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  1. “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  2. The Fifth Thirds Compromise In the pursuit of beneficial conjoinment, it falls to the Council of Varoth’Akvel to determine the alliances and allegiance of the Fortress of Varoth'Akvel. In said pursuit, the decision of the conjoinment falls to heavy discussion and extensive revisement of written terms. Following the meeting of the esteemed members of The Council and other inhabitants of Varoth’Akvel, these terms are transcribed for immediate implementation and thusly named The Fifth Thirds Compromise: In the event that the Underking of Urguan resigns, passes, or is otherwise reverted to a position in which he/she is no longer the sovereign of the Underrealm of Urguan, these accords shall be considered null and void and the Fortress of Varoth’Akvel and the land it resides upon shall revert to its original status as an independent private landholding. Upon the rightful election of a new Underking, these accords may be renewed and reinstated. In such an event, the previous point shall be nullified until such a time when it again applies. The Fortress of Varoth’Akvel and its ruling council shall be completely ruled and managed by said council, answering only to the rightfully elected Underking who has renewed and signed these accords. The lands and holdings of the Fortress of Varoth'Akvel and its Council will hold to the laws of the Underrealm of Urguan but shall be entirely policed by their own entities. On this point, military and political entities other than that of the Underking may not hold jurisdiction within the lands and holdings of Varoth'Akvel. Should a lawbreaker be present within the holdings of The Fortress of Varoth’Akvel, they may be captured by the holding’s law enforcement but must be extradited to the Underrealm for their punishment. The Council will also reserve the right to expel and bar anyone they deem unfit to remain in Varoth’Akvel save for the Underking. Any request made of The Council must be discussed by The Council as to whether or not it is of importance or goes toward the well being of Varoth'Akvel and its residents. Any request made of The Council that is determined to have a negative correlation with the will of The Council can and will be denied if it seen fit by the majority of The Council. In clarification, this term is set with the idea of refusing the requests for equipment free of charge as well as any form of legislation that directly hinders The Council and Varoth’Akvel citizenry. At no point shall the Underking force the citizenry of Varoth’Akvel into military service nor shall he make demands that the research of Varoth’Akvel be turned towards the ends of militarization, conflict, or violence. The lands and holdings of Varoth’Akvel will identify themselves as those of the Underrealm of Urguan and fly the banner of the Underrealm alongside those of Varoth’Akvel. Should it become necessary by The Council or The Underking to add, edit, or remove a term from this document, it shall require the agreement of both parties to make such a change. As a compromise to the first signatory Under-King Utak Ireheart, the Council of Varoth’Akvel shall refrain from building offensive structures on the surface above the fortress, and shall remove the already existing structure. Signed and implemented this day, the 8th of The First Seed, 1760: Under-King Utak Ireheart Zahrer “The Merciful” Irongrinder, Arch-Runelord of The Order of Ogradhad, Lord and Councilor of the fortress of Varoth’Akvel, Lord of Kal’Az’adar, The Citadel, Jarnstrand, Kjellingrad, Khaz’Varekan, and the Westmarch, Master of the Kal’Varak, Twice-Crowned Grand King of the Grand Kingdom of Urguan, 12th Grand Champion of The Grand Kingdom of Urguan, Hero of the Brathmordakin, Father of Clan Irongrinder, Arbiter of The Age of Industry, Slayer of Setherian and The Dharok, Chief Executive Officer of The Dwedmar Corporation, Seneschal of the Legion of Mercy, and Snow-Elven Patron God of Unreasonable Warmongering.
  3. On the Godhood of Grimdugan To the dwarven clergy I write this theory questioning the validity of worship to Grimdugan. There has yet to be a sighting of the Brathmordakin member known as Grimdugan. We acclaim to know of his existence yet when we ask for prayers to be answered by him, by our greed, does that truly enter into a god's mind for answer? If Grimdugan's aspect is that of greed and wealth, and our curse set by Iblees is that of greed and longing for wealth, does that not make the existence of Grimdugan the effect of a curse? Truly Grimdugan must either be a cloak of a dark god we give power to through prayer, the creation of Iblees to prolong our curse indefinitely, or the physical manifestation of our intense greed causing a curse to become a being. Grimdugan's existence stands opposed to Yemekar and the balance he stands by. If Yemekar is balance, Grimdugan is excess. To abide by one is to disagree with the other. We believe that Grimdugan is the god of Greed but we do not know of his time of creation nor is he tied to any other god in any other race's pantheon for they do not have the curse of intense greed as our's. We inheritted the worship of Grimdugan from that of our Ironborn rulers centuries ago yet we know that they were impowered by Iblees' servant Khorvad. This then leads me to presume if Grimdugan is excess, and Khorvad is power, what is to say that Iblees is not the leader of the corrupt dwedmar pantheon with Khorvad and Grimdugan as his aspects. As we have seen before, it is not hard for a godly aspect to be able to hide their true colors with masks. From this I would ask the dwedmar, we must investigate the legitimacy of Grimdugan for if he is greed and our curse is greed, why must we worship a curse. What is the founding of Grimdugan, was it gods that made him or was it our excess greed that created this god? Dangren Starbreaker ((Those who wish to respond, please do so in writing to this for easy documentation for the clergy and to prevent nonsense tangents.))
  4. From the Desk of the High Preceptor : Of Kin and Clergy ~ 2nd Edition, 15th of Snow’s Maiden, 1759 ~ First off; I promise this one will be far less long and it is with a lighter heart than the last edition of this publication that I write from my desk again. The focus of this letter is moving forward and our future plans as clergy, and what the wisest members of our ranks have discerned regarding the signs from the Brathmordakin. Divination and Prophecy The Priests of the Holy Order have met to discuss recent events and how the will of the Brathmordakin may be involved in them, and what that means for us to do. We analyzed the events that had occurred during Athera, namely the reclamation of ancient clan relics and the diminishing resources of our mines. After discussion, it was determined that the relics were a blessing of the Brathmordakin. Well, the natural extension of such an assertion is why would the dwarves be blessed particularly now? We came to the conclusion that because the dwarves went back to study their past culture united as Urguan, that it pleased the Brathmordakin and it was for that reason that we were rewarded with ancient clan relics. It is forseen that there will be times of prosperity ahead based around our connections to the past. However, it seemed the Brathmordakin were not pleased in other aspects. Grand Prospector Bodmer Goldhand has reported fewer resources found in the mines as of late. It seemed that the dwarves had lost the favor of Grimdugan, the god of greed, patron of hidden wealth and darkness, and our mines thus run less prosperous. What could we have done to lose the favor of Grimdugan? To Bodmer it seemed clear; too long has Grimdugan been continually misrepresented by the dwarven public and clergy as different to the other gods, too long has he been disregarded as the patron of petty thieves and goons. The Holy Order is taking action to make sure Grimdugan is properly honored in the future, more details to come later. A Call of Clans As mentioned in my last edition of this publication, I wish to hear from representatives from each Clan to go over specific and unique cultural beliefs so that any cleric or priest teaching a beardling from this clan can do so properly according to their customs. The next meeting of the Holy Order will be in five stone days, and I ask that all clans that don’t have a member of the clergy already send their own scholar to share the clan’s view. Not only that, but I call each clan to be vocal about concerns they may have with the Holy Order so they may be resolved. Rituals and Blessings The members of the Holy Order have been working on a new initiative to force more activity from priests and clerics in dwed culture and society. Specific duties, such as performing blessings and rituals in public, preparing tributes to our gods, will be organized and forced upon members of the Holy Order to ensure they are doing their divine tasks. Too long have the priests of the Holy Order sat in our high rooms contemplating the will of the Brathmordakin but not delivering their blessings among their chosen people. I will take extensive measures to ensure that Priests and Clerics are doing their duty. Baldin Ironside… Again A quick note on the situation regarding the last edition. Baldin Ironside had come forward to me and sought resolution, and he had removed his assertion of his claims being authorized by Yemekar and instead made it clear they are his own decisions, and had agreed that he had misinterpreted and misrepresented what has happened in the Holy Order of the dwarves with his words. The 35 Theses will be taken down from the entrance to the Temple and placed on the notice board alongside my response for the scholarly if ever they wish to find it. Reformed Literature Policy It has come to the attention of the Holy Order that many of its public documents are outdated and poorly written, and have been for many generations of leaders now. As High Preceptor, I sincerely apologize for this. Many projects have been in the works in the past under previous leaders within the clergy but all have been abandoned. I will make it a top priority to reform the religious literature, consulting with those within the kingdom Ogradhad has blessed most to make a compelling list of stories that are consistent and mirror the beliefs of the Holy Order. Know that disagreeing with a writer is by no means heresy, it is disagreement with core ideas of our faith that is such. Progress already has been made and will be available to be viewed at the clergy meeting, if any scholars are interested. If you cannot make it, reach out to me for a copy. Norli Starbreaker High Preceptor eron da Kirkja Dverga
  5. The Crowning of The New Sovereign In the absence of Arthur Sterling, I Nathaniel Goldblight, Admiral of the Depths and advisor to the sovereign will be taking over Talons Grotto in his absence. I promise the people that I will continue the great legacy of this town, needless to say, we will begin to search for Arthur, as I am stepping forwards, Ania Sterling, his wife, will aid me in running the city. I will begin to reconstruct laws and policies, as well as the council. I apologize for the inconvenience this causes to our citizens and allies, but we are doing all we can to maintain the order we had when he was here. I want to make sure that all of the citizens and orphans of Talons Grotto are well taken care of, if anyone has any feedback or would like to schedule a meeting, please send me a letter. Thank you for your understanding. Sincerely, Nathaniel Valorum Goldblight
  6. The Great Book of Grudges OOC Clarification The Book of Grudges are an integral symbol of the proud and noble people that are the dwarves. Every wrong and slight against them are recorded within the great tome to ensure that this wrong may be put right. Being one of the longest-standing and closest guarded relics of an era long past, the tome resides under lock and key and kept under close watch from both Remembrancers and longbeards themselves. To write in the book is to write with the blood of the wronged and to show the importance of such an undertaking. [!] You walk into the Remembrancer library, the scent of old parchment, waxing wood and dust fills your nostrils as you walk through the vast corridors to find one hall in particular. As you finally make it to the corridor, you halt at the foothills of a massive door with two dwarves dressed in brown and golden robes who eye you up and down. One of them dips their head and opens the massive door with an interesting mechanism. Leading you inside, you find nothing but a book, ancient and large resting upon a pedestal in the middle of the room. The old lore keeper steps over to open it for you on a blank page and gives you a quill. The Wronged: The Assailant: The Wrong: Terms of Settlement: -={=+=}=-
  7. Following the passage of the Gauntlet Act within the Grand Kingdom of Urguan, it is found necessary that, at the approval of the Dwedmar under the eyes of Yemekar, the following document is established, to maintain a state of justice and peace within the Grand Kingdom of Urguan, established by and for the Dwedmar people. -=< The High Courts of Urguan >=- Section I: Organisation Section II: Appointments Section III: Authorities and Duties *Within this document also presides an elastic clause:* Actions made by the High Court that go against this document may be justified during a severe breach of the safety of the collective Dwedmar, in an effort to preserve the Grand Kingdom and the Dwedmar, under the eyes of Yemekar himself.
