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  1. To the Leadership and Citizenry of the A.I.S The Dwarves are oft regarded by surface folk as warlike, this is only partly true as rarely have we ever marched to war when not struck first, or slighted most grievously. We have not entered this conflict with Oren, raising no blade to either side, and even did we feast with Norlanders, who helped free our kin from the grasp of slavers. When the call was raised that one of our own was captured, it came with rage. Few Dwarven women yet live after nigh a century of civil conflict, and fewer still would have a kind enough soul to trust surfacers with their presence. A demand was put forth by her captors that our king come alone to pay her ransom, an absurd demand from untrustworthy folk. I fear now for the fate of her, as no doubt the bandits reacted poorly when their ridiculous demands were not met. Let it be known here and now, declared to all the world plainly, that any who align themselves with the bandit-nation of Ruswick will face annihilation at our hands. Our axes will claim their necks for a sheath, and our spears will pierce their hearts, along with any who associate with them. Justice will be done Vengeance will be had Narvak oz Urguan Post written by Jorvin Starbreaker (DixieDemolisher)
  2. Armakak’s Coin From the office of The Grand Merchant: Many years ago, when I was still a young lad living with my mother, I often found myself being lectured by my grandfather, who deemed it necessary to inform me on the workings of the world. It was during one such lecture that he told me the following: "Listen to me carefully, Falk. It's important that you understand what I am about to say. Most people view nations as if they were works: like a monument hewn from stone or a sword forged from a hunk of steel. Most people are wrong. Kingdoms and nations are living, breathing creatures, more similar to the horses of the fields. And, like any other living thing, a nation requires blood; not literal blood like you or I have. The lifeblood of a nation is trade: the free flow of coin, good, and services. When trade stagnates, nations die. In this day and age, when nations are always on the brink of war and bandits roam the roads freely, I look around and see that the lifeblood of all nations, the flow of coin, is beginning to stagnate, and unless we are to let the world fall into chaos, some measure must be taken. For this reason, the Grand Merchant of Urguan and da Kirkja Dverga have joined together in a united front to form Armakak’s Coin, a Merchant’s guild supported both by the church of the The Brathmordakin the Government of Urguan. Operation of the Guild: Armakak’s Coin is designed to serve the dwed by buying resources from Yemekar’s Workforce as well as other dwed suppliers. It is against the philosophy of the order to purchase minerals and other products often made by dwed from other groups, as this would hurt their industry. The acquired goods will then be distributed to certified Armakak guild merchants or shipped across Arcas to stalls associated with the guild. Official guild merchants will receive a portion of the profits from everything they sell. Additionally, Armakak’s coin will take outside requests to obtain rarer items for specific clients, charging a finder’s fee in return for our services. Organization of the Guild: Guild members are divided into four different tiers, dictating their level of responsibility within the guild. Herald of Armakak: This is the person in charge of running the guild. They set the rules for merchants, maximum and minimum rates, and decide the locations where the guild shall sell it’s wares. They must demonstrate a greater understanding of the Brathmordakin, although not requiring the knowledge-level of a preceptor. Senior-Merchant: If a Merchant shows they are competent and reliable in their duties, the guild may approve them to become a Senior Merchant. Becoming a senior merchant has several benefits: their cut of the profits is increased slightly, they are entrusted with larger amounts of goods to sell, but the greatest benefit is that the senior-merchant is entrusted with the running of one of the stall outside of Urguan. Merchant: A Merchant of Armakak’s coin is a wandering salesman. They travel around Arcas They get a cut of the profits of the stall, and are given the resources to sell. The stall is paid for by the Coin, all the merchant must do is take count of what is sold and how much. The merchant must stick to the initial pricing set by the Herald of Armakak unless the Herald or a Senior Merchant advises a new one upon request. Supplier: A Supplier of the Coin is tasked with making deals with manufacturers or gathering the resources themselves for the guild. Goods they acquire are sold directly to the guild itself at regular intervals for an agreed upon price. Tradesman: A Tradesman’s role is not to sell, but rather to create fine and beautiful works, swords or jewelry, which the guild will then sell. Due to the nature of crafts, being less numerous in quantity and more focused on quality, Tradesmen will often find themselves taking commissions through the guild. Code of Conduct: Members of the guild