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Found 119 results

  1. A new King

    7th of the Deep Cold, 1646 On this day onwards, I, High King Hamnil of clan Frostbeard, do hereby declare my desire to step down from the throne of the Kingdom of Kaz’Ulrah, to be succeeded by the honorable Torvin of Clan Blackaxe. This is to be done, mainly because Torvin has been an experienced dwarf, able to take on tasks a King should be able to take. My tasks lies with the reformation of my clan. This order is to be executed immediately. And so it is ordered. May this decision improve the life of the Dwed. His Majesty, Hamnil Frostbeard, High King of Kaz’Ulrah, Clan Father of the Frostbeards, Protector of the Dwedmar and Arduke of the city of Kal’Tarak
  2. ~-~ The Irongut Clan ~-~

    The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Sincethe reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and evenamong the Order of Ascended. With these positions, the Ironguts have helped shape the world we seenow. Through the forging of great weapons,the spelunking of cavernous ruins, and delving of the arcane,the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws Clan Culture Clan Diplomacy Clan Ireheart: Neutral Clan Grandaxe: Neutral Clan Doomforge: Neutral Clan Frostbeard: Neutral Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dorin Irongut (DarthArkous) Clan Elders: Dwain II Irongut (Hiebe) Bolgnir Irongut (Tidemanno) Dimlin Irongut (Beamon4) Hogarth Irongut (Jordan 1921) Clan Members: Tharggus Irongut (Tharggus) Sharr Irongut (lordbobby123) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dwalin Irongut (CordialOblivion) Beardlings: Joulgroul Irongut Thalrim Irongut Bogmir Irongut Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Uldar Irongut ((Tirenas)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Gauldrim Irongut ((Redbench)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  3. Government of the Deep-Realm of Kaz’Ulrah The Clans Like all dwarves, the folk of Kaz’Ulrah are divided up into great families known as clans. The clan is the most important social structure within the dwarven race and forms the governmental bedrock upon which all else is built. The clans of the Realm are divided into three castes: the Common Clans, the Noble Clans, and the Royal Clan. A clan's caste is determined by their lineage as verified by the genealogists of the Brathmordakin, although on rare occasions the High Prelates can approve a clan's promotion or demotion to another caste, as well as the formation of entirely new clans. Vassal Clans Vassal Clans are newly formed Clans which are striving to become Commoner Clans. In order to become a Vassal Clan, a group of at least four Dwed must approach the leader of a Clan and request that they be vassalized under their clan. Then over the period of a stone month they must gather supplies, their kin and prepare their papers. After the period of a stone month they are allowed to request Commoner Clan status from the Arcrown and the Lord’s Council. Vassal Clans have neither a Clan Hall nor a representative in the Clan Council. The Common Clans Common Clans are, among the Dwarves, considered to be those clans which cannot claim to hold a direct link between bloodline of their ruling house and one of the founding houses of the many Elder Clans of Kaz’Ulrah. Common Clans make up more than three-fourths of all clans and must still be able to trace their bloodline back to at least one of the Founding Clans of Old Urguan or one of its sister states to be recognized as a clan at all. Would-be clans who do not meet this requirement are considered "Sundered Houses" by the dwarven Church, and are considered citizens of the realm in which they reside but do not have access to the rights afforded the clans and their kinsfolk. The Noble Clans The Noble Clans are those clans which can trace the bloodlines of their noble house directly to one of the founding houses of one of the three founding Clans of Kaz’Ulrah. Royal Clans who have lost their realm (or never possessed one in the first place) and have pledged their fealty to another clan are considered to be Noble Clans from a political standpoint, albeit ones who retain most of the power, privilege, and respect traditionally held by dwarven royalty. The Royal Clans The Royal Clans are those most noble of clans which can trace the bloodlines of their ruling house directly to one of the founding houses of Kaz’Ulrah. All Royal Clans are considered to be Noble Clans, but all Noble Clans are not Royal. As with the other two castes, the High Prelate are empowered to create new Royal Clans, so long as the clan in question has verified documentation of their bloodline dating back to one of the Eldest Clans. The Deep Court The Deep Court is the name of the Realm of Kaz’Ulrah’s governmental structure, itself divided into three separate parts; the Senate, the legislative ministry, the Masters' Assembly, the judicial ministry, and the Lords Council, the executive ministry. The Senate The Senate is the primary legislative body of Kaz'Ulrah. It is the Senate that writes up and proposes the vast majority of all law within the Realm. The Senate is vast, composed of the Clanmasters of the Common Clans, the Clan Elders of the Noble and Royal Clans, the Prelates of the various Clergies of the Brathmordakin, all official Guildmasters and Fellowship Captains, various respected community leaders, nobles, and officials, as well as any other notable dwarves granted the title as a reward for their services. All Senators receive a single vote, and the Senate is nominally led by a "High Speaker" elected from among the body of the Senate who receives a second vote and the ability to break all ties. The Masters' Assembly The Masters' Assembly is composed entirely of the Grandmasters, who are the leaders of the many ministries and guilds that make up the governmental and regulatory bodies of the Realm. The Masters' Assembly is in charge of all judicial matters within Kaz’Ulrah, with inter-clan disputes and crimes settled by three randomly selected Grandmasters. Any proposals made by the Senate first goes to the Masters' Assembly to determine its validity and make any necessary changes before sending it onwards for approval and implementation by the Lords' Assembly. All Grandmasters receive a single vote in the Assembly and can only hold a single position with it. The sole exception to this is the High-Prelates, who may hold their ecclesiastical rank in addition to a position as a Grandmaster. As with the Senate, the Masters' Assembly is headed by an elected "Lord Speaker" who receives a second vote and the ability to break all ties. The permanent positions for Grandmaster goes as followed: + Forgemaster - Directs all smiths and smithing organizations. + Lodemaster - Directs all miners and mining organizations. + Goldmaster - Directs all traders and trade organizations. + Loremaster - Directs all scribes and historical organizations. + Brewmaster - Directs all farms and agricultural organizations. + Warmaster - Directs all soldiers and military organizations. + Overseer - Directs all public works and civil organizations. + High Prelates - Direct their respective clergies and religious organizations. The Lords' Council The Lords' Council fulfills the executive duties of the Kaz’Ulrah and is one of its most powerful branches of government. The Council has ultimate authority over all aspects of life within the Realm, being composed of the Arcrown, Ardukes, Clanlords, Lord Chancellor, Lord Treasurer, Lord General, and Lord High-Prelate. Each title garners its bearer a single vote, with a maximum of three votes permitted in per dwarf. Arcrown - The king and overall leader of Kaz’Ulrah. The Arcrown is also considered to be the Arduke of Kal’Tarak, and Clan Lord of the Royal Clan of Frostbeard (Changes if a new clan succeeds the current Arcrown). As such, the Arcrown always has a minimum of three votes in the Lords' Council, and cannot claim any additional positions. The Arcrown has the power to break all ties in their favor, and personally appoints the Lord Chancellor, Lord Treasurer, and Lord General to their positions. The Arcrown's position can be hereditary, however their chosen successor must be chosen in the day of their coronation, updated once every year, and must be approved of by majority vote from the remainder of the Lords' Council, Masters' Assembly, and Senate. Arduke - The Ardukes are the leaders of the various Dwarfholds that form the backbone of the Realm's provincial structure. Ardukes are appointed by the Arcrown, approved by the High-Prelate of the Brathmordakin, and are must be the Clanlord of one of the Noble Clans; although the position is not hereditary. As such, the Ardukes receive a minimum of two Seats on the Grand Council. Clan Lord - A Clan Lord is the leader of one of the Noble Clans of Kaz’Ulrah. The position of Clan Lord is typically hereditary, although all prospective lords must be voted in by their clan's elders before being crowned. Unless they hold another position on the Council, Clan Lords retain only a single vote. Lord Chancellor - The Lord Chancellor oversees all domestic and foreign affairs concerning the Realm and acts as Regent whenever the Arcrown is otherwise unavailable. It is the duty of the Lord Chancellor to ensure the day-to-day operation of Kaz’Ulrah proceeds smoothly and according to law, as well as to the management of all local fellowships. In addition, the Lord Chancellor maintains the Ministry of Diplomacy, which itself is made up of the kingdom's various diplomats, ambassadors, and on rare occasions, spies. Lord Treasurer - The Lord Treasurer oversees all financial and trade related affairs both within and without Kaz’Ulrah. It is the duty of the Lord Treasurer to, with the aid of the clans and the Lord Chancellor, establish and maintain the necessary trade routes, caravans, and agreements to ensure the Realm's economy remains stable and its people prosperous. The Lord Treasurer is in charge of the management of Kaz’Ulrah’s guilds and clan companies, and maintains the Ministry of Banking throughout the kingdom. Lord General - The Lord General oversees all military, security, and law enforcement related affairs throughout the Realm and beyond. It is the Lord General's duties to maintain a strong border against the enemies of the dwarves, ensure that the lands of Kaz’Ulrah are secure from threats both domestic and foreign through the use of a guard force and prison system, and lastly to train and (when needed) successfully utilize the dwarven army to the benefit of the people. Lord High Prelate - The Lord High Prelate oversees the affairs of the dwarven church throughout Kaz’Ulrah as well as any missionary work done by the the kingdom. Additionally the Lord High-Prelate is in charge of rooting out and exterminating heresy in all its forms both within and without the Realm. To this end the Lord High-Prelate maintains the ability arrest, try, and punish heretics through the implementation of the Hammers of Yemekar. The Lord-High Prelate is always the High Prelate of the Brathmordakin assigned to Kaz’Ulrah. Signed by the Lord Chancellor ~ William Blood-Hammer ~
  4. The Oakhide Clan

