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  1. Grand Kingdom of Urguan Urguan Discord: [Click Here] About The Grand Kingdom The Grand Kingdom of Urguan is a constitutional monarchy established to unify and represent the Dwarven race. The Grand Kingdom itself is one with tremendous history, being the sole nation of the Dwarves for millenia, leading back to the very first dwarf himself, Urguan. Represented through the colors of orange and gray, the nation has united the Dwarves under its banner through common religion, culture, and ideals. The religion of the land, the Brathmordakin, is a polytheistic religion composed of 7 gods, each of which represent a different aspect of Dwarven culture. Throughout history, Urguan has been best known for their expert craftsmanship, unique clan diversity, beautiful underground cities, engineering capabilities, and wartime strategy. Now on the realm of Almaris, the Grand Kingdom continues to serve as the sole Dwarven hub, occupying a sprawling mountainside on the south east section of the realm. Settlements of Urguan The Capital City of Kal’Darakaan Kal’Darakaan, or the City of the Ancient Might is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Being the largest and only Dwarven hub on Almaris, the city is a staple for dwarven culture, craftsmanship, and religion. Within the capital city, travellers can expect to find multiple clan halls, housing districts, a bustling market, a Brathmordakin temple, grand arena, and large area for craftsmen to hone their skills. Unknown to many is the city's origins, as the modern Dwarves of Urguan were not the ones to construct the city. Through the investigation of clues left behind, many believe the city to have been a colony of the ancient Dwarves, hence its name of ‘Ancient Might’. The Forest Dwarf Village of Hefrumm The Forest Dwarf Village of Hefrumm is a town settled in the woodland valley surrounding the capital city of Kal’Darakaan. Home primarily to the Forest Dwarf Clans, Hefrumm’s unique culture is one linked to the care of sustaining nature surrounding them. Living amongst the flora and fauna specific to the region, strolling through the village is a beautiful nature walk for all to take on. The smell of roasting boar and spilled carrot ale often radiates from the Hefrumm Tavern and Inn. Some of their practices are seen no where else throughout the realm, such as the Seers, a branch of the Brathmordakin faith with an emphasis on spiritual guidance. Important Documents Articles of Urguan Civil Codex of Laws The Book of Grudges Da Kirja Dverga History of the Dwarves Kings of the Old Realm The Dwarven Language Dwarven Family Tree Government Leadership King’s Council Grand King Ulfric Frostbeard ((Terry_23)) ((Discord: Terry#1337)) The Grand King of Urguan is the sole monarch and utmost authority within the Dwarven nation. Elected by the majority of Urguanites, the individual entrusted with the power’s associated with the role is one of great status and respect amongst their peers. The Grand King is responsible for overseeing the entirety of the realm, as well as appointing a council to assist them in running the day-to-day aspects of the nation. The title is one held until resignation, removal, or death, and therefore has no set time limit. Grand Marshal Bakir Ireheart ((Valkorion)) ((Discord: Pancakehz#5413)) The Grand Marshal of Urguan is the military head of the Dwarven nation. Tasked with overseeing the legion and strategic planning of both offensive and defensive wars, the individual who holds this title is typically an experienced war veteran who has served the nation’s legion for years prior. This title is appointed by the Grand King, and is held until the Marshal is removed or replaced. Grand Steward Rylanor Goldhand ((TheBlackBobRoss)) ((Discord: Grimoire Weiss#0877)) The Grand Steward of Urguan serves as the head of stewardry for the Dwarven nation. Tasked with regulating taxes and the distribution of Urguan’s homes and land, the individual who holds this title is typically one with an economic background. This title is appointed by the Grand King, and is held until the Grand Steward is removed or replaced. Lord Chancellor Azkel Frostbeard ((Treatycole)) ((Discord: TreatyCole#3623)) The Lord Chancellor of Urguan serves as the nation’s head of foreign affairs and council leader for the Grand Council. Elected by the clans themselves through a majority vote, the individual who holds the title is one well-versed in both diplomacy and advising. As the title is appointed by the Grand Council and approved by the Grand King, the position is one held until removed or replaced by the Grand Council. Lord Justicar Falk Irongut ((TheFirstShroom)) ((Discord: TheFirstShroom#5790)) The Lord Justicar of Urguan serves as the lead justice and keeper of the book of laws for the Dwarven nation. Tasked with overseeing the court systems, the individual who holds