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  1. The line of Igor, a line of respectable and honorable Irehearts, a line of Kings and Paragons. Igor Ireheart, famed for winning battles in which he was outmatched and outnumbered, brought fame to his name and his kin. But soon after, sacrificed his life to defeat an Aengul in revenge of his brother, Dreek Ireheart. And then onto Vorstag Ireheart, his name spoken throughout the ages for leading his warriors time and time again into battle, sharing every risk and discomfort his lessers took. Twice he was crowned Grand King, eventually following the same fate as Igor, sacrificing himself to defeat a corrupted Urir Ireheart and save the most important dwarven relics in history, the Armour of Urguan. Bastion Ireheart, direct son of Igor forged his own legacy as he fought and worked for his fame. He ascended to Grand King and followed the example of Vorstag, leading the legion into battle against the Orenian Empire, ultimately defeating them. The songs and stories of Bastion and his exploits are still talked about to this day. The Glory of not only the line of Igor, but Roggar, Olaf and Dreek could be sung for ages and never end. Agnar Ireheart, son of Igor and great-grandson of Kjellos is my father. Boasting about his service to Urguan and to the Irehearts, always loyal, always attentive to the tenets of the Clan and its values, Honor, Loyalty, Devotion, Bravery and Respect. These are the values our clan abides by, from Igor to Axel they have not only kept these tenets close. But have always shown they’re amplified loyalty to not only their bloodline, their nation, but also their kin. You would think that a son of Igor and descendent of Kjellos as well as relative to many great kings would be loyal to their own blood and to their Clan Father, especially his own son. But it is quite the opposite. Agnar Ireheart you have betrayed your kin and betrayed your own son for a position of power in the Kingdom of Urguan. Breaking the blood oath you forged with the clan upon the completion of your Ireheart Trials. Igor, Kjell, Roggar, Olaf and Dreek would be disappointed and ashamed to know you are related to them, knowing you still call yourself an Ireheart despite your breaking of our tenets, values and oath. Such a betrayal will not go unanswered by your son, nor by Clan Ireheart. Agnar Ireheart, You will be stripped of your status as Blooded from Clan Ireheart, stripped of your gryphon feather, and stripped of the name Ireheart. You are also stripped of any claim to the Ireheart throne and to the ancient name of Stormhammer, the sub clan to the Irehearts. Finally, for your betrayal of your own son, and betrayal of every dwed who has the name Ireheart, you are hereby banished from Clan Ireheart for eternity and will forever be shunned by your blood till the end of your days. Signed, Lord of the Irehearts, Jarl of Dol’Gorix and Bane of the Orcs Grand King Emeritus, Grandson of Roggar, Father of Utak, Elder of Clan Ireheart, Champion of Clan Ireheart and Defender of the Articles Son of Rorik Ireheart, Elder of Clan Ireheart Son of Dreek Ireheart, Peoples King, Grand Champion of Urguan Elder of Clan Ireheart, Line of Roggar
  2. 12th of Sun’s Smile, SA 59 (Jan. 16th. 2022) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ IN ANSWER TO YAVOK’S FOLK ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ Two centuries ago, an age of continued dwarven rule was disrupted by the chaos of the War of the Beards, which brought the forces of the Brathmordakin to their weakest. After the fall of many city states which had risen in the power vacuum, one would stand triumphant and reclaim the honor of old Urguan: Agnarum. Ever since the reunification of the dwarves, it has been a steady crawl back to our former glory. For decades, it was always a fight for our very unified existence. Now here in Almaris, we stand together as a Kingdom truly deserving of the title “Grand.” Our prosperity has reached great heights, with a booming Workforce composed of many successful guilds and rich workers. The forges incessantly burn with the fire of industry and our anvils never cooled by inaction. Even without the blessings of the runes, the dwarves have forged great works that our predecessors would marvel at. The great throngs of Urguan are at their mightiest, full of not only dwarves, but also mighty men who live with us in the valleys and meadows of the mountains. We have forged strong bonds, and shall forge them stronger yet in the years to come, encouraging our vassals to grow and our mountains to stand taller with towers and turrets, so that no enemy shall ever wrong our folk. We shall cooperate further with our allies, and ensure that our pacts shall last centuries longer in shared peace and prosperity. Our empire is vast, rivaling that of many great kingdoms of man, and allied with the greatest among them. We have come much farther than the humbled dwarves hiding away in the caverns of Atlas alone could have ever imagined. No doubt, we are at the beginning of a Golden Age. For some however, this unrivaled age of prosperity was not enough. There are those who are unable, or perhaps just unwilling, to share the glory with their kin but demand a greater place amongst their brothers. The Intimidations of Clan Ireheart After the height of Urguan and Haense’s victory in the siege against Southbridge, Clan Ireheart decided to test their fame and sought a meeting with the Lordship of Du Loc. Here they asked the settlement to become a vassal to their clan, especially after their aid against a beast which had attacked the Lordship. This was perceived as an insult and a threat, causing Du Loc to then accuse the dwarves on the world stage of conquest. A miscommunication free of guilt on either side, certainly. Ulfric Frostbeard, desiring peace with the long time neutral neighbors of Urguan, went with some of his councilors to Du Loc and resolved the issue, not once admitting that the Irehearts had intended to threaten Du Loc nor ceding ground to the humans, only to guarantee the Leaders of Du Loc knew there was no need to call for aid, as there would not be a fight. Ulfric completed his duty as Grand King to protect the Grand Kingdom of Urguan and its honor. To ensure that we would not make war with good folk and dispel rumors, and did so using diplomacy, not the ax. In return, Clan Ireheart - who began this conflict by meeting without the King and the Kingdom in an attempt to gain power over Du Loc for themselves, thus jeopardizing the entirety of Urguan during a time of war, for the pride of their clan - declared Ulfric Frostbeard a traitor to the Kingdom. Clan Ireheart then demanded that Ulfric Frostbeard submit to their terms and challenged the Grand King to an honor duel within their Clan Hall when he refused, with their full folk rallied along with mercenaries present. When Ulfric denied both their demands and their challenge, and attempted to leave peacefully, Clan Ireheart proceeded to chase after the Grand King, weapons in hand, driving him from the city and down the road, before driving him into the dirt and surrounding him. Once again, they tried to pressure the Grand King into an honor duel, and were once again refused. Only then did they let him leave in peace. This is nothing short of intimidation of the Grand King, attempting to force him into a duel so that Clan Ireheart could beat him into submission. There is no question of honor, for no honor had been insulted. The Grand King upheld his duty, yet despite Ulfric’s ever open ears, Bakir Ireheart, Ulfric Frostbeard's own and trusted King’s Hand, led his folk to ignore attempts at reasonable resolution and instead escalated to scare tactics. The very same tactics employed against orcs and elves, employed upon their own King. As many know, afterwards Clan Ireheart made their list of utterly unreasonable terms of settlement. In this sham of a declaration, the actions of the dwarven monarch four reigns ago were dredged up from the past, as well as their discontent at losing a fair election two reigns ago. All to give their imagined slight concerning Du Loc the image of justified rage, but it is nothing more than a pathetic power play. They demand the Grand Kingdom repay them for wrongs that were never committed, and rather than appeal to the council or through any legitimate means offered to them within the Kingdom, means in which they very likely would have been successful, Clan Ireheart elects to intimidate and put themselves above their kin. This is blatant subversion of the very institutions of which they have always proclaimed to be staunch protectors. What many do not know is that Clan Ireheart did not even have the honor or decency to wait for their terms to be addressed. Instead they immediately traveled to Oren that very stone evening, and petitioned the Emperor, declaring they would no longer fight for Urguan in the war and seeking the Empire to launch a counterattack against Urguan’s occupied territories. This is nothing short of an utter and outright betrayal of all the Sons of Urguan and all the Citizens of the Grand Kingdom of Urguan. The Reprimand from the Grand Council: Despite what many within Clan Ireheart seem to believe, they had held no disgrace in their kin’s hearts before their intimidations. No doubt, their clan was respected by all others with few individual exceptions. If they truly had grievances and disagreements, certainly through the legitimate avenues they would have successfully resolved them, but the pride of Yavok’s Folk has betrayed them. Left with no other choice, last stone evening the Grand Council, with the exception of Clan Ireheart, met with the Grand King to discuss these recent treasonous actions. After much deliberation, an overwhelming majority of the council has agreed to the following measures: First, let there be no debate. All demands made from Clan Ireheart to Grand King Ulfric Frostbeard and the Council of Urguan are denied outright. Second, let there be no disunity. Clan Ireheart is removed from its seat on the Grand Council of Urguan, only to be reinstated by a 66% majority vote of the Grand Council. Third, let there be no doubt. All members of Clan Ireheart shall be stripped of their Legion and Kingdom titles, along with the powers and the responsibilities which accompany them. Fourth, let there be no grudges. Each Ireheart who has signed his name to their ill-fated cause shall publicly apologize to Grand King Ulfric Frostbeard and swear a new oath of loyalty in the presence of the Council of Urguan. Until a Son of Yavok has made this oath, the previous terms shall be held against him. Fifth, let the instigator face justice. Gror Ireheart, publicly identified as the most traitorous of the Irehearts, shall be banished from Urguan for eternity. Sixth, let the followers face justice. Bakir Ireheart, the Rikkin of Clan Ireheart, and Ragrin Ireheart, who publicly called for Irehearts to dethrone Grand King Ulfric Frostbeard, must submit themselves to a formal trial before the High Courts of Urguan. If these terms are deemed unfair by Clan Ireheart, then understand this; you are free sons and daughters of Urguan, and despite your actions, the glory of previous cooperation cannot be forgotten. You are free by your nature created by Yemekar to be discontented, and if you find the Grand Kingdom’s denial of your demands unfavorable, then you are free to depart at your will, just as you departed under Norli. Know that you shall only be allowed to return upon resolving your wrongs, and as equals to all dwarves. If we are so corrupt and destitute in Urguan, and that it is far greater for dwarves to live as secondary vassals to Irehearts in all times; then go ahead and go. You are released from your oaths, and I pray the Brathmordakin guide you. To the rest of the realm, to Almaris, Urguan offers this warning; This changes nothing. Urguan shall stand strong for centuries to come, with or without Clan Ireheart. We shall uphold our honor with no hesitation, alongside our great allies and vassals who have fought alongside us. Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor of the Grand Kingdom of Urguan, Elder of Clan Irongrinder, High King of Kaz’Ulrah, Grand Admiral of the Urguani Fleet, Youngest of Zahrer, Former Child, CEO of DNN, CFO of Dwedcorp Lord Justiciar of the High Courts of Urguan, Rikkin of Clan Irongut, Holder of the Book of Grudges, Lordak’ur’Aurokaraad, Prelate of Ogradhad, Master Remembrancer , Second Medic, Iron Baron. Grand Marshal of the Urguan Legion, Defender of Kal’Ordholm, Grandson of Kjellos, & Son of Igor Lord of Grandaxes, Brewmaster, Lord of Kal’Bogrin Arch-Runelord of the Citadel of Arcadia, Lord of Clan Irongrinder, Ruhn Marshal of the Legion of Mercy, CEO of the dwedmar corporation, Captain of the Battleship Dwedsmark, Master of the Ruhnland, Former Child, Lord of Kal’Khron, Kal’Nuram, Varoth’Akvel, Fort Uno’Reverse, Arbiter of the Prophet of Mercy. Bekarumm oz da Kornazkarumm, the First Starsmith, Draknadreng, Master Smith of the Urguani Workers’ Guild, Longbeard of the Legion of Urguan Grand King Emeritus, Restorer of Clan Starbreaker, Elder of Gotrek’s Folk, Lord of Azrummloss Dor and Kal’Evraal, Bane of the Neverborn, Conqueror of the Korvassa, Slayer of Gods, Hero of the Brathmordakin Grand Steward and Gamesmaster of Urguan, Hand of the Grand King of Urguan. Elder of Clan Frostbeard, son of Rhewen.