    ~The Oakhide Clan~ ~History~ The History of the Oakhides is not a long one. Their lineage bears very little noble blood, and their names aren't set in stones depicting legends and myths of Paragons and the Brathmordakin. The Oakhides come from a time when Kal'Bogrin stood tall. A Grimaxe, of the name "Vulli" ventured out into the wilds to hunt. Within the wilds, he became lost. The trees and bramble became too familiar within his mind, and he began to traverse the woodlands in a circular fashion, before finally giving up. Whilst Vulli slept, an unnamed Treebeard woman had found the poor mountain dwarf, sitting in a puddle with his belongings scattered around. The Treebeard cared for him, and helped him travel the woods, until he was able to return home. The two had grown close, and after nine months, the Treebeard had given birth to the first Oakhide. The first Oakhide was named "Wrenn", and he grew up to be a strong hunter. He wore leather as hard as steel, fired a bow with the power of a Golem's arm, and was so close to Anbella's wilds that he could teach Druids more than they could ever dream of. Wrenn impressed the lady Anbella with his work, and his respect for the wilds, so she gave him something in return. She had blessed him, along with his blood, to have the endurance of the standing woods. Ever since, Wrenn found himself to be stronger. He felt little pain, and received no wounds. He was bitten by wolves, mauled by bears, even swarmed by toxic, foul fumes in the depths of dark marshes, yet he still stood. Though his life was a solitary one, for the most part, he settled down with a family. From this family came the Oakhide line, a people of strong Forest-Dwarf blood, each with the vigor and vitality of Yemekar's Stone ~The ways of the clan~ The dwarves of Clan Oakhide believe strongly in balance, honour, honesty and strength. They strive to be capable hunters, and warriors, to better protect the wilds from those whom deem it unworthy of attention. Due to the superior skills in leatherworking, most armor worn by an Oakhide is of leather and fur, with small amounts of chainmail for added protection. They also tend to use wooden round shields, or sometimes Pavise shields, if using certain formations. Their shields are of the strongest wood, some say blessed by Anbella's blood, carried by the Oakhides. It is often said that when an Oakhide is cut within his work, it means that Anbella had fated it, that her blood would adorn the wood and give it the strength of the Brathmordakin. Because of the terrain they usually choose to fight in, their tactics are less suited for strong military formations, rather guerilla warfare, close quarters fighting, and ambushes. This is the reason why they are also fond of archery. The bows of the Oakhides are extremely powerful for their size, though many find it difficult to pull them, as they may lack the naturally dense muscle of a dwarf. The Oakhide bows are short and recurve in fashion, though match the power of any Elven Longbow. Below, the common weapons and armor of Oakhides is displayed. Religion The Dwarves of Clan Oakhide follow the Brathmordakin, like most other dwarves. Their patron god is Anbella, Godess of nature, hearth and home. Though, due to the Oakhide's strong connection with nature, some choose to become druids, and worship the Aspects. The Aspects are seen as a valid worship within the clan, as they can sometimes be show as two halves of Anbella. ~The Joining Ritual~ To become a full-blooded Oakhide, there are a number of trials the beardling must go through. The first is a Pilgrimage to a shrine of Anbella. There, the beardling must sacrifice something dear to them, as to appease Anbella and show devotion. The second trial is to Hunt. The Beardling must kill, skin, and make use of their kills. They must kill a Direwolf, a Cave-Bear, and one other beast of their choice. (This beast may be a second of either the wolf or bear.) This third kill will determine how the third trial will occur. The Third trial is to craft a weapon from a bone from their third kill. Dependsing on the size of the bone, the weapon can be anything, as long as it is infact effective. The Fourth trial is the final trial, and it is a test of Endurance. The Beardling must duel an Elder or the Clan Father. Win or Lose, they will pass the trial, should they be deemed worthy by their opponent. ~OOC Application~ (ONLY FOREST DWARVES, OR DWARVES OF FOREST BLOOD MAY APPLY TO BECOME AN OAKHIDE.) Minecraft Name: Character name: Character age: Appearance: Quick Backstory:
  5. MC Name: z3m0s Character's Name: Kalviin ‘Arakh Drakmar’ Ireheart Character's Age: Four-Hundred and Twenty-Two Character's Race: Ascended Mountain Dwarf Sky God What magic(s) will you be learning?: Cognatism Teacher's MC Name: Irongroot Teacher's RP Name: Yeulf Irongut Do you have a magic(s) you are dropping due to this app? If so, link it: Nub Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yub Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yub Have you applied for this magic on this character before, and had it denied? If so, link the app: Nub
  6. Hefjhor Akvel

    Hefjhor Akvel (Bear Guard): The Hefjhor Akvel also known as the bearguard in common tongue are the sworn protectors of the Clan family of the Frostbeards. the members of the Hefjhor Akvel are strong brave and skilled fighters but most importantly they are well known for their loyalty to the Clan Father. For one to become a member of the Hefjhor Akvel they need to be either recruited by the Clan Father or the Ord-Thrumm (Captain of the Bearguard). The orders of the Hefjhor Akvel can only come from the Clan Father and the Ord-Thrumm themselves. A member of the Hefjhor Akvel puts the words of the Clan Father at utmost priority before anything else. Members that are apart of the Hefjhor Akvel are meant to always obey the Clan Father's orders even If the order leads to one's death. The Oath: My Clan Father I the embodiment of my clan, I will obey my Clan Father's wishes at all times. The Clan Father's orders are beyond ethical judgement and because of this we will not judge his orders, All enemies of the Clan Father are my enemies, To die protecting the Clan Father is the biggest honour I can have. Ranks: Hefjhor Akvel Ord-Thrumm: The Captain and leader of the Hefjhor Akvel, he is to be chosen by the Clan Father once the previous one. Hefjhor Akvel: A standard member of the Bear Guard. Payment: Being apart of the Hefjhor Akvel does not give you any extra payment or money. However what they are rewarded with for their service is to be remembered in the kron ur da Narvak where their names and accomplishments with be recorded so they can be remembered in history.. Sigil: The kron ur da Narvak (The Book of Glory): Members only, more pages are added every time a new member joins* https://docs.google.com/presentation/d/1fvF06WvhX8rFRmozpq9UIQgxWc6t_R08Zx5kOYfyEgQ/edit?usp=sharing (Credit to mateolog for creating the original post)
  7. I am looking for someone to play my dwarfs child. Her name is Tazmura Frostbeard, she is the daughter of Throri 'Warmheart' Frostbeard and Edysl Frostbeard. She was the twin sister to Throrin Frostbeard. After Throrin died Tazmura ran away from her Clan in sadness as well as grief. However she later returned to the Kingdom of Kaz'Ulrah to reunite with her family and her clan. She is currently 54 years old. Skin: if you have any questions about the character feel free to send me a private message, or ask on the page itself
  8. Dwarf Druid Skin