this title is one well-versed with the book of law. This title is appointed by the Grand King, and is held until the Lord Justicar is removed or replaced. Guild Masters High Prophet Norli Starbreaker ((Nooblius43)) ((Discord: Nooblius#4534)) The High Prophet of Da Kirkja Dverga, otherwise known as the Dwarven clergy, is the religious head of Urguan. This individual is one well versed in the Brathmordakin, and is responsible for preaching its teachings to the dwarven populace whilst overseeing the clergy’s members. High Remembrancer Azkel Frostbeard ((Treatycole)) ((Discord: TreatyCole#3623)) The High Remembrancer of the Order of Remembrance is the leading scholar of the Dwarven nation. Whilst in charge of teaching future scholars and providing the Dwarven populace with tomes and classes, they also serve as an advisor to the Grand King due to their plethora of learned knowledge. Yemekar’s Pick Dorimnur Goldhand ((BDanecker)) ((Discord: BDanecker#1120)) The Yemekar’s Pick is the head of the Urguani Worker’s Guild. This individual is one with experience in both managing large groups of individuals, and in craftsmanship and gathering. The Yemekar’s Pick is also in charge of supervising the mines within Kal’Darakaan, and the output they produce for the nation. Anbella’s Hand Valyndris Grimgold ((LadyBeerus)) ((Discord: LadyBeerus#4490)) The Anbella’s Hand is the head of medicinal practices for the Dwarven nation. This individual is expected to be a skilled medic capable of training others in what they have learned. The Anbella’s Hand is also tasked with overseeing the Urguani Clinic. Armakak’s Coin VACANT The Armakak’s Coin is the head of trade practices for the Dwarven nation. This individual is one with experience in the mercantile field, and is capable of training others to assist in merchantry for the Grand Kingdom. The Armakak’s Coin is also responsible for overseeing national stalls located in other nations across the realm. Grand Huntmaster VACANT The Grand Huntmaster is the leader of the Hunter’s Guild for the Dwarven nation. This individual is one who has shown a natural prowess for hunting, and is capable of teaching the skill set to new huntsmen. Grand Architect VACANT The Grand Architect is the head of all construction projects for the Dwarven nation. This individual is expected to be a master at both building, and planning out various projects throughout the nation. Iron Baron Levian’Tol Grandaxe ((TeawithLustyLevi)) ((Discord: TheFirstSwan#1143)) The Iron Baron is the brewmaster and head of the tavern for the Dwarven nation. This individual is expected to provide quality brews for the Dwarven people, and continuously stock and run the tavern to host Kal’Darakaan’s citizens. Dwarven Clans CLAN IRONGUT | Khrorul [ Click for Clan Post ] The Irongut Clan is the first-born elder clan of Urguan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts have held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. CLAN GOLDHAND | Aurokanar [ Click for Clan Post ] The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments. CLAN GRANDAXE | Kathaikaz [ Click for Clan Post ] An influential clan of mountain dwarves that has stood the test of time, the Grandaxes are known to be equally skilled in their prowess with an axe as they are in their command of language; renowned as great revelers and gifted elocutionists, they find themselves at home in various professions across the dwarven capital. From legionnaires to bards, to tavern keeps and politicians, Grandaxes are an amicable and charismatic folk who are staunchly loyal to their roots. Above all else, Grandaxes hold their kin in high regard and adhere to a strict code of honor handed down by their ancestral forebears. The quality of a Grandaxe is from the values of their heart. CLAN FROSTBEARD | Azwyrtrumm [ Click for Clan Post ] The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as kings, government officials, hunters, diplomats, craftsmen, scholars, and warriors. Unwilling to let 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. CLAN IREHEART | Kravamoruk [ Click for Clan Post ] An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. The Irehearts are also known for their many fabled Paragons, warriors and Kings, as some of the most fearsome and respected dwarves in all of history have hailed from such a mighty clan. CLAN STARBREAKER | Kornazkarumm [ Click for Clan Post ] An Elder clan of Cave Dwarves mostly consists of smiths, miners and Golemancers. They are known for their scholarly pursuits, including the study of magic or alchemy, but are most famed for their masterful skill in smithing and have a particular affinity for starsmithing. FOREST DWARVES | Hefrumm [ Click for Clan Post ] The forest dwed of Hefrumm are known as spiritual guides through The Seers, proficient hunters in the Grand Hunters Guild, expert farmers, herders, fisherman, artisans of woodworking, as well as each