will obey the degrees of the Herald of Armakak and of da Kirkja Dverga. Members of the guild will conduct themselves in a professional manner while conducting business. Members of the guild will always complete a business transaction to the best of their ability. Members of the guild will always conduct themselves in an honest manner, never trying to cheat a customer or the guild itself. Joining Armakak’s Coin: If you wish to join Armakak’s coin in any fashion, simply fill out the following application: In Character: Your Name: Your Race: The Guild Position you are applying for: Do you accept the Brathmordakin as the only true religion?: Do you swear to abide by the standard code of conduct for all members of Armakak’s Coin? : Out of Character: Your Minecraft Username: Your Discord Username:
  3. Welcome to the ~~~FUNKY~~~ lil skin shop Costs: A head skin is 300 minas An overlay is 100 minas A body is 700 minas A full body (including overlay) is 1000 minas If you are applying for a skin, please fill out the below: Username: Discord: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image(s) for reference: How is your character quirky?: Type of Payment: Proof of Payment: (You can either reach out to me below or on my discord) Past work:
  4. Dargur Goldhand Stood before a council of the dweds for having been seen Guilty of slavery. On 12th of The Grand Harvest in 1739 He would of been exiled out of Urguan and pay a hefty price to the slave itself it would of been hard for him due already having to need to leave his home land the proud mountain of Urguan and where he was working to honour his clan. The Goldhand, Having a kid and a wife he was a pretty happy man but something lusted in him that he coudn't keep content. Dargur would begin searching until he found something that would keep that lust under control. Cactus green, at first it woudn't be a problem doing it lightly only once a week until his lust began to grow as he'd begin to use it more and more. Until it woudn't be controlable being reguarily high, As the days dragged on he began searching for more powerful medicine beginning to use wizard powder and due the wizard powder he began to act strange. Due the wizard powder he'd began to change into a heartless dwed beginning to go into slavery beginning to inslave halfings and such to make money. But when he didn't do drugs he'd always provide for his family and take care of his kid that he so loved Morigana Goldhand and his wife Grianne Goldhand. But his fate was at a end as he'd turn around seeing Hekkaes Goldhand in a angered yet sad way as he shouted “Dargur Goldhand I Hekkaes Goldhand want to fight you for a honor duel to the death. May Dungrimm help you” As Dargur was a honourable dwarf he'd accept. As he'd make his way towards the end of the room as the other dwarves would look at them both intensly they would begin to start fighting as Dargur would do a warcry he'd go for a swing towards Hekkaes body but he blocked it pushing the dwarf back though Dargur would hold his stance as Hekkaes would go for a blow to his arms as Dargur would get hit he'd go to stab Hekkaes into his shoulder. As he did Hekkaes would go for a swift swoop into the neck of Dargur as he'd fall to the ground bleeding from the neck. As Hekkaes and Dargur both made it to the ground he'd lay near Hekkaes tearing up slowy saying his last words ”Hekkaes please take care of my family. Give Morigana the care i could not provide” As Haekkes would hear his last words he'd reply “I shall and i will grant your family a good place. May Dungrimm accept you in Khaz’A’Dentrumm and your legacy will not be forgotten” As Dargur would hear that'd he'd give his last smile and slowly drifted into his last resting place. Dargur Goldhand from 1636 until 1739 May he rest in peace
  5. Mugdorrummar-ur-Khazadmar “In ot’a toimes, dweds were carpenters, moiners, lumbermen… and t’ey foug’t wit’ t’eir tools. War made our kin get t’e taste of bloodshed and gloree’, it poisoned our moinds… t’ats woi ye can see in our armory weapons t’at resembled t’e tools we used as weapons in t’e old daes.” - Thumril ‘Hammer’ Grandaxe Mugdorrummar-ur-Khazadmar is a miner guild with the purpose to provide ores, stone and even wood when the lumberjacks are busy. All the resources that are mined are given directly to the high prospector that in his turn will hand over to the Kingdoms vault. As told the miners are not only here for getting resources, when a war comes those miners are signed in automatically as a dwed-at-arms. A force that will use their tools and their gear that both are provided by the high prospector into battle and devastate their enemies with their mattocks and pickaxes. Ranks Guild Master -= Barimmar Kronok =- Is also known as the High Prospector that leads the guild. He keeps track of everything that got found in the mines and collects the ores for the Kingdom and hands them over to the Vault of Urguan. Master Miner -= Kronok Mugdorrum =- Is the experienced Miner of the Guild that has been mining for some time and has proven Themselves as one of the finest Miners of the nation. Those Miners will also start to learn the ways of the ancestors in using their pickaxe and mattocks as traditional