    Found someone! Never mind!
  9. A Meeting of Goldhands

    I, Ogdan Goldhand, former Grand Merchant took leave in a time of need of this Kingdom. I am not ashamed to say it was for the better of myself. I needed refocus, but I am not the only thing that needs refocus. That is the reason I am calling this meeting. Our roots are, as we know it, merchants who sell goods and hock wares. However that is not all true.Without gatherers and crafters we would have nothing to sell. Without men of arms we would be an easy target for our riches. We are Goldhand. I am calling this meeting to every able bodied Goldhand to meet me in the Clan Hall in three stone days. I do not have authority anymore, however I do hope you find it in your hearts to honor your clansmen in this meeting. ((Saturday, 5pm EST, 12/30/17)) ((If you cannot attend but would like to, I can pm you a rundown on forums if you send me a message day of.))
  10. The Mamba Casino

    ~ A poster would be found hanging in all the major city's notice boards. It reads that the Mamba Casino's GRAND OPENING in the Kingdom of Kaz'Ulrah's new capital will be held in two stone days. ((Tuesday - 3PM EST)) ~On the back of the flyer it would also note that there would be functioning Slot machines along with card table games like Blackjack and Texas Hold 'em
  11. The Night Watch

    The Night Watch ~+~ Guardians and Santegians themselves, sirca 1639. The Nights Watch are a new, developing branch of the Vertillian forces, who's task reside in the capital of the Santegian Nation. Join today and accept respect. Join today and be toasted by many to come in the future. Join today and be gifted with the finest of armour and weapons. For those who are unable to defend themselves, but seek the safety of a welcoming home, thoughtful nobles of Santegia formed a militia and gave it a name: "Guardia de La Noche", which stands for "The Night Guard". Founders of the regiment are Prince Demetrios, Arch Chancellor of Santegia and Lady Ceona, the first Captain of the Force. Together they worked on the formation of a force that can work under the light of both the sun and the moon. A force that welcomes any living being. A force that protects a Sanctuary. That is the Night Guard. Members of the Night Guard are in charge of the protection of the City. They are tasked with guard duty, patrols, merchandise and personnel transportation, and combat. They are equipped with whatever equipment is best suited to the individual among three categories: Infantry, Cavalry and Archery. At the same time, they are public workers, tasked with assisting the citizens. They must know the structure of the city to give directions, locations and popular attractions. They have access everywhere except a few restricted areas so that they operate quickly and effectively. Hierarchy Guardia de La Noche, Guardia Noche for short, take their orders from the Lord Marshal and the Officers of the Vertllian Regiment. Additionally, they can take orders from the Judicial body to arrest criminals and deal out punishments after a trial. All members swear loyalty to the current leader of the Vertillian regiment. But there is still a hierarchy to be followed, for the better distribution of work and prevention of crime. The ranks are divided into three sections: Officers, Enlisted and Specialized Ranks. ~+~ Two officers of San Adrian guard force. Officers The officers are tasked with leading the men into battle, handling promotions, leading squads, monitoring progress making sure the Guard force operates effectively. There are two ranks: The Captain and the Sergeant. Captain (Currently Vanderlise V. Rothchild) The Captain is the leader of the Guard force, holding the final word in every situation, unless the High Command steps in. He is a capable leader, gives out the promotions and organizes task groups to handle missions. He is also responsible for the equipment of the military and must make sure supplies and provisions are always plenty. There is only one Captain. Sergeants The Sergeants are the Captain’s assistants. They are capable squad leaders, leading men to missions, suggest promotions, monitor the progress of members and hand out jobs. They are capable of ordering any member of the Guard force. The number of Sergeants is determined by the number of Guards. Enlisted The enlisted members are the normal Guards of the military. Their jobs per individual vary, but all are responsible for guard duty, patrols, accomplishing missions and defending the city. There are four ranks: Recruit, Footman, Man At Arms and Master At Arms. Master At Arms These Guards are the Veterans of the Order, men who have tasted the hardships of battle and time and have endured through it all. This rank is given to experienced members of the Guard Force who lack the necessary skills to become an Officer. However, in the absence of one, they are perfectly capable of assuming command over groups. Man At Arms These men are the skilled soldiers of the Force, always the first to charge into the fray. They have been in the force for many years, handling various tasks with the trust they have gained over their tenure. The Man At Arms is often the last rank a soldier can achieve in times of peace. Footman These guards form the Bulk of the Force. They handle the majority of work around the city from gate duty, to patrols, to handling directions. They have spend time in the Guard Force, but by no means are they experienced. Recruit This is the rank given to the newest members of the guard. They are young and inexperienced, so they need to be molded into shape quickly. Thus, they are treated slightly harsher than footmen, to quickly become accustomed to the life in the Guard. However, that is only temporary. ~+~ Guardia de Noche at the Night Join the Guardia de Noche, a soldier, an elf, an uruk, a kharajyr or a usual citizen of Santegia, every man is needed! OOC: Sign down below if you wish to join, or contact the current leaders, Vanderlise (Crushems) or Arthur ( BeingDepressed ). 1
  12. The Night Guard

    The Night Guard ~+~ Guardians and Santegians themselves, sirca 1639. The Nights Watch are a new, developing branch of the Vertillian forces, who's task reside in the capital of the Santegian Nation. Join today and accept respect. Join today and be toasted by many to come in the future. Join today and be gifted with the finest of armour and weapons. For those who are unable to defend themselves, but seek the safety of a welcoming home, thoughtful nobles of Santegia formed a militia and gave it a name: "Guardia de La Noche", which stands for "The Night Guard". Founders of the regiment are Prince Demetrios, Arch Chancellor of Santegia and Lady Ceona, the first Captain of the Force. Together they worked on the formation of a force that can work under the light of both the sun and the moon. A force that welcomes any living being. A force that protects a Sanctuary. That is the Night Guard. Members of the Night Guard are in charge of the protection of the City. They are tasked with guard duty, patrols, merchandise and personnel transportation, and combat. They are equipped with whatever equipment is best suited to the individual among three categories: Infantry, Cavalry and Archery. At the same time, they are public workers, tasked with assisting the citizens. They must know the structure of the city to give directions, locations and popular attractions. They have access everywhere except a few restricted areas so that they operate quickly and effectively. Hierarchy Guardia de La Noche, Guardia Noche for short, take their orders from the Lord Marshal and the Officers of the Vertllian Regiment. Additionally, they can take orders from the Judicial body to arrest criminals and deal out punishments after a trial. All members swear loyalty to the current leader of the Vertillian regiment. But there is still a hierarchy to be followed, for the better distribution of work and prevention of crime. The ranks are divided into three sections: Officers, Enlisted and Specialized Ranks. ~+~ Two officers of San Adrian guard force. Officers The officers are tasked with leading the men into battle, handling promotions, leading squads, monitoring progress making sure the Guard force operates effectively. There are two ranks: The Captain and the Sergeant. Captain (Currently Vanderlise V. Rothchild) The Captain is the leader of the Guard force, holding the final word in every situation, unless the High Command steps in. He is a capable leader, gives out the promotions and organizes task groups to handle missions. He is also responsible for the equipment of the military and must make sure supplies and provisions are always plenty. There is only one Captain. Sergeants The Sergeants are the Captain’s assistants. They are capable squad leaders, leading men to missions, suggest promotions, monitor the progress of members and hand out jobs. They are capable of ordering any member of the Guard force. The number of Sergeants is determined by the number of Guards. Enlisted The enlisted members are the normal Guards of the military. Their jobs per individual vary, but all are responsible for guard duty, patrols, accomplishing missions and defending the city. There are four ranks: Recruit, Footman, Man At Arms and Master At Arms. Master At Arms These Guards are the Veterans of the Order, men who have tasted the hardships of battle and time and have endured through it all. This rank is given to experienced members of the Guard Force who lack the necessary skills to become an Officer. However, in the absence of one, they are perfectly capable of assuming command over groups. Man At Arms These men are the skilled soldiers of the Force, always the first to charge into the fray. They have been in the force for many years, handling various tasks with the trust they have gained over their tenure. The Man At Arms is often the last rank a soldier can achieve in times of peace. Footman These guards form the Bulk of the Force. They handle the majority of work around the city from gate duty, to patrols, to handling directions. They have spend time in the Guard Force, but by no means are they experienced. Recruit This is the rank given to the newest members of the guard. They are young and inexperienced, so they need to be molded into shape quickly. Thus, they are treated slightly harsher than footmen, to quickly become accustomed to the life in the Guard. However, that is only temporary. ~+~ Guardia de Noche at the Night Join the Guardia de Noche, a soldier, an elf, an uruk, a kharajyr or a usual citizen of Santegia, every man is needed! OOC: Sign down below if you wish to join, or contact the current leaders, Vanderlise (Crushems) or Arthur ( BeingDepressed ). 1
  13. [!] Those in all nations, especially those in Kaz’Ulrah, would notice signs decorating any available notice board; promoting a feast. Those of all race, status and looks are invited to commemorate not only the arrival of our people to new lands, but more specifically, the landing and rebuilding of land our nation did with incredible haste. As this feast was planned with intentions to bring citizens together for a night of celebration, we advise those who aim to taint this evening with violence to simply not show at all. (Head-butts from any given dwarf should not be seen by an act of brutality but instead a show of manliness, and duels are not considered an act of hostility either) So, for those who wish to drink the night away or eat cake to wash away months of munching down stale bread, feel free to stop by, explore the capital, and get acquainted with those of shorter stature. Signed, High Queen Signa Blackaxe, Daughter of Wulfgar Blackaxe, Son of Morgrim Grandaxe, Son of Paragon Valen OOC: Thursday, December 21st at 7:00pm EST Directions: Exit Cloud Temple > Go left at first sign > Go right at second sign > Follow the ridiculously long path leading you there (( Various signs in different spots will remind you if you’re going the right way ))
  14. A working map of Asulon?!?

