crown holdings retreating disorderly to the Grandaxe colony of Ta’Azmar. He reconsolidated the scattered loyalists into a formidable army leading them to victory in battle and recovering the capital of Kal'Omilth through the clandestine actions of Dwarf Team Six. Post rebellion, in a controversial act, he saw the removal of Clan Frostbeard to stabilize the Grand Kingdom. Following the expulsion of Clan Frostbeard, he began a deluge of treaties and diplomatic acts, reestablishing the Grand Kingdom as a strong entity on the continent of Axios, while also overseeing the reestablishment of the Legion of Urguan sparking a new wave of dwarven militarism. Centuries later while voyaging with the Grand Kingdom on the continent of Athera, Gror Ireheart killed a Stone Dragon with a pair of disruptor Hammers. Gror Ireheart goes down as one of the great saviors of the Grand Kingdom leading it through difficult times that required only the most stalwart of hearts. OYVIND FROSTBEARD OFFICIAL HALL OF FAME CITATION: Oyvind Frostbeard was promoted to the rank of Grand Marshal after serving dutifully as a Commander in the Coalition Wars under Grand Marshal Jorik Grandaxe & Gror Ireheart. In the ensuing restructuring of the Legion, many Legionnaires were mustered out with the expiration of their enlistment. Thus, left only with a skeletal force of veterans and regulars to sustain the massive swathes of lands conquered by the Grand Kingdom, he took to instituting major reforms within the Legion. Immediately he instated massive recruitment schemes centered around increased pay and steady work, followed by the shift of Legionnaires being separated into Divisions to a consolidated soldiery of clan militias with Commanders having equal jurisdiction over them all. His programs proved auspicious, keeping the Legion on steady footing by the end of his tenure. Unfortunately, his final goal to keep the Legion apolitical failed spectacularly with soldiers fighting while on duty over clan issues. Marshal Frostbeard himself was caught in this wave playing a massive role in support of the Frostbeards during the infamous event known as the Slaughter of the Senate.
  17. Worker’s Guild of Kal’Mugdor For large swaths of our history, the dwed have gone unpaid & unappreciated for their essential labor for the Grand Kingdom of Urguan. From the rubble of the past, Kal’Mugdor, the City of the Mine, erupted to forge a new way of life for the common Dwed. The city’s name coming from it’s founder, Mugdor-Dharok, who rose to the title of Yemekar’s Pick purely by hard work and dedication, proving that nothing can hold back a Dwed from piercing the top. Following the trend of hard workers is the current Yemekar’s Pick, Dorimnur Goldhand who runs a tight ship and keeps a watchful eye on the horizon of dwarven innovation. Now it is time for all the laborer Dwed to prove themselves in the eyes of Urguan, and to reap the rewards of their crafts. Come all ye miners, blacksmiths, artisans, and more, as your expertise is in high demand in the Grand Kingdom of Urguan. Miners: Supplied with the finest and most exclusive mine in all of the land, our sole job is to provide the Grand Kingdom of Urguan & Urguan’s Worker’s Guild with authentic Dwed ores and minerals. From ferrum and manganese to Carbarum and Volatite, dwedmar miners know how to mine them all, coaxing the bounty from the ground under the blessing of Grimdugan. Miners are allowed to enter the mines for free, without a mining permit. Upon completion of your quota, you will be rewarded with a payslip. Exchanging the payslip at the payment building will reward you with 2 Karzul, a steady wage to advance yourself in Dwedmar society. Blacksmiths: The world remains jealous of the superior blacksmith ways of the Dwed; it is what gives us the most valuable competitive advantage in war and industry. To ensure the Grand Kingdom of Urguan remains at the top of equipment quality, the sole job of the blacksmiths are to forge exceptional armor and weapons. Metal will be supplied by Worker’s Guild Miners, free to use by the blacksmiths. Upon completion of each weekly quota of 5 forged goods, blacksmiths are rewarded with 2 Karzul. With time, your smithing abilities will become renowned across the land, and others will surely be begging for your gift. Artisans: While many Dwed may have sausage fingers, we have a limitless amount of beautiful metals and crystals to work with. Supplied by Worker’s Guild Smiths and Miners, artisans who work within Kal’Mugdor will be given supplies to create amazing crafts and jewelry that people all over the land will be dying to obtain. With each stone week that passes, artisans that complete their weekly quota of two tailored clothes for other professions will be awarded 