  8. I wish to call to court Garrond Frostbeard in a lawsuit due to the kidnapping of a foreigner and the purposeful torture of such individual with intent on enslaving. On the date of 16th of the Grand Harvest 1757 Garrond Frostbeard, employing the use of the grunt Dein Frostbeard and the human Patrinus, kidnapped an unnamed female with intent to enslave after kidnapping and torturing under the pretext of the woman being a dark mage without proof. When questioned about his intention with the woman who was unable to be seen but was heard being gaged and tortured by Patrinus. Both I and Tormir Starbreaker questioned Dein Frostbeard on what he was guarding after we heard the female’s voice screaming for help, and when Dein denied the request Garrond Frostbeard stepped in and threatened to fight me. When I questioned him under what authority he was acting on, whether it was his clans or the legion, he stated it was both. When told I was a practicer of holy magic so I would be able to determine if the woman was a dark mage or not, Garrond sought to fight me again. Being a man of holy nature, I declined to shed any blood and concluded that I would seek do process for this action in court. I am suing Garrond Frostbeard under the charges of: Section 6 Indecency 1.1 Indecency is the crime of intentionally or negligently offending a citizen of Urguan by expressing non-political speech which a reasonable person may consider morally repugnant. Vigilantism 3.1 Vigilantism is the crime of unnecessarily undertaking law enforcement without legal authority. Slaving 6.1 Slaving is the crime of unlawful possession, transport, sale, or purchase of enslaved persons. Section 5 Harassment 1.1 Harassment is the crime of persistent harrying of or hostile towards a citizen of Urguan despite multiple verbal warnings. Impersonation of a Public Official 3.1 Impersonation of a Public Official is the crime of assuming the identity of a public official of Urguan or another government, assuming a title to which one does not have right, or falsely acting as a representative of a public official of Urguan or another government.
  9. I wish to call to court Garrond Frostbeard in a lawsuit due to the kidnapping of a foreigner and the purposeful torture of such individual with intent on enslaving. On the date of 16th of the Grand Harvest 1757 Garrond Frostbeard, employing the use of the grunt Dein Frostbeard and the human Patrinus, kidnapped an unnamed female with intent to enslave after kidnapping and torturing under the pretext of the woman being a dark mage without proof. When questioned about his intention with the woman who was unable to be seen but was heard being gaged and tortured by Patrinus. Both I and Tormir Starbreaker questioned Dein Frostbeard on what he was guarding after we heard the female’s voice screaming for help, and when Dein denied the request Garrond Frostbeard stepped in and threatened to fight me. When I questioned him under what authority he was acting on, whether it was his clans or the legion, he stated it was both. When told I was a practicer of holy magic so I would be able to determine if the woman was a dark mage or not, Garrond sought to fight me again. Being a man of holy nature, I declined to shed any blood and concluded that I would seek do process for this action in court. I am suing Garrond Frostbeard under the charges of: Section 6 Indecency 1.1 Indecency is the crime of intentionally or negligently offending a citizen of Urguan by expressing non-political speech which a reasonable person may consider morally repugnant. Vigilantism 3.1 Vigilantism is the crime of unnecessarily undertaking law enforcement without legal authority. Slaving 6.1 Slaving is the crime of unlawful possession, transport, sale, or purchase of enslaved persons. Section 5 Harassment 1.1 Harassment is the crime of persistent harrying of or hostile towards a citizen of Urguan despite multiple verbal warnings. Impersonation of a Public Official 3.1 Impersonation of a Public Official is the crime of assuming the identity of a public official of Urguan or another government, assuming a title to which one does not have right, or falsely acting as a representative of a public official of Urguan or another government.
  10. “There is a thousand and four grudges against the sons of Malin within the hollowed book, and not one written on folk of Almenor. They are steadfast as surfacers may be.” Pact of Stone and Sea I.The signatory parties shall agree to a binding non-aggression standard between the armed forces of either nation. II.The signatory parties shall agree to the following terms to be grouped under a “Common Sense” clause with the purpose of explicitly stating a variety of mutual agreements to be adhered to by both nations. II.a.The free and unhindered traffic of goods and services between either nation shall agreed to and enforced by this document. II.b.The extradition of wanted criminals to the nation seeking their punishment. II.c.The unhindered traffic of citizens between the cities of the signatory parties. III.The signatory parties shall agree to aid one another with the full support of their armed forces in the instance of hostile incursion into either nation and to maintain this level of aid until the threat has ended. III.a In the event of an offensive campaign proceeding as a result of a successful defense, the signatory nations are required to continue the application of their full support until the conclusion of the campaign. IV.In the event of an offensive campaign on the part of one signatory nation, it is the choice of the other signatory nation whether or not they would be inclined to send aid. Should they choose to do so, then this pact shall ascend to that of a full alliance. V.The Crown of Elvenesse shall recognize the right and lawful lordship of the Under-Realm of Urguan over Da Arakh Agnarmar*, the tunnels beneath them, and the Autumn Tree as well as those which may be gained by conquest. V.a.“Da Arakh Agnarmar” or The White Mountains: The mountain range to the west of the outer ring road of the Cloud Temple as it stretches from the sea in the south to the borderlands in the far north. VI.The Under-Realm of Urguan shall recognize the right and lawful lordship of the Crown of Elvenesse over the southern coastlands, the Dincaelan River, and El’Tennallar’elanoh* as well as those which may be gained by conquest. VI.a.“El’Tennallar’elanoh” or The South Sea, from the Straits of Almenor guarded by the citadel of Caras Sylvadrim, to the deep waters off of the Grand Korvassan Bank in the west. VII.This treaty shall last for as long as Utak of Clan Ireheart, and Fëanor of House Sylvaeri remain on their respective thrones. at the conclusion of which the new leaders of both signatory parties shall meet to renegotiate this agreement. Charged as we are by Yemekar and the Gods of Sea and Wood, Sea Prince of the Crown of Elvenesse
  11. Da Arkammar oz Zarhere The Legion of Mercy - Soldiers of the Brathmordakin “Da Arkammar oz Zarhere”, or Legion of Mercy, is a holy order founded in the year 1710 by old members of the defunct Kirja Dverga of the Grand Kingdom of Urguan, Dungrimm’s Folk, and the Khaz’Lordak. As faithful followers of the Brathmordakin, the Legion views itself as having been charged by the Brathmordakin with both the defense of the faithful and the complete obliteration of threats to Yemekar’s Creation. Hierarchy of The Legion Grand Master The Grand Master is one of the three ranking leaders of the Legion of Mercy. The duties of the Grand Master will include those of a religious nature, ensuring the legionnaires are well versed in Brathmordakin worship and temple teachings. Marshal As another of the three ranking leaders, the Marshal is charged with conducting the military affairs of the Legion and leads all conflicts he is present for. Seneschal While not a leadership role in the traditional sense, the Seneschal is in charge of the finances and funds of the Legion. Additionally, the Seneschal serves as the third and final member of the leadership triumvirate. Initiate Master The Initiate Master is not tied to any one specific Temple but is responsible for the training of the different Initiates and Disciples and is considered equal to a Temple Master. Siege Master The Siege Master is a skilled engineer who’s duties will include the construction and technological advancement of siege constructs as well as the improvement of standard issue gear. Temple Master A Temple Master is the first highest ranking official of a single Temple and serves as the leader for said Temple. Selected by the Grand Master from among that Temple’s Disciple’s, the Temple Master is responsible for carrying out the mission of the Legion in their respective Temple and ensuring the next generation of Legionnaires is prepared. Standard Bearer While not technically a ranking official, the Standard Bearer is a Disciple who has been given the honor of carrying one of the banners of the Legion into battle. Disciple A Disciple is a standard member of the Legion. Given that they’ve successfully completed the training as an initiate, the legionnaire will ascend to the rank of Disciple where they will be considered a full member of the Legion. Initiate When a faithful follower of the Brathmordakin first desires to join the Legion, they will enter as an Initiate. While not yet considered a