    https://drive.google.com/open?id=1wA2BcdWkzoCjkwBG8c3K_MDZ5pYxMaw1 This map has been given to my by @Fyrste, he unintentionally saved much of Asulon onto a singleplayer world when he only meant to save Branborough, the halfling village. Here's the coords of places in the download: https://imgur.com/a/ZFisY
  15. A letter sealed in purple wax dotted with a rather strange symbol would be found in the possession of several leaders of nations penned in fine Gothic and swirling patterns, as you break the seal and unravel the letter you would find within: ((Why not take the opportunity that now without fast travel present, we could actually make use of Minecarts/railways to actually build something pretty interesting and friendly to the idea of travelling using a system of tracks that could take one from one nation to the other through a series of stations etc that people would have to pass through. Something like this however would pretty much require the better part of the server to get on board with the idea of a railway though because quite often than not in the past when a railway was proposed it always never really got of the ground properly because one person or one group of people don't have the ability to get all the nations on side or otherwise the resources/ drive to build across entire continents alone. It would be a massive project in order to get it done but one I think with a bit of teamwork and effort could be pulled off by the nations.))
  16. MANDATE FROM JORNHEIM 12th of the Sun's Smile, 1642 The official seal of Kaz’Ulrah After the last Council Meeting, it was decided upon that there were a couple of positions that needed to be added. As such, it was decided that the following positions will be added to the Council of Kaz’Ulrah, and filled by the following Dwed. High Ambassador will be in charge of maintaining the relations of the Kingdom of Kaz’Ulrah and the other nations of this world. The position will be held by Gorum Frostbeard. High Remembrance will be in charge of ensuring that the history of the Dwedmar is maintained and being written as it passes. The position will be held by Garrond Frostbeard. Furthermore it was decided that the position of Arcane Lord will no longer be needed and that it shall be removed from the Council of Kaz’Ulrah. Alongside that, the position formerly known as Overseer which is held by Ogdan Goldhand will be renamed to High Merchant. Narvak oz Kaz’Ulrah Narvak oz Dwedmar
  17. CITY OF KAL’TARAK CAPITAL OF THE KINGDOM OF KAZ’ULRAH Welcome to the City of Kal’Tarak, capital of the Kingdom of Kaz’Ulrah. This parchment will provide detailed information on everything you need to know about purchasing property in this grand city whether it be a home, a shop, or even a guild hall. If you wish to purchase one of these properties, contact the Warden, or one of his Stewards. Tax Information As an important part of a nation’s infrastructure, taxing must be taken into account. Taxing for small housing will be completely free for those starting off while larger houses will require larger amounts of taxes. Note that after a citizen has lived in a small housing residence for 2 stone weeks, they will begin having to pay a fee of 10 minas. All taxes will be deposited at the entrance to the apartment complex in your respective chest provided to you on housing purchase. Contact the following officials to purchase a home: Beorik “Stonefoot” Frostbeard - Warden ((BigMacMoMo)) Garrond Frostbeard ((Garrond)) Gorum Frostbeard ((Gorum)) Available Housing Free Apartments Medium Housing & Shops Large Housing
  18. Vosirk

    Vosirk Blackaxe-Grandaxe -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Nicknames: Firebeard, Vos, Iron Age: 240 Gender: Male Race: Mountain Dwarf Status: Healthy -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Height: 5'0 Eyes: Brown Hair: Dark Red Skin: Light-skinned, slowly gaining a tan Markings/Tattoos: Various scars, most noticeable being over his eye Health: Healthy Personality: Generally light-hearted and is most often seen with a calm, content expression. He enjoys being a helping hand to friends and kin. Inventory: Longsword, Oak Staff with dwarven symbols and words carved into it, Some kind of food, two flasks of ale and water Further Details: None -==Everything beyond this point cannot be known unless learned through rp interaction with my character, metagaming this will not be tolerated==- His Story: WIP Artwork:
  19. ^ This is as close as I could get ^ [TOX STOLE MY FUCKIN IDEA. . . So I stole like half of his application] Name of Artifact: Lordak Khazadmar Keovid Verok - (Magic Dwarf Want Fly) MC Name of person(s) currently in possession of Artifact: z3m0s RP Name of person(s) currently in possession of Artifact: Kalviin 'Arakh Drakmar' Ireheart MC Name of creator(s) of Artifact (N/A if not applicable): z3m0s RP Name of creator(s) of Artifact (N/A if not applicable): Kalviin 'Arakh Drakmar' Ireheart Effect(s) of Artifact: ( The once was a dwarf who wished to fly, who told this secret to a very bad guy He thought him his friend, then when he went to bed, the man pondered on what he had said To uphold his title he thought of a start, the bad man went and put up a MART. - @Tox <# ) While glancing up at the ever glorious floating dwarven city of Arcadia, a particularly useful dwarven mage thought to himself on the process involved in such an item that would allow him to float himself. Over many decades of serious injury attempting to make mechanical jetpack like creations with the use of air runes. One day after shattering his arm in one of his latest prototypes he had given up, slinging his arm into a brace and sitting down for dinner he'd pull a mug of ale up the table to himself with telekinesis, giving him the idea. Once his arm had healed he proceeded to dedicate his time to the idea of using telekinesis, he'd create various awkward prototypes that were vastly more successful than the air rune creations before landing on a comfortably enchanted cloak. When finally made suitably it would float well enough to hold his weight, controllable within each given direction with little more than the weight of something like a staff in hand, it would act as basically a glorified method of travelling on foot via magic, the enchant straining and dropping him on his face should he choose to try movements as intensive as combat. Falling would obviously strain the enchant, able to slightly cushion a fall were it at a lesser height, or drain and leave the wearer to face the full brunt of the fall at greater heights. This is more a gauge of when you'd break the enchant and fall the hell out 1-5 Blocks: Little impact upon the enchant, mild drain for straining weight 5-10 Blocks: If you're a dwarf or smaller you'll probably be okay, increased enchant drain, straining weight would drain all charge and possibly end in light injury 10-15+ Blocks: Ohh he need some milk! (Most likely bones broken and more depending on landing/height) All weight would drain the enchant attempting to keep the wearer airborne ...Yes mine floats on water as well. Red Lines of Artifact: -No fly. . . just float -Can only go one and a half blocks off the ground, nothing higher. It will stay level over the land (Including slopes.) -If dropped from a height, will act like a chicken fluttering its way slowly to the ground to safety but will burn the stored mana of the enchantment drastically, Follow the drop scale listed in the effects. -Can only hold the weight of one -Very minimal lifting would be possible while in use -Can only go as fast as a dwarf could run at maximum -Not usable in combat -Enchant would drain and slow until in need of recharge should the weight exceed roughly seventy kilograms (One-hundred and fifty pounds ish) -Were the user to be twenty or so kilograms over the maximum they would slip from the cloak, making it unusable for them. (Roughly forty-four pounds) Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): Intricate Telekinesis enchantments, the bending of the magic lore as this would break the redline of using something to float. Number of duplicates of this Artifact: I'm a Dwarf, we're not allowed to dupe anymore. Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes Have you applied for this Artifact before, and had it denied? If so, link the app: No
  20. The Blackaxe Clan