2 Karzul. By slowly chipping away imperfections from your craft, perhaps your work of art will become an heirloom of a kingdom one day. Engineers: Dwarves who wish to push the frontiers of industry at a more direct pace do so through Engineering! Gadgets and Gizmos made of screws springs and steel abound for those in the Worker's Guild Engineering wing. They harness their natural tinkering and ingenuity to hone their problem-solving skills and creating applications to solve issues dwarven society faces with their own ideas! Their quota will consist of 5 Engineering parts for beginners so the higher ranking Engineers can create functioning products, for the pay of 50 minas per product, and 2 Karzul for 5 parts. How the Guild Works: GUILD DAY Currently, most smiths and artisans just hammer away at the forge alone, for no one to see. The Dwed’s strength as a people is when they come together, and this rings true when it comes to blacksmithing and artistry. It lacks the social aspect that brings the guild together. The same can be said for mining. Although it can be relaxing to go into the mines with your pickaxe and mine away, humming your favorite war ballad, you don’t grow with the combined knowledge of the other’s who may have developed unique mining, smithing, or artistry techniques. Participating in the Guild’s very own of Guild Day, this would change. Once a week, smiths, miners, and artisans all gather to craft, mine, or work. The workers give pointers and show off their own techniques to one another, each dwed having their own personal experiences to tell and teach. This would also be the time for lessons to be taught, should a worker be contracted to teach someone outside of the guild, or to help those of lower rank than they. The Guild can gather on a preset day, and concentrate their efforts to get the most out of it, rather than everyone working to themselves. Most promotions are held on Guild Day as well, but promotions can be scheduled other days. The Worker’s Guild is open to all races, but, for an outsider to work for the guild, they must work like a dwarf does. If you are a dwarf, you can enter the workforce without any prior experience. If you are not a dwarf, you cannot enter unless you have skill coming into the job, and must work out a deal with the Yemekar’s Pick. Hierarchy Regulars: The backbone of the workforce. Those who show up and get the job done, regardless of how well they do it. Those who have shown a desire to grow begin to see results here. Those who consistently hit their quota each week can expect to move up the ranks quickly. A regular is expected to rank up in three stone weeks, after submitting three quotas, and taking their three lessons. They are able to deal with ferrum and aurum, and that is all the Guild is willing to trust them with, unsure if they will be able to withstand the labor of dwarven industry. The crafts of a Regular are characterized by a high likelihood to crack and warpings of their works, and miners know which end of the pick to swing. Proficient: This is where most non-dwed stop in their skill level. Those who know the in’s and out’s of their craft make up this rank of workers. Proficient workers can deal with semi-precious gemstones, not quite ready for the likes of gemstones like emeralds rubies and diamonds. Now available to them are the alloys of the world, and all mundane metals and minerals. They can craft with/mine Kulia Crystals, as well as all of the previous minerals, and can deal with Meteoric steel. They also have the skill to work with any potential alloys, so far as the alloys contain the materials the workers have the skill to work with. Also with this rank comes the benefit of using guild forges and materials for personal commissions, at a 25% commission rate. They also are allowed to teach Regulars so they can both progress, and are required to at least once before they become Professionals. They are expected to be promoted to Professional after 8 stone weeks, five of which are of them submitting quotas of their rank, and the final one being a submission of a work of Meteoric Steel. The crafts of a Proficient are characterized by a fine result, not being particularly efficient about it, but being quality work. Professional: These workers have made their craft their meaning in life. They show utmost dedication to what they do, and it shows in their nearly unparalleled crafts. Professional ranked workers are able to work with precious gemstones that are too fragile and too expensive for Regulars and Proficients to have access too. They are able to work with/mine the dangerous Volatite and Blighted Steel, Azhl, and are required to submit a quota of both before they can be promoted, as only a professional worker could be