full fledged member of the Legion, they will be responsible for completing the standard training of a legionnaire before they may be considered for the promotion of Disciple. Commandments of the Legion A legionnaire must be a faithful worshipper of the Brathmordakin. Betrayal of the Legion or heretical trespasses against the Brathmordakin shall warrant death. By Dungrimm’s Command, the Legion shall hunt Khorvadic spawn until their complete obliteration. As Anbella is the source of all mercy, so too shall the Legion follow her example by defending the weak and promoting faithful worship of the Brathmordakin. Faithful followers of the Brathmordakin may not be harmed by the Legion save for in self defence. Holdings of The Legion Varoth’Akvel - A massive fortress built into one of the support pillars of the Underrealm, the citadel is the primary defense of the capital of the Underrealms of Urguan and the primary Temple of Da Arkammar oz Zahrer. Ram Ranch Temple- Overseen by Temple Master Midgor Ireheart, Ram Ranch is one of the largest farmsteads supplying to the Underrealms and beyond. Khaz’Kadan Temple - Led by Temple Master Dimlin Irongut, Khaz’Kadan serves as a special retreat for the Legion with the only hot spring spas in the entire Underrealm. Oath of the Legion - Joining Our Ranks Seeking to serve the Brathmordakin? Desire to vanquish the undead? Send in the form below or seek out a Temple Master today! -===========- [MC Name] : RP Name : Race : Why do you desire to join? : -===========-
  12. ((Disclaimer)): The Realm of Anthos before Thorin’s Conquest. THE CHRONICLE OF VAERHAVEN Vaerhaven’s Western Tower over Lach MacGowan– one of two entrances into Vaerhaven. Vaerhaven was a ((IG)) city located in the Vale of Azgoth. Built by migrants form Silva Insulae, under the Jarl Ferron Andvare MacGowan, Vaerhaven prospered as a continental center for culture, trade, magic, alchemy, and architecture in Anthos. The tragedy of Vaerhaven is one of intrigue and power– a warning to the wicked. THE DOMAINS OF THORIN During the reign of Paragon Thorin Grandaxe, all prospered. For it was an age of auspices, sent down by Armakak and honored by blood-offering to Dungrimm. This was the Second Grand Kingdom of Urguan, in the thick of the Age of Paragons. It was the era of Thorik, Omithiel, and Yemekarr’s First– Thorin the Conqueor– who forged an age of glories and gold. The entire realm was the Dwarves’ frontier. And the chronicle presented here before you, dear reader, is precisely that– a story from Thorin’s first Anthosian frontier. Paragon-Emperor Thorin Grandaxe, Yemekarr’s Fist. The crown jewel of the Urguanic Empire was the city of Kal’Azgoth. It was a fine city; a city of great treasures and exceptionally fine ale. Great arches, thrice-and-twice the size of the tallest poplars, held up the great vaulted roofs. Cities and fortresses lay etched deep under the main halls of Kal’Azgoth, providing the overcity with food, water, alchemy, engineering, and all manners of sophistication. Culture boomed. Trade bustled– Renatians, Malinorians, and descendants of all stripes flowed through the city in search for fortune. Indeed, the Brathmordakin were smiling, for it was the age of Dwarves. And therefrom the Obsidian Throne did Thorin Grandaxe and his Lords rule the vast territories of the Khazadmar: Kaz’Ardol of the Doomforged, etched into Strongbrow’s Way in the Valley of Azgoth; Kal’Halla, far away in the Wild Isles; the Adunians and Mages’ Guild; and the Emerald Isles– all under the Urguanic Yoke. The Obsidian Throne dictated and folk obeyed. Yemekarr’s Balance was emerging from the chaos of aeons passed. For the ruler of the world would be Thorin– Paragon of Conquest. And the most prosperous of the cities under Dwarven sovereignity was Vaerhaven– the breadbasket of Urguan. VAERHAVEN– FIEF OF FERRON Aye, for Vaerhaven was prosperous indeed. Larger than any overland city (save, perhaps, Renatus) Vaerhaven was mighty and powerful. The city was encircled by formidable cliffs. Both its entrances were mired by lakes. Terraced walls cascaded down into the Valley of Azgoth, isolating the city’s farms from raiders and vagabonds. Three castles stood watch over the city’s bustling expanse. And eagles flew over its high peaks. All found a home in Vaerhaven. Jarl Ferron Andvare McGowan, with Compass and Scroll. Ferron was a reknowked architect who built several cities in his lifetime, most notable Silva Insulae and Vaerhaven. He was a contemporary and reported cousin of Paragon Omithiel Strongbrow the Builder. Jarl Ferron Andvare McGowan, a seldom remembered cave dwarf of high peerage– and previous Jarl of Silva Insula– founded the city upon arriving in Anthos as a continuation of the former. The tale of Silva Insulae, the tree-covered Asulonian isle of magic, alchemy, mystery and beauty, is another story entirely. The vagabonds, pariahs, misfits, and brigands who had previously occupied the Forested Isle became the denizens of Vaerhaven. And Ferron led them well. And Ferron led them justly. And it was because of Ferron that more souls called Vaerhaven home than anywhere else in Anthos. And the city would enjoy that life for many decades. It was Ferron who constructed the entirety of Vaerhaven. It was Ferron who secured the large bounties of the earth and kept the peace. It was Ferron who fought off raiders and maintained the law of the city without resorting to oppression. For Jarl Ferron was fair, and Jarl Ferron was just, and Jarl Ferron was good. And the many criminals who lived in Vaerhaven dared not steal under him. And Grand King Thorin respected him, and did not quarrel with him, for Ferron was a seasoned general as well as an architect. Dwarves like the Lord Ferron Andvere McGowan are a breed seldom seen– for Ferron’s greed was only carried out in justice. Aye! And the people paid no taxes– only their houses did they buy with tender, which was in part paid to Ferron under rite of Armakak. Vaerhaven’s Palace, which was built on a perennially frozen waterfall ((closest image to IG build)). Ferron was a great patron of the arts, alchemies, magics, and other trades of hand and mind. Vaerhaven was exceptionally beautiful. And its early citizens of utmost culture. But all good things must spoil in their own time. And, inevitably, his generosity was like honey for flies. And all sorts of persons did congregate in and under Vaerhaven. And all sorts of evils did they bring with them. But when Ferron lived, in their boots they did tremble– for Ferron’s axe was quick when it came to the wicked. But Ferron grew old– he approached one-hundred seasons without fear. And as he grew frail, and as his bad blood did outweigh his good humor, more wicked persons travelled to the sanctuary of Vaerhaven. And among those wicked newcomers was Vallei, the Fire Witch. Vallei the Coldless, for whom winter was spring and blood but water. No man knew where Vallei came from. But the whispers of history tell her tragedy through the pages. The Fire Witch was a high elf. She had fled Haelun’or. For Vallei was once a consort to Kalenz Uradir– the Khadrin’Hor, most hated of those most hated, thrice cursed Sohaer of the High Elves. Those who saw with their eyes whisper that he had tormented her endlessly because she refused his advances. Those who heard with their ears whisper that he broke her because she challenged his leadership. The beast that arrived at Vaerhaven was but a shadow of a woman once kind and warm– beautiful on the outside, yet a monstrosity of fragmented spirit. Many evils would come at the hands of Vallei. Men and Dwarves alike would waft away in the wind at her hands. For it was known that Vallei was a beautiful woman and desired by many. And even to Ferron were there whispered tales of her beauty, and he did listen and enjoy. And as men and women alike flocked to her kindness– as her flock of followers grew– Vallei came to assume a role in the shadows. A role which, in Ferron’s old age, began to usurp that of the Jarl. This group was called the Fallen, and Vallei called herself their mother. And rarely did things seemed to happen without their approval or knowledge. The Fallen, tormenting a passing merchant. The Fallen were worse than bandits. The Fallen were worse than vagabonds. For the Fallen did not draw blood for coin. The Fallen killed to sate their own twisted desire– the desire stoked by Vallei, the Fire Witch. Vallei began slowly, winning over hearts and minds. Then, the Fire Witch enchanted her followers into proving her loyalty– she challenged the tranquility of Vaerhaven and disturbed the rule of law. For she needed to assert her power. For she needed to satisfy her wicked impulses. And here starts the tragedy of the Vaerhaven Rebellion against the Grand Kingdom of Urguan: at the behest of a witch. As Ferron breathed, the Fallen were beholden to his strict governance. Ferron’s death was a tragedy for all: he was mourned for seven stone weeks. Ferron’s appointed the title of Jarl to Kardel Irongut. His placement came at the expense of Rosso, a Counselor to Ferron and the rightful inheritor of his titles (and, reportedly, a member of the Fallen himself). As Kardel was the former Ogradhad’s Alchemist to Paragon Omithiel Strongbrown the Builder, he was connected to the Urguanic government. Vallei stirred. Ferron was intentional and crafty in his succession choice. He knew