    ><><><The Blackaxe Clan><><>< The Dwarves of the Blackaxe Clan are a band of brothers, once sworn to the Grand Kingdom of Urguan, now united by their desire to be sovereign of its grasp. Formerly a title thought to bring dishonour when branded upon the clan’s founding father, Decks, the name ‘Blackaxe’ is now worn with pride by all who choose to bear it. Today, the clan resides in the Kingdom of Kaz’Ulrah, independent of their Grandaxe kin, as they seek to strike out on their own as honour bound mercenaries and fortune seekers in the wars to come. ><><><History><><>< The Blackaxe clan was founded by Decks Blackaxe, one of the grandsons of Urguan in the ancient lands of Aegis, following a schism with his Grandaxe kin. Hailing from the far north of the continent, the Grandaxes had for many years guarded the north from undead and uruks, bound in alliance with their fellow mountain dwarves of Clan Frostbeard, whose ancestors, Bogrin Grandaxe and Kaz’Ulrah Frostbeard, had years prior settled their holds together among these mountain peaks. Formerly a part of the Grandaxes, a bitter dispute drove the clan apart, dividing into two clans, the Braveaxes and Blackaxes. Decks Blackaxe was banished from the Kingdom of Urguan for refusing to support the King in his war against the Kingdom of Oren. Exiled and without a home, he and a number of his brothers ventured north towards the ancestral homelands of the mountain dwarves and set keep in Kal’Domhain. The Blackaxe clan would continue to survive by themselves as hired mercenaries and miners of their lands, until the sons of the late Decks, Valen Blackaxe and Bazian Blackaxe took leadership of the clan. With newly found blood, the Blackaxe clan found its way back to the Kingdom of Urguan and set foot in its caves once again. Valen Blackaxe and Karl Frostbeard had forged a strong bond between their two clans when the two rallied their forces to fight the Ironborn of the Khorvadic Empire, and then again to fight the Kingdom of Alras. When the undead attacked Aegis, champions from different nations were chosen; Valen Blackaxe ventured into the nether, one of the three chosen dwarves who helped bring an end to the undead and daemonic scourge. With the destruction of Aegis, and the settling of Asulon, the Blackaxe and Braveaxe clan reconciled their differences and united beneath the banners of the Grandaxe clan once again. Years have passed and worlds have been travelled, as the Grand Kingdom of Urguan evolved to face the challenge of new and emerging threats. However, with this change, a corrupt and irregular culture transpired within the valued normal traditions of the once great kingdom. The dwarves, disunited and in disarray had turned blade on their allies of ancient times. The crowning of Grand King Frerir Irongrinder, and his subsequent actions infuriated the Blackaxes even further towards insurrection. When given ultimatum by two of his elders, Wulfgar and Torvin, Fimlin Grandaxe, Clan Father, of the Grandaxe clan refused to object to his King’s ways, and thus the clan was divided into two halves once again. From here, four Grandaxes, Wulfgar, Torvin, Tagum and Darain, disillusioned with the state of the realm opted to follow in the ways of old, taking residence with their mountain dwarf kin. Leading the Blackaxes to New Jornheim, the Blackaxes now stood alongside their ancient allies in the Kingdom of Kaz’Ulrah, and battled together with the Frostbeards and Goldhands, to overthrow the Irongrinder led government, forcing them to relinquish their claim on the Grand Kingdom of Urguan. For their deeds, the Blackaxes were named a noble clan of the Kingdom of Kaz’Ulrah, their colours emblazoned on the nation’s banners. Meanwhile, a blood bond was forged through the marriage of Signa Blackaxe to High King Verthaik II Frostbeard, cementing an alliance between the two clans. Residing within the city, they today search for their lost kin to join the Blackaxes once again and restore its name to glory. ><><><Appearance><><>< Blackaxes are considered above average size compared to normal dwedmar, with fiery red hair and beards adorned with gold to protect them from the cold conditions of their homeland. The purest Blackaxes are of a lighter skin tone compared to normal dwedmar, and typically have brown eyes. However, it is not uncommon for a Blackaxe to have different shades of black or brown hair, and green or grey colored eyes, dependent on the mother’s lineage. Blackaxes typically wear outfits designed for utility, often comfortable furs with chainmail or armor to withstand the climates of the cold mountain region. ><><><Culture><><>< Rugged mountain dwellers, dwarves of the clan are heavily built and excel most in snowy climates or areas of high altitude. Hardy by nature and deathly loyal to those they call friends, they are among the oldest and most stalwart defenders of the dwarven realms. Strength and fortitude are valued traits of every Blackaxe dwarf, and thus, the father of the clan is he who can best his kin in open combat. They are strictly tribal, preferring to congregate within the company of their blood kin, while their bonds with outsiders are based purely on matters of commerce. In the old days of Aegis, dwarves of the Blackaxe Clan were infamous for their raids on settlements deemed to have broken their strict code of honour. What acts some might regard as brutality, Blackaxes see as fair justice. They believe that those who dishonour their kinsmen, forsake their right to remain unchallenged. When seeking individualistic glory, dwarves of the Blackaxe Clan embark on what is known as the ‘Great Hunt’ at the end of each stone month. Here, young dwarves revel in the challenge of impressing upon their elders by bringing back the trophies of dangerous beasts slain in battle. ><><><Traditions><><>< The clan are fervent worshippers of the true pantheonic Brathmordakin, namely Yemekar, the creator and Allfather, as well as Dungrimm, Ogradhad, Anbella, Armakak, Belka and Grimdugan. Other deities are either viewed as illegitimate or lesser beings. As the god of war, and guardian of the dead, Dungrimm is often considered the clan’s patron, though it is not unknown for members of the clan to pledge their loyalties to other gods as well. Blackaxes are also devout in the ways of ancestral worship, paying great reverence to their ancestral Paragons, Valen ‘the Wordsmith,’ Thorik ‘King of Kings,’ and Thorin ‘Yemekar’s Fist,’ who together form a triumvirate among the Brathmordakin’s Iron Council, ruling from their seat among the high halls of Khaz’A’Dentrumm. Worship largely consists of paying tributes and sacrificial offerings, on the midnight hour of every full moon. In this event, in what is known as the Vigil of the Moon, Blackaxes gather atop the peaks of their home to pay their respects to the gods and to their dead, as they believe that this is the hour where their prayers can be heard most purely. Accordingly, Blackaxes are also great revellers of the night, known for drinking around fires and singing songs of merriment, whilst skalds tell epic tales of their dwarven ancestors of yore, whose individual deeds have ascended their names into myth. ><><><Rites of Passage><><>< To truly don the name of the Blackaxe, a dwarf must have a debt of honor repaid that was taken from him. This can be done in blood or diplomatically; the clan father will decide if and when the debt is fully paid. A true Blackaxe is pure of virtue, and holds honour in the highest regard. In order to ascend as a full member of the clan, the beardling is therefore required to slay and bring back the remains of a dark or unholy being. Before a Blackaxe may ascend into adulthood, the dwarf must first prove they understand what it means to pay honour to the god of war. In order to so, they must wet their axe in the blood of battle, and return with the head of one of their fallen foes. ><><><Tenants><><>< To break a signed contract is to break an oath born by Anbella’s binding light, and thus is punishable by death. To slay another member of the clan outside of a duel is deemed an affront to the gods’ creation and thus is punishable by death. To forsake the clan’s name in favour of another is to pay insult to the ancestors and thus is punishable by death. To steal from another member of the clan is to deprive another of what is rightfully theirs and thus is punishable by death. ><><><Diplomatic Relations><><>< Clan Frostbeard - Allies Clan Goldhand - Friendly Clan Silvervein - Friendly Clan Stormbreaker - Friendly Clan Longmane - Friendly Clan Irongut - Neutral Clan Doomforged - Neutral Clan Emberhorn - Neutral Clan Ireheart - Unfriendly Clan Irongrinder - Unfriendly Clan Grandaxe - Unfriendly Clan Father: Darain Blackaxe (MrBamPow) Clan Elders: Wulfgar Blackaxe (Zezimus) Tagum Blackaxe (TEEbrown) Torvin Blackaxe (Saflender_) Clan Brothers: Bolthric Blackaxe (LegoMan33) Dunumir Blackaxe (TheSilentFriend) Taervyn Blackaxe (Kukkiii) Kilgar Blackaxe (Hvitsark) Torsdul Blackaxe (luchian) Signa Blackaxe (devvy) Astmar Blackaxe (Nerfman_) Vosirk Blackaxe (ThumperJack_) Varrick 'Nastrada' Blackaxe (SuicidalAngel) Clan Beardlings: Balinor Blackaxe (necocraft) Roan Blackaxe (zoomerenhd) Mim Blackaxe (IITzGreeningx) Bariwin Blackaxe (Iqthar) Oghren Blackaxe (blago) Vorsaer Blackaxe (Roronoa_Zoro) ><><><Application><><>< OOC: MC Name: Timezone: Discord: RP: Name: Age: Appearance: Short Biography:
  21. What’s your Minecraft account name?: Zanthuz What timezone are you in?: Eastern Standard Time How old are you?: 15 Are you aware the content and interactions on this server may not be appropriate for children under the age of 13? (You must be at least 13 to be apply): Yes Have you read and agreed to the rules?: Yes What’s the rule you agree with the most?: You are always in character. Exceptions are use of out of character chats ei /msg or /ooc. You must roleplay within server lore. Excluding real world lore or lore from other games. Are there any rule(s) that confuse you or don’t make sense? (if so we can help clear it up!): No How did you find out about Lord of the Craft?: Friend Link(s) to past Whitelist Applications (If applicable): None Have you logged into the server yet? (You cannot be whitelisted without logging in at least once): No Definitions Feel free to Google the answers or use our wiki definitions as a reference, but make sure that you write the write them in your own words, not those of another website or person! Plagiarizing will result in the automatic denial of your application! What is Roleplaying?: Emoting and or/ acting as a character What is Metagaming?: When you use knowledge from Out of Character and use it while roleplaying. What is Power-emoting (Powergaming)?: *Picks up a chair and bashes it across (Person) head, he falls and faints* In-Character Information Now you actually make your character - be creative but stay reasonable! Make sure they make sense and that they follow lore. Try to come up with a character that you actually want to play. Character’s name: (what do you want your character to be called?) Thorin Harkar Character’s sex: (male or female?) Male Character’s race: (you can find all the playable races here.) [Mountain] Dwarf Character’s age: (upon application, your character must be 18 or older, and depending on the race, they can be over five hundred years old!) 45 Biography (This is one of the most important sections of the application. Please take your time and make it a decent paragraph long. Read up on your character's race and be sure to add at least one accurate reference from the server lore): (where does your character come from?; where have they traveled to?; what year were they born in? et cetera.) He was born in 1570 in a small village of Ascot, a few miles south of Mellyberry, he was raised up with his father - Tharyin and uncle - Gregon , where he was taught many useful skills in swordsmanship, horse riding and archery. As he grew older into a teenager he read many books where he learned extensive knowledge from great warriors to the great kingdoms of the world. At the age of 17, his home village of Ascot was being pillaged by barbarians where he fought his first small skirmish. Personality Traits: (what are your character's quirks?; habits?; likes and dislikes?) He enjoys training and learning more about war strategies. He is a heavy drinker and often appears to be drunk the majority of the time. Thorin strongly dislikes the Humans and often times can be very racist towards them. Ambitions: (what does your character aspire to be?) Thorin aspires to become a well known fighter among the known world, he wants people to recognize his legacy. Strengths/Talents: (what is your character really, really good at?) Excellent with an axe, Loyal and Trustworthy Weaknesses/Inabilities: (what is a skill that your character needs to work on?) He is very to himself- quiet. Appearance: (what does your character look like?; how tall are they?; hair color?; scars?) Dark brown hair, 4'' 11, Muscular Build, Battle scars across face Skin: (please provide us a screenshot of your character’s skin; if you need help, see our screenshot guide here.)
  22. 10th of Malin's Welcome, 1641 Hamnil Frostbeard would be sitting at his table, eating his dinner while in deep thought. He would finish his meal before getting up and going to his desk. Sitting down he would grab his pen and a piece of paper and begin to write. "My Sons, My brothers, My friends, After long thought and a lot of inner conflict I have come to the decision to pass back the position of clan father to my Blood father Garrond Frostbeard. My reasoning for this is my own but I will tell you this. I do believe the clan was given to me well before I was ready and I have yet to develop some skills that running a clan takes. While I do believe some think me a well suited clan father others do not. I have solved many problems within the clan yet I have undoubtedly created numerous new ones. I may one day regain the title but for now I think it best lies with my father. This change will also give me the opportunity to give my full dedication to being the kings hand to Verthaik II which will be needed greatly in the upcoming months. I will serve as an elder to my father and still have a lot of say in the clan but I will be more focused on helping out the High King. I think it is in the best interest of the clan to have someone more knowledgeable in clan culture and history to fill the position as clan father. Let it be known that Hamnil Frostbeard son of Garrond son of Gorum First of his name and first beardling in history to become clan father of the Frostbeard clan is passing the title on. Narvak oz Garrond, Narvak oz azwyrtrumm." Hamnil Frostbeard would give the paper one last read before sending it off with a grin
  23. The Stonemace Clan