trusted with such valuable and dangerous materials. The crafts of a Professional are characterized by nearly perfect, ornately crafted and with attention to detail. It would be expected for a Professional to be promoted after 12 stone weeks, or 4 weeks at the rank of Professional, as they have to submit the two dangerous metals, in addition to teaching a Regular their three lessons. Who learns what is dependent on the Professional workers. Master: Those who have attained full mastery of their craft. They have shown exceptional work with all of the previous materials available to the guild, but most importantly, they can work Carbarum, the most fabled of minerals in the land. Due to this high responsibility, and the rarity of Carbarum, there will be only ONE Master rank worker per profession. The crafts of a Master are characterized by being unparalleled. Nearly flawless would be their works, and they would make them with ease. Grand Master: The pinnacle of Dwarven mastery and craftmanship, those who attain this titular rank are known throughout the land from their deeds and accomplishments achieving this rank. Works made by Grand Masters would be recognizable, and their name would bear assurance of utmost quality, for there would only be one in the Guild. A Master worker attains this rank by submitting a work of Carbarum, as well as taking up the mantle of Foreman and leading those under them. Grand Masters would orchestrate the efforts of their sect of the Guild, leading projects with the Masters below them for the Yemekar's Pick. Progress through these ranks is shown through attendance to Guild Day, meeting quota, fulfilling orders, and exceptional work as deemed by the Forman and Yemekar's Pick. Those who are permitted for moving up must show their craft to the Foreman or Yemekar’s Pick. Examples are: A smith showing an ornate sword; an artisan crafting an oil urn; a miner showing his ability to mine Volatite without exploding. At higher ranks where there is a limited number of jobs, a worker looking to advance to a position that is already filled may Challenge the one holding the position through a contest of craftsmanship. The winner takes the position, and the loser is demoted. The general form for promotion is showing up to a set number of Guild days, and delivering the profession specific quota for a set number of days, and then finally for the promotion, you have to show some of this craftmanship to the Yemekar’s Pick or the Foreman. Teaching another craftsman will expedite this process, as teaching counts as two quotas. Regulars have to teach with the Yemekar’s Pick present, while Proficient and above do not, and can teach at their leisure. This teaching quota can only be applied once per rank. APPLYING TO THE GUILD Application to the Guild is simple: send a bird to Dorimnur Goldhand. (BDanecker, and BDanecker#1120 on Discord) ((Should there be any questions or clarification on what each tier is allowed to do with the current Techlock or what’s available beyond what is on this post, shoot me a PM on Discord))
  18. GRAND KINGDOM OF URGUAN Urguan Discord [Click Here] [[Disclaimer: This is a private discord server that is not sponsored by LotC. You are not protected by any rules of LotC on this discord, nor do LotC rules apply.]] NATIONAL ANTHEM THE CAPITAL: KAL’EVRAAL Kal’Darakaan, or the City of the Ancient Might is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Kal Darakaan is the most populated and largest dwarven hold and is the symbol of dwarven culture and power. Want to live in Kal’Evraal? [Click Here] IMPORTANT DOCUMENTS Articles of Urguan Civil Codex of Laws The Book of Grudges History of the Dwarves Kings of the Old Realm Language of the Dwarves Constitution of the Hefrumm Dwarven Family Tree GOVERNMENT LEADERSHIP GRAND KING Jorvin Starbreaker KING'S HAND Dain Metalfist GRAND MARSHAL Dimlin Irongut CHIEF JUSTICIAR Dwalin Irongut HIGH PROPHET Norli Starbreaker GRAND MERCHANT Dhaen Grandaxe YEMEKAR’S PICK Dorminur Goldhand GRAND ARCHITECT Vacant THE LEGION OF URGUAN The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [Click here for Legion Post] Grand Marshal: Dimlin Irongut [Beamon4] DWARVEN GUILDS DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] High Prophet: Norli Starbreaker [Noobli__] THE WORKER’S GUILD The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for Worker's Guild Post] Yemekar’s Pick: Dorminur Goldhand [BDanecker] THE REMEMBRANCERS The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to High Remembrancer Kazrin Starbreaker [DrHope] High Remembrancer: Kazrin Starbreaker [DrHope] THE OMITHIEL INSTITUTE That is the purpose of the Omithiel Institute, to help ensure that the dwarves maintain their reputation with the world and its gods as