weapons. They will be known as Dwed-at-arms. They act when the nation is under high threat from outside. Miner -= Mugdorrum =- Are miners that have proven themselves to gather more materials then the initiates and have proven themselves that they can provide more ores then is demanded. They will often get other requests then others more rare to find ores. Initiate -= Cast-Mugdorrum =- Are the fresh and inexperienced dwarves that wanted to fall in the footsteps of their ancestors, they will be asked to gather easy to find ores. getting a rank up is depending on the amount of ores you mine and hand over. From Initiate to Miner ( 2 stacks of iron blocks and 20 stacks of building materials) From Miner to Master Miner ( 6 stacks of Iron blocks and 40 stacks of building blocks that needs to be divided in 2 different block types and he has to participate in 1 raid/skirmish or Siege in his miner uniform) Required payment At the end each stone week each miner has the choice to hand over 4 stacks of iron ore and 8 stacks of blocks, 16 stacks of building blocks (wood doesn’t count) or 8 stacks of iron ore. When the kingdom requires wood each miner is expected to mine 20 stacks of logs that are asked for. Privileges if you join the guild Free access to the mines Free housing* after handing the required amount of ores and building blocks the miners can keep the rest of what they mined for themselves Interested? Fill this form right away and get started with 2 free iron pickaxes! Discord name: timezone: ign: rp name: race: contact Thumril Grandaxe (Floppetlappeting) to get your uniform (Pm D3F4LT#4284 on discord for skin file) *to have a free house you gotta be active and keep contributing ores to the nation otherwise it will result into eviction.
  6. “Something stirs within the mountains Our beasts grow restless among the moons light Red eyes lurk among the bushes Great shadows on four legs stand upon the mountain tops” Uneasy mountain folk from the snowy hills of Urguan call upon capable dwarves to hunt a beast of unknown origin. Sighted about many small villages within the area, targeting wildlife and rarely villagers out at dark, the beast has left little more than large footprints and ruined corpses. A small militia was emassed to kill this beast, made up of capable men from the neighbouring villages, though all that survived from their first attempt was a young man of no more than fifty, with both arms torn off he didn’t live long enough to give any information on the beast. Now those that remain call upon the willing and brave of Urguan to rid them of this beast. (This is a player run eventline I’ll be doing for the dwarves, thought I’d try and chuck a bit of hype behind it) 6pm EST – This Saturday P.S You should +1
  7. - Velrak Yemarin - - Holy Command - - Preamble - No doubt the most defining part of dwed culture is our faith in da Brathmordakin. It influences our foreign policy, our livelihoods, and inspires us. But a problem we face now is a slight lack of organization, where we do not know who believes and what they believe within Urguan. This lack of organization has led to many problems, and the clergy has decided that not only will increased organization allow us to make sure beliefs are homogenous throughout Urguan, but also give the faithful a way to interact in da Kirkja Dverga. - Action - In order to solve this problem, da Kirkja Dverga has set out to design a ceremony in which the believer may profess their faith in da Brathmordakin, bringing the faithful closer in understanding relationship with da Brathmordakin as well as allowing da Kirkja Dverga to take note of who in Urguan has a good understanding. In order to take place in the ceremony, one must fulfill certain requirements: Proven a basic understanding of da Brathmordakin with a Priest. Willing to do the ceremony of their own accord, not forced to by another. Old enough to be mentally mature, 60 years for a dwarf. - Procedure - The faithful is to be invited to a shrine to da Brathmordakin. Any family who would wish to attend may do so. The faithful is to pledge their faith in the Brathmordakin, and to promise to live a life so that their soul is in balance, exactly as Yemekar had intended. To reject the ambition of Khorvad and to put Yemekar’s creation first. “I humbly offer my faith to the Brathmordakin, led by the All-Maker and Forge-Father Yemekar, who on the Ruhn-Anvil forged all souls and all lands, and to live a life of balance just as Yemekar intended for his creation. I reject all heresy and temptations of Khorvad, and swear to live as Yemekar designed for my soul.” The faithful must add to the end of this pledge a few words of their own design, regarding how they believe they will do service to the Brathmordakin, be it as an artist, smith, or warrior. Ex: “I will honor Yemekar through my craftsmanship and creation, and with divine inspiration will I forge great works.” Ex: “I will honor Armakak in my work, and bring great wealth and prosperity to my people through fair trade.” If both announcements of faith and service to the Brathmordakin are done properly as deemed by the priest, the priest is to give a blessing in the name of da Brathmordakin. Part of the blessing is the same throughout all ceremonies, while part of it must be made by the priest in reflection of the words of the faithful. After blessing is given, the priest offers a Ring of the Faithful, and the ceremony is complete. All of these actions are to occur in the name of Da Kirkja Dverga and da Brathmordakin which it serves. Norli Starbreaker High Preceptor of Da Kirkja Dverga