that Thorin Grandaxe was conquest-minded: he had seen Paragon Thorin make short work of the Adunians and capture the Emerald Isles with bold maneuvers. And Ferron knew that Thorin despised the Yrrok. Ferron figured that a dwarf would be better able to maintain Vaerhaven’s independence and retain some autochtony under Urguanic oppression. And Thorin was pleased with his choice, for Kardel had served him as well. Ferron trusted that Kardel would not change much and maintain the spirit of Vaerhaven. But Vaerhaven’s tranquility would not be secured for long. Fate had written otherwise. A younger Jarl Kardel Irongut– before his Alchemical accident, which bleached his skin and hair. Kardel took upon himself the name Andvare MacGowan and styled himself kin to his predecessor– a political stunt. He gave speeches and utilized rhetoric. He attempted to convert the inhabitants to the Brathmordakin. But this was to no avail. He was perceived as a foreigner, and Kardel was an alchemist and guildmaster–he had never been a statesman. He lacked the tact to see with foresight the consequences of his election, and underestimated the Fallen and several other criminal groups that called Vaerhaven home. Rather, the new Jarl was all too happy to enjoy the boons of his power under the yoke of Urguan for leasure, an ignored the rot underneath. So it was that Kardel willingly gave tributes and handed license to Thorin and the Lords. And in exchange, he was in their good favor. And Thorin demanded that troops be quartered there. So the Legion of Urguan began patrolling the city– and the Glacial Guard of Vaerhaven was subordinated as a militia. Kardel permitted this– for the dwarf’s true allegiances had always lain with Urguan, despite his long and successful career as an alchemist on Silva Insulae. And underneath the pot continued to simmer. The liberties of the citizens of Vaerhaven were gradually lost for security. And the Fallen were enraged by this newfound order. THE ANARCHY: In the unknowably vast Sewers of Vaerhaven, which linked to the Deeproads of the Dwarves, the Fallen congregated. Vallei demanded her own order. She ordered her followers to spread their blasphemy and kidnap children for recruits. Terror and disorder spread. Throughout the city, legionnaires were murdered by torchlight. Their bodies left to freeze, only to be found thawing under sunlight. Stories of black magic and extortion ran rampant. Jarl Kardel and his council were ordered to remedy this at once. The Jarl was reluctant to prosecute his own residents, for the social order in Vaerhaven was more fragile that it appeared. After all, there was no proof that the Fallen were implicated in any of these incidents. Furthermore, the Fallen were a good source of income for Vaerhaven. Jarl Kardel made a few symbolic attempts at “quelling” the Fallen. His power over Vaerhaven would suffer as a result. For Vallei had increasingly begun demanding tribute. Hauberks of Chainmail. Provisions. Armaments– enough to support an army. And Kardel supplied these happily– he had little choice, for armed Fallen had visited him many a time in his palace. And so the corruption spread deeper. And, as do all roots, this corrupt plant would bear fruit. Vallei’s legend is epitomized by one incident. For as she was walking the labyrinthine streets of the frozen city, she was recognized for a bounty by a newly quartered, and rather unlucky, cohort of Legionnaires. Evoking unholy energies from the Void, the Fire Witch cooked the soldiers in their armor. It was only after the Fire Witch turned that entire troop to ash that Kardel ventured into the sewers to meet Vallei and put a stop to her madness. The Fire Witch turning a cohort Dwarven Legionnaires to Ash with the help of her Fallen. Those who heard with their ears wrote that Kardel was seduced by the Fire Witch, and became one of her Fallen. But those who saw with their eyes confirmed a sadder tragedy for the son of Heron. Jarl Kardel Heronsson– like his father, who was corrupted before him by the temptation of the mystical arts– was enchanted by the Fire Witch’s power. He coveted it. And Vallei played her role well. Vallei offered Jarl Kardel magic in exchange for political protection. She promised him arcane powers unimaginable and bizzare. And Kardel obliged, for he was stricken by greed for knowledge. The Jarl would become a mighty sorcerer in his own time, but never as powerful as Vallei, the Fire Witch. Concurrently, Duregar Thunderfist– a rebel Irongut who was a Maer of Blackreach and the Underholds–began his rebellion from underneath Thorin’s feet. In the Aquifer of Kal’Azgoth, a band of Ironguts who detested the idea of a Mountain Dwarf on the Obsidian Throne rebelled. Among them were powerful mages, and their control of the Undercity under the capital of Kal’Azgoth gave many holds under Urguanic yoke hope for salvation. The Thunderfist Rebellion organized swiftly. And many heeded their call for uprising against Thorin Grandaxe. It was at this time that the Adunians, completely subjugated after their defeat at the hand of Thorin, swore off Urguanic hegemony. Lachlan Mor Elendil, a coward and famed mace-catcher, joined the resistance against Urguan. The Adunians were, historically, a spineless people. Nevertheless, their rebellion swelled the instability already straining Urguan. The Thunderfist Rebellion threatened to delay Thorin’s plans for continental conquest. Duregar Thunderfist– A Former Legion Commander who began the Vaerhaven Rebellion because of his refusing to kneel to a Mountain Dwarf king. Vaerhaven caught wind of the emerging rebellion. With the urging of Vallei, Kardel abandoned his fealty to Thorin and closed the gates of Vaerhaven. The Legionnaires stationed in the city were attacked and executed. Those who did not turn perished in fire. Vaerhaven and the Fallen allied with the Thunderfist clan and the Adunians. Bandits and rogues gathered in Vaerhaven and prepared to stand against the Dwarven legions. But Thorin was cautious– he waited. Vaerhaven had ample food on multiple walled terraces. The city was too well stocked. Its defenses were impregnable. But Thorin Grandaxe was too crafty. He felt by intuition that this rebellion would not last. And so he waited again. A few skirmishes ensued between the Rebel Forces and the Legion of Urguan. Each time, the Rebels were crushed decisively and with no mercy. Attacks on the city failed due to its geographic advantage. And as time passed, the sutures began to fringe on the inside. Despite the best efforts of General Dizzy Thunderfist, the only sally the Vaerhaven Rebels attempted– the Skirmish of the Great Arch– failed miserably and cost the rebels many lives. The rebellion began to unfurl as quickly as it began. The Legions of Thorin, mercilessly triumphant over the Vaerhaven rebels and tasting the first blood of their conquest. At their forefront: Commanders Olaf Ireheart and Igor Ireheart (red beards). The Fallen were the weakest link in the Rebellion, for Vallei was driving herself into increasing insanity. The Fire Witch was fond of alchemical brews and fumes, of which there were plenty in Vaerhaven, and lost control over her “children.” The Fallen began ravaging the town’s citizens on the inside. Skirmishes broke out between the Rebel militia and the vagabonds. And this weakened the Rebellion at its heart. But what truly broke the rebellion was the defection of the Adunians. THE ADUNIAN DEFECTION: Aye, for Paragon Thorin was crafty! Thorin knew his enemies all too well. Thorin Grandaxe was familiar the character of the Adunians. He had fought them before and defeated them without raising his sword. The Adunians were a spineless people, lacking courage and overly self-interested. They were famed for catching the maces of their enemies and running away in the thick of battle. Thorin did not want to risk his manpower on capturing Vaerhaven– for he had bigger plans. Instead of employing brute force, Thorin employed his strategic mind. He broke the alliance up from the inside– he needed his manpower for later, for larger realms. For the true apple of his eye lay to the north. After allowing the rebellion to continue for a few months, simultaneous with Paragon Thorin planning his Great Conquest, Urguan laid siege to the hold of the Adunians. Mangonels and Onagers rained fire and stone onto the city of the half-elves. And there were no Adunians there to defend it. And so, the Adunians quickly surrendered and left Vaerhaven. They could not bear the idea of their treasure-lined halls crumbling into the sea. Thorin’s plan had worked seamlessly. Adunia under siege by Thorin’s Legions. To pour further salt into the wound, Thorin offered pardons to any rebel dwarves who defected. Morale was low in Vaerhaven. As the Adunians comprised half of all Rebel forces– all now gone– Vaerhaven capitulated next. Jarl Kardel had secured his magic and sold out Vallei to the Dwarves. Kardel bent the knee before Thorin. Those who saw with their eyes write that Kardel kissed Thorin’s boot and took a severed hand to avoid having his beard shaved. The Thunderfists were left with no base and no manpower, and went extinct as a clan– either banished, welcomed back as Ironguts, or killed in futile battles against their kin. With trouble at home quelled, Paragon Thorin Grandaxe– the Fist of Yemekarr– would go on to achieve his legendary