the greatest architects, to make our halls grand and ornate. The guild requires not only great skill in design but the ability to manage and organize great works to be accomplished. [Click here for Omithiel Institute Post] Grand Architect: Vacant THE HEALER'S GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post] First Medic: Mica Grandaxe [sciencepants2] THE BREWER'S GUILD Those who have been to Urguan’s taverns, The Queen’s Bounty and Sugary ***, know the drinks of the Dwedmar well After continued successful maintenance of the bars during the transition from Arcas to Almaris by The Iron Baron Levian’Tol Grandaxe and The Grand Queen Dhaen Grandaxe, I’d like to announce the revival of the previous Brewing Guild. I recognize the talent of our current dwarven brewers and would like to offer an opportunity for new dwarves and friends of Urguan to learn about the proper way of brewing and managing their own taverns as well as spreading their brews across Almaris. [Click here for Brewer's Guild] Grand Brewmaster: Levian'Tol [willstertheking2] DWARVEN CLANS CLAN STARBREAKER Kornazkarumm An Elder clan of Cave Dwarves mostly consists of smiths, miners, and Golemancers. They are known for their scholarly pursuits and their smithing ability, capable of creating weapons and armor of masterful skill. [Click here for Clan Post] Clan Lord: Jorvin Starbreaker [DixieDemolisher] CLAN IRONGUT Khrorul Irongut Clan is an elder clan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts had held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. [Click here for Clan Post] Clan Lord: Falk Irongut [TheFirstShroom] CLAN IREHEART Kravamoruk An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. [Click here for Clan Post] Clan Lord: Axel Ireheart [Lefty_Bojengles] CLAN GRANDAXE Kathaikaz An influential clan of mountain dwarves that has stood the test of time. Grandaxes are known to be noble warriors; equally skilled in both battle and politics. Most Grandaxes are distinguishable by their fiery hair, though not all of them carry this trait. Above all else, Grandaxes adhere to a code of honor and hold the rest of their kin in high regard. [Click here for Clan Post] Clan Lord: Brynaelda Grandaxe [Miss_Confined] CLAN FROSTBEARD Azwyrtrumm The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as hunters, diplomats, craftsmen, and warriors. Unwilling to let a rebellion of traitors destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community. [Click here for Clan Post] Clan Lord: Azkel Frostbeard [Treatycole] CLAN METALFIST Ithorrym A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. [Click here for Clan Post] Clan Lord: Dain Metalfist [Endershadow292] CLAN GOLDHAND Aurokanarkazamar The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments [Click here for Clan Post] Clan Lord: Dorimnur Goldhand [BDanecker] FOREST DWARVES Hefrumm The Forest Dwarves community, known for being very religious, druids, and great chefs. That community consists of the Cottonwood, Treebeard, Emberhorn, and Blackroot Clans. [Click here for Hefrumm Post] High Chief of Hefrumm: Yazmorra Blackroot [Lady_Dietz] CLAN IRONGRINDER Khroneknazkarum Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. [Click here for Clan Post] Clan Lord: Darek Irongrinder [sneakybandit] CLAN HAMMERFORGED Ordkadrel A prosperous clan of Mountain Dwarves descended from the Clan of Grandaxe. Hammerforges cover a wide range of professions and vocations. Ultimately they are known to be skilled miners and crafters. This clan is one of the founders of the Confederation of Hammers. Clan Lord: Redwin Hammerforged [overlord8000] CLAN DOOMFORGED Dorkadrel The Doomforge Clan are a group of seclusive mysterious dark dwarves, borne of the Paragon Urir Ireheart, bearing his sign of sacrifice within their very visages, the glow of hellfire pon their sight. One may spot a Doomforged sporting intricate runic designs into their very bodies. unexpected and as unruly as fire; the Doomforged’s reputation precedes them. [Click here for Clan Post] Clan Lord: Draakopf Doomforged [hotboss_monk] CLAN GRIMGOLD Korodaurok The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. [Click here for Clan Post] Clan Lord: Alaric Grimgold [Hrokaz]
  19. ____________________________________________________________________________________________ ____________________________________________________________________________________________ This is just a simple little page I've put together with examples of my skins! My PMC Scroll down and open the spoilers to reveal the examples. :0 Latest: Edits made: -Added 'Other' spoiler -Requests Closed -PMC added -Halfling and human spoilers added. Request Form: CLOSED Username- Description- Ref- What will you pay with? (Mina, items, etc)- CLOSED..