clan or guild’s specific talents. The village currently consists of the Cottonwood, Blackroot, Treebeard, and Emberhorn Clans, in addition to a few lesser clans. As guardians of Anbella’s Hearth, the community welcomes the likes of epiphytes, druids, and any others that share that passion. CLAN GRIMGOLD | Korodaurok [ Click for Clan Post ] The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. CLAN IRONGRINDER | Khroneknazkarum [ Click for Clan Post ] Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. CLAN METALFIST | Ithorrym [ Click for Clan Post ] A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. The Legion of Urguan The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [ Legion Post ] The Guilds of Urguan DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] THE WORKERS’ 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] THE ORDER OF REMEMBRANCE The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to the High Remembrancer. THE MERCHANTS’ GUILD The Merchant’s Guild is the centerpoint for Dwarven trade both within Urguani lands, and abroad. The expert merchants of the guild are considered the economic hand of the Dwarves, selling Dwarven crafts far and wide to any who wish to buy them. Any who join the guild can expect to learn the trade of a master merchant, and will soon be out attending stalls, selling goods, and establishing trade internationally. [Click here for The Merchant’s Guild Post] THE GRAND HUNTERS' GUILD We dwarves are naturally isolationist folk and for too long have our lands gone unexplored and wild; teeming with beasts of all sizes and ruins lost to nature. For this reason, the GRAND HUNTER’S GUILD was formed, a guild whose goal is to encourage and organize dwarves in exploring the great unknown, hunt and study creatures. [Click here for The Grand Hunters' Guild Post] THE HEALERS’ GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post] 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, 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]
  2. ------------------------------------------- Character Information For Talia D'Avre ----------------------------------------------------------------------- Name - Talia D'Avre Race - Half-Elf/Adunian Gender - Female Married - No Age - 43 Birth-date - 3rd of the Grand Harvest Parents - Zaviel (Draen D'Avre) (Elf), Charlotte D'Avre (Human). Relatives Arelin (squeak0711) - Asher (spiffytaylor411), Roy D'Avre (B3ast_mod), Beltran (BathRugMan), and Lorien (hugothechamp). (Some others missing) God-Parents - Jakir StepFather - Ramza Mantisuku StepMother - Elvi Mantisuku -------CHARACTER WHAT'S UP SO FAR THING------- De-Paralyzed. She is weak though, must train to get better. -------REVAMPED CHARACTER INFORMATION------- VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV - Description - Talia a Half-Elf or Adunian you might say, born to the late Charlotte D'Avre and the still alive Draen D'Avre. She seems to get sick every now and then, random chills/colds/stomach-bugs and fevers climbing to an alarming high rate. Most of the time she would have a quarter-staff strapped to her back, but not /all/ the time. - Appearance - She has 75% more Elvish traits about her then human traits, which makes her look almost as fair as an Elf. Her body shape seems pretty fit all in all, and her very long black hair falls over her face and all down her back to the waist line, it seems to cover most of her face sometimes, though her smile would be seen every now and then. Her eyes would be a light green color, her skin would be a very light tan. Oh, and if you look hard enough she seems to have a somewhat sliced right ear. She looks 20 years younger than her actually age, interesting. (5,10ft) A small burn mark hard to see is on the lower part of her neck, that in the shape of a skull. No piercings or rings of any kind found anywhere on her. - Outfit - Most of the time she wears a rather pleasant white dress with some sort of blue long over-dress jacket thrown over top. Yet you look upon it and it is simply gorgeous, the needle-work must have taken a long time to make a dress as good as this, the brass buttons themselves are engraved with little images, some flowers and others animals. Sometimes she is training in some green robes that fit pretty well, they are roughly made but are light and easy to move around in, though its hard to see with the hood up. - Personality - She speaks in a low mumblish tone, in a fearful and nervous way. If being confronted about something she did wrong she wouldn't want to look you in the eyes, and would hang her head low. She gets REALLY nervous/shy if there are many people her 'her' age, especially men, for some reason youn feel rather inclinded to talking to a post rather then her from just the way she listens to you. Tends to want sleep, a lot. She is somewhat good with children, as long as they behave. Highly emotional sad and serious hidden