conquest of Anthos; Thorin is the only mortal King ever to have conquered an entire realm, and the only Paragon to hold patronage from Yemekarr. Duregar Thunderfist was banished to the depths of Blackreach for the rest of his life– allowed to visit the surface only once: his descendants would grow sick and die of diseases, forever condemned to live under the feet of Urguanic Dwarves. Kardel Irongut would found the Third (and last) Grand Kingdom of Urguan in Vailor, establish the Consulary Republic of Holm, and die a famed alchemist and sorcerer– but he would be claimed by Dungrimm dishonorably, by old age: not in battle. And Vallei, the Fire Witch, would lose her mind and her following. The Fire Witch went insane after entering a Voidal Node and being possessed by a Voidal horror. She was subsequently captured by mercenaries and held for ransom. Kalenz Uradir would pay her bounty, bring her back to Haelun’or to burn her and her remaining Fallen at the stake. Vallei burning at the Stake in Haelun’or, her followers having pursued her to the fire. And thus Vaerhaven’s glory was never again regained, and the city was buried under ice when Ondnarch returned. It was Ondnarch that would kill Paragon Thorin Grandaxe, for no mortal creature could have killed such a monumental Khazad. And still, to this day, the Rebellion of Vaerhaven remains a tale of wonder and intrigue– an epitome of the war, corruption, betrayals, and power-games which characterized the realm of Anthos and defined the mighty empires of that time. For ruinous annihilation comes quickly those doomed things which are wicked– and they end not spectacularly, but pathetically. Vaerhaven’s ruined Western Tower over Lach MacGowan after Ondnarch’s frozen scourge of the Vale of Azgoth. When the Dwarven capital moved to Kal’Ithrun, after the Battle of the Crossroads and during the Trench wars, Vaerhaven was cut off from major trade routes. Its population slowly emigrated. The Dreadknights remained until Ondnarch– the corrupted Daemon form of Wyrvun– laid claim to the city from the south as Setherien gained territory from the north. Tl;dr:
  13. The Surrender of Steel to Stone Less than a stone year ago the legions of Urguan had marched forth to honor their gods, the Brathmordakin, who were being slandered by a group of Khorvadic worshippers in the hold of Mynebor. The legions found an incomplete and weak hold, forsaking the careful craftsmanship principles just as they did the god of creation, Yemekar. The ragtag band of mercenaries that fought for Mynebor hid away at the top of their mountain, while the honorable and pious Urguanite legionnaires performed a tribute to Belka and Dungrimm, performing that most sacred dance of death; the Cha-Cha-Slide. The Myneborians stood no chance against the fist of the Brathmordakin. The Urguanites did not want to destroy any dwarven hold, but they had to stop the cultist leaders, and the one who allowed them to thrive, Balrog II Ironkiln. It was about a stone month ago that the ruins of Kaz’Stailinnin began to stir again, the once forsaken tribute to Khorvad became a construction site of a new city, by the same leader as before. Balrog II Ironkiln, previous acolyte of Khorvad, was back again. The operation was discovered by a legion patrol, who promptly took a representative for early negotiations. It was made known that Balrog was the leader again of Mynebor. Urguan had never hated the people of Mynebor. Ever since the first warning issued from Urguanite officials, it was always an outrage against the Khorvadic institutions that were allowed to operate within their ranks, and the leader who allowed them to exist. When Urguan tore down the walls of Mynebor, it was not out of spite but out of duty that they did so, to not allow a return of the Khorvadic cults. When Urguan was patrolling lands, it was not to kill any Myneborian on sight, it was to bring them back to being with Urguan. Balrog conceded this fact, and knew now that Urguan its legions were not at fault. He took blame for the first war and willingly stepped down and surrendered as King of Mynebor, and allowing the people of Mynebor who were falsely guided away to become one with their kin once more, and join the Under-Realms of Urguan. Balrog now frowns upon his past actions, but even if reformed, all parties agreed it is best he does not reign as sole leader of Mynebor again. By the Brathmordakin through their hand da Kirkja Dverga has this Surrender of Steel to Stone been officiated. Terms of the Surrender of Steel to Stone: -The role of King of Mynebor is dissolved, and the King of those lands is recognized as the Under-King of Urguan by Mynebor. -To surmise, Mynebor shall vassalize under Urguan as a hold. -The Council of Mynebor becomes the ruling body of that hold. -Urguanite laws are universal throughout its realms, and Mynebor will be subject to them. -The only banners that Mynebor flies from its walls shall be that of Urguan. -Da Kirkja Dverga, the Legion of Mercy, and the Legion of Urguan shall all be allowed to operate within Mynebor to investigate any new sources of Khorvadic worship, should they arise. -These orders however cannot prosecute any citizen they desire, and must show reason for their suspicion to their authorities. -The people of Mynebor will be allowed to remain in their mountain and rebuild their city. -Mynebor will pay 1000 minas a year for 13 years as war reparations. The children of Urguan are united again, Narvok oz Urguan, Navok oz Brathmordakin! Signed by the following parties, Utak Ireheart, Under-King of Urguan, Clan Lord of Clan Ireheart Balrog II Ironkiln, resigning King of Kaz’Stailininn Norli Starbreaker, High Preceptor
  14. A Sliver of Compassion from the Ire of Urguan’s Folk “Bad leaders care who’s right, great leaders care what’s right.” To the remnants of Mynebor : The long lifespan of a dwed helps one learn from the past, if one is willing to. This time the past teaches us about the blurred line between perseverance, insanity and how a leader that does not know the difference can lead his own people to danger. Today your leader was found lurking around on ancient Dwarvish ruins of what you called a city before, seemingly starting some sort of reconstruction, so Balrog II Firebeard was captured and we demanded a promise to be made. He was not killed upon our behalf, yet discussed with. All the loyalists asked for was for Balrog II to accept Utak as the true king, the rightful leader of all dwarfdom, and then he would be allowed to reign as Lord of Kal'Orvul, and build his hold in peace in the land Urguan had righteously claimed from Balrog II when he was still under the temptations of Khorvad those many years ago. Balrog II himself said in Urguan court that it was not unreasonable for da Kirkja Dverga and the Urguan crown to keep a close and suspicious eye on Myneborian lands after they previously used those lands as a base of praising the fallen one, Khorvad. Yet despite accepting this reason, he insisted that he and only he could be King of Mynebor, and was evidently willing to thrust his people and his city into war again just so he may retain such a title, even after using it poorly in the past to allow heresy to thrive in his lands. As the leader of the most restless, hot-headed clan, by Yemekar I have been patient. If I lost a single hair for every time I gave his bloodline a chance, I would be bald by now. I ran out of hair to lose, the barrel of patience ran dry and I have no chance to give out anymore, yet I will not hold you and your brothers accountable for the daft actions of the face of your people. I offer you, remnants of Mynebor who are starting to question the decisions of your leader, a chance to drink alongside your kin once more. A chance to feel secure, safe and protected under a nae-artificial mountain. Do not let his manipulative words lead to another chandelier on the ceiling and another head on my wall. I am mentally exhausted, not from tussling but rather from the endless clashing between us just because your higher is too stubborn to care about what is right for his own people. He holds onto titles that are not his anymore, holds onto legacies that sprouted from the worshipping of Khorvad.
  15. Act of Kin and Crown Penned by the Offices of the Lord Chancellor on 12th of Snow’s Maiden 1753. It has come to the attention to the offices of the Lord Chancellor as well as that of the Obsidian Throne, that in the past twenty years, large groups of Dwarves have been either led astray by foreign parties, or sought to found their own states beyond the security of our Mountain Home. In response to this, his majesty Utak of Clan Ireheart, King upon the Obsidian Throne summons all wayward kin of our folk to the halls of Kal’Evraal, to meet with him and explain their actions. Intentional or not, failure to recognize the King of Urguan as King of all Dwarfenkind is an insult to the unity we forged half a century ago, and have fought to maintain in the face of opposition, both external and from within. It is not assumed, however, that these insults are intentional. Thusly so, any who fail to recognize the authority of the King are summoned to his halls, to explain themselves and perhaps reach a compromise to satisfy both parties. Narvak oz Urguan Charged as we are by Yemekar To arrange a meeting time pm 𝐌𝐢𝐜𝐤𝐚𝐞𝐥𝐡𝐳#1445 or Seo#0650 on discord.