  20. "...The Sun will rise again, my brothers..." Within the Tahn desert, a small settlement lies just past the glorious Dwarven capital. The walls, like the rest of it, seem to be thrown together with little care. Each night, armies of the undead lay siege to the camp, and yet the loyal residents stay. These bandits and workers lead by an orcish Khagan live alone within the harsh deserts, as they do everything in their power to give their enemies hell. _._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._ The Khaganate remains in a small corner of the seemingly endless Urguan desert, the keep staying strong despite the onslaught of their many foes and the harsh sandstorms. The flame burning in the soldiers’ hearts brings them honour and bloodlust in every battle, unforgiving of their enemies’ deeds as they fight to avenge their doings. The Khagan’s army includes all low segments of society; Thieves, murderers, poor workers, and prisoners, as long as their souls are filled with orcish culture and the beliefs of Krug, the first Uruk. -+- Even those banished from civilization can find shelter, and a new family. Gutz Khagan, the leader of the Khanites, raised his group as an Elder farfolk Khaganate, the culture of which he heard from stories told to him by his friend Sahar Tha’un. The Khagan, an Uruk himself, proclaims Tahn deserts as Endless Wastelands of his own. Red, gigantic muscular figure, carrying a greatsword, which length reachs a normal human's height. Khagan's Word is Law. Gutz Khagan sirca 1588 art by Ka4xid As any well formed military group The Khaganate has a simple Rank System: Leadership: Khagan - The leader, a Khan of all Khans. Khan - The Chiefs that serves to Khagan and leads Khanite army. Boyan - The Lords of Tahn deserts. They rule the lands. Professions: Yurts - A Quater-Master of Khaganate Kharul - A Bodyguard and Carer of Khagan Army: Ikh’Orlok - A Commander of Raider Group Orlok - Regular Raider Noyan - The blood of Khaganate, a new soldiers. Nokud - A civillian, regular citizen of Khaganate, farmers and workers. ------------------------------------------------------------------------------------- ooc Fill down the form if you wish to join: IGN: IC name: Race: Professions:
  21. Dungrimm's Folk “The day that we forsake unity for petty rivalries and greed is the day we fall. I end this book with only words that I wish for all dwarves to one day heed. Stand as one and we are capable of achieving any length of greatness. Stand alone however and we will die alone.” Paragon Valen Grandaxe, Shortly before ascent to the halls of Khaz'A'Dentrumm Dungrimm’s folk are a weathered company of Urguanite elites, conceived to rid Urguan of the foul beasts that lurk in the snowy mountains of Kal’Nikaer. The Folk have had several unsuccessful incarnations in modern history, but find true cause in the current events surrounding the Grand Kingdom. Once wearing Dungrimm’s tabard, all Folk are Kin, loyal to the cause. Whilst encouraged to appreciate their heritage and their own clans, a conscript pledges themselves solely as servants to the Brathmordakin and the Folk whilst in active service. Dungrimm’s folk strive to entertain an era of purity and prosperity in Urguan, ridding corruption from all corners of Axios. Whilst its loyalties lie with the Brathmordakin, the Folk rally to just causes of the Grand Kingdom. It is their desire to preserve Yemekar’s balance and ensure the Grand Kingdom endures through all adversities. ‘To my dearest Kerwyr, Look not to feud those within our own halls; our politics, our in fighting, it is all pointless now. A darkness rises in the east, one that we cannot crush whilst in disagreement - one that threatens the balance of all that is decent in our world. We unite under two common enemies. Heed my words now, for what I write will no doubt alter the course of your lives; it is with a heavy heart that I ask this of you. The land lays riddled with beasts of the void, it is plagued with the spawn of a daemon, it is your duty to ensure Urguan is free of these behemoths and undeads. You must form a band. Select well, for those you choose now will stand beside you in the bleakest of times. Pick only the bravest, strongest Urguanites the Grand Kingdom has to offer. Train them in the mountains, teach them of the Brathmordakin, educate them of the Folk. It has failed before, but not this time. The strength of Dungrimm will enable us, a small but faithful band, to overcome the multitude of the faithless. Dungrim bless you brother, Velwyn Ireheart.’ -A letter scribed by Velwyn Ireheart to Kerwyr Frostbeard Faith Dungrimm tests us, he tries our faith. He shows us the path when it doesn’t seem clear. We must serve him now if we wish for him to guide us to his fortress in the seven skies. If we live with conviction and faith, we will be rewarded. The Brathmordakin spoil us, they have created us to live as their servants, to act as their ambassadors to the mortal realm. It is our duty, as protectorates of Urguan, to repay those who rule so fairly over us. To pay homage is no burden, it is an honor as sentient and intelligent beings; allowing yourselves to be encompassed by the great aura of the pantheon is a true celebration. ‘Lay thine axe upon the gilded sigil, adorned upon the tallest peak of the steepest mountain, and you will be blessed by him. He will see your strength, he will feel your courage, and you will feel his will. When you return, reborn from your pilgrimage, then will you be true of heart and pure of mind. Folk of Dungrimm.’ -Blessed prayer, sermon of an unblooded Folk. Notable Slayings Dungrimm’s Bane - Whilst the undead launch a second attack on Kal’Agnar, incumbent Marshal and Grand King Vorstag Ireheart duels a large Khorvad spawn to reclaim the fabled ‘Armor of Urguan’ and repel the undead legion from Urguanite land. Whilst successful, the creature slays Vorstag in a bloody conflict that leads both combatants dead. Frost Trolls - An expedition to the northern mountains of Athera leads several of Dungrimm’s Folk into a chilling battle between troll and dwed. Whilst limited in numbers, the Folk made use of structurally vulnerable cave systems to crush their opponents, retaining all dwed life. Demigryph - A Frostbeard patrol headed by Marshal Kerwyr Frostbeard is ambushed by a corrupted bandit atop a demigryph. In the steep conditions of Kal’Nikaer, Kerwyr is almost slain but executes the bandit and their corrupted mount. The events following this particular incursion, encounters with pale knights and mounted ghouls led to the third reformation of Dungrimm’s Folk. Medals & Honors Medal of Dungrimm Awarded for showing gallantry in battle Medal of Urguan Awarded for showing brotherhood in all fields Medal of Victory Awarded for leading consecutive victories. Recognition of Loyalty Awarded for staying with the Folk for a stone month Recognition of Faith Awarded for showing dedication to your patron God Recognition of Bravery Awarded for finishing ten demonic beasts Ranks Officer Marshal Leader and head of the Folk. Vindicator A legendary hunter and elder on the council. Regular Sergeant Veteran soldier, trains the low ranks. Footman The shield of the Order, common ranking. Conscript A conscript member who hasn’t completed their trials. Application
  22. As the winter is finaly over and Kazradin becomes greener again , a ville sound of fire and decay can be heared from the South. As the dwarves rally on their city square , a muntain dwarf comes inside Kal'Karaad , his body burned and with his last breath shouts "Dragon!". It was a Green firedragon from the Far South , who saw the dwarven capital and decided to make its new home there! But it was too late since the dragon had already reached the dwarven capital and so the dwarves are now trapped inside their mountain home. After hours of waiting , a loud noise could be heared from the Grandaxe Tunnel . It was the dragon , who tried to enter the city .The dwarves , in order to save theirselves , destroyed the tunnel in hope of the dragon would die in it. But they were wrong as the dragon survived and now they were completely trapped. But the sound of elven and human horns started echoing in the distance. As the human and elven troops started making their way to the dwarven capital , something odd happened. The ground they were walking started shaking and then all hell broke loose. The fallen warriors from the battles around Urguan lands started rising from their graves. At the end , the elven and human troops were surrounded. ((Just give the event team a way to start killing people so the event would be nicer and not like 60 people go to an event and only 1 dies.))