  8. The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Hostile Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Clan Silvervein: Friendly Clan Hammerforged: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dimlin Irongut (Beamon4) Clan Elders: Bolgnir Irongut(Tide1) Dwain II Irongut (Hiebe) Balek Irongut(Hobolympic) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Alfy Irongut(littleyoshy) Sharr Irongut (lordbobby123) Grandour Irongut(SaltyStormJakob) Ulhor Irongut(BlackDwarvenFire) Yor Irongut(punni_boi) Robin Irongut(Pilantos311) Beardlings: Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Grungron Irongut(James27049) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Gauldrim Irongut ((Redbench)) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Uldar Irongut ((Tirenas)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  9. “Yemekar gave the dwarves lands and the ability to work them, Anbella gave us the wisdom to know how to do it to benefit others.” Under Yemekar’s Blessing, Under Anbella’s Guidance. This Guild looks for the wellbeing of the Dwarven Kind, it’s purpose is simple, feed the mouths of the Dwarves under the mountain. It is lead by those who seek to help, whose leadership is not based on how much mina lay in their pocket or how many foes have they downed in combat. It is lead by those who wish to praise Anbella and Yemekar for their creation. Anyone that proves wishes to prove themselves useful. Those in the Tira Eron Anym care not for tittles, for they see each dwarf as an equal. (Except Heretics) Philosophy: Freeman and slave, patrician and plebeian, lord and serf, guild-master and journeyman, in a word, oppressor and oppressed, constantly stand in constant opposition to one another, carried on an uninterrupted, now hidden, now open fight, a fight that each time ended, either in a revolutionary reconstitution of society at large, or in the common ruin of the contending classes. In the earlier epochs of history, we find almost everywhere a complicated arrangement of society into various orders, a manifold gradation of social rank. In Oren, we have patricians, knights, plebeians, slaves. We find feudal lords, vassals, guild-masters, journeymen, apprentices, serfs; in almost all of these classes, again, subordinate gradations. The bourgeois society that has sprouted in places like Sutica or Llyria from the ruins of feudal society has not done away with class antagonisms. It has but established new classes, new conditions of oppression, new forms of struggle in place of the old ones. This is why we, the Farmer’s Guild Union don’t believe in personal possessions and work for the benefit of our society as a whole. Ranks: Farmer: This rank is given to the “head” of the guild, he is in charge of organizing the guild’s affairs and representing it in case it is called by the Rikkin Council or the Under-King. The dwed holding this rank is also in charge of bringing down the supplies to Kal’Varoth. Farmhand: This is the rank of every member of the guild, everyone is equal in the eyes of The Forge Father and the Hearth Mother. They focus on working the lands and being their best selves when Arts: Dwarves are known for their big appetite, it would be unlike a dwarven institution if they focused on feeding them with vegetables and grains, the members of the Tira Eron Anym bring a balanced diet to their brothers and sisters. Tillers: The dwarves focused on the art of growing the foods from the lands are known as master Tillers, they are often the most hard-working and productive of the guild, given the grounds of the Brathmordakin provide for bountiful harvests. Shepherds: There are two types of shepherds in dwarven culture, those who tend to the livestock of the Kingdom on top of the Mountains and those who take care of the Kingdom’s treasured Mooshrooms. They are in charge of keeping the rams, horses and other animals providing not only their products but their meats aswell. Bakers: Bakers are known for their love for food, they are often found in their dwellings spending their lives by the ovens, the hearths, and the stone grills, trying to make their brothers and sisters bellies happy. Fishers: One can often find a dwarf sitting with a pipe along the riverbanks or around the underground lagoons, these are the dwarven fisherman, in charge of bringing the bountiful feasts of the rivers and lakes to their brothers and sisters they work all day with no fear of getting their feet and hands wet. Foragers: These are often known as jacks-of-all-trades, they know a bit about every art and focus on the uses of plants and animal products that don’t feed the people but might still prove useful. They are often seen as healers and wise botanists for this. Comrades, if you seek to join our guild, our movement, seek Thorin Treebeard (SoulReapingWolf) and ready your Sickles!