    The Stonemace Clan History Axios The Clan dates all the way back to the lands of Axios, created by the first Clan Father of the Clan, Throri 'Warmheart' Stonemace, who was a previous Frostbeard. The Clan was forged after the Frostbeard clan left Urguan for the last time and creating their own Kingdom, by the name of the Kingdom of Kaz'Ulrah. However Throri left the Clan, staying with his kin in Urguan. A few months after Throri's return to Urguan, he formed the clan, first with the name of Oakmace but later renaming it to Stonemace, to fit with his Mountain Dwarf origins. The Clan started to grow and grow, however things started to go down hill as the Clan started to plunge into darkness. It started when Throri was challenged to a honour duel by his own son, Edel Frostbeard now named Edel Silvervein. At first it seems that Throri was winning the duel against his son, disarming him however his advantage did not last long when his son changed the tide of the duel by beating his face to a pulp. Whilst most of the Frostbeard's called for Throri's death Edel spared his father's life, leaving him with the shame of being defeated by a much younger Dwarf. A few weeks after his defeat, his son Edel called for a meeting with all the members of the Clan. Throri turned up to the meeting with Charles The Bald by his side, as soon as he entered the meeting place he noticed Edel, Kerwyr II and a couple of Frostbeards. However the meeting did not go well, with Edel claiming that he is the rightful leader of the clan as he defeated his father in battle, however no terms were placed so he called a vote which ended up with Edel winning, taking the members of the clan and later renaming it to Silvervein. Even with the backing of the Grand Legion, it was impossible to take his clan back, as Edel, later known as Edel 'The Illegitimate' by some Dwarves of Urguan, as he took the Clan to Kaz'Ulrah. After vanishing into the darkness for several years Throri returned into the light, reforming the Clan once again, bearing new armour, returning to Urguan. Notable Clan Members Throri 'Warmheart' Stonemace Founder of the Stonemace Clan, and first ever Stonemace Clan Father Clan Appearance Some Stonemace's have jet black hair and ice blue eyes, just like their cousins the Frostbeards, the Dwarves with this look come form the Frostmace bloodline, whilst some of the Stonemace's have hazelnut brown hair and green eyes, Dwarves that look like this in the Clan come from the Spikemace line. Most Stonemace's average around 4ft and a half feet tall, with a stocky and hardy build to endure the harsh climate whilst living up the mountains. Bloodlines The Frostmace line The Dwarven members of the Frostmace line are characterized by the pitch black hair and blue eyes which shows they are descended from the founder Throri 'Warmheart’ Stonemace, whom was a former Frostbeard. Their personalities tend to be more honourable and stern than other members of another bloodline. The Spikemace line The Dwarves of the Spikemace line are characterized by their brown or ginger hair and blue or green eyes. Their personalities tend to be more calm but ferocious warriors in battle. Personality: Stonemace's are ferocious and tough, they are known for their courage, bravery and their ability to protect the people who they love, their brothers in arms and also for their up most loyalty to the Grand Kingdom of Urguan Uniform The Stonemace’s uniform is made up of golden coloured steel armour, which depictions of ram heads upon the armour. They wear a animal pelt over their back but it all varies depending on the animal they killed. Trials The beardling must take up a journey to the mountains only surviving with the skills he/she was taught and nature itself, the beardling must live and survive in the mountains for a stone week, to truly become themselves and find who they are. The next trial is for the beardling to forge an axe or any weapon. After forging the weapon the beardling must bring the axe to the clan father to inspect, after the inspection of the weapon the last tasks can be completed. The final trial involves to hunt to kill a bear or a wolf. The beardling will trek up the mountain until the young dwarf finds the wild animal. If the beardling kills their prey they would skin it and use its fur pelt as a type of cape, this pelt would signify that they have completed their trials. Once the trials have been completed, the beardling must receive his mark from the Clan Father , the dwarf will the mark as a tattoo which is unique to the beardling/fully fledged member of the clan symbolizing his/her commitment to the clan. They then get given a clan nickname, such as Warmheart or The Valiant, that identifies themselves based on the clan father and elders decision. Clan Oath: I will never compromise the clan, Always help your clan members, Never question the acts of a superior, Always sacrifice your life for someone else's safety, Always respect and do the things your superiors tell you Clan Members Clan Father Throri 'Warmheart' Stonemace (Line: Frostmace) (TJB_Minecraft) Clan Mother Camilla Stonemace (Line: Frostmace) (Creamiest) Clan Elder [Vacant] Members Beardlings Floin Stonemace (Line: Frostmace) (TheAttacker42) Recruitment: MC Name: RP Name: Relation to the clan: Bloodline: Appearance: Profession Skype/Discord:
  24. Ar Yemarin Anaros