  23. Red Urguan's Workers Party ~Est. 16th of The First Seed, 1510~ Skippy Irongut has heard the pleas of the Dwarven workers class. He sympathizes with them, therefor forming the Red Urguan's Workers Party! An organization set on mass producing goods for coin. Dwarves produce a quota of goods, with supplies given to them from the Grand Kingdom of Urguan. Shortly after the founding of the Isles of Vailor, the Party went silent. Three Lord Stewards took power, and the dwarves were being robbed of their valuable mina. Skippy Irongut saw this unfit, and rebirthed the Red Urguan's Workers Party. Every dwarf shall be paid based on their work, and nothing less than that. With the Party Leader's ascent to becoming Grand King of Urguan, the hard worker Hellio Frostbeard has taken the role as Yemekar's Pick and will maintain the Red Urguan's Workers Party. Hellio will be responsible for organizing the party, maintaining the party district, and requesting materials for workers to use. He will also be receiving minas to pay workers. Where are we? We are located inside the Dwarven forge in the capital city of Kal'Karaad. Take a right in the main square. We are located inside the Dwarven capital of Kal'Akash, directly in the back of the city. Follow the roads until you find a wide opening with a crevice filled with lava. How much do I get paid? If you complete your specific quota depending on what kind of job you work, you'll be given mina tokens. You can trade in the mina tokens for actual minas! ((For a more in-depth guide, check this forum post here)) How do I join? Simply fill out this simple application! Your Name? Your profession(s)? Place of Inhabitant? ((Skype?))
  24. Before we begin, I'd like to just mention that I'm not sure whether my Cliff Dwarf idea would be considered a subrace or a culture, but I'll let the community give their own opinions on the matter. ~=~ Cliff Dwarves ~=~ In the early days of The Fringe, a selection of ancient dwarven legends were rediscovered by the Remembrance Guild. One legend, which many thought to be mere fiction, described the story of one of Urguan's lesser known sons. Aumi Wakebeard, a son of Urguan, was strange compared to his other brothers. He was intrigued by water, and loved to wade in the cool shallows of a river nearby his mountain home. He earned his name from the way his beard grew: curls reaching down like waves crashing on distant shores. Urguan often scolded his son for his "exotic" behavior, but Aumi refused to listen. He relished the feel of river-smoothed rocks beneath his feet, of the refreshing water lapping his knees. One day, as he wallowed about in the shallows as usual, he smelled a strange thing. It was salt, borne down the wind from the sea far away. Even though he had never heard them, Aumi imagined the cries of gulls over the bays and beaches on the coasts. His blue eyes sparkled with delight as he pictured the beautiful scenes by the sea. He took a step eagerly towards the tangy, salty smell, but his foot caught on a loose rock. The unfortunate dwarf was soon fully beneath the water, floundering like he was stark. He could not fight the mighty power of the river, and before long, was being carried along on the current. Urguan heard the young dwarf's wails and ran out of his underground home to locate him, only to see his son as a black dot in the distance. He sobbed and begged Yemekar to save Aumi, but it was too late. His son's terrified screams filled the air as he was cast over the edge of a thundering waterfall. The Father of The Dwarves fell upon his knees, tears streaming from his eyes and becoming entangled in his beard. The legend ends here, and was originally thought to be a warning for the dwarves against the dangers of water. Little did anyone know that it was actually a true story, until Aumi Wakebeard's descendants arrived in Kal'Arkon. ~=~ Introduction ~=~ What are Cliff Dwarves, and what do they have to do with this legend? As you read above, my idea is to have Aumi Wakebeard, a long-lost son of Urguan, establish a new kind of dwarf. But