  16. -=- Da Kirkja Dverga eron da Dwedmar-=- -The Holy Order of the Dwarves- Da Kirkja Dverga is a crucial cultural institution within dwarven society, being recognized as the highest religious authority on the Brathmordakin, the faith system of the dwarves. The main principle at the center of da Kirkja Dverga is that the divine inspiration and blessings of the Brathmordakin are not just for priests, but for all dwarves. Because of this, the various orders of da Kirkja Dverga are integrated in various ways in dwarven society. In order to better reflect this mission, the Organization and Operation of da Kirkja Dverga has changed under the Clerical Reforms of 1750. -Organization- The organization and hierarchy of da Kirkja Dverga is based around one master hierarchy that is based off of overall religious knowledge and capability, and several sub-orders that are in charge of certain duties and rituals. Clergydwed can choose to join as many orders as they, helping honor the specific patron that order is dedicated to and spread spirituality in dwarven society. The sub-orders may have their own hierarchy in relation to their specific duties, but the master hierarchy for general religious wisdom takes priority in all means outside of a sub-order. High Preceptor The High Preceptor is the foremost teaching authority on the Brathmordakin, meant to represent and consider the interests of each and every patron, helping in leading the sub-orders to successfully honoring their patron. The High Preceptor must lead da Kirkja Dverga in a way that ensures the education of dwarves about their culture and brings spirituality into society. The High Preceptor has ultimate decision on matters of faith and clergy, but can be vetoed or removed by the Preceptors with a 66% majority. Current High Preceptor: Norli Starbreaker ((A_New_Noob)) Preceptor A Preceptor is someone who is not only extremely knowledgeable on the Brathmordakin and wise but also a leader of a successful and honorable order. Preceptors are able to give exams to Initiates to make them Clerics as well as make someone an Initiate of the clergy. Preceptors have the ability to decide the position of High Preceptor with a 75% majority, meaning removal or appointment of the rank. Preceptors who are removed by the High Preceptor may vote with other Preceptors to remove the High Preceptor even after removal for a stone week if the Preceptors did not vote over removal. Current Preceptors: Kazrin Starbreaker ((DrHope)) Priest Should a Cleric prove to be very knowledgeable on the Brathmordakin and have experience assisting Priests and or Preceptors in rituals and ceremonies, they may be made a Priest. A Priest is considered knowledgeable enough to lead rituals and ceremonies, as well as being able to lead an order of da Kirkja Dverga. A Priest has an obligation to do work within da Kirkja Dverga and its orders, as well as perform rituals or he may be demoted to Cleric. Current Priests: Dugmir Irongut ((HolyBejebus)) Baldin Ironside ((mateolog)) Thorin Treebeard ((SoulReapingWolf)) Dwarger Silvervein ((LionEY_)) Cleric This is the standard rank of da Kirkja Dverga. A Cleric is someone who has been educated on the Brathmordakin and has passed the Clerical-Exam of da Kirkja Dverga, and are allowed to join as many orders as they wish. Clerics who wish to advance their religious knowledge and experience may help Priests with rituals and ceremonies. Clerics however do not have to help in public rituals, and may participate in private duties of their orders only if they wish. The only requirement of a Cleric is that should they encounter one who wishes to learn the faith, the Cleric must educate. Current Clerics: Dworic Starbreaker ((Dwarf_of_Norgeth)) Falk Irongut ((TheFirstShroom)) Gimgrimmor ((0MN15514H)) Dhaen Grandaxe ((Dhaelena)) Morag Goldhand ((A_New_Noob)) Initiate This is the lowest rank of da Kirkja Dverga, and has very little religious authority. One is not meant to stay as Initiate for long, for it is only a rank for those sworn into da Kirkja Dverga but have not passed the Clerical-Exam. Initiates cannot join any orders or perform rituals and blessings, but they may attend clergy meetings. Current Initiates: Howler Silvervein ((ImWolfie)) Hurdog Ironside ((ItzDragon)) Atandt Irongrinder ((Urguan)) Assil Irongrinder ((zzmarcc)) Azkel Frostbeard ((Treatycole)) Mika Goldhand* ((mika1278)) -Application- [RP] Name: Race: Clan (if applicable): Reason for Joining: [OOC] MC Username: Discord: -= Narvak oz Brathmordakin =- -= Narvak oz da Kirkja Dverga =-
  17. ]=+ The Clan +=[ Emberhorn “How fair the mount at Hollowbold, And bright the embers’ forge of old, [...] Alas their halls the darkness swept, And there, forevermore, it slept.” -The Song of Tumunzahar The Aspects and Mannerisms += of the Emberhorns =+ The Emberhorns are fair of skin, with bright eyes the colour of emeralds which shine beneath bushy brows. Their hair is auburn, and rarely worn long enough to braid- though oft-times the older Dwarves among them will decorate their beards with braids and clasps. The Clan-members are slightly less broad and stocky than most Dwarves, but are still possessed of barrel-like torsos and powerful arms well-suited to the hardy professions. Their ears are slightly leaf-shaped- a peculiarity which some believe results from a far Elven ancestor. Mention this to a member of the Clan, however, and you may swift find yourself a few teeth lighter. While some are grim, prideful, and solemn, they are seldom evil-hearted, and cruelty does not come naturally to them except in the rarest of cases. They are possessed of a fortune to rival those of the richest clans and individuals upon the Isles, and as such the Emberhorns are somewhat more inclined to display Urguan’s Curse than others. Even still, the Clan will often be willing to help those in need, and charity is common and encouraged. There is only one line of the Clan at present, that of Hodfair, though it is believed that there may be others which have not yet returned to the Kingdom of Dwarves. Dwed of this blood bear all of the earmarks of Mountain Dwarves, but are not purely such- as stated above, it is quite likely that the Clan had an Elf in its ancestry, and even more-so that the Clan interbred extensively with Forest Dwarves. Their affinity towards their slightly leaner build and willingness to welcome their forest-dwelling kin into their clan is testament to this. They dress in tones of green, brown, and other natural colours, preferring to stay away from brighter shades and considering them needlessly garish. They often ornament themselves with gold to some degree, with many wearing engraved golden clasps and jewelry in their beards. This also translates to their armour, which is traditionally enameled green and gold like so: +=+=+=+=[=]=+=+=+=+ The Stones of += Tumun’zahar =+ Much of what is known today of the history of Clan Emberhorn finds its origins in the revered Tumun’zahar Stones, which were partially deciphered soon after the family's re-emergence in Axios. A series of seven stone-carved tablets, they appear to have been created around the year 800 by a skilled mason who used the moniker ‘the Keeper’. Of these stones, the first three detail the genesis of the Clan, and the last four various tales and stories of their exploits. Together compiled, they form the Song of Tumun’zahar, which is held in regard above all other relics of the family- though it was not always so, and a few of the stones (primarily the first few in the series) bear a great deal of wear and damage due to being at one point used as paving material. A central focus of the epic is the eponymous Citadel Tumunzahar, known also as ‘Hollowbold’ in the Common Language. Said to have been constructed some thousand years ago by Dwarves fleeing an unnamed cataclysm (possibly a dragon,) it nestled among mountain peaks and was possessed of a vast underground system of natural caverns. Precious little is known of this burg save its name and reputation for tremendous beauty, for the Stones which regard its construction are among the most damaged. To further cloud the matter, the stories that are translated have a tendency to conflict in the location, structure, and size of the settlement. This has led some to believe that the “city” is actually several cities, spread out over a long period of time, and that the Song of Tumunzahar is simply a retelling of much older stories. To quote the testament of the late Hodfair I Emberhorn, who spent many years translating the Song: “I shall tell it as it was told to me, many centuries ago, by my father- who heard it from his father, and his father from his father’s father, who had seen the glories of yore with his own eyes and beheld the founding of the great city Hollowbold, known as Tumunzahar in the Old Tongue. Carved into the side of a great and mighty mountain by myriad stonemasons, the citadel stood defiant in the face of all tribulations. By hammer, chisel, axe and shield was built upon that mount the greatest legacy of our Clan, the likes of which shall never again upon this world be seen. Such beauty there was that even the hardest of Dwarven hearts softened to see it. But ask me not to tell of it fully, for even my own father did not know its tales but for scraps and pieces which avail us naught. Perhaps it was as they say, in days of old, or perhaps not- those secrets are lost but for the earliest of the Seven Stones, and all our will must now be bent to translating them.” +=+=+=+=[=]=+=+=+=+ += The Ram =+ While we know very little of the city itself, it is told that the lone mountain of which Hollowbold was carved was surrounded by verdant highlands, upon which was found wildlife diverse and varied. Among these there lived an unusually large and abundant type of mountain-ram, exceptionally woolly and twice as dangerous as the frozen moraines upon which it survived. The rams were possessed of a pelt-wool softer than any other, well-suited for garment, rug, and all manner of weaving- but perhaps more importantly, their swift cloven hooves could traverse the treacherous alpine paths better than any Dwarven pony. Their violent disposition and resistance to any sort of domestication, therefore, presented itself as an obstacle to be overcome. A late passage in the Song of Tumunzahar tells that the dwarves of the colony attempted for many years to tame these so-called ‘Gabhar Rams’ to no avail, until the coming of a particularly lucky individual. The following excerpt from the Song details his victory over the largest animal in the herd, which led to the domestication of the species: "He leapt forth then, this tamer mad, whom in his hand a rope-length had, And with this made to gabhar bind. Lo! Ramhorn fierce, he kicked behind, for hempen bonds behooved him not, And dwed fell sprawling, temper hot. He tore his beard and cried aloud, To make return with spear he vowed. That clamour echoed through the peaks, There was a shattered, grinding shriek, And moraine swift came tumbling down. The dwed did sweat, and he did frown, And tumbled too, as not to fall, For snow, and ice, and boulders all, Came quick to bear upon his heel. He shut his eyes, his death to feel, But instead found himself aloft, As if by bough of tree. He coughed, And, baring frightened eyes, beheld, That by fair goat was he upheld. It bounded twice, s’if borne by wind, And as the falling glacier thinned, It set dwarf down upon the ground, Who reached fair up, removed its bond, And ever since, my sons, to fore, Gabhar and dwed, they fight no more." Whether it be true or fanciful, this passage records the beginning of a fruitful friendship which has lasted many generations, and in many ways defined the legacy of the Clan. The ram and its horns are often used in imagery, and the family employs them in everything from warfare, to caravans of goods, to shearing their wool for weaving. Members of the Clan who have proven themselves in war or other service to the family are said to have ‘earned their horns’, and receive the right to wear upon their helms the great spiraling antlers of the rams- a fearsome sight. Artificery, however, is not the only thing in which the rams have contributed to Clan’s culture, for they are also the inspiration of the Clan’s modern name- though it is never once mentioned outright and was never used to refer to the progenitors of the family. The passage is such, and recounts a battle against goblins late in the Song: And in that fateful charge of auld The dwedish clan, those brothers bold Dealt death unto the eldritch dark, Threw down their enemy, and hark! From that brash clamour embers flew, ‘Pon clashing horns, and bloody dew, which fell like rain upon the ground. And filled was glen with death’s grim sound. From which was gathered the name ‘Emberhorn’, and henceforth such was used to refer to the family in present times. The ram’s horns are also on the Clan’s banner, writ in gold upon a field of verdure. (to join contact D3F4LT#4284 or meet Nagorain Ekaraadorul)