    Ar Yemarin Anaros “Clergy of the Holy Truth” “Yemekar is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwedmar in the traditions laid down by the The Maker. Honor your clan leaders as you honor Yemekar.” -From the Dogma of Yemekar The Ar Yemarin Anaros is a clergy of the Brathmordakin operating within the kingdom of Kaz’Ulrah. The clergy was established by first High Prelate Thoak Goldhand in response to the Kirkja Dverga of Urguan not recognizing the rift, and issues among the dwedmar during the Frostbeard’s separation from Urguan. The sole purpose of the Ar Yemarin Anaros is to protect, and defend the original traditions and values of the dwedmar. The clergy claims to not have a prophet nor a speaker of the Brathmordakin claiming that such a thing is nonsense, and always leads to corruption later on. This practice is deemed unethical, and the wrong way to interpret the Brathmordakin. Instead, they believe in the idea incorporating prayer, and worship through craftsmanship, trade, and everyday works so stated in the Dogma of Yemekar. If such an idea is upheld, then the traditions of old will never be forgotten, and passed down from generation to generation. Due to the common occurrence of traditions being contorted through misconceptions, the Prelates of the Brathmordakin are responsible for leading, and ensuring that their respectable clergy does not succumb to chaos, and heresy. Hierarchy of the Church High Prelate: Responsible for the well being of all clergies, he must oversee all affairs of the dwarven church, and any missionary work done within the residing kingdom. The High Prelate must ensure his Prelates are on the correct path in accordance to the traditions laid out by the Brathmordakin in leading their respectable clergy. Prelate: Responsible for their own clergy under their patron High Ancestor Lord, the Prelate is the head of their clergy underneath the High Prelate. It is up to the Prelate to ordain their ministers, and maintain their Clergy to the best of their ability. When a Minister has done legendary works within the Clergy, the High Prelate himself will determine if they are worthy of ascending to a Prelate position or not. Minster: Second to the Prelate. This role within the Clergy is responsible for leading the Clergy in prayer, holy rites, and presiding over oaths to make them official. It is at this time that those who are deemed knowledgeable in the ancestral truths, and have shown absolute reverence to the Brathmordakin are picked, and given this position. Deacon: One who has studied the Brathmordakin long enough to know the proper procedures in prayer. These ones are those who have studied enough to help serve the minister in holy rites, and prayer. It is during this time in the Clergy that these many will observe, and take a hands-on approach in their studies. Preacher: Any Dwedmar who professes their faith for the Brathmordakin, and has the will to spread the ancestral truths of the Clergy. Upon entering the Clergy, one must don the holy vestments of their patron High Ancestor Lord, serve the Brathmordakin, and participate in holy rites, and festivals directed by the Prelate. The High Ancestor Lords, The Brathmordakin “Dwedmar on High” These are the High Ancestor Lords of our people that preside over the halls of Khaz’A’Dentrumm and our people. They were the first sons, and daughter of Yemekar and Anbella that populated the deep caverns, and the mountains. It is every dwedmar’s duty to emulate these High Ancestor Lords through action, craft, word, and to ensure that what they left us with is not altered or forgotten. The Powers of Khaz’A’Dentrumm ~=~ Yemekar, "The Maker" ~=~ Token: Anvil & Flame Alignment: Lawful Good Creator Portfolio: Creation, balance, leader, smithing, protection, metalwork, stonework, fire Clergy: The Order of Stone - Priest(s) of Stone Yemekar is the creator god of the dwedmar race and leader of the Brathmordakin. He is said to have created all dwedmar, forging them from metals and gems in the fires that lie at the "heart of the world," and breathing life-the first dwedmar souls-into the cooling forms. All dwedmar appease Yemekar, even if they do not wholeheartedly support him. Good dwedmar support and work openly to serve the Forge-Father, even if they also worship another High Ancestor Lord. His name is invoked by dwedmar involved in smithwork or craftsmanship of any sort, and they give him homage by doing their best work and seeking to emulate his stonework and craftsmanship. Yemekar is said to inspire dwarven inventions and seeks constantly to improve the race-increasing dwarven good nature, intelligence, and ability to exist in harmony with other living things. At the same time, he battles the pride and isolationist tendencies that occur naturally in his elite creations. It is said that in appearance Yemekar is very much like his creation, the dwedmar, in essence that his face is roughened by the heat of a Eternal Forge, and his face adorned with a grand black coarse beard braided with gems of various color that stretches down to his belt. ~=~ Anbella, "Hearth Mother" ~=~ Token: Two Silver Rings Alignment: Lawful Good Matriarch Portfolio: Safety, honesty, home, healing, marriage, family, fertility, records, oaths, water, nature, peace Clergy: The Order of the Hearth - Priest(s) of the Hearth The mother to all dwedmar, and the bride of Yemekar. She dwells with him at the Eternal Forge within the halls of Khaz’A’Dentruum. The Revered Mother is the defender and protector of the home - not a passive homebody. She is seen as the patron of marriage and love, and her name is often invoked in small home rituals for protection against thieves and duplicity. Anbella is also the goddess of healing. Good dwedmar who value their families, clans, and the common strength and security of dwarven society revere her for her caring and loving service to the entire race. All dwedmar of any alignment who seek a safe refuge or who want their loved ones or relatives kept safe offer her appeasement as well. Although Anbella’s avatar is rarely seen in the Realms, the Revered Mother works ceaselessly to preserve and protect dwarven culture and civilization. Her favorite techniques involve manifesting her powers in dwarven mortals on occasions crucial to the survival of a clan, people, or lore records. She does so either to guide and empower them to protective feats of arms or to lead them to the discovery of forgotten records, facts, and truths. ~=~ Dungrimm, "Guardian of The Dead" ~=~ Token: An Iron Mask Alignment: Lawful Good High Ancestor Lord Portfolio: Battle, valor, bravery, honor, defense, the dead Clergy: The Order of Valor - Priest(s) of Valor Dungrimm is the Father of Battle. All dwedmar who must fight, especially dwedmar who are warriors by profession, worship Dungrimm, their patron and exultant leader in war. Dungrimm watches over the battle-skills and performances of dwedmar from his home in Khaz’A’Dentrumm. He encourages valor in battle, weapon-mastery and training, and wisdom in war, and most often manifests his powers to further these aims. Dungrimm is concerned with war as a way of life and is very different from Yemekar in this respect. Dungrimm maintains good relations with the other members of the Brathmordakin, with the notable exceptions of Khorvad and the Ironborn deities. He works closely with Yemekar, and Grimdugan. Dungrimm is a resolute warrior who never backs down from danger and who refuses to surrender even when all seems lost. He is a strict and ethical deity who brooks no treachery or deceit and who never negotiates or compromises. Triumph must be obtained through valor and bravery, and Dungrimm is swift to humble and humiliate any who overcome by cowardly or deceitful means. The Father of Battle is known for often snatching victory from the narrowest of margins in battle. Dungrimm uses his magic only to influence events indirectly, never in battle. He only resorts to influencing a battle when the very existence of his avatar in the Realms is threatened. He always prefers force of arms to spells. Dungrimm is merry in battle, roaring appreciation of shrewd strategies, bravery, and feats of skill even when such are directed against him. He often sings (both stirring battle-ballads and taunting little ditties to unnerve enemies) in the midst of a fight, and dwedmar have learned to listen for hints, cues, and warnings in his lyrics. He is a master at turning the tables on enemy armies by anticipating their movements on the battlefield and singing directions to dwedmar fighting with him. Like most dwedmar, Dungrimm admires most those who help themselves. He typically