  3. Justice, not Injustice Firstly, I wish to commend Gror Ireheart for his ability to scribe letters. His replication of various sections of Urguan’s Articles and Legal Codex were finely written, even if the comprehension was lacking. That alone is a great feat for a dwed of his skills. However, as Lord Justicar of Urguan, I feel obligated by my station to correct gross misinterpretations of our laws, so that no misunderstanding might persist. I shall do so in the order presented by Gror Ireheart himself, for ease of comparison. Gror Ireheart claims that Clan Ireheart was denied protection from the agents of Du Loc. This is blatantly false. The particulars of Grand King Ulfric Frostbeard’s agreement with Du Loc specified that Du Loc would be allowed to protect themselves from Clan Ireheart if the they ever returned to Du Loc to attack civillians or otherwise broke the laws of the Lordship, Ulfric knowing that the Irehearts would not do so in the first place. In simpler terms, in order for any Ireheart to be allowed to come to harm without repercussion from Urguan, they would first have to leave the bounds of Urguan’s territory, trespass into the sovereign lands of Du Loc (from which they are banished), and threaten or otherwise unjustly harm the citizens of Du Loc. By no means whatsoever can this be portrayed as a betrayal on Clan Ireheart, and is historically the terms that Sons of Yavok have requested for Urguan to offer to other nations that the clan is feuding with; example being Krugmar during the reign of Jorvin ‘Godslayer’ Kazrinsson. Though Gror Ireheart’s foolish attempt to quote the Articles of Urguan to support his “claim” that Grand King Ulfric Frostbeard was in the wrong is so twisted it seems a waste of time to answer it at all, I shall still do so. The Articles state: ARTICLE IV: THE CITIZENRY OF URGUAN Section III: The Rights to Protection and Justice Section 3.2: A dwed is to be able to protect themselves and be protected within the Grand Kingdom of Urguan. This guarantee only stands within Urguan’s own sovereign borders, not within the borders of other sovereign nations. I could waste more time expounding upon all of the problems with Gror’s first claim, but I shall let it rest and move on, lest I run out of ink. Gror Ireheart claims that, by refusing an honor duel, Ulfric Frostbeard broke the Articles of Urguan is, for lack of a better term, utterly stupid and outright uninformed. The Articles state: ARTICLE IV: THE CITIZENRY OF URGUAN Section III: The Rights to Protection and Justice Section 3.3: A citizen is able to seek justice for any wrongdoings through the judiciary body within the Grand Kingdom of Urguan Section 3.3.1: The tradition of honor dueling is to be upheld as a tried and true way for personal disputes to be settled, but are to be regulated by the aforementioned judiciary body. I notice that when mentioning this honor duel, Gror fails to also mention the challenge was made in the midst of a dozen Irehearts, all with weapons drawn and surrounding Ulfric Frostbeard, alongside an attempt to lock him and his council members inside their clan hall. Yet, that blatant attempt to intimidate the Grand King has already been rebuked, so I shall instead focus on the legal falsehoods Gror places before you. Nowhere in Urguan’s law does it say someone is legally obligated to accept a duel. If the duel is denied, then other means of rectification must be sought out. This has always been the case, and it is a misguided notion that by not accepting the honor duel, the Articles of Urguan were broken. However, if Gror did seek to force the Honor Duel to be accepted as part of payment for a crime, he may have sought out the Lord Justiciar or the proper means that all other clans act by. Gror Ireheart claims that the public declaration of his banishment was unjust, as there was no trial. This, at the very least, was an understandable objection. However, under a council vote not only approved, but championed, by Clan Ireheart, Grand King Ulfric Frostbeard was given emergency powers for the duration of the war with Oren. These powers were further extended to him by a majority vote of the council for the duration of the conflict with Clan Ireheart. Regarding the dismissal of all Irehearts from their Legion and Governmental positions, all of those positions reside within the absolute power of the Grand King, meaning he may appoint or remove people to those positions as he sees fit. Gror Ireheart claims that all members of Clan Ireheart were banished from the kingdom without a proper trial. This just proves that Clan Ireheart did not (or could not) read the official missive from the kingdom. Clan Ireheart was not banished, but they lost their rights as recognized citizens of Urguan. Furthermore, each Ireheart was individually given the chance to regain their lost status of citizen of their own accords, but if they did not wish to do so, they were promised the right to leave Urguan without fear of harm or retribution. Frankly, the article Gror addresses to substantiate his claim has no bearing on the situation, for it refers only to the powers of the High Court in regards of Urguani Officials under investigation for some crime, and has no bearing on the powers of the Grand King. I, however, will cite an article that is relevant. Gror Ireheart claims that Clan Ireheart were unjustly stripped of their vote on Urguan’s Grand Council. For this he cited the following: ARTICLE I: The Grand Council Section I: Structure of the Grand Council Section 1: May each Greater Clan or Union of the Grand Kingdom of Urguan have a guaranteed representative on the Grand Council with a guaranteed singular base vote. ARTICLE V: The Clans of Urguan Section I: Recognition of Clans Section 2: Let there be Greater Clans, the greatest possible official recognition a dwarven family may receive. However, the Articles also state: ARTICLE I: THE Grand Council Section II: Powers of the Grand Council Section 6: May the Grand Council have the power to vote on the status of a clan with a simple majority and Royal Approval. For those unclear on the issue, Clan Ireheart’s status as a “Greater Clan” was removed by a near unanimous vote of the Grand Council. Subsequently, they lost their seat on the council. This was no tyrannical decision made by the Grand King alone, but one that went through proper council procedures. Gror Ireheart claims that Ulfric Frostbeard somehow committed the crimes of conspiracy and sedition, which are defined as: Conspiracy - Conspiracy is the crime of conspiring to commit any other crime listed within this Code of Laws. Sedition - Sedition is the crime of spreading literature of speech intended to provoke revolution or treason. Frankly, this last claim is so baffling that I first had to spend an hour becoming intoxicated just to understand this statement. I write the rest of this now, so drunk that I will likely not remember publishing this letter. The idea that the Grand Council and the Grand King could commit the act of sedition, which itself is a crime committed against the dwarven government, is idiotic. However, even entertaining the idea that it could be possible, I still fail to see what actions would qualify as this. Neither called for open revolution against the government, nor did they promote the citizens to commit treason. Instead, they only addressed the wrongs already committed by Clan Ireheart and offered a just rebuke and punishment. I am now greatly wearied by the writing of this letter, so I shall retire with this statement: Clan Ireheart has a long history of “playing the victim” whenever they are clearly in the wrong, stooping to levels hardly comprehensible in any vain effort to justify their actions. This is only the latest feeble attempt for the Irehearts to satisfy their ever growing desperate need to be in the right. I shall also take this time to advertise the opening of a new charity: The Irongut Foundation for Disabled Irehearts, who will strive to educate these most hopeless cases in the simple art of reading comprehension. Donations are now being accepted. Lord Justicar of the High Courts of Urguan, Rikkin of Clan Irongut, Holder of the Book of Grudges, Lordak’ur’Aurokaraad, Prelate of Ogradhad, Master Remembrancer , Second Medic, Iron Baron.
  4. POSTERS HANG AROUND THE WORLD OF ALMARIS The papers would read; JOIN TODAY! The Gold Bulls (Golden Bulls of Mortemgarde) Follow the teachings of Yemekar, and Aelif. The true high gods of Almaris! Fight like a true warrior and make your way into the eyes of the gods. Reject Modernity and make the North, great once again. Follow Hyperborea and Ancient Northmen ways! Help us spread the word through sacrifice, change and adventure. 555 ----------------------------------------------------------------------------============================---------------------------------------------------------------------------- Erik also known as, Erik Wit'an'axe The Future king of the great North Applications: Discord: ING (In-game name):
  5. A DRAGONS STORY “Honor is the pillar on which a Dwarf builds his moral compass, Irehearts greatly exaggerate this ideal. In conflict and politics, the Clan holds to oaths and shows great honor.” Since the founding of the clan by Yavok Ireheart, the Irehearts have lived and died by the tenets of the Clan. Honor, Loyalty, Devotion, Bravery and Respect have been the clan's pillars. The Irehearts have gained a reputation for being great warriors, Paragons, Successful Kings, Generals and Dragon-Slayers. The meeting with Du-Loc was nothing malicious nor breaking the tenets of the clan. A proposal was made to the leader of Du-Loc, the city of Du-Loc would vassalize under Clan Ireheart, and in return the famed dragon slayers would kill the dragon that kept coming back, not only that but the Irehearts would fully protect and uphold the values of Du-Loc, “No Taxes, No Laws, No spooks”. The Du-Loc leader rejected this proposal, but before the Lord of the Irehearts could respond, a dragon of great size flew down upon the city, placing its dragonic feet upon the library scanning the city for something. As soon as the dragon arrived the people of Du-Loc went into panic, claiming the Irehearts are the kin of the dragon and summoned it there to force Du-Loc to subjugate under the Irehearts. I, Bakir Ireheart sent word to my clan that a dragon was present. As my kin arrived, the guards that were in the city refused to let the rest of my kin inside to help. The people of Du-Loc continued to insult the Irehearts present, we stood against the dragon, helping the citizens of Du-Loc make the dragon flee from the city even though they continued to mock and sling insults, after the dragon left and whipped its giant wings and flew off, the Irehearts soon departed as well with no blood shed. (A depiction of what the dragon looked like during the attack) These are the true events that transpired at the incident at Du-Loc, not an attack against Canonism, nor an attempt to circumvent the Grand King of Urguan. The intentions of Clan Ireheart were pure and non malicious.
  6. The Grandaxe Clan “the Spirit o’ the Dwedmar ‘as been kept broight, an’ fer tha’ ah am proud” – Fimlin Grandaxe The Grandaxes are an Elder Clan of mountain dwarves hailing from the northern mountains in Aegis, originally known for their long lines of politically powerful dwarfs and proud honorable warriors. These dwarfs are known far and wide as honorable and proud in nature. Traditionally, to be a Grandaxe means to embody justice and honor above all except the Brathmordakin. The Grandaxe clan is also known for having three main bloodlines of kin; Blackaxe, Braveaxe and Grimaxe. Notable dwarven kings and figures of dwarven history can easily be traced back to the Grandaxe line one way or another. Notable figures include Fimlin Grandaxe, Valen Grandaxe, Thorin Grandaxe and Thorik Grandaxe, who are all dwarves who have contributed much to reforming the Dwarven Nation and building up its strength. When the dwarfs need a reliable fighting force, look no further than the Grandaxes. Their speed and force may send even the most mighty of Ologs onto their backs. Overall the Grandaxe clan are proud and honorable dwarfs who live as both warriors and politicians. Modern day Grandaxes focus on fighting for their family and clan. While they still retain many militaristic aspects in their culture, their skills have diversified to include helping others around the community. In addition, Grandaxes tend to make up the backbone of the dwarven workforce, with many serving in taverns, working in the legion, or promoting trade in the city. ~History~ The Grandaxe clan was founded by one of the sons of Urguan, Bogrin Grandaxe who gathered his family and his followers to the northern ranges of Aegis. The clan participated in the politics of Khaz’Urguan from a distance, and when Velkan Ironborn rose to power and formed the Empire of Khorvad, the Grandaxes joined in Simppa’s rebellion against the Ironborn rule. When Simppa marched on the Ironborn, the Grandaxes followed suit alongside the Frostbeards and Ironguts and vanquished the Ironborn. Thus the Kingdom of Urguan was restored and the Grandaxes stood by it. A tragedy would soon befall the clan however, as the new King Grimlie declares war on the human Kingdom of Oren, the clan descends into disagreement. The Clan Father, Thrain Grandaxe wanted the clan to support the Kingdom in its war effort however his brother; Decks Grandaxe opposed the war and was banished from the Kingdom. Decks now disgraced took his brothers Gulik and Grady and their children and moved into Kal’Domhain, one of the old Grandaxe holds. With the clan split in two, Thrain Grandaxe and his brothers Rhakun and Gilneas named themselves the “Braveaxe Clan” to show their loyalty to the Kingdom while Decks and his followers became the “Blackaxe Clan” a name meant to bring disgrace but was accepted by them. Many years had passed, eventually Decks passed away and his son Bazian Blackaxe became the leader of his clan. Bazian, tired of the grudges between their kin brought the Blackaxes back to Kal’Urguan to live with the rest of their kin. At this time the King was Gotrek Firemane, known to frequently travel and be absent of his people. Thorik Braveaxe, son of Thrain was disgusted by the status of the Kingdom and couped Gotrek from power, taking up the mantle of King himself with support from both the Braveaxes and the Blackaxes. Thorik formed the Grand council out of his supporters Chaecus Braveaxe, Stronghold Braveaxe, Broski Braveaxe, and Valen Blackaxe. The Grandaxe councilors do much for the Kingdom, protecting Urguan in the Great War of Aegis and defeating the Elven-Orcish alliance and later conquering Alras in the Dwarf-Alras war. The Undead of Aegis had begun to further their foothold, forcing the people of Aegis to convene against them. Champions were sent by the four descendants into the Nether to try and destroy it, from the dwarves was Kjell Ireheart, Urir Ireheart, and Valen Blackaxe. At the cost of Urir’s life the attempt was a success, however it was short lived when the Undead overran Kal’Urguan and the other nations, forcing them to flee to the land of Asuloun. In Asuloun Thorik continues to rule the Kingdom until he is supposedly assassinated, the title of King falling to Broski Braveaxe, then Stronghold Braveaxe before finally falling to Kjell Ireheart. With Thorik’s kingdom in shambles and the dwarves in a state of decline Bazian Blackaxe calls the Blackaxes and the Braveaxes together to unite back into the Grandaxe Clan. Both clans agree and the Grandaxes are made whole once more. With Kjell’s new Kingdom, the Grandaxe clan founded Kal’Anart on the northern border of the Dwarven lands, defending