  18. The Laws and Legislation of Kaz’Stailininn (Kingdom of Steel) Cities and holdings of the Kingship: Kal’Orvul/Mynebor (Capital) Section 1:The office and powers of the Kingship Section 2: The office and powers of the Council of Kal’Mynebor Section 3: The process for amendment of laws Section 4:The process for passing laws Section 5: Laws of Kaz’Stailininn Section 6: Rights of the citizens of the Kingdom Section 1: The office and powers of the King The King of Kaz’Stailininn has the responsibility to represent the people of the Kingdom in time of peace and in time of war. The King is chosen hereditarily, if no heir is available, the king may be elected through a unanimous decision made by the Council of Kal’Mynebor., If no decision is able to be made, a temporary ruler may be elected through a trial by combat. The King has all power over both foreign and domestic affairs. He oversees everything of importance in the Kingdom, The Grand Army of Steel, taxes, building and construction, and diplomatic relations. He can make decisions regarding foreign relations and the aforementioned aspects of government without the approval of the Council of Kal’Mynebor. Section 2: The office and powers of the Council of Kal’Orvul The Council of Orvul is made up of the Clan Lords or Fathers of prominent clans, city officials, or clans which have maintained activity levels for the required amount of time. New council members can be elected with a 75% agreement among the remaining Council members and the approval of the King. There are only ever 6 council members at one given point in time. The positions are as follows; Head of Internal Affairs, Head of Military, Head of Diplomacy, and the Head of Treasury. There are also two High Magistrates who will oversee and lead the court. One High Magistrate is elected by the King, and the other by the Council. The High Magistrate selected by the council must be elected by a 75% majority agreement by the Council of Kal’Mynebor. After selection, the High Magistrate has the authorization to lead the High Court however is wished. In order to be a member of the Council of Kal’Mynebor, they must have become an honorary dwarf a minimum of a week beforehand. The individual members of the Council of Kal’Mynebor are responsible for taking charge of their positions as Head. As the Heads of the Council are removed and replaced, The training of a newly appointed councilman is to be handled by the council as seen fit. Positions under the council are assumed by the Head Council members themselves. Depending on the position, they are addressed by the title of the highest position held. Section 3: The process for the amendment of laws The laws of Kaz’Stailininn can only amended if: A. Valid reason is given to amend said law: B. The King of Kaz’Stailininn approves: C. A majority consisting of 75% of the council agrees with the amendment. Section 4: The process for passing laws New laws of Kaz’Stailininn can only be passed provided: A. The King approves. B. The Council of Kal’Khorvad obtains a 75% majority in agreement with said law. Section 5: Laws of Kaz’Stailininn Murder, unless found to be in self defense, punishable by the decision of the high magistrates, the maximum sentence to be issued is death. Treason or leaking information from any part of the government of Kaz’Stailininn is punishable by banishment and death. Killing of livestock is punishable by a prison sentence and or by the High Magistrates choosing. Stealing is to be punished accordingly, the degree of which is the decision of the High Magistrates. Threats made against the Council of Orvul is punishable by banishment or by decision of the High Magistrates. Regicide and attempted regicide is punishable by banishment and death without chance of release. If a offense against the honor of another citizen of Kal’Mynebor is made, the offended may request an honor duel. in the standard dwarven fashion the winner of best out of three will have kept their honor. The loser of said honor duel will be known as the “Dishonored” for one stone week. Section 6: Rights of the Citizens of the Kingdom Property Rights: A citizen has the right to own housing provided it has been paid for and is legally a free citizen of Kal’Mynebor. Animal Rights: A citizen has the right to own animals inside the city of Kal’Mynebor at all times provided a one time fee for a license has been paid to the Head Treasurer the amount of 200 minas. Personal Rights: A citizen has the right to defend themselves with any weapon (Within reason) available at the time. The only justifiable case of killing or injuring another citizen or visitor without a bounty letter or express permission from the Council or the King. A citizen has the right to free speech. Anything non-threatening is permissible. Free speech applies to things in writing as well as in conversation or arguments. A citizen has the right to life. Under no circumstances will a citizen be called for no purpose or reason. Citizens will not be injured or maimed by the Army, Guard forces, Council, or King. A citizen has the right to worship any deity of the Brathmordakin without fear of retaliation, retribution, or consequences thereof. A citizen has the right to bear arms, weapons, explosives, or dangerous materials including but not limited to, Potions of any sort, arrows with any modification, Lava, Boomsteel, Thanium, or runic weapons without fear of confiscation or consequences of owning said tools, weapons or potions. Signed by the authority of, Balrog Ironkiln II, King and Ruler of the Kingdom of Steel
  19. Muzthag sighed, He knew that leaving was breaking all the oaths he had made, he was now Oathbreaker. No matter, he had chosen this path. He left the city While Urguan slept, leaving both his clan, and wife to be behind.
  20. i personally want 1.13 and for the devs to focus enhancing 1.13 rather than update to 1.14 with a bad chunkloading, the new blocks are cool but it doesnt replace the chunk loading, we cant move from point a to point b it takes literally too much time for travelling, maybe we can go back to 1.13 with an older save if world corruption is a concern but we cant stay in 1.14 its ruining the traveling of the map
  21. To the Leadership and Citizenry of the A.I.S The Dwarves are oft regarded by surface folk as warlike, this is only partly true as rarely have we ever marched to war when not struck first, or slighted most grievously. We have not entered this conflict with Oren, raising no blade to either side, and even did we feast with Norlanders, who helped free our kin from the grasp of slavers. When the call was raised that one of our own was captured, it came with rage. Few Dwarven women yet live after nigh a century of civil conflict, and fewer still would have a kind enough soul to trust surfacers with their presence. A demand was put forth by her captors that our king come alone to pay her ransom, an absurd demand from untrustworthy folk. I fear now for the fate of her, as no doubt the bandits reacted poorly when their ridiculous demands were not met. Let it be known here and now, declared to all the world plainly, that any who align themselves with the bandit-nation of Ruswick will face annihilation at our hands. Our axes will claim their necks for a sheath, and our spears will pierce their hearts, along with any who associate with them. Justice will be done Vengeance will be had Narvak oz Urguan Post written by Jorvin Starbreaker (DixieDemolisher)
  22. Armakak’s Coin From the office of The Grand Merchant: Many years ago, when I was still a young lad living with my mother, I often found myself being lectured by my grandfather, who deemed it necessary to inform me on the workings of the world. It was during one such lecture that he told me the following: "Listen to me carefully, Falk. It's important that you understand what I am about to say. Most people view nations as if they were works: like a monument hewn from stone or a sword forged from a hunk of steel. Most people are wrong. Kingdoms and nations are living, breathing creatures, more similar to the horses of the fields. And, like any other living thing, a nation requires blood; not literal blood like you or I have. The lifeblood of a nation is trade: the free flow of coin, good, and services. When trade stagnates, nations die. In this day and age, when nations are always on the brink of war and bandits roam the roads freely, I look around and see that the lifeblood of all nations, the flow of coin, is beginning to stagnate, and unless we are to let the world fall into chaos, some measure must be taken. For this reason, the Grand Merchant of Urguan and da Kirkja Dverga have joined together in a united front to form Armakak’s Coin, a Merchant’s guild supported both by the church of the The Brathmordakin the Government of Urguan. Operation of the Guild: Armakak’s Coin is designed to serve the dwed by buying resources from Yemekar’s Workforce as well as other dwed suppliers. It is against the philosophy of the order to purchase minerals and other products often made by dwed from other groups, as this would hurt their industry. The acquired goods will then be distributed to certified Armakak guild merchants or shipped across Arcas to stalls associated with the guild. Official guild merchants will receive a portion of the profits from everything they sell. Additionally, Armakak’s coin will take outside requests to obtain rarer items for specific clients, charging a finder’s fee in return for our services. Organization of the Guild: Guild members are divided into four different tiers, dictating their level of responsibility within the guild. Herald of Armakak: This is the person in charge of running the guild. They set the rules for merchants, maximum and minimum rates, and decide the locations where the guild shall sell it’s wares. They must demonstrate a greater understanding of the Brathmordakin, although not requiring the knowledge-level of a preceptor. Senior-Merchant: If a Merchant shows they are competent and reliable in their duties, the guild may approve them to become a Senior Merchant. Becoming a senior merchant has several benefits: their cut of the profits is increased slightly, they are entrusted with larger amounts of goods to sell, but the greatest benefit is that the senior-merchant is entrusted with the running of one of the stall outside of Urguan. Merchant: A Merchant of Armakak’s coin is a wandering salesman. They travel around Arcas They get a cut of the profits of the stall, and are given the resources to sell. The stall is paid for by the Coin, all the merchant must do is take count of what is sold and how much. The merchant must stick to the initial pricing set by the Herald of Armakak unless the Herald or a Senior Merchant advises a new one upon request. Supplier: A Supplier of the Coin is tasked with making deals with manufacturers or gathering the resources themselves for the guild. Goods they acquire are sold directly to the guild itself at regular intervals for an agreed upon price. Tradesman: A Tradesman’s role is not to sell, but rather to create fine and beautiful works, swords or jewelry, which the guild will then sell. Due to the nature of crafts, being less numerous in quantity and more focused on quality, Tradesmen will often find themselves taking commissions through the guild. Code of Conduct: Members of the guild will obey the degrees of the Herald of Armakak and of da Kirkja Dverga. Members of the guild will conduct themselves in a professional manner while conducting business. Members of the guild will always complete a business transaction to the best of their ability. Members of the guild will always conduct themselves in an honest manner, never trying to cheat a customer or the guild itself. Joining Armakak’s Coin: If you wish to join Armakak’s coin in any fashion, simply fill out the following application: In Character: Your Name: Your Race: The Guild Position you are applying for: Do you accept the Brathmordakin as the only true religion?: Do you swear to abide by the standard code of conduct for all members of Armakak’s Coin? : Out of Character: Your Minecraft Username: Your Discord Username:
  23. [!] During the period of time between the time that Dworic Starbreaker attempted to throw a heretic off of a ledge to a fiery fate, and the time of his disappearance, Dworic seemed off in his behavior, he was no longer the happy go lucky dwed that baked and sewed for the community, instead he became a reclusive, almost antisocial person. Suddenly out of nowhere Dworic ran off into the caves of the under realms, crying as he ran. Since then, a multitude of strange noises can be heard in the caves, such as footsteps, munching noises and the mumbling of a scared and broken dwed.