he must have died Soggy? Wrong. Aumi was carried by the river down to the sea. What happened then? Well, Aumi was immediately in love with the sea. He built his home into the side of a cliff (The first Cliff Dwarf), with windows opening over the water. He became an excellent fisherman and swimmer and, over time, his lifestyle and that of his descendants adapted to life on the sea shore. Nobody is sure how his children came to be. Some say he met a female dwarf on one of his rare travels inland, others that he fell in love with a beautiful sea creature. Though Aumi is long deceased, his kinsmen continue his way of life. ~=~ Appearance ~=~ Cliff Dwarves are quite different to their cousins. They have broader chests, which house larger lungs that developed to allow them to hold their breath longer underwater. They also have much larger arms, used for swimming against the powerful waves of the sea. Cliff Dwarves generally have black hair, which becomes snow white in old age. They often die it a deep navy colour by using the juices of berries that grow on bushes on the edges of their cliff homes. Most male cliff dwarves are bald on the top of their heads, probably because of the long years their ancestors spent working with the hot sun beating down on them. Their beards are shorter than those of their cousins, which stops them from interfering with swimming. They are very curly like Aumi's, and years of contact with salty water has left them stiff and wiry. Their eyebrows tend to be very bushy, which keeps the salt water from stinging their eyes. Their eyes are usually light blue, deep blue or sea-green, because they prefer to marry dwarves with these characteristics, as it reminds them of the sea. Their skin is tanned from exposure to the sun, and often tough and care-worn because the salt has dried it out. Cliff dwarves are shorter than mountain and cave dwarves, which is thought to be because of their diets. They live mainly off fish and bread, into which they add seaweed and sea salt. Their ale can barely be stomached by the other dwarves, because it generally contains an immense amount of salt. ~=~ Architecture ~=~ Cliff Dwarf architecture is a sight to behold. The wealthier dwarves burrow into the inland sides of cliffs, opening windows overlooking the sea. Poorer Cliff Dwarves build homes on the land above the cliffs, using sandstone and oak logs as their main materials. ~=~ Occupations ~=~ Cliff Dwarves tend to stray towards jobs as fishermen, brewers and bakers. As mentioned above, into their food they incorporate the characteristics of the sea; most of it containing salt and sometimes seaweed. They also make very talented sailors; their experience as fishermen and swimmers allowing this. -------------------------------------------------------------------------------------------------------------------------------------- Well, that concludes my lore idea for Cliff Dwarves. I'd be happy to hear your opinions, positive or otherwise. If you have any questions, feel free to ask. I know this lore is quite short, but hopefully I can add your suggestions and beef it out a bit. Thanks for reading, -Soggy365
  25. I don't really know what to say for a short introduction, heh. I've been on the server for nearly two years, and in that time, I've brainstormed, created, nurtured, and killed many, many characters. It's been a long, fun run and now I believe it's time I finally "document" my characters, what they accomplished, their offspring, etc. All that good stuff. Buckle down and enjoy the ride. Or, if you're looking for a certain character in particular, consult the table below. Ever, the Drunken Dwarf: Post 1 Ingot, the Swordmaiden: Post 2 Alyssi, the Mountaintamer: Post 3 Steve, the Renatus Courier: Post 4 Sylvia Cyrus: Post 5 Karvia Starbreaker: Post 6 Dryads! Kollodis, Doste, and Mitera: Post 7 Hapsi Ludkhov: Post 8 Al Q'mess: Post 9 Apple Dryad Mitera: Post 10 Hord, Apple Dryad Doste, and other not so important characters: Post 11 A family tree: Post 12
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