appears at a battle only to right hopeless odds against dwedmar, to balance treachery and punish the treasonous, and to aid the weak of all races against evil. ~=~ Belka, "Lady of Passion" ~=~ Token: A Lightning Bolt Alignment: Chaotic Good High Ancestor Lord Portfolio: Love, romance, youth, dancing, courtship, explorers, travellers, seduction, lightning Clergy: The Order of Mercy - Priest(s) of Mercy Belka the Merciful is widely known as the dwedmar goddess of healing and mercy. Dwedmar wounded in battle are often healed in her name. Sick dwedmar, dwedmar healers, midwives, physics, and lovers pray to the Lady of Life. However, her aspect kept secret from non-dwedmar is her most important modern role: her patronage of romantic love, courtship, and fertility. Dwedmar of all alignments and races who are courting appease her, as do those who sentence others in the cause of justice. When dwedmar dance, they pray to Belka to guide their feet, for she is said to be the greatest dancer the dwedmar have ever known. Belka is on excellent terms with most of the other members of the Brathmordakin. She has forged working relationships with those whose principles she abhors-Grimdugan, Khorvad, and Iblees- to facilitate her efforts for the benefit of the dwedmar race. The Lady of Life has served as an emissary between Khorvad of the Ironborn and Yemekar on the rare occasions they must communicate. Belka has little tolerance for hatreds or rivalries that interfere with her efforts to dispense healing and mercy to the wounded and distressed. Belka is invariably warm and caring with a kind word for all, both mortal and divine. She is given to shouts of joy, impromptu dances, and gales of uncontrollable laughter. The Lady of Life is an inveterate match-maker and true romantic who seeks to conjoin star-crossed lovers no matter what the odds. More than one favored dwedmar bachelor or maiden has been swept up in a series of whirlwind affairs, thanks to the unceasing efforts of the Shining Dancer to provide the perfect mate. ~=~ Ogradhad, "The Lore Master" ~=~ Token: An Open Book Alignment: Neutral High Ancestor Lord Portfolio: Scholarship, invention, discovery, knowledge, magic Clergy: The Order of Knowledge - Priest(s) of Knowledge Ogradhad is the patron of dwarven scholars and the embodiment of the chaotic and exploratory spirit that consumes some of the Stout Folk. He is venerated by dwedmar of whom are scholars, inventors, engineers, tinkers, and fiddlers. His worshipers are consumed with the acquiring of knowledge simply for its own sake rather than for any practical purpose. Whereas Yemekar draws smiths and other craftsfolk to his forge, Ogradhad attracts those free-thinkers who want to create something truly new, not a variation on an old theme. Ogradhad is thought to be a child of Yemekar- a chaotic element split off from his father's stern lawfulness and nurtured by the favor of his mother Anbella. In fact the Forge-Father relates well to Ogradhad's creative and explorative instincts, but the Wandering Tinker often drifts away from projects before they are completed and usually before he has found a use for the knowledge he has gathered - a trait that irritates Yemekar to no end. Ogradhad is always getting himself enmeshed in one exploit or another. The Wandering Tinker is tolerated by the lawful members of the High Ancestor Lords because his inventions and innovations have proven to have had beneficial aspects. ~=~ Armakak, "Merchant Father" ~=~ Token: A Gold Coin Alignment: Neutral High Ancestor Lord Portfolio: Wealth, luck, chance, negotiation, merchants, cleverness, the sun Clergy: The Order of Trade - Priest(s) of Trade Armakak the Master Merchant, is the patron of dwedmar merchants and the most non-evil dwedmar thieves. A schemer and a rogue, Armakak is venerated by dwedmar of any neutral alignment engaged in commerce and concerned with wealth. Armakak is sometimes called the Trickster, though not by dwedmar who worship him, and the Laughing Dwed, though a dwedmar would never use such a term. Armakak is on good terms with most members of the Brathmordakin, having forged a particularly close relationship with Ogradhad. The Master Merchant even maintains an uneasy truce with Grimdugan, the Great Master of Greed. Armakak trades with a great number of other mortals and powers, and as a result, he has forged solid relationships with a wide range of beings, far more than the other, relatively insular, members of the Brathmordakin. ~=~ Grimdugan, "Lord of Avarice" ~=~ Token: Obsidian Dagger Alignment: Chaotic Neutral High Ancestor Lord Portfolio: Greed, money, merchant, thieves, shadows, marauders Clergy: The Order of Greed - Priest(s) of Greed Grimdugan, the Avaricious is the High Ancestor Lord of greed, venerated by most evil dwedmar and nearly all evil dwedmar thieves. He represents the worst aspect and major weakness of dwedmar character. Many dwedmar and even non-dwed consumed with treasure lust and greed, or those who seek to steal valuables, make offerings to him. Grimdugan is squat and hunched, despite his height. He seems to slither and sidle along as he walks, never making much noise but often rubbing his hands together. If carrying gems or gold, he often caresses these in a continuous, unconscious, overwhelmingly sensuous manner. At times, this has made ignorant folk attack him, overcome by lust to gain the treasure he holds. The Great Master is said to have burning yellow-green eyes (blazing yellow when eager for treasure or when pouncing upon it, hooded and green while scheming or when thwarted). He has a sharp hooked nose like a giant eagle's beak and always dresses in leather armor and furs, both fashioned from the skins of creatures who have opposed him and died to regret it. He is said to have a harsh, husky, wheedling voice and a quick temper, hissing and spitting when angry. Grimdugan is governed by his insatiable lust for treasure, especially gold, and is treacherous in his dealings with dwedmar. He roams many worlds, including the Realms, in avatar form in search of treasure. Grimdugan uses any means, no matter how evil, to further his ends, which typically involve the acquisition of wealth. Should the Great Master of Greed see treasure worth more than 1,000 mina or any magical item, he is attracted to steal it outright or slay the owner and then take it anyway. If frustrated in an attempt to steal an item, Abbathor tries to destroy it so as not to he tortured by the memory of his failure. Exiled Powers ~=~ Khorvad, “The Exile” ~=~ Token: Shackles Alignment: Chaotic Evil Banished Power Portfolio: Subterfuge, Deceit, Oathbreaking, Arrogance, Usurpers Clergy: Clergy of Betrayal - Priest(s) of Betrayal Khorvad is the patron of the Ironborn, or gray dwarves, a malevolent breed of dwarves who dwell in the dark reaches of the world and who withdrew from the rest of dwarven society long ago along with their god after their empire was overthrown. The Exile is venerated by most gray dwarves as the protector of the race who defends them from the countless other creatures of the dark who wish to enslave them and seize their tunnels, mines, and crafts. Ironborn craftsmen, particularly those who seek to create magical weapons, pay particular homage to Khorvad. Khorvad has long been estranged from the other members of the Brathmordakin, and he regards them as lazy, indolent, and feckless. The reasons behind the Gray Protector's exile vary according to the perspective of the speaker: The Brathmordakin, as well as most cave and mountain dwarves, hold that Khorvad was banished by Yemekar for his crimes in spawning Iblees from his blood, while Khorvad, as well as most gray dwarves, asserts that he took a stand on principle against the other High Ancestor Lords, and that his exile is self-imposed. The Exile particularly loathes Yemekar, his nominal superior, and the personal animosity between the two accounts for much of Yemekar’s enmity against the rest of the High Ancestor Lords. Khorvad is habitually grim, gloomy, and joyless. The Exile's nature is certainly evilly inclined, but much of this is the evil of a being turned in on itself and bitter at what he sees as being unvalued and rejected by the other Brathmordakin powers. Khorvad is supremely lawful, unbending and harsh, and he demands constant toil under harsh conditions from the Ironborn, and those subjugated beneath them. He does reward hard work by teaching the Grafting of magical items (especially weapons) and by extending his protection. The Exile sends an avatar to defend a hardworking and oppressed Ironborn community by use of protective and warding magic, rarely entering into open battle