  24. Welcome to the ~~~FUNKY~~~ lil skin shop Costs: A head skin is 300 minas An overlay is 100 minas A body is 700 minas A full body (including overlay) is 1000 minas If you are applying for a skin, please fill out the below: Username: Discord: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image(s) for reference: How is your character quirky?: Type of Payment: Proof of Payment: (You can either reach out to me below or on my discord) Past work:
  25. Feat - Golemancy Background/Origin Before the Braveaxe, Firemane and Irongut’s first rediscovered the ancient art of soulbound golemancy, it was first practiced and used by the Scriberfolk, an ancient civilization that existed in Kal’Karik. The Scriberfolk had a much greater understanding of golemancy than those of the present-day Golemancers, knowing golemancy beyond a fundamental level. This knowledge was then lost to the Scriberfolk when the Ironborn took power, as they then caused the blood age and the purging of a great many dwarven secrets, most damaging to past and present Golemancers; how golem cores function. Hope, however, was not lost entirely, with the aforementioned family of Braveaxe spending generations to rediscover some of the secrets of the Anvil of Urguan, leading to the cooperation of Thorik Braveaxe (then to become Thorik Grandaxe), Gotrek Firemane and Hiebe Irongut through experimentation and failure eventually leading to the creation of Grey Vigil, the first soulbound golem of King of Urguan. Following the destruction of Aegis, the descendants arrived in Asulon, it would be in this land that one of the Scriberfolks many secrets would be rediscovered as golemancers learned of lightning-bound golemancy from ancient texts, tablets and more importantly, a functioning lightning-bound golem to whom greeted the dwarves on the discovery of Karik. Over time, Golemancers began to experiment with the idea of applying golems limbs to descendants. While this sort of work did lean more to the macabre, it worked. Those unlucky few that had lost their limbs in battle or otherwise were gifted with one more chance to live a normal life. As with most things, this did come at a cost. Those with golem limbs began to die sooner than expected, or rather before the lifespan of their race suggested. Puzzled, golemancers of the time began to study this, though it may seem morally wrong to use descendants like guinea pigs, it did lead to a better understanding of golem limbs in the future. The golem limbs draw from the soul blueprint of the user, thusly shortening their lifespan. In the realms that followed, Golemancers would slowly begin to get a firmer grasp of the art form, learning many long lost secrets such as the creation of the first thanhic golem; a golem similar to the lightning-bound would make use of a power source that wasn’t a descendants soul, revolutionizing the way golems were made. The thanhic golem was essential as the past repeated itself, Golemancers following in the steps of the Scriberfolk as many of those who knew how to create lightning-bound would pass, their secrets lost to all but a rare few, becoming a lost creation process with thanhic replacing it. Further experimentation led to the development of the first multi-core golems to which were superior to the ones that had come before them. Also came the swift & brawn golems; the swift golem matching the size and stature of a dwarf and able to perform tasks more suited to something of a less cumbersome size, whereas with the brawn golem this led to a creature of massive size, slow and lacking in finesse but able to perform feats of strength akin to Ologs. Later discoveries included the development of anti golem technologies to which would be used by Golemancers to finally have a way to combat their creations should they turn red, or have one of their own go rogue. These technologies were developed from the study and research into the Hammer of Ardol, leading to the creation of poor replicas that would become known as disruption cores that could disable the control of various parts of a Golem. Another revolutionary piece of dwarven ingenuity would be the creation of disrupter spikes, designed to target Golemancers to which could sever their ability to create Golems. Magic Explanation Golemancy is the art of turning inanimate stone into a sentient construct capable of performing tasks commanded by the golem’s Impera. The constant pursuit of the perfect golem, one that will not and cannot disobey its master. While not easy, to learn Golemancy one must seek out an advanced and learned Golemancer, with the ability to teach. To learn the full extent of the art, one may need to learn from different teachers, as not every Golemancer knows every possibility available. The only requirement to begin learning Golemancy is that the prospective student has an undamaged soul and is physically capable of crafting golems. Golemancy is a tedious feat, requiring many hours of practice, pursuing unattainable perfection. Golemancy is not powered by any diety or specific place, but rather by the craft. The runes are powered by the core, which is powered by the soul or thanhium within the core. Golemancy can be learned from anyone with a valid TA, though, if a teacher has not learnt something in the advanced section, they may not teach it. Golemancy users must have a valid MA. While the creation of the mundane, materialistic parts of a golem may be done using magic, such as transfiguration or runesmithing, the golem itself may not be charged or have any magic other than Golemancy bound to it. Abilities/Spells Name: The Body Name: Golemancy Runes Name: Golem Anvils Name: Golem Core Name: Golem Limbs Name: The Soulbound Golem Name: The Thanhic Golem Name: The Swift Golem Name: The Brawn Golem Name: The Multi-Core Golem Name: The Disrupter Spike Name: The Disrupter Core Red Lines While golemancers may be perfectionists, they are not perfect. Golemancy is not only a feat but a pursuit after the perfect servant, the perfect golem. Golemancers will make mistakes and golems will become red. Golemancers ought to roleplay failing more often than succeeding. This concept should be applied to everything in Golemancy, from the sculpting of the torso to the carving of the runes on the core, to the creation of the disrupter spike. Golemancy itself has no restrictions regarding other magics the users have or can have. Teaching It must be understood that everything in Golemancy is taught or experimented. One cannot simply role-play for a bit and say they figured out, on their own, how to craft a Disrupter Spike. Such things must either be taught or sufficiently experimented to learn. Golemancy is the sort of feat where one may learn things out of turn, it is truly up to the teacher and as such there are no tiers, but rather a suggested ‘curriculum’ if you will. Carving and the construction of the mundane parts of the golem. The body and limbs. The runes of the golem, the way that the golem functions and how to apply the runes correctly onto the golem’s surface. Teaching protocols for future use for golemantic constructs. Learning how to make the core, carve the runes, and install the thanhic core into a golem followed by the activation of the golem. Proper installations of a command followed by piloting said golem. How to carve a golem limb for a descendant, lessons on various tools, limb/eye surgery, and measurements. How to then install the small core and various runes onto the limb The attachment of a golemantic limb/optic to a person. Advanced Lessons - This part of golemancy needs to be taught by someone who knows it or experimented to find it. Proper usage of a golem anvil, how it functions. Lessons on manipulating the cores. After several IRL years of practice (2 weeks), they may begin implementing the cores into golem bodies. Understanding the fundamentals of disruptor runes. Learning to carve disruptor runes and craft disruptor cores Imbuing items with disruptor cores before finally capable of crafting disruptor spike Purpose (OOC) This section is where you describe what purpose your lore is serving, what it is bringing to the table that other lore pieces aren’t, and why it fits into LotC’s canon. Golemancy serves as an excellent example of the greed and desire that dwarves have for the most efficient way to achieve their goals. The feat in and of itself is incredibly useful in roleplay when applied in labour and sometimes in combat. Additionally, it adds another dimension to dwarven roleplay that allows for a darker and more mysterious way to play a dwarf. Within Aegis’ society, the soulbound golem became a key way to handle capital punishment for the most horrific of crimes, not only ending the existence of the criminal but forcing them into indentured servitude until the soul is drained or it turns red from damage or age. Citation Spoiler This lore piece draws heavily from Dizzy771’s post on golemancy. Here. Link to the LoTC Wiki on Golemancy. Here. Link to the LoTC Wiki on Golems. Here. Link to the LoTC Wiki on Arcaurum. Here. Link to the LoTC Wiki on Arcaurum/Mage Gold. Here. Link to the forum post on Arcaurum/Mage Gold. Here. Link to the LoTC Wiki on Thanhium. Here. Big thanks to DrHope and Kirrekith for helping with writing and ideas on several topics in the lore.
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