under a vial of cute jollyness mixed with a sarcastic temper. Talks a bit rudely sometimes around people she doesn't know, she can be nice if you are though, but if you are mean you better believe she will be down right cold with you. - Main Skill - She is a quarter-staff master, tier 3 so look out, this lady has some mad skill if you tick her off. - Secondary Main Skill - Pressure point self defense as she calls it, be warned; "If you are not wearing any armor or some kind of armor that isn't covering certain places she will move to try and pinch or poke one of your pressure points, when this happens rarely you fall down, most of the time you are stunned and feel like some kind of shock went through your body. - Additional Skills - Another two skills would be taking care of animals, she finds herself surprisingly good at it. The next skill would be very low class medic, she isn't much good at it but she wants to work on this skill to perfect it. - Likes/Dislikes - She likes spicy food(Though she can still eat normal food.), she also likes Khas, she likes dueling, she likes kind people, and she likes all her relatives. She dislikes bullies, she dislikes ANYTHING sweet, she dislikes people that ask her about her past family life. - Greatest Fear - Losing someone very dear to her, and then regretting it to the point where she wants to die. -End of given character information- But, not the end of Character Pictures 4/5. - Talia Render/Pose by _Zer0 - Character sketch of Talia by B3Ast_Mod - Talia in her light blue dress. http://gyazo.com/f31bde0bf98d07585d083afd4d783cb9 - Talia in her training robes. http://gyazo.com/42132dcdffaf142ea843a0ac39b57e89 -Now we are done.- Character Information update No. #12
  3. -------------------------------------- Name: Charlotte Golding Race: Human Age: 16 Gender: Female Skill: Promising Alchemist ------------------------------------------------------ Charlotte Golding, an apprentice Alchemist, and expert knife thrower (So she thinks…) ------------------------------------------------------------------------------------------------------------------------------------- Description: 95lbs, 5,3ft. Average woman build, no muscular build. She is friendly to those who show kindness, but a great enemy to liers. She is studying in Alchemy. WARNING: Charlotte Golding has many tricks up her sleeves, and secrets also, be careful what you say/do around her. ------------------------------------------------------------------------------------------------------------------------------------- Long Story Short: Charlotte Golding was born in to a small family of four, her late mother Sarah E. Golding and father Peter Golding, but her older sister Annabella Makrov Golding still lives. Sadly, Charlotte's late mother died in giving birth to her, in so doing her father remarried, but the stepmother was darker than darkness... When she turned three the family found out that their uncle William A. Golding who was a blacksmith, had died from burning after a hot pot iron liquid tipped over, he was no more after that day. He left a great some of money as an inheritance to Charlotte's father, so that she and her sister, and stepmother could live very wealthy indeed, though the stepmother thought otherwise. She wanted the Inheritance money for herself. A year or so after the death of Charlottes uncle, her father one evening at tea time died…little did we know our stepmother put a tablet of poison in his glass of hot tea, Charlotte and her sister only guessed it was heart failure. The stepmother of course agreed with them, trying to cover up her guilt. They buried their father in a a church grave yard a few days later. The very next day Charlotte's and stepmother awaked them and announced that they were going going on a trip. About a week later they came to a large forest, fence, cold, and lonely, and they went in. Then the stepmother sighed and said: "We are lost, wait here while I try to find a way out." And so she left them. Some hours later Annabella was getting worried and walked with Charlotte through the woods till they came to a hollow tree, there she said: "Charlotte, stay inside here, I am going to look for stepmother." Then she walked off where she thought her stepmother went. Charlotte waited and waited, it seemed like hours maybe a day…but Annabella did not return. So Charlotte climbed out of the hollow tree and from there on wondered around the wilderness, till one day or maybe it was a year, she couldn't tell. She found what looked like a small village, and lived there for another four years begging. About six months later, a great famine was spreading through the land. Soon there was no point in begging anymore, so she set off from that town and started for the Elven city, she was told by a kind merchant that there she would find help, so it was. CHARACTER PHOTO COMING SOON.
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