  10. The Arcas Cosmology Guild Purpose There is never a short supply for knowledge and always a yearning from every new generation to gain something more than the last. The proposition of this guild is to gain and spread awareness of why the sky looks the way it does, the placement of the stars, the composition of stars, celestial bodies and what lays in the Great Beyond. Roles President: The President or Spokesperson for our guild will be managing communications with all branches and groups. They will be in charge of approving documents, agreements, projects, and general discourse of the guild. This role cannot be applied for, rather you will need to send bird to the Chairman and request an interview, and will be chosen carefully by the Council and Chairman. Council: Council members will oversee the advancements and production of the research division in addition to just discussing how things are overall going. Council members can vote for or against things the Chairman and President set in motion. These members will be personally picked by the Chairman and cannot be applied for. You must first apply for a different role and participate in the Guild to be considered for the Council. Branch Leader: Leaders or representatives of each nation, settlement, duchy and or wherever are invited to submit applications to the guild and if accepted, after interview, will be in charge of commanding the branch of their race, nation, or specific settlement. This includes sending important scientific data to the research division, President and overseeing smaller projects involved within their branch. Head of Research: The Head of Research will be regarded as the guild’s most knowledgeable scientist and will run multiple divisions of the guild including: Cosmology, Chemistry, Mechanical, and Geography. This role must be applied for, interviewed, and provide evidence of their ability to lead, guide, teach, and conduct scientific studies. Head Tinkerer: This role, which must be applied and interviewed for, will help develop equipment for both the scientific divisions and to be sold to the people of Arcas. Researcher: The researchers will serve directly under the Head of Research and Branch Leaders. You will be out in the field observing and collecting data or working whatever projects are being carried out. Beneficiary: If you are interested in the publishments of our guild and would like to donate mina, labor, or access to private land please send bird to me and you will be given the honorary Beneficiary role. In addition, you will also be gifted a unique telescope and monthly updates on our projects and discoveries. Member: Want to scout locations, send data, or provide help to our guild? Ask to become a member and you will be given tasks by researchers or branch leaders to fulfill. In addition you will be provided a copy of the monthly journal sent out. Star-Gazer: Are you interested in the stargazing events that will be held? Please ask for the Star-Gazer role and you will be updated on when and where they take place. Events On top of having weekly to bi-weekly meetings this guild will host numerous scientific lectures, debates, tours of the Astronomy tower, and stargazing trips to various locations. All are welcome to join in whether for fun, a learning experience, or to contribute. Meeting Locations Currently, a tower where the epicenter of our guilds activity will be is being finalized and constructed. While we will meet there, specific locations will be disclosed to members of every branch and division on where to meet in the meantime. These locations will be decided by branch leaders and or beneficiaries who wish to host the guild. In addition, said locations will be used alongside the Astronomy tower. Application OOC Information MC IGN: Discord: Timezone: RP Information Persona Name: Race: Gender: Age: Desired Role: [Optional] Specification: (If you are applying for the researcher role please specify which division you’d like to enter [cosmology, chemistry, mechanical, or geography.])
  11. The Under-Realm River of Kismet Location: The Under-Realm River of Kismet is a peculiar underground river deep within the mines of Kal’Varoth, the capital city of the Under-Realm of Urguan. It lies at the end of a long series of cave systems. One could reach the river without much trouble if equipped with proper cave traversal equipment and a proper amount of provisions. Geography: The trek to the river begins at the entrance to the mines in Kal’Varoth. At first, the mines are heavily worked, with various mining tools being scattered about the cave. Deeper in the cave, dwarven work become scarcer and scarcer until reaching the breach leading towards the Under-Realm River of Kismet. Once on the path to the river, untouched cave passageways and chambers bring whoever wanders them deeper and deeper underground. Gemstones and ores are abundant, and shine brilliant colors off the light of an explorer’s torch. Further down, a silvery moss begins covering a single long passageway. The moss holds no special properties in and of itself, but nutrients within the moss give hallucinogenic effects to whoever touches the flowers blooming from the moss, pszichedelikus virag. The jade colored flowers, pszichedelikus virag, give off a slight glow and induce intense hallucinogenic effects onto anyone who makes direct skin contact anywhere on the flower. All five senses are dramatically altered for a time dependent on how long one makes direct skin contact with the flowers. Effects on Afflicted Dependent on Time 1-4 seconds: Intense hallucinogenic effects, the afflicted’s senses are all dramatically altered. Paranoia, feeling of invulnerability, and deep retrospection are typical during the experience. The experience is manageable by oneself, albeit very hard. Being assisted by someone else will likely aid the health of the afflicted. Effects will last around twelve hours, and the afflicted will feel normal after about sixteen hours. 5-10 seconds: Heightened hallucinogenic effects, the afflicted’s senses