them against the Orcs not far from their hold. The Kingdom had now been made up of a great expanse of land, including the Irongut hold of Kal’Dwain, the Grandaxes in Kal’Anart, the Goldhands in Kal’Alras and the Irehearts in Mount Ire and Kal’Mugdor. Under this system the Empire of Urguan was founded, the lords of each hold becoming the council below Emperor Kjell to assist him in managing the Empire. The Orcs attack the Kingdom, and enjoy initial success but are pushed back into the north by the dwarven armies before they are able to conquer any major dwarven holds. The clan continued to live in Kal’Anart through the end of Kjell’s and into Hiebe Irongut’s reign and until the destruction of Asuloun, where they fled to Elysium. As the opportunity to avenge the death of their former King, Thorik Braveaxe arose Valen Grandaxe marched the Grandaxe Clan in full force into the hold of his killers, but found something they did not expect. Under the possession of an ancient evil, Thorik still lived and with the Hammer of Urguan, was freed from the prison of his own mind from Ondnarch, the bringer of the silent cold. The return of the old Grand King had dwarves of all clans and creed rally beneath him as he claimed his right to the throne. With the backing of the Grandaxe Clan, Thorik Grandaxe was once again crowned Grand King of the newly formed Grand Kingdom of Urguan. Thorik started restoring the Grand Kingdom with the Treaty of Aturial, forging an alliance with Emperor Godfrey and the Holy Oren Empire, it was his hope that peace would soon ensue. Thorik also wrote the Articles of Urguan, a constitution to govern the Grand Kingdom with Valen Grandaxe, Bazian Grandaxe. After the articles were finished Thorik stepped down and Omithiel Strongbrow took to the throne. After discovering the path to Anthos, the clan set sail with the dwarves and lived within Kal’Azgoth, the new dwarven city. In Kal’Azgoth, Omithiel ruled until he decided to step down, allowing Thorin Grandaxe, a skillful Legion Commander, to become Grand King. When a dwarven lord was killed by the White Rose on the way to Kal’Azgoth, Thorin grew furious and broke the pact with Oren and declared war. The dwarven Legion marched north and met the Orenian army on the battlefield at the Nation’s Crossing, but was pushed back after a flank from the west. Despite the victory, many Orenians decided to leave Anthos for another land, allowing Thorin to pressure many of the human lords into submission and conquering the rest. With the Orenian lands beneath Thorin he divided up the former Empire into individual kingdoms and named himself the Emperor of Urguan, forming the second empire in dwarven history. The clan had little time to enjoy the victory however, as the deaths of Valen Grandaxe and later Thorik Grandaxe left the clan with little leadership outside of Thorin himself. But even then the clan did not have time between its grief, as Thorin Grandaxe himself is slain by Ondnarch, releasing the conquered kingdoms. The clan fell through the leadership of several dwarves with little time in between until falling to Fimlin Grandaxe. Fimlin obtained the position in the midst of the Orenian invasion of Urguan, and urgently called for his clanmates to return and fight against the invaders. Fimlin was largely successful, reviving the clan and bringing it back into an integral part of dwarven politics after both he and his brother Fili Grandaxe earned spots on the King’s council. After the war had ended with the Grand Kingdom successfully repelling the invaders in The Battle of Indagolaf the clan began to further come back to life, and was able to see Wulfgar Grandaxe onto the throne after the death of Indago Stormhammer who had ruled during the war. Wulfgar not only began to rebuild the Grand Kingdom post-war he also helped the clan further gain back its power by promoting Fimlin Grandaxe to the Lord’s Council. The clan continued to grow in numbers and when Anthos fell it followed the Grand Kingdom into Kal’Arkon until eventually moving on to Athera. In Athera, Midgor Ireheart the son of Kjell Ireheart was Grand King, ruling from the mountain city of Kal’Agnar. Early on, the Grandaxes and the Ironguts moved into the north of Athera, founding Hiebenhall and Kal’Akyth respectively. Midgor was not pleased at the leaving dwarves and threatened action, thus when the time arose the council removed Midgor from Kingship. In his place Fimlin Grandaxe was elected and the Grandaxes returned to Kal’Agnar with Fili Grandaxe as the Clan Father. Fimlin ruled the Grand Kingdom when Khaz’Urguan was rediscovered, and the Undead released back into the world. With the return of the Undead, a remnant of the ancient Ironborn clan waited for an opportunity to invade Kal’Agnar, and found that opportunity when the Starbreaker clan rebelled from the “Underkingdom.” The Ironborn with the backing of the Starbreakers and the Undead launched an invasion on Kal’Agnar and overran the dwarven Legion, forcing the remaining dwarves to retreat to Hiebenhall. The clan took many losses in the invasion but continued to persevere with the rest of the dwarves in Hiebenhall until the dwarven armies rallied up to retake the Grand Kingdom and were able to successfully do so despite the fortifications in their way. Fimlin then tried to rebuild the Grand Kingdom after the war, commissioning the construction of Kal’Karaad but was removed by the council before it was finished. The clan then held an ongoing distrust for the council and its deeds, believing it to be corrupt and against the dwarven interests. The Grandaxes, disheartened with the politics of the Kingdom founded Kal’Bogrin north of Hiebenhall for the clan to reside in. Zahrer Irongrinder was elected Grand King and tried to re-establish the Lord’s Council of Anthos but the motion was rejected by the Grandaxe and Frostbeard clans. Furious the Grand King removed the Frostbeards from their power and replaced them with the Doomforged who voted in favor of the council. The new Lord’s Council was made up of its supporters which further angered the Grandaxes, who were then the largest clan in the Kingdom. After an incident with Zahrer’s elven concubine, the Lord’s Council wished to banish the Grandaxes from the Kingdom. When Zahrer refused, the council removed him from Kingship but the Grandaxes had already abandoned Kal’Karaad and moved into Kal’Bogrin. The Grandaxes declared their independence but soon came under immediate threat from the Kingdom of Oren, which marched on Hiebenhall. The Grandaxes vowed to defend Hiebenhall despite the council, and eventually with a majority of dwarves dissenting against the council the Lords were expelled from the Grand Kingdom and the land given over to the Grandaxes. The Grandaxes then without hesitation gave the lands to the elected Grand King Hodir Doomforged and marched south to defend Hiebenhall. The Orenian army, surprised to find a united dwarven army was repelled. The initial victory was soon lost as the dwarven Siege of Drakenburgh failed and the Orenian army given time to recooperate. With a renewed offensive, the Orenian army attacked Kal’Bogrin and captured the hold, which had luckily been evacuated after being warned. Hiebenhall too was captured, at night by a squadron of Orenians while the Legion was fighting in an ancient hall. With the war lost, the Grandaxes moved south of Kal’Karaad in the foothills where Kal’Eknar was founded. Peace would not last long however, as Vrograk’Gorkil became the new Orcish Rex he warred on the dwarves and besieged Kal’Eknar. Although the Orcish horde initially dominated the dwarves, the garrison at Kal’Eknar was able to charge out and cut down the Orcs while they were unexpecting. The Grandaxes, hoping to protect their kin from further tragedy helped form a Mountain Blood-Pact between the Grandaxe, Frostbeard, and Ireheart clans. They continued living in Kal’Eknar until Athera fell and the dwarves forced to move on to Vailor. In Vailor, the Grandaxes established a hold on the Isle of Avar, named Kal’Valen after their renowned ancestor. The Grandaxes formed a vanguard against a potential invasion from Orenian forces, as Avar was a large island between the sea separating the two Kingdoms. Fili Grandaxe went missing and Fimlin Grandaxe became the Clan Father. This issue was used as an excuse for the Frostbeard clan to break the pact, dishonoring the clan greatly and setting a grudge on the Frostbeards. When Skippy Irongut was elected Grand King against his opposition; Verthaik Frostbeard, the Frostbeard clan rebelled and tried to forcefully take the throne. The Grandaxes stood by the Grand King, still angered by the broken pact and the rebellion was defeated. The years following saw the clan developing Avar, allowing for humans to settle the eastern portion of the island and the Irongrinders to establish the fort Jarnstrand. During this time Fimlin Grandaxe stood down from Clan Father. The Grandaxe clan continued living in Kal’Valen when the Eighteen Year’s War broke out between the Dwarves and Oren. The Grandaxes rallied to defend their kin, losing the Battle of Rhewengrad but repelling the armies in the subsequent Battle of Khro’Nagaak. The Rurics, a house of northern humans living on Avar rebelled against the Grandaxes and vassalized under Oren. Launching a new offensive the Orenian army sailed to Avar and broke the Dwarven naval blockade of Seahelm, home of the Rurics. The Orenians then moved on to besiege the fort of Jarnstrand before moving onto Kal’Valen itself. The defence of Kal’Valen was valiant and nearly broke the Orenians however after a lengthy siege the Grandaxes had lost their hold. The clan had suffered great losses, of land and of kin but continued to fight in the Battle of Kal’Ordholm where the war finally ended with a successful dwarven defence. Following the war an extended period of stagnation befell Urguan for many years, and the Grandaxe clan’s number and power dwindled. Finally a pestilence descended upon Vailor which forced the Descendents to flee to a new realm; Axios. There Svardin Grandaxe took up Clan Father, and Torvin Grandaxe was elected Grand King. During his reign, Torvin ruled during a period of relative quiet, while also trying to maintain neutrality and peace with Oren. During this time Fimlin Grandaxe retook the role of Clan Father and multiple build plans for a clan hold were drawn up, but ultimately scrapped. It would not last, after invading the Orcs, the Orenian armies turned to Urguan, and attacked. Outrage ensued, and Torvin was removed and replaced by Algoda Frostbeard. The Duchy of Courland revolted against the Orenian Empire whilst the invasion began, and joined Urguan’s forces in defense. Oren’s initial assault was repelled when their army was surrounded in a narrow gorge, for which the “Battle of the Red Gorge” gets its name. The days following Grand King Algoda was captured and killed while travelling alone, prompting Bastion Ireheart son of Igor to be elected. Victory was again achieved over the Orenian Army at the “Battle of the Golden Fields”, subsequently causing the Duchy of Lorraine and Kingdom of Hanseti-Ruska to surrender. With most of the Imperial supporters out of the war, Urguan and Courland besieged the capital city of Johannesburg. The Empire’s defeat imminent, the Emperor ordered his men to explode the capital using Thanium, leaving a massive coat of permafrost over the lands within the radius of the explosion. Dominance asserted and fracturing of Urguan’s age-old enemy Oren caused an economic boom in the capital, and the Grandaxe clan grew back its strength once more. The initial boom was not long lived, however the clans had grew in size, with the Grandaxe and Frostbeard clans sitting at the top as political rivals. To provide a base to their power, the Frostbeard clan established the hold of Jornheim in northern Hanseti while the Grandaxes established their hold Tal’Azmar in the mountains southeast of the capitol. With internal power-struggles and conflict growing, Grand King Bastion declared a grudge-war on Norland. The war was initially successful, but the final assault on the Norlandic capitol was twice-repelled, and peace was made. The somewhat-inclusive ending prompted more unrest within Urguan, until Bastion was believed to be assassinated, or committed suicide over the conflict. As a result, Clan Father Kerwyr Frostbeard took the opportunity to forcefully seize the throne, and slaughtered opposing dwarves in the senate. The Grandaxes fled to Tal’Azmar and provided shelter to the other clans displaced by the coup. There they openly defied the Frostbeard insurgency and Gror Ireheart was elected Grand King. After various successful small-scale engagements, including the retaking of the now empty capitol Kal’Omith the Frostbeard regime collapsed, and Kerwyr was executed by the newly crowned Grand King. The years following saw much of the same, with a continued rivalry of the Grandaxe and Frostbeard clans under an inadequately ruled Grand Kingdom. In an attempt to further their goals, the Frostbeards invited the Grandaxes to meet and tried to convince the clan to join their side but were not interested in the peaceful compromises the Grandaxes required. However some members of the clan wished to join the Frostbeard’s cause, and broke off from the clan taking the name “Blackaxe.” With the clan splintered and a civil war in Urguan imminent, Fimlin left for the wildlands to avoid fighting his own kin. The rest of the clan fought on either side against each other, and with victory over Urguan to Kaz’Ulrah, the Grandaxes stood divided between Tal’Azmar, Kaz’Ulrah, and Arcadia until the end of Axios. The Dwedmar upon arriving on Atlas remained divided, and likewise the Grandaxe Clan. The Blackaxes dwelled in Kaz’Ulrah, with the rest split between Az’Adar, the successor to Arcadia and Holm, the Irongut-owned multinational city. In Kaz’Ulrah the Blackaxes flourished under Aemich Blackaxe’s leadership, becoming a very large and influential clan within the Kingdom. The success was short lived, as with his resignation also followed stagnation, and the Grandaxe bloodline grew weaker. Eventually Fimlin returned, and convinced the clansdwed to mend the rift and retake up the Grandaxe name. The Blackaxes complied and the clan reunited in name, however neither group would agree to move to either city, and thus the clan remained scattered. Kal’Bogrin was refounded as a third neutral option; an independent hold owned by the Grandaxes, referencing the Grandaxe Exodus and the first Kal’Bogrin the clan moved to during a period of moral conflict with the established Kingdom. There Borin Grandaxe was elected Clan Father under the guidance of Fimlin Grandaxe, who oversaw the Hold. In Kal’Bogrin the clan took a specific stance on the moral questions and conflicts plaguing the dwedmar. The clan’s doctrine disallowed the claiming of another to be a “false dwed” and calling for re-establishing a union of the dwarven race. At this time the dwedmar were split 6 ways, the Kingdom of Kaz’Ulrah, the Republic of Holm, Az’adar, the Kingdom of Ord, the Confederation of Hammers and the Kingdom of Bogrin. As Kal’Bogrin grew its population and support, so did its enemies. Kaz’Ulrah treated the clan with vague hostility, being upset with the challenge to their crumbling hegemony over the dwarves. A larger threat soon presented itself; the September Prince, leading the armies of the wrath of nature attacked and destroyed Haelun’or just north of Kal’Bogrin and Holm, and turned his eye towards the holds. In response Kal’Bogrin launched the “Bogrin Offensive” to drive the September Prince out of the area and retake the ruins of Haelun’or. The Offensive consisted of Bogrin, the Confederation of Hammers, Holm, Az’adar, Ord, the Starbreaker Clan, and a group of High Elves. In preparation for the Offensive a team from Az’adar recovered the Kal’Varak, and positioned it so that during the battle it could be used to trap the September Prince in his own mind in an attempt to destroy him. The Offensive was successful, the Prince’s army was routed, Haelun’or was reclaimed, the Kal’Varak maneuver crippled and delayed the Prince however it did not destroy him. The Offensive proved to restore confidence and trust between the dwed involved, thus Fimlin began negotiations over a union with the Confederation. The result was the creation of the Kingdom of Agnarum; a merged nation of the Kingdom of Bogrin and the Confederation of Hammers. The city of Kal’Azgaryum was founded as the seat of the new nation, one with a King who derived his powers from the council’s support, for which Fimlin Grandaxe was unanimously elected. Founding Agnarum proved to be a milestone, as the majority of clans, and dwedmar were now centered around Agnarum which was intent on reuniting the Dwarves. The only holdout; Kaz’Ulrah, as they were now greatly challenged by their rival states. Their response to Agnarum’s success was to send their Orcish allies to raid Kal’Azgaryum. The raids proved to be mostly stalemates, with only minor victories and defeats on either side. Eventually the Orenian Empire declared war on the Orcs for their raids on human settlements, which also pitted Kaz’Ulrah against Oren. Agnarum ultimately chose to remain neutral, though some dwed fought on either side unofficially. Ultimately both the Orcs and Kaz’Ulrah were destroyed by Oren, and Agnarum endured. Refugees from Kaz’Ulrah flocked to Agnarum, with the Frostbeards and Goldhands notably absent. With the major obstacles to unity gone, Az’adar and Ord also joined the Kingdom of Agnarum, and a strong alliance was formed with Holm. True unity would not be achieved until the migration from Atlas to the newly discovered world of Arcas. There in the capitol Kal’Varoth, Fimlin negotiated the return of the Frostbeard and Goldhand clans, who gradually began to integrate. When all sons of Urguan were once again united under one nation, Fimlin Grandaxe founded the Under-Realm of Urguan, but cautioned against following in the footsteps of the Grand Kingdom and the mistakes made in years past. The rest of Fimlin’s reign proved less successful, as the newly minted union went through growing pains, causing the waxing and waning of the Legion and Guilds, and a struggling economy. Fimlin achieved his final goal with the Articles of Urguan V2, where he laid out a modern though flawed constitution intended to re-establish trust in the unity of the Dwedmar. Having achieved what he had set out to do, and confident in the future of the Under-Realm, Fimlin Grandaxe resigned from his role as King. Following the resignation of Fimlin Grandaxe and the ascension of Atandt Irongrinder to role as King of the Under-Realm of Urguan, the clan began to rapidly dwindle in numbers. While both the clan and city underwent a brief resurrection during the three-month war against the Holy Orenian Empire, in which the human empire briefly violated Urguan settlement rules and built on dwarven land, the kingdom as a whole appeared to be on a downward trend till the removal of Atandt by Clan Lords and the Ascension of Utak Ireheart. With Utak at the helm, he oversaw the reconstruction of the city following a great earthquake,renaming the dwarven capital Kal’Evraal. Despite this bloom of prosperity for the city, it was not reflected in the state of the Grandaxes, which had seen little to no Grandaxe activity under its current iteration. When Borin Grandaxe finally handed the title of Clan Father to Thorolf Grandaxe, many Grandaxes had disappeared or chosen to return to their previous clans, leaving the clan without kinsmen. However, this would change in 1754 when Dhaen Grandaxe briefly united the Starbreaker and Goldhand clans in support of a clan rebellion and brought many Grandaxes out of the shadows into the light of the dwarven populace again, ascending to the first ever position of Grandaxe Clan Mother. Through this position, Dhaen revived the clan and instigated a temporary pact with the Goldhand Clan, offering them a trade in knowledge and kinship to further their re-assimilation with the dwarven people of Urguan. In addition, she oversaw the building of the Grand Brewery which became equivalent to a hold for the Grandaxes of the time. In 1767, a war between Urguan and Krugmar broke out over the enslavement of one of the members of the Goldhand Clan. This war marked the return of many older dwarves of generations past. With Utak leading the forces, the Orcish people quickly resorted to acts of terrorism, the most prominent example being the boomsteel explosion in the courtroom of Urguan that same year, which found Dhaen and the Medical Clinic at the forefront of the recovery process. The war ended with the replacement of a proper Rex, and the Under-Realm of Urguan changed officially to the Grand Kingdom of Urguan. With this change, a revival of the Official Urguan Council occurred, with Grandaxes holding a prominent position on the daily affairs of the Kingdom and leadership. It was during this time period, Thumrilgrad had increasing examples of corrupted creatures spawning from its depths and subsequently fell. With it, fell the last of the holds overseen by Fimlin. Soon after, King Utak Ireheart stepped down, with many fellow dwarves following his footsteps and stepping down in addition. Dhaen Grandaxe, weary from the wars and multiple positions within the city, also resigned from her duties. Just as Jorvin Starbreaker took the mantle of King of the Grand-Kingdom of Urguan, so too did a young Grandaxe named Nabrick - with the title of Grandaxe Clan Father. However, unlike the newly crowned King Jorvin, Nabrick did not uphold his duties for long, forcing Dhaen to return and reclaim her previous title as Clan Mother. After re-instating her clan in a position of prominence, Dhaen instigated clan elections to find the next Clan Lord, the motherly Brynaelda Grandaxe. Now free of her duties as Clan Mother, Dhaen swiftly took control of the position of Grand Merchant of the Grand Kingdom. Meanwhile, as the second Grandaxe Clan Mother, Brynaelda reigns to this day, guiding beardlings, clan members, and elders alike with her honorable sense of duty and family. ~Clan Values~ Honor A Grandaxe will defend his honor with his life, and will demand the same of other dwarves. Grandaxes do not steal or harm other dwarves as it is considered highly dishonorable and nearly unforgivable. They also hold to their word and hold blood pacts in high regard. The Dishonored Grandaxes believe in honor being above all except the Brathmordakin, so when a clanmate becomes dishonorable it is a grievance to the clan. However Grandaxes believe that the Dishonored must redeem themselves so that they can be let into society once more. Yemekar's Balance The Grandaxes are staunch believers in Yemekar's Balance, which refers to the balance of world’s peoples and environment. Should one nation attempt to exterminate one of the races from the realm then that is a clear breach of Yemekar's Balance. Such a situation upsets Grandaxes, who take pride in the world as a place built by Yemekar’s hands. Dwarven Unity Grandaxes have strived to maintain dwarven unity, but also have oftentimes attempted to move further away. Grandaxes had historically established their separate holds many times throughout the ages, however after the Fall of Avar, the enthusiasm and drive over making holds collapsed. Afterwards Grandaxes understood the need for unity far better and no longer desired to separate as much as they had before. Additionally Grandaxes believe actions such as rebellion are dishonorable and thus take them very seriously. The last Grandaxe rebellion in Kal'Bogrin was bloodless and the clan promised to help the Grand Kingdom against Oren. Though the favor wasn't expected to be returned. The Grandaxes have a relentless loyalty to the Dwarves as a people and respect for the articles, however the clan typically desires to maintain its ability to operate with moderate independence and self-rule. ~Religious Values~ Dungrimm Dungrimm, the Brathmordakin of war and death is the primary patron of the Grandaxes due to his affinity for valour and glory in war. Young Grandaxes especially choose Dungrimm as their patron, and hope for greatness in battle. Anbella Anbella, the Brathmordakin of family and hearth is the second patron of the Grandaxes. Her dedication to kinship reflects the Grandaxe view on Dwarven unity. In addition, she is popular with many Grandaxes who take up the arts of healing and bartending, as both require one to be open to helping their kin. Ogradhad Ogradhad, the Brathmordakin of knowledge is the third patron of the Grandaxes, and is usually worshiped more fervently by the politicians and the diplomats of the clan. Nobles of the clan frequently go to Ogradhad for guidance in matters involving politics, and thus is more popular among the older members of the clan. ~Bloodlines~ The Braveaxe Line Dwarves of the Braveaxe line are characterised by their red hair and blue eyes. Traditionally, Braveaxes tend to be the leaders of the Grandaxe clan, with many taking charge in battles and acting as diplomats in political negotiation. The Blackaxe Line Dwarves of the Blackaxe line are characterized by their red hair and their distinct brown eyes that have come as a result of breeding with other mountain dwarf families. Long ago, these dwarves became infamous for their raids upon settlements who were deemed to have broken their strict code of honour. Currently, Blackaxes have taken up roles as fierce fighters and politicians. Mostly notably, the brothers Bazian Grandaxe and Valen Grandaxe belonged to this bloodline. The Grimaxe Line Dwarves of the Grimaxe line are unique amongst the Grandaxes in that they tend to have brown hair and brown eyes. Many are also shorter in stature than most mountain dwarves, due to breeding with other dwarven families. They are the youngest branch of the clan and tend to focus on individual goals within the clan such as merchant work and architecture. Most notably, Thorin Grandaxe belonged to this bloodline. ~Grandaxe Culture~ Occupations Most Grandaxes join the dwarven Legion at a young age, and are often taught diplomacy and politics as well, usually becoming key politicians in the Dwarven Kingdom. Grandaxes are known to be the woodworkers and lumberjacks of the dwarves, as most clans typically are miners and blacksmiths. Additionally, many Grandaxes choose to be Leatherworkers and Weavers, and are known to produce well-made furs, clothing, and textiles. Currently, one prominent skill of the Grandaxes is brewing. Each family line of the Grandaxes have developed their own drinks, with the most famous of them being the Grandaxe Ale, which is served most frequently in Urguani taverns and feasts. Clothing and Appearance The Grandaxes are on average, one of the tallest clans of dwarves. Like all Mountain Dwarves, their height and mass sets them apart from the shorter Cave Dwarves or the more lithe Forest Dwarves. They have light skin that is fair or lightly tanned, and eyes ranging from a silvery blue to a dark brown. Perhaps most recognized is their traditional red hair. Often styled into elaborate coifs, the signature Grandaxe red hair ranges from a fiery orange to a deep crimson. Generally, Grandaxes who sport red locks age into grey hair by their elder years. Male Grandaxes usually have larger beards, often combed but undecorated in comparison to clans such as Goldhand. Female Grandaxes are surprisingly prevalent in the clan and are known for their traditional and intricate braids, often displayed with both pride in their detail and practicality on the battlefield. In terms of clothing, Grandaxes tend to wear the more battle-ready clothes of their culture, with many preferring to wear pelts or armor on top. Grandaxes can often be found sporting darker colors such as dark browns, blacks, and greys. Traditionally, many choose to have at least one article of Grandaxe tartan on their person. This plaid fabric is typically dark red or crimson, highlighted by black strips threaded through the pattern. Art Like most dwarves, Grandaxes traditionally expressed creativity and art through their architecture. The Grandaxes have adhered to age old architectural doctrine, being the first clan to use wood in its architecture; mostly in the roofs and walls of a hall. Grandaxes also abstain from using gems and ores in decorating their halls, instead choosing tapestries and various designs in the wood and stone. Under the leadership of Dhaen Grandaxe, many Grandaxes took to exploring the artistic values of the dwarven culture, with a few going into stone carving, smithing, and even Dhaen herself being well practiced in tapestry making. This tradition of promoting Grandaxe culture through art persisted into the leadership of Brynaelda, who’s revered Bardic skills made her well-known among the dwarves of Kal’Evraal. ~Battle Traditions~ The War-axe Grandaxes use all forms of dwarven weaponry however traditionally Grandaxes are trained with use of the war-axe. Waraxes are the typical weapon of choice for Grandaxes and they are often heavily decorated in runes and various inscriptions. The Ordaz (Hammaxe) The Ordaz or the Hammaxe is a dwarven war-axe with a flat hammerhead on the opposite side of the axe-head. The Ordaz is typically used in engagements that are close-quarters. The Ordaz are also moderately heavier than a war-axe because of the need to balance out the weight of the hammerhead on the other side. Khorok-Klad Originally forged by a Grandaxe of the Blackaxe line, Khoroklad armor is thick plate armor forged from black ferrum alloy and often underlaid with chainmail and leather undercoats. Khoroklad armor is noticeable by its dark complexion and sometimes has the symbol of a double-headed axe on the chest. Azlann (High Ram) Grandaxes unlike other dwarves have a tradition of taming and riding goats as opposed to boars and direwolves. The breed of “Azlann” or High Ram is a species of rams that live in the mountains of the dwarven lands that have distinctly long horns that curve steadily towards the back of their head. The Azlann typically dwell at the highest inhabitable points in mountains and are skilled climbers, making transportation across mountain ranges easier with this breed. Although useful Azlann have never been used in battle, and are not known to most dwarves as it is discussed mostly within the clan. ~Clan Initiation~ Trial of Faith The trial of Faith is often the first trial a Grandaxe beardling must undertake. As directed by the clan father, the beardling must undergo a pilgrimage to a shrine of the Brathmordkin. Once there, they must pledge themselves to their favored patron Trial of Courage In order for a beardling of the Grandaxe clan to become a full member, the dwarf will be tasked by the clan father with bringing back the pelt of a wolf, slain in battle. After the pelt has been retrieved, it will be nailed to the beardling's wall, as a show of strength and pride. Trial of Honor The final trial for a Grandaxe beardling is to save the life of a fellow Grandaxe. Through this task, a beardling finally understands that true honor cannot be achieved through mindless lust for battle, but instead through saving the lives of their fellow dwarf and family. ~Grandaxe Holds~ Kal'Domhain Kal'Domhain, the original hold of the Blackaxes, rested among the peaks to the far north of Oren. Far from the bustling cities of Aegis, it once stood as a home for mountain dwarves who wished to live away from the deep caves of Kal'Urguan. Many Grandaxes still live today who spent their early lives in Kal'Domhain, completing vigorous military training and living off of what the harsh land had to offer. Kal'Domhain was later abandoned when the majority of the remaining Blackaxes returned to Kal'Urguan and was likely destroyed in the fall of Aegis to the undead. Kal'Anart Kal'Anart, the mountain hold to the north of the dwarven Kingdom is well reputed as one of the finest works of mountain dwarf architecture, as well as one of the most defensive fortifications in Asulon. Originally built by Bazian Grandaxe and his kin during the third Dwarf - Orc war, it withstood many skirmishes by the orcs and their allies in House Flay. The hold acted as a home to the Grandaxes and a vital point for dwarven trade. It was left behind in the move to Anthos, and is believed by many dwarves to have been destroyed. Kal’Bogrin Kal'Bogrin is the hold that the Grandaxe Clan and its allies fled to after being banished by the corrupt Lords Council, and served as residence for the clan for many years. Built upon the ashes of Hanseti and the Undead castle after, the land of the hold was highly coveted by the Kingdom of Oren, who claimed to be the “rightful rulers” of the land because it was once settled by humans. The hold was abandoned during the Great Northern War between the Dwarves & Humans and the clan moved back south where it would later establish Kal'Eknar. Kal’Eknar A hold located in the Kazradin Foothills, south of Kal’Karaad, positioned next to the naval port and connected to the capital by a railway running through the mountain. The hold guarded the route between Elven lands to the Orcish jungles which brought it to be attacked in the Orc-Dwarf war. During the war with the Orcs the hold was besieged by the Orcish army, but was successfully defended when the defending dwarves charged out and overwhelmed the siege camp. Kal’Valen A hold located in the Northwestern Valley on the Isle of Avar in Vailor, this was the capital seat of the Jarldom of Avar, which belonged to the Grandaxe Kazrikkin. The hold governed Avar under the Grandaxes and housed the Huscarls of Avar. The hold fell in the 18 years war in the Siege of Kal'Valen, a valiant defense yet ultimately unsuccessful. Tal'Azmar A hold located in a portion of the Evraal mountains known as the "Giant's Foot" on the Continent of Tahn in Axios. This hold was built among the peaks atop of the revered Shrine of Dungrimm. When the Second Frostbeard Rebellion broke out, and the capital Kal'Omith was taken by the Frostbeards, the Grandaxes opened up Tal'Azmar to house the dwarves who were made homeless by this tragedy, making it the capital of the Grand Kingdom for a time, although still owned and ran by the Grandaxe Clan Lord. The hold was abandoned when the Grandaxe clan split in the Third Frostbeard rebellion, leaving Tal'Azmar to the annals of history. Kal’Bogrin The second iteration of Kal’Bogrin was built under the supervision of Fimlin Grandaxe in Atlas. It’s conception is most notable for having been the starting point for both Fimlin and the Grandaxes to begin to unify the dwarven people, later leading to the founding of the Kingdom of Urguan. The Grand Brewery The Grand Brewery is a Grandaxe hold built in the Sutican Peninsula. Its design was heavily inspired by Dwarven religious values and is highly reminiscent of Clergical Halls. Primarily, the Brewery is used in brewing the famed ale of the Grandaxe Clan. Currently, it is the only active Grandaxe hold active in Arcas. ~Roster~ Clan Mother: Brynaelda Grandaxe (Miss_Confined#8341) Clan Elders: Dhaen Grandaxe (Dhaelena#3818) Fimlin Grandaxe (Fimlin#8087) Fili Grandaxe (Cpt_Noobman#3818) Thumbrindal Grandaxe (D3F4LT#4284) ~Application~ Recruitment is currently open. Upon being accepted you will be promoted to a Beardling, and then given the trials before being fully accepted as a Clan Member MC Name: Character Name: Discord: Timezone:
  7. 10th of the Grand Harvest THE FINAL STRIKE Three strikes and you’re in the grudgebook is what the greybeards of our clan taught us as beardlings. Urguan’s race is doomed to be stubborn and grudgeful, but yet because of our devotion to the Grand Kingdom of Urguan we have forgiven many wrongs against our kin. We have worked for the greatness of the Kingdom, fighting in wars and participating in government, even after we’ve been wronged without compensation. All we ask for in return for our labor is respect. The first against our kin was when the most kind Urist Ireheart was mutilated and debearded at the hands of the wood elves of Sirammenor. Our Grand King at the time, Jorvin Starbreaker, refused to uphold his honor by defending his kin who was violated in the worst way possible, debearding. Instead, when the Irehearts honorably defended their kin they were branded as traitors and asked to come before the high courts for their actions. In the end, the Kingdom failed it’s duties to protect the sons and daughters of Yavok as they fought a long grudge war against the elves alone. The second wronging of our kin was in the election of Durorn Ireheart. The votes were counted at first 71 in favor of Durorn Ireheart and 48 in favor of Norli Starbreaker. Though when the council met, dishonorable schemers slowly discounted votes until it ended in a tie. And when the council was asked, how should we resolve this tie? The schemers answered “let the council decide” as they knew they held the council majority. A King was crowned by the council, but not the people of Urguan. The namesake of Urguan was wronged this day, but especially the descendents of Yavok. The third and final strike against our kin was in the meeting and consequential events after the meeting. As Ulfric went behind the backs of the Irehearts, making deals with Du Loc that directly affected our clan. Ulfric bent over to cannonism as he told Du Loc that he would sit idle as Du Loc had their way with the Irehearts. Once again the Irehearts would be doomed to fight without protection from their King, but now their King actively sided against them. What did we do to deserve this kind of dishonor? In defense of his “honor”, the Grand King called us traitors, even going so far as to threaten a former Grand King, Gror Ireheart, with treason. The King with all his “honor” denied an honor duel and fled the city of Urguan in shame. Let it be known that the descendents of Yavok are tired of being wronged. Even Urguan rolls in his grave as he hears those who represent him slander his name by turning their back on their kin. Three strikes and you’re in the grudgebook. But once again the Irehearts show their mercy by presenting these overdue demands as compensation of their multiple wrongdoings. For the idleness in the case of the debearding of Urist Ireheart: 1. The formal apology from the Grand King to Clan Ireheart. For dishonorably scheming to rig the election: 2. The immediate promotion of Gorlim Ireheart as Grand Marshal of the Legion. 3. The reformation of the council system, allowing votes to clans with higher populaces. For branding us ‘traitors’ and letting Du Loc have their way with us: 4. The granting of a plot of land in the lands of southbridge. 5. A grant of funding in the form of 3,000 minas to repay us for centuries of unwarranted mistreatment. We present these demands to the Grand King of Urguan. Signed,
  8. The Grand Kingdom of Urguan Urguan Discord: [Click Here] About The Grand Kingdom ================== The Grand Kingdom of Urguan is a constitutional monarchy established to unify and represent the Dwarven race. The Grand Kingdom itself is one with tremendous history, being the sole nation of the Dwarves for a millennia, leading back to the very first dwarf himself, Urguan. Represented through the colors of orange and gray, the nation has united the Dwarves under its banner through common religion, culture, and ideals. The religion of the land, the Brathmordakin, is a polytheistic religion composed of 7 gods, each of which represent a different aspect of Dwarven culture. Throughout history, Urguan has been best known for their expert craftsmanship, unique clan diversity, beautiful underground cities, engineering capabilities, and wartime strategy. Now on the realm of Almaris, the Grand Kingdom continues to serve as the sole Dwarven hub, occupying a sprawling mountainside on the South-East section of the realm. [THESE SECTIONS CAN, AND MOST LIKELY WILL, CHANGE OVER THE NEXT FEW WEEKS] The Settlements of Urguan ================== The Capital City of Kal’Darakaan Kal’Darakaan, or “the City of the Ancient Might,” is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Being the largest and only Dwarven hub on Almaris, the city is a staple for dwarven culture, craftsmanship, and religion. Within the capital city, travellers can expect to find multiple clan halls, housing districts, a bustling market, a Brathmordakin temple, Grand Arena, and large area for craftsmen to hone their skills. Unknown to many is the city's origins, as the modern Dwarves of Urguan were not the ones to construct the city. Through the investigation of clues left behind, many believe the city to have been a colony of the ancient Dwarves, hence its name of ‘Ancient Might’. ================== The Forest Dwarf Village of Hefrumm The Forest Dwarf Village of Hefrumm is a town settled in the woodland valley surrounding the capital city of Kal’Darakaan. Home primarily to the Forest Dwarf Clans, Hefrumm’s unique culture is one linked to the care of sustaining nature surrounding them. Living amongst the flora and fauna specific to the region, strolling through the village is a beautiful nature walk for all to take on. The smell of roasting boar and spilled carrot ale often radiates from the Hefrumm Tavern and Inn. Some of their practices are seen no where else throughout the realm, such as the Seers, a branch of the Brathmordakin faith with an emphasis on spiritual guidance. ================== The Crimson Edict Karmesinfels, a mountain settlement to the East of the Dwarven Docks, can be seen by some as a tourist destination with its beautiful architecture and winding vineyard. A working redstone tower's chimes call out across the valley every morning and evening, with a warm tavern connected at its feet for travellers. Next door is the Red Croupier Casino, the first casino on these lands with fully automatic slot machines and a working roulette table. There's also a magnificent belltower with a shop in its base, a greenhouse, the Knox Apartments, and a war memorial all surrounding the central castle, home to the Crimson Edict. The castle is mostly residential to members of the ancient order, though it does have its own bar, grand hall, bank, and bathhouse, with its grand crypts beneath. [Seek out the Crimson Edict to learn more and possibly grab an invite to their discord!] ================== Lubba's Keep Lubba's Keep, developed by The Silver Lubba and their mercenary group, is a bustling seaside town that has come to house vassals of it's own. Prosperous, these folk enjoy their day to day lives, working to fill any demand as seen as necessity to them. [Link to Lubba's Keep Discord] ================== The County of Pinemaw Refugees, pagans, and a speck of Epiphytes. That's Pinemaw for you, a place for those that wish to enjoy the more odd prospects of life, and Urguan as a whole. Located past Veritas and Sedan, this quaint little County has more to offer than meets the eye. [Link to the County of Pinemaw Discord] ================== [More to be added!] Important Documents to Know! Articles of Urguan Civil Codex of Laws The Book of Grudges Da Kirja Dverga History of the Dwarves Kings of the Old Realm The Dwarven Language Dwarven Family Tree Government Leadership The King’s Council ================== Grand King Ulfric Frostbeard | Terry_23 (Discord: Terry#1337) The Grand King of Urguan is the sole monarch and utmost authority within the Dwarven nation. Elected by the majority of Urguanites, the individual entrusted with the power’s associated with the role is one of great status and respect amongst their peers. The Grand King is responsible for overseeing the entirety of the realm, as well as appointing a council to assist them in running the day-to-day aspects of the nation. The title is one held until resignation, removal, or death, and therefore has no set time limit. ================== Grand Marshal VACANT The Grand Marshal of Urguan is the military head of the Dwarven nation. Tasked with overseeing the legion and strategic planning of both offensive and defensive wars, the individual who holds this title is typically an experienced war veteran who has served the nation’s legion for years prior. This title is appointed by the Grand King, and is held until the Marshal is removed or replaced. ================== Grand Steward Gildroc Goldhand | UnusualBrit (Discord: UnusualBrit#0144) The Grand Steward of Urguan serves as the head of stewardry for the Dwarven nation. Tasked with regulating taxes and the distribution of Urguan’s homes and land, the individual who holds this title is typically one with an economic background. This title is appointed by the Grand King, and is held until the Grand Steward is removed or replaced. ================== Lord Chancellor Atandt Irongrinder | Urguan (Discord: gandalf#4247) The Lord Chancellor of Urguan serves as the nation’s head of foreign affairs and council leader for the Grand Council. Elected by the clans themselves through a majority vote, the individual who holds the title is one well-versed in both diplomacy and advising. As the title is appointed by the Grand Council and approved by the Grand King, the position is one held until removed or replaced by the Grand Council. ================== Lord Justiciar Falk Irongut | TheFirstShroom (Discord: TheFirstShroom#5790) The Lord Justiciar of Urguan serves as the lead justice and keeper of the book of laws for the Dwarven nation. Tasked with overseeing the court systems, the individual who holds this title is one well-versed with the book of law. This title is appointed by the Grand King, and is held until the Lord Justiciar is removed or replaced. ================== High Prophet Norli Starbreaker | Nooblius43 (Discord: Nooblius#4534) The High Prophet of Da Kirkja Dverga, otherwise known as the Dwarven clergy, is the religious head of Urguan. This individual is one well versed in the Brathmordakin, and is responsible for preaching its teachings to the dwarven populace whilst overseeing the clergy’s members. The Guild Masters of Urguan High Remembrancer Azkel Frostbeard | Treatycole (Discord: TreatyCole#3623) The High Remembrancer of the Order of Remembrance is the leading scholar of the Dwarven nation. Whilst in charge of teaching future scholars and providing the Dwarven populace with tomes and classes, they also serve as an advisor to the Grand King due to their plethora of learned knowledge. ================== Yemekar’s Pick Torsun Goldhand | Thy_Serf (Discord: serf#8562) The Yemekar’s Pick is the head of the Working Guilds of Urguan. This individual is one with experience in both managing large groups of individuals, and in craftsmanship and gathering. The Yemekar’s Pick is also in charge of supervising the mines within Kal’Darakaan, and the output they produce for the nation. ================== Anbella’s Hand Mica Goldhand | Moody_Mullen (Discord: Moody_mullen#2460) The Anbella’s Hand is the head of medicinal practices for the Dwarven nation. This individual is expected to be a skilled medic capable of training others in what they have learned. The Anbella’s Hand is also tasked with overseeing the Urguani Clinic. ================== Armakak’s Coin Bjorn Grandaxe | Fishingrobyn (Discord: Fishingrobyn#8010) The Armakak’s Coin is the head of trade practices for the Dwarven nation. This individual is one with experience in the mercantile field, and is capable of training others to assist in merchantry for the Grand Kingdom. The Armakak’s Coin is also responsible for overseeing national stalls located in other nations across the realm. ================== Grand Huntmaster Ragrin Ireheart | kindEmperor (Discord: kindEmperor#7075) The Grand Huntmaster is the leader of the Hunter’s Guild for the Dwarven nation. This individual is one who has shown a natural prowess for hunting, and is capable of teaching the skill set to new huntsmen. ================== Grand Architect Darek Irongrinder | Sneakybandit (Discord: sneakybandit#8393) The Grand Architect is the head of all construction projects for the Dwarven nation. This individual is expected to be a master at both building, and planning out various projects throughout the nation. ================== Iron Baron Falk Irongut | TheFirstShroom (Discord: TheFirstShroom#5790) The Iron Baron is the brewmaster and head of the tavern for the Dwarven nation. This individual is expected to provide quality brews for the Dwarven people, and continuously stock and run the tavern to host Kal’Darakaan’s citizens. The Dwarven Clans of Urguan CLAN IRONGUT | Khrorul [ Click for Clan Post ] The Irongut Clan is the first-born elder clan of Urguan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts have held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. ================== CLAN GOLDHAND | Aurokanar [ Click for Clan Post ] The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments. ================== CLAN GRANDAXE | Kathaikaz [ Click for Clan Post ] An influential clan of mountain dwarves that has stood the test of time, the Grandaxes are known to be equally skilled in their prowess with an axe as they are in their command of language; renowned as great revelers and gifted elocutionists, they find themselves at home in various professions across the dwarven capital. From legionnaires to bards, to tavern keeps and politicians, Grandaxes are an amicable and charismatic folk who are staunchly loyal to their roots. Above all else, Grandaxes hold their kin in high regard and adhere to a strict code of honor handed down by their ancestral forebears. The quality of a Grandaxe is from the values of their heart. ================== CLAN FROSTBEARD | Azwyrtrumm [ Click for Clan Post ] The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as kings, government officials, hunters, diplomats, craftsmen, scholars, and warriors. Unwilling to let the past destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community. ================== CLAN IREHEART | Kravamoruk [ Click for Clan Post ] An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. The Irehearts are also known for their many fabled Paragons, warriors and Kings, as some of the most fearsome and respected dwarves in all of history have hailed from such a mighty clan. ================== CLAN STARBREAKER | Kornazkarumm [ Click for Clan Post ] An Elder Clan of Cave Dwarves mostly consisting of smiths, miners and Golemancers. They are known for their scholarly pursuits, including the study of magic or alchemy, but are most famed for their masterful skill in smithing and particular affinity for starsmithing. ================== FOREST DWARVES | Hefrumm [ Click for Clan Post ] The forest dwed of Hefrumm are known as spiritual guides through The Seers, proficient hunters in the Grand Hunters Guild, expert farmers, herders, fisherman, artisans of woodworking, as well as each clan or guild’s specific talents. The village currently consists of the Cottonwood, Blackroot, Treebeard, and Emberhorn Clans, in addition to a few lesser clans. As guardians of Anbella’s Hearth, the community welcomes the likes of epiphytes, druids, and any others that share that passion. ================== CLAN GRIMGOLD | Korodaurok [ Click for Clan Post ] The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. ================== CLAN IRONGRINDER | Khroneknazkarum [ Click for Clan Post ] Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. ================== CLAN METALFIST | Ithorrym [ Click for Clan Post ] A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. ================== The Legion of Urguan The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [ Legion Post ] The Guilds of Urguan DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] ================== THE WORKING GUILDS OF URGUAN The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for the Working Guilds Post] ================== THE ORDER OF REMEMBRANCE The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to the High Remembrancer. ================== THE MERCHANTS’ GUILD The Merchant’s Guild is the centerpoint for Dwarven trade both within Urguani lands, and abroad. The expert merchants of the guild are considered the economic hand of the Dwarves, selling Dwarven crafts far and wide to any who wish to buy them. Any who join the guild can expect to learn the trade of a master merchant, and will soon be out attending stalls, selling goods, and establishing trade internationally. [Click here for The Merchant’s Guild Post] ================== THE GRAND HUNTERS' GUILD We dwarves are naturally isolationist folk and for too long have our lands gone unexplored and wild; teeming with beasts of all sizes and ruins lost to nature. For this reason, the GRAND HUNTER’S GUILD was formed, a guild whose goal is to encourage and organize dwarves in exploring the great unknown, and to hunt and study creatures. [Click here for The Grand Hunters' Guild Post] ================== THE HEALERS’ GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post]
  9. Frenrir Ireheart, a new fresh 31 year old dwarf, with a lot of adventure, in just one irl day. Frenrir is a new dwarf. He was born into the Irehearts and finally decided to do his trials and start his journey. He begun with going to Du Loc, as he heard his fellow bretheren were there. But at his surprise, a dragon was there. Frenrir with the dragon slaying clan in his blood, began to get furious that the Du Loc Guard would not let him in. Instead, a large ugly Oolog stood in his way and kept the gate shut, while calling him gay. Frenrir began to be furious, and asked two people behind him to go on a plan, however they did not follow up on it, and he got even more enranged, to the point that he got ready, thumped the ground and rushed towards the gates with his baldspot first. He hit the gate, making a loud clang but the gate did not leave a dent, and he was sent backwards and landed on his back. This however did not stop Frenrir, he continued to harass the dragon with words and bang on the gate. Eventually the dragon left and this made Frenrir rage in anger and leave, cursing Du Loc for not letting him in. Frenrir rode into the sun, and towards his home Urguan. Upon arrival, he was greeted by Garrond 'Orcbane' Frostbeard. They had a little convo, and it led to the topic of Bravery. Garrond challenged Frenrir to a test of Bravery where Frenrir was stand onto a wall, and Garrond was to throw an axe over his head, you were not allowed to flinch or duck, or you would lose the game. Garrond threw the axe, and Frenrir swallowed fear whole, and did not flinch. The axe went right over his head and he was safe and sound. The game attracted some folk, including another Ireheart. They all had turns, and eventually it came to someone else throwing the axe. Frenrir volunteered, and as he threw the axe, it was starting to fly towards Garrond, which made him duck, losing the game. Garrond called for another try and as he did, Frenrir threw an axe, which cut into Garronds head a little, but Garrond did not duck, nor flinch during the throw. As Frenrir thought it was fair for him to go up next, because of him hurting Garrond, The other Ireheart volunteered to throw. The Ireheart stepped back and gave the axe a good throw, it would hurl towards Frenrir, and knowingly it would be to low, Frenrir called for the gods as it his into his ear, splitting it almost full in half. Frenrir gave a good laugh and put a cloth around it, allowing it to be healed overtime. After a while of chilling in Urguan, another Ireheart came by, they talked about each others trials, which gave Frenrir the idea to go for them, along with the other Ireheart beardling. Garrond came along as they decided to go towards Krugmar. However, no one would open the gate, and they left. After a lot of chilling around Urguan, Frenrir decided to pay a visit to Elysium. Upon arrival, he was greeted with a large gate, after a while of shouting for someone to get it, a woman in large white armor came by, she called for Frenrir and asked him a couple of questions, which Frenrir answered with no hesitation. Then she called upon him to leave his weapons in a nearby chest. Frenrir, hesitant and cautious tried to negotiate, however it went nowhere, to the point a drunkard was having fun of the conversation. As the conversation lead on, and the persuasion was going nowhere, 3 unusual people came by, they said they came from "Yong Pink" apparently the town was called something else, and there was an argument about it, but the group was in red unusual armor, they were let in and left their weapons in the chest. Frenrir had a lot of insults at them and they threw insults back, there was many arguments, but eventually they all decided to get a drink. Finding no bartender and no one to pass them drinks, they just talked at the tavern, until more guards came along. After Frenrir shouted towards them, they came to Frenrir and the group of strange people. They called upon 2 of them. However, the two did not want to go and it turned into an argument. Frenrir was watching from the sidelines, when a woman came in and started giving out drinks. Frenrir won a bet against one of the strange men and got a free drink, which he slowly drank and slowly begun to get somewhat drunk. Frenrir flirted with a dark elf, which eventually slapped his face, and continued to flirt with him after. Everything eventually died down, and the strange group of people left, after dabbing Frenrir up. Frenrir followed and they left the gates of Elysium before, Frenrir noticed an Orc at the gates. He was a large Orc with red skin. And Frenrir challenged him to a duel. Frenrir and the Orc had a negotiation, and an argument about what happens when the other loses. It went from giving each other their balls, to giving each other their tusk, beard, skin, and eventually the Orc asked Frenrir to follow him. They went to the side of the walls and the Orc asked the elf for a knife. The elf passed him a knife and Frenrir knew what was coming. The Orc would give him the skin he wished for. Frenrir called him out and asked him not to but the Orc had lifted a middle finger at him, and then sliced it off. The finger would fall onto the ground and Frenrir, expecting this to happen, slice off his ear that was injured previously. As it fell, he held it, and the 2 complimented each other for being so tough. The Orc healed the dwarf with shaman magic, and then begun the duel. Both sides fought bravely and full of strength, but the Orc was the one who fell at the end. The Orc called it a good fight and so did the dwarf as he picked him up. They both dabbed up, and gave each other their 'sacrifices.' The Orc kept the ear and Frenrir kept the finger for his trials. Frenrir left Elysium happy that day, he met new friends, flirted and won a duel. just something fun to write about, im bored idk lol
  10. (The Siege of Southbridge.) A Warhorn. Sudden and roaring as dawn broke, signaling the preparation of tripartite forces for the invasion of Southbridge. A fleet of dwarven ships equipped with specifically designed dwarven trebuchets lay anchored before the Orenian fort. On its flank the Tripartite war camp, housing the bulk of the alliance's forces along with its own array of trebuchets were assembled, its soldiers ready for the attack. Opposite the war camp, Orenian forces were seen on top of Southbridge preparing their own trebuchets in sight of the camp below. Suddenly the sound of giant rocks flying through the air, finding their intended marks, could be heard, the first volley of Tripartite trebuchets destroying half of the Orenian trebuchets sending wooden debris flying through the air. Ferrymen and Blackvale forces led by Banjo and Gaspard immediately pushed into the courtyard of Southbridge slaughtering any Orenian trebuchet crews caught off guard by the flank force. The combined dwarven and BSK trebuchets made quick work of the weak walls of Southbridge, making them collapse and creating a clear pathway for the alliance forces to invade the interior. Under the command of Ailred Var Ruthern and Bakir Ireheart the alliance forces charged forth into the rubble of Southbridge seeking out and cutting down any orenian seen within the ruins, including the general of the ISA and the Orenian Emperor. Bodies of the defenders of Southbridge littered the ground above and under the rubble. The Fort was reduced to clay and brick ruins housing the coffins of thousands of Orenians, forever. After the battle was finished the forces of The Grand Kingdom of Urguan and the Kingdom of Haense marched into the lands behind Southbridge and placed Urguan and Haense banners signifying the victory over the cowardly Philip III. Narvak oz Urguan, Krusae Zwy Kongzem OOC: Screenshots Warclaim Videos:
  11. Da Dammaz Kron ᛞᚨᛞᚨᛗᛗᚨᛉᚴᚱᛟᚾ Deep within the libraries of Urguan, there sits upon a pedestal a tome both ancient and sacred to the Dwedmar. Kept under constant guard both day and night by the legion of Urguan, whilst the book itself is kept shut using powerful runic locks. It is none other than the most honored, Book of Grudges. The Book of Grudges is an ancient tome passed down through the ages of the Dwedmar. It can be traced back to the first dwarf himself, and father of all Dwarfenkind, Urguan. It is an ever-lasting record of all the wrongs and misdeeds committed against the Dwedmar. The contents of the Book of Grudges are kept secret to the rest of the descendant races, with only a handful of non-dwed ever having laid their eyes upon it. Those who have wronged the honorable Dwedmar of Urguan will have their name written into the Book of Grudges, and will not have it crossed out until the terms of settlement have been reached. However, the Dwedmar are not by nature an unreasonable folk, and if an agreement can be made between both the wronged and the assailants, then a grudge can be settled, and a name stricken from the book. For a grudge to be made and approved, there must be valid reasoning and clear wrongdoing committed against the Dwedmar who has submitted said grudge. Lest the seriousness of the Book of Grudges would be questioned, if there were to be grudges of both false and meaningless classification. The Wronged: The Assailant: The Wrong: Date of Wrongdoing: Terms of Settlement: OOC Disclaimer: The Book of Grudges is locked away under constant guard. In no way should you be able to see it, or anything written within, unless you were admitted into the vault. To be admitted, you must be a dwarf of the Grand Kingdom of Urguan who has been explicitly given access by someone who has the appropriate authority. This means if you are a banished dwarf or a wanted criminal or anything of the like, you would not have access to any of the grudges written into the book. Please RP accordingly. Active Grudges (If from old post please resubmit) Struck-Out Grudges Original Post (No Longer Updated) Credit to Lefty for writing most of this post for me, I was dead tired last night. Credit to Josh for making the original post.
  12. RECAPTURE OF THE BASTION 15th of Snow Maiden, Year 57 SA “Jesus Pablo is ballin’ out on Ferrymas” - Banjo https://www.youtube.com/watch?v=CduA0TULnow 1,200 Tripartite forces composed of Ferrymen and Irehearts marched on the roads towards the heart of the Imperial Capital, New Providence, to deal a devastating blow to Imperial forces. Under the command of Captain Banjo and Commander Bakir Ireheart, the small band bandited the roads of Oren until they approached the bridge, all that stood in their way of entering the city was a 1,500 force o’ wig-wearing lobsters. One could say you could hear the rattle of their metal-bucket hats as they quivered in fear at the sight of the notorious Ferrymen. The battle first started at the foot of the bridge, where both sides exchanged arrowfire. Seeing as this exchange of volleys led to a stalemate, the Ferrymen tactically led a maneuver around the bridge, flanking the Orenian forces as they were caught in utter dumbfounded surprise. Their little lasting bravery was soon replaced by cowardice as they routed back to the security of their gates- or so they thought. They stubbornly attempted to push out of their gates, but they were met with dwarven steel and Ferrymen prowess as their men were slaughtered like dogs. The Imperials were very wrong to think they were safe behind their walls and gates. A small detachment of Ferrymen consisting of Jesus Pablo, Diome Indoren, Banjo, and Mika managed to breach past their iron doors and began to take the entire force on their own. There within the gates, Jesus Pablo showed his ferociousness and prowess on the battlefield as he single handedly charged in a moment of bloodlust into a group of Orenians. His savage charge proved useful as it opened the opportunity for the rest of the Ferrymen to push through the gates and into the hearth of the city. 1,100 Imperials dead. Once more the bastion and city fell to the hands of the Ferrymen. Signed, Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep. Bakir Ireheart, Clan Father of the Irehearts, Legion Commander, King’s Hand
  13. Yemekar’s Workforce - The Working Guilds of Kal’Darakaan - “There is one group of hardworking dwarves that holds the entirety of the Dwarven Grand Kingdom upon their broad shoulders, a group of dwarves that truly know the meaning of “a hard day’s work.” They are the workforce of Yemekar’s Pick, they are those who dedicate their hands to the service of The Maker. Woodcutting, mining, and farming are not merely traded skills to be learned and then performed sluggishly from day to day in monotonous drudgery but they are skills to be cherished. The common worker is not lowly or insignificant in the grand scheme of the Grand Kingdom but they are what keeps the Grand Kingdom moving forward, for without supplies how would goods and profits be made? Most importantly, without farmers how would we produce ale?! This is why any dwarf should be honored to join the workforce of the Grand Kingdom, for they not only honor themselves but they honor their clan, the Grand Kingdom, and Yemekar himself.” Prospectors Of The Treasured Hoard The backbone of the dwarven workforce, the miners are what supply the Grand Kingdom with precious minerals for the crafting of objects of practicality, beauty, and strength. Even though there is no job that is greater than the rest in terms of its usefulness, mining is certainly one of the most dangerous and rewarding positions within the labor force. Whether it be collapsing tunnels, a nest of spiders, or a demanding quota, the miner’s job is never done. But with a good head on your shoulders and strict planning, you’ll come out of the mines with your beard still attached to your jaw, a hefty load of ore, and maybe even a bonus if you work exceptionally well. Management: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Lodemaster: Leader of The Treasured Hoard, all miners report to the Lodemaster for assignments and quota changes, responsible for ensuring miners are meeting their established quota. Expected to lead expeditions into the depths to mine or discover rare veins of ore. Workers: Miner: What makes up the core of The Treasured Hoard. Miners are those who have the strength to wield a pickaxe and strike the earth. Miners are expected to know how to prospect for coal, iron, gold, lapis, and redstone. Experienced Miner: Those interested in basic geology. An experienced miner knows his way around a pickaxe and has traversed many mines during their career. Experienced miners are expected to know how to extract lightstone, quietus crystals, and titan’s crystal. Expert Miner: A veteran of the mines, an expert miner has spent most of their life in the darkest depths, knowing how to extract frost salts, thahnium, (lunarite), azhl, and volatite. Carbarum Cutter: The pickaxe is who a carbarum cutter marries. Cutters are those who’ve attained deep knowledge of all known minerals. It is a cutter who is called into the mines when a mere miner discovers a deposit of fabled carbarum or unknown ore. Farmers & Herdsmen Of The Sacred Hearth Although agriculture may not have the more clear and present dangers that mining does, it is no less crucial to the survival of the rest of the workforce and the Grand Kingdom. Without adequate food and ale, the loggers and miners would not be able to gather the materials used for building our stout stonework and masterwork tools. Meats, vegetables, bread, fish, and other baked goods are all necessities for a healthy dwarven diet, and let us not forget our most cherished drink, ale. These staples are what the farmers and herdsmen will gather, and therefore do not think of it as merely farming or butchering but fueling an entire Nation with food and drink Management: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Harvest Master: Leader of The Sacred Hearth. Tells what farmer will farm what, establishes quotas for each farmer, and ensures that the farm meets its quota given by Yemekar’s Pick. Head Rancher: Subordinate to the Head Harvester but directs the herdsmen of the farm, establishing their quotas and making sure that the animals remain safe and are only slaughtered when the time comes. Workers: Farmer: The basic worker of the farms, what he or she farms is dictated by what the Head Harvester tells him or her to farm. Herdsman: The basic animal workers. A herdsman’s job is to collect eggs and milk from the animals of the farm, along with butchering cows, pigs, and chickens for meat, leather, and feathers when needed. They also make sure that nothing, such as wolves or wandering mischief-makers, tamper with the animals. Fishmonger: Although neither a farmhand nor a herdsman, the Fishmongers still report to the Harvest Master of the nearest farm in which they fish. A fishmonger neither needs to be a farmer nor a herdsman, to begin with, although one or the other can become a fishmonger if the desire arises. Each farm may only have a certain number of fishmongers depending on the size of the farm and the proximity of major water sources for the fishmonger to fish in. Smiths Of The White Anvil The most treasured and sacred art of the khazadmar, passed down by the ancestors to their children. The life of a blacksmith begins at an early age under the apprenticeship and watchful eye of a master blacksmith. Only by taking and shaping the metals of the earth for several lifetimes could they gain the reputation of being the best throughout the lands. It is up to the blacksmiths of Urguan to maintain the prestige set by their ancestors by ensuring the Legion is equipped with only the best, and that the denizens far beyond clamor in envy at their crafts. Management: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Forgemaster: Leader of The White Anvil, manages all blacksmiths, ensures that all quotas and orders are completed, responsible for ensuring that each member excels and legitimately expands their skills at the forge. Workers: Junior Blacksmith: The beginnings of a smith. Junior smiths are those who dabble in the trade but have not officially taken it up as a career nor found a master. Apprentice Blacksmith: The official beginnings of a smith. Apprentices learn under the tutelage of a master, learning everything there is to excel their skills beyond simple crafts. Experienced Blacksmith: Learned enough to carry themselves. An experienced blacksmith is capable of making crafts of great quality on their own. Master Blacksmith: Those who mold metals with ease. Master blacksmiths are those who have dedicated their lives to the craft, going beyond normal means to push their skills to the limit and forging items of legendary quality. Artisans Of The Gilded Hammer Not quite as renowned as blacksmiths, but equally impressive in both skill and artistry. Artisans are those who can shape almost any material they desire into an item of practicality. A blanket to cover a babe, a ring to fit the hands of an unsuspecting recipient, a tombstone to mark the burial grounds of the fallen. All are things that an artisan will eventually create as the cycle of life continues. So will the demand of an artisan ever be, and their importance within the workforce. Management: Yemekar’s Pick: Leader of the Workforce, all workers are subordinate to him. High Overseer: Second in command of the workforce, ensures supply trains are running smoothly and quotas are met. Goldmaster: Leader of The Gilded Hammer, manages all artisans, ensures that all commissions and quotas are met, responsible for organizing and hosting lessons with the purpose of teaching and showcasing artisanal work. Workers: Novice Artisan: What usually started as a hobby at home. Novices are those who have the basic understanding of creating an item with everyday use. Apprentice Artisan: Under the official guidance of a master. An apprentice are those who are serious about turning a hobby into a career, learning the secrets of what their master has to offer. Journeyman Artisan: Venturing beyond basic crafts. A journeyman has gained enough experience to set out on their own, crafting items of exquisite quality for a price. Master Artisan: With the patience of Ogradhad and a steady hand, the master is one who has achieved a skill unmatched throughout the world. They are the ones whose work will be found and preserved by future antiquarians.
  14. THE FATE O’ LOBSTERS “Emperor John’s Mom?” - Banjo To the General of the Imperial State Army, You would think that during times of war, external events would be well mulled over and prepared for. The people of Ephesius learned today that you are not prepared, and only willing to defend yourself internally. You are either insecure, incompetent or both. So how about you prove them all wrong? And all one-thousand of our prisoners, who were easily taken from this settlement? Meet us on the field once more, though if you are too craven, you will deliver two-thousand mina for the price of all of these captives. Just one Saint’s hour will be provided for you to bring this mina, or clash with us in battle for their lives - if not, they shall live their last minutes of life knowing that their own General cared nil for them. One victory might have urged you to thinking the tides were turned. But when tides turn, a tsunami may form. If only you could fight as well as you publish overstatements. Signed Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep.
  15. [MUSIC] The Horn of the Deep, carved from infernal ivory harvested from the corpse of a foul beast Oliphant, booms in the Halls of Ancient Might, echoing through the valleys under the mountain’s shadow. A rhythmic ringing of hammers against anvils like a pounding drum sounds, followed by the steady thunder of ten thousand marching boots. The Tripartite Accord 11th of the Deep Cold, SA 54 "Dwarves are experts at imperial civil wars," Atandt Irongrinder, remarking to Utak Ireheart during the second Three Month War Your flagrant attempts at conquest have been stifled tenfold. You have tried to make Orenian aggression justified in faith, but have failed to usurp that faith and have only been proven by your kin as a wicked man inspired not by devotion to faith but ambition for domination and dominion. Your attempts to fight the Throngs of Urguan have all been incredible failures, our armies outmaneuvering and seizing victory over you numerous times. What few ‘successes’ that have not slipped from your clumsy control have only been possible in the dead of the Saint’s Night, under the eye of Iblees. You dare defame the proud and ancient might of Urguan’s Folk, calling us secretary of darkness, threaten to take our lands and our people, empty our coffers and even shave the royal beard? You are nothing but a tribe of spoiled, weak-willed and conceited braggarts without cause for pride. Your levies of conscripted thugs you call an army lie broken at the feet of our throng, as water breaks against a cliff-face. You fill yourself with delusions of grandeur, and vainglorious dreams of conquest, yet time and time again have proven to lack both the strength and charisma of the forefathers you shamefully mock in your pathetic mimicry. You have proven consistently to hold no intent for peace. Yet the folk of Urguan, ever merciful even after the constant insult we have been subject to, do not desire your destruction, and our terms are simple. You spoke at your coronation of Total Victory against dwarves, and such words we now return to you. Unconditional Surrender. Turn yourself over to Urguan and you shall be made to right the dishonors and atrocities of Oren in this realm, resolving our grudges, those of our allies, and those of your own people who you have utterly failed. ᚢᛚᚱᛟ-ᚨᚾᚨᚱᛏ'ᚢᚱ'ᚢᚱᚷᚢᚨᚾ Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor, Grand Admiral, High King of Kaz’Ulrah IN THE NAME OF, His Royal Majesty, Vane Freysson Ruric, King of Norland, High Chieftain of the Rurikkid IV JOVEO MAAN His Royal Majesty SIGISMUND III by the Grace of Godan, King of Hanseti and Ruska, FIDEI DEFENSOR, Grand Hetman of the Army, Prince of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duke of Carnatia and Vanaheim, Margrave of Korstadt, Rothswald and Vasiland, Count of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscount of Varna, Baron of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Thurant, Venzia and Astfield, Lord of the Westfolk, Protector of the Highlanders, etcetera. Gaspard, Count of Blackvale Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep. Soon after the announcement was declared, the scouts of the ISA and travelers would certainly note the great movement of the legions and mercenaries preparing their march to Southbridge, and the gentle trails of smoke from the coalition war camps rise from the valleys. WARCLAIM Wargoal: Conquest of Tile 91 (Cost of 25500 minas) Attackers: Grand Kingdom of Urguan (Lead) Kingdom of Hanseti-Ruska The Ferrymen Band Defenders: Holy Orenian Empire Warzone: Sunday, January 2nd, from 4pm to 7pm EST Siege: Southbridge Time TBD
  16. The starbreaker symbol printed into the paper Published in the 4th of Snow’s Maiden Come to the Lare Daram where most of your metal needs are fulfilled. Jewelry for a friend or significant other? We got you. Need a sword to slash through things randomly? Done. Need an axe, shield or even silver spoon so that your wooden one stops molding? Done. Even a crossbow disguised as a violin so that you can get into action when your masquerade ball is crashed by a giant fire breathing lizard? DONE! Your armor isn't fitting you because you couldn't find one premade your size? No problem, the Lare Daram takes custom fit armor requests for a reasonable price! Are you worried that the quality equipment forged within the private forge of the Lare Daram will be too costly? Say no more, not only are items sold at the valued price, but per TWO purchases you can get ONE item free of your choosing (within the list of offered items.) and who said we only accept custom armor requests? No one! We accept all forms of custom requests because here at the Lare Daram, anything is forged and if it can't be forged, we can undergo negotiation so that both, customer and smith, can come to an agreement. There is no magic in Lubba keep, but not in the Lare Daram! The smithy will be taking on requests of the magic craft category, whether it be doomsday in a stick (we are not responsible for any casualties), or a floating flower pot so that your house plants aren’t eaten by the local rats! Welcome to the Lare Daram! I, Ulfar starbreaker, run this smithy along with the help of Grimdal Irongut. Go to Lubba keep and follow the road down until the end, there you will find the smithy. ((OOC)) Here are some screenies to help you find the building.
  17. 6th of The First Seed, SA 54 (December 10th, 2021) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ PHILIP III: A SHEEP IN WOLF’S CLOTHING ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ “If your three stone days pass and you have not done this, Our soldiers shall advance to the south once more and Our armies will march to set fire to your lands, as they did for eighteen years those centuries ago. Whilst We crush your armies from the north, the Prince of Savoy shall set sail from San Luciano with a fleet that dwarfs your own. The soldiers aboard these galleys shall disembark on your coastline, burning your fields and ridding the world of your stunted people village by village. No quarter will be given to any dwarf, soldier or civilian, encountered by Our gallant countrymen. To paraphrase the great general, Josef Vladov, who defeated your kind at Rhewengrad and in countless other battles: should you fail to accede to these demands and admit your transgressions, the sun will set a final time on perfidious Urguan.” ~ Philip III, 4 Stone Days ago. To Philip III, We are waiting. The Legion of Urguan prepared for your ‘invasion’ and the ‘burning of our villages’, yet you have not shown. We have awaited the ‘fleet of Savoy’ at our Southern border, yet they have not shown. The time given Urguan within your ultimatum has passed, and you still have not shown. Instead, your throne room has been burned, your forces have been slain, and you have remained silent in the empty threats you declared against our great nation. Our legion grows tired of waiting, and I am sure your forces tire of losing against only a fraction of our army in the small squabbles we have had thus far. Urguan’s Folk fear that your inaction may result in yet another violent uprising within your ranks, and we both know Oren cannot survive that. We await your arrival. Narvak oz Urguan, Philip III. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen
  18. Terry

    The Men of Morn

    [!] A depiction of the Orenian Capital, a fire burning long into the night. THE MEN OF MORN & THE COWARDS OF NIGHT Some chose to linger in the shadows of night, fretfully biting at their nails until blood sheds from the tip of their fingers. For these so called men have as much honor as they have triumphs in battles where the odds have been fair. Only as night cracks, do the mentioned men - men of Orenian ilk, come out to take up arms. As their force is about as competent as a barrel of lobsters fighting. They struck Urguan in the early hours of the day, just like the cowards they are, cravens in tin suits to mask their wobbling bellies. Those of honesty, take up arms in the midst of day, just when the rabble of cities surmount. The tides of a snake’s war are about as easy to turn around, about as much as the morning eggs of a Halfling. Hence, the joint forces of Urguan showed up at the front gates of Saint James. It was the Men of the Morn, in great contrast to the Cowards of the Night. Recent history has told the Orenians are certainly men of faith. The good Orenians provided the gateway and keys to their city - literally so. Boots sounded from outside of the city, causing many a man or woman to flee into their homes. With the last door promptly shut, the brave joint forces landed into the yolk of Saint James, standing true and tall at the center of the city. Where one fool, Joseph d’Azor found himself captive and in shackles within seconds. Then again, the turncoat of Oren can only leach onto power, his one capability to shine his shoes, with that smooth brain of his. Expectly, the Cowards of the Night did not take up prestigious, patriotic arms to save their good man. Instead their eyes watched him be taken until the horizon showed him no more, perched shakily upon one of their walls. One capture was not enough for the forces albeit, as they remained in the city - expecting a fight. Was it a war? They thought. Or was it the great pitching of tents? Only those with morsels of valor descended to clash blades with the invading force, to no avail, but at the very least, they fought - as those in war should. Battle ensued for minutes before another staring contest persisted. Yet, the eyes of Orenian men only lingered on the destruction to come, while the joint forces only saw triumph. The Clock Tower would strike nil, as the foreshadowed end of times bestowed itself upon the decaying Empire of Oren. What good soldiers would allow an invasion without a defense? To allow their women and children to flee to their homes, knowing their army to be no more than conscripted lousy, dunces. Torches were tossed against the tower, flames licking the sides, until an uproar of inferno took its entirety. Still, the Orenian soldiers moved less than an inch. Cries took hold of Saint James. Still, the Orenian soldiers moved less than an inch. T'was the end of times to come, the beginning of their own declared end. An Emperor declaring oneself as Emperor. An Emperor declaring his own war. An Emperor declaring his own fate. Narvak oz Urguan, Philip III. Part 3 of 3.
  19. 12th of Malins welcome WIGS CRUMBLE Word traveled around The Grand Kingdom of Urguan and its vassals of the cowardly Orenians attacking the capital in the dead of night while all the sons and daughters of Urguan slept. They attempted to break the will of the King. They failed. They attempted to break Urguan’s spirit. They Failed. They attempted to break the King and to ultimately make him look like a coward. They Failed. As soon as word reached Clan Ireheart and the Ferrymen, they convened before agreeing upon to send out a group of 120 Irehearts and Ferrymen to set up a roadblock, breaching the veil of security the ISA claimed to have on their very own roads. Soon, the ISA with their best warriors sallied out of Oren. Themselves going to face the seemingly small force of Dwed and Ferrymen, but to their surprise they focused too much on their prize and forgot about their surroundings. The rest of the Ferrymen and Dwed popped out of thin air facing off with the ISA. Irehearts and Ferrymen together charged, in response the ISA was struck with fear. They immediately turned their backs and fell back to their city, but their fates were sealed the moment they chose to insult The Grand Kingdom with their vain footsteps. Those who lagged behind were immediately slaughtered, but for those who reached the gates, they turned to face the oncoming men, as their fellow soldiers feared too much to allow the Irehearts and Ferrymen into their gates and left those soldiers outside to die. Though this did not save them, the ISA manning the walls were shot down by the greatest archers in Arcas. Soon their corpses joined those who they had abandoned. Blood covered the steps of New Providence as the battle cleared. For those who were fortunate enough to not be killed in the battle, they were quickly captured and brought back to a keep along East Fleet. One half of those captured were branded by the Ferrymen before being released. The second half would be quickly slaughtered, all of them begging for mercy as their heads were paraded along the road from The Grand Kingdom to Providence. This is the price you must pay Philip III. You have made the same mistake as your predecessor and questioned the might of the Dwarves. Your people will continue to pay for this mistake with more blood less you see the error in your ways. Philip III beg us, beg us to forgive you, beg us to leave your lands to the crows, beg us to never come back, and beg Urguan to not lay you, your children, and your country to waste. Only then will you be spared the end of time. Part 1
  20. The Enemy of My Enemy Part 2/3 [!] A party of Rustlers, Ferrymen and Irehearts do good work on the roads of Oren. The sun, though beating down heat onto the land of men below, was met with a cool breeze that made for a comfortable atmosphere. The Rustlers, intending only to cripple Orenian supplies, could be found ambushing caravans and trade wagons alike as they sought refuge in the City of Burning Clocks. THUMP THUMP THUMP! The hooves of a horse echoed throughout the field only to be silenced by the driver wishing to stop and rest at a nearby tavern. A gust of wind caught hold of some brush near the side of the road, parting a few leaves and opening a line of sight. Piercing blue eyes stared through the brush, the gaze serious yet clouded with eagerness. With quick and intent movements, Elsil’Ceru sprung into action. The young elf let out a whistle, akin to that of a bird that was local to the region. The caravan looked around in a state of confusion, then interrupted as Iscesi ‘the Doorman’ leaped into action, firing an arrow into the chest of the caravan driver. With the same speed with which the Rustlers appeared, the lives of the caravan guards ended. As the Rustler band cleaned their weapons, they were set upon by a messenger loyal to their cause. The Orenians began their march. With haste, Elsil’Ceru ordered that birds be dispatched to some allies of the Urguan war effort. They set their quills to parchment and sent the messages off with haste. In a nearby forest, the elfish Ferrymen, Vydrek and Diome, walked idly by with their long time friend, Yonash. The trio strolled calmly, taking in the scenery of Orenian lands one last time before they were set to the flame, when a bird flew down and landed atop the shoulder of Vydrek. Yonash stepped forward, grasping at the bird and holding it tight as he removed the attached message. While the man silently read, the two elves readied their weapons. Between the two, they shared centuries of experience in war and knew what a bird sent from the direction of an enemy must mean. The three Ferrymen returned to their horses and made for the nearby Ferrymen camp. As the reinforcements made their way to the roads of Oren, the ISA readied themselves as well. They had received reports that their caravans were being attacked and their supply chain cut off. With their usual haste, the ISA made for the roadside tavern, mounted on the finest steeds the Empire could muster and armed to the teeth. As they arrived, they were met with the host that they sought out. A coalition of Ferryman and Rustler stood at the ready, their numbers lined across the road, ready to meet the ISA’s finest. The two sides stood at a standstill, neither making the first move, but both ready to draw first blood. Silence befell the terrain as the two small armies stood there, offering nothing in the way of words to each other. Diome eyed the mounted men of Oren, his eyes flickering between the groups as they usually did when he was formulating a strategy, when his focus was broken by a sudden shout. “Narvak oz Kjellos!” a voice shouted, booming through the fields as Bakir Ireheart charged in, mounted atop a mighty ram. Bakir swept between the two groups, his warhammer spinning wildly before he swung it at the head of an ISA recruit, his head coming clean off. With the valiant acts of Bakir, the silence was finally broken, replaced by the clashing of steel and flesh. The Ferrymen and Rustler coalition strode forth, their shields tight together as they forced the ISA back toward their hamlet. Yonash stopped as he looked about the battle field. The man watched as the Orenian troops fell to the blades of the allied forces one by one, “Diome!” he shouted toward his comrade “Press the attack! They fall to our blades!” With the rallying words of Yonash, coupled with the charge led by himself and Vydrek, the combined army of Ferryman, Rustler and Ireheart cut down the last of the sixteen ISA soldiers. Bakir turned to Elsil, offering a nod to the Rustler as he blew into his warhorn, signaling for the band to regroup on the roads. Iscesi limped from behind the treeline, wounded but not yet beaten as he returned from slaying several of the Orenian party. Diome and Vydrek returned together, supporting their comrade Yonash as he triumphantly returned to the group alive. The men, elf and dwed all looked around. Led by Bakir, they all began to chuckle lightly with relief. It was comforting to see that all twelve of their group had returned to the place that the battle began, alive and well. Diome made his way up the road, the coalition of forces bonding from the tales they had made during the battle. He found himself beside Elsil as the duo walked. “A fine show we put on didn’t we Ferryman.” said the Rustler. Diome groaned, in annoyance or pain, none could say for certain. “The enemy of my enemy, Rustler.” uttered the veteran Ferryman. [OOC] The information/names used in this post is not public information. This post is a recount of events that occurred in-game and is not to be used to influence RP. The purpose of this post is to share the events of the road skirmish in an RP friendly manner. Thank you.
  21. [!] A painting made by a Dwarf, with the mountains of Urguan seen in the background. A CONCISE VICTORY In this third month of the War of the Wigs, a chapter has come to a close. Urguan spends their time celebrating one of many victories that they have earned when news reaches the halls of Kal'Darakaan of treachery within the Empire. The Emperor of Oren, Philip II has vanished without a trace and in his place, a usurper has risen. In addition to plotting to overthrow the Orenian government and previous Emperor, they have sided with their fellow usurpers to the South. The once peaceful hamlet of Sutica, that was defended by all of Arcas against Oren, fell to the same underhanded peoples that now lay claim to the Holy Orenian Empire. With this fact in mind, they have perpetrated the honor war between Urguan and Oren. Due to this, we see no purpose in continuing a war against those who had not transgressed against us. Therefore with the capitulation of the 8th Empire of Oren, the Grand Kingdom claims victory in this short but brutal war. Philip II, much like myself, had led our people with our heads raised high with both honor and pride, but one cannot yet say the same for his so-called successor. This is not the way we wished nor expected the war to end, but these discrepancies must be attended to all the same. Because of the power vacuum caused by the previous Emperor’s disappearance, there is only one certainty that the future holds. The sons and daughters of Urguan shall remain steadfast come whatever may happen. And as such, will not stand aside while aggressions are made to our kin from this new Empire. If the usurper of Philip II wishes to come to the lands of the Grand Kingdom, then he will be met with full retaliation in accordance with his transgression. If he wishes to remain in his new city and begin an era of peace between our folk, then we will accept that with open arms after seeing all grudges settled. Therefore as of this missive, I, Grand King Ulfric Frostbeard, of the Grand Kingdom of Urguan, proclaim victory over Philip II in the War of the Wigs. What comes next is to be decided by he who’d take advantage of the power vacuum, be that Philip III, or any other ambitious Umri who have not yet felt the wrath of Dungrimm. But until then, we shall remain dormant with our victory. To whoever manages to take Oren by the horns and lead them the way their predecessor did, we Dwedmar shall fervently await their response. Narvak oz Urguan. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Jarl of Dol’Gorix, Lord of Clan Ireheart, Orcs Bane, Professional Wig Snatcher
  22. A Letter Regarding Your Beds To the Vullier household, from a friendly dwarf. Now, while I am no expert on sleep, I do know a few things on a good nights rest. Not too long ago during the War, before your weak Emperor was embarrasingly coup'd, I raided your house, with ease I must say, and I came upon many of your rooms with beds. Now, one of the rooms stood out in particular, which I assume was your sons rooms. An issue I had with their beds, was how stiff they were, me and my partner layed in them, and soon found how uncomfortable they were, and as a warrior, one of many Wig-Wearer slayers, need to rest my back after slaying many an Orenian fool. So, I write you this letter, as a warning. A good nights rest, can lead to many positive things, and a stiff bed, one that of your sons, will only lead to their death on the battlefield. Another benefit of a soft bed is one more grim, but not uncommon for Orenians, it gives a soothing sense, after a long battle lost, watching many friends fall in battle to dwarven battlaxes can be tiring, and a soft bed sooths the blow. So next time I wish to visit, as I will, I hope to see you have a soft bed, and one that does not stain, for when blood will be spilt, I wish not to ruin your mattress. Sincerely, A Friendly Dwarf https://www.youtube.com/watch?v=Ag1o3koTLWM
  23. THE SONS OF YAVOK The Irehearts are sons of Yavok and sons of Urguan. We are folk of Honor, of Loyalty, and of Devotion. These are our tenets and those who claim our kin to be otherwise is no wiser than a dog losing a scent. The Orenians of Philip II’s Kingdom Claimed we are murderers, we are dishonorable and that WE are the cause of the pact broken between our two Kingdoms. The fallacies of an Orenian do not fail to surprise. Often the Orenians jump to their own conclusions to make it seem like they are the victims, and hide behind the church and to act like a child hiding behind their helpless mother. If you wish to attack the sons of Kjell and Urguan itself. You will find no wall to hide behind, no church to offer refuge, and no nation to find grace. Reality is often disappointing, especially to an Orenian. The truth is simple, my kin were attacked by sons of Krug on your bridge, after killing them in defense of my brothers, your ISA drew your swords and claim we are murderers. A stone day later you bring swords up to my kin in your land, not provoking any harm to your people. You instead lay out an ultimatum as you surround my kin. “If you wish to leave with your heads on your shoulders. You will pay us 200 mina each.” After which my kin refused, you attacked them and even with the support of horses, you failed to catch the sons of Yavok. You were given simple terms, Philip II, and you had the audacity to try and defend your actions in front of me and in front of my kin. You will regret these actions. There are no words you can speak that will deter our axe, no lies you can spew to sway our allies and no sword that will match our blades. King Philip II, we are coming for You. Jarl of Dol’Gorix, Lord of Clan Ireheart and Bane of the Orcs and Commander of the Urguan Legion Elder of Clan Ireheart, Descendant of Line Olaf Ex Grand King, Son of Gror Ireheart, Uniter of Dwarves and Grand Peacekeeper of the Ireheart Clan Elder of Clan Ireheart, Defender of Kal’Ordholm, and Commander of the Urguan Legion Line of Roggar, Father of Utak Peoples King of Urguan, Clan Elder, Grand Champion of Urguan, Son of High King Dreek II
  24. TheB0zo

    Cult of Steven

    Join us by replying to this post with "I love you Steven."
  25. URGUAN NEEDS YOU. BARUK KHAZAD, KHAZAD AI MENU! Penned by Quartermaster Gildroc Goldhand In light of Oren’s recent slights against our kin, and the subsequent declaration of war in response to our ultimatum. The Legion and the Grand-Kingdom calls upon every able-bodied citizen and resident alike to do their part for their kin and country, and to bring Urguanic Justice to the filthy wig-wearers. CITIZENRY OF URGUAN Urguan calls upon YOU to enlist today in the Legion. RESIDENTS OF URGUAN Urguan needs YOU to do your part and enlist today in the Auxiliary. Speak to an officer in Dungrimm’s Legion if you wish to enlist. NARVOK OZ URGUAN OOC: Application Form Rhewen#6717 / Austin#0060 / Elite Snipes#3582 / conkledurr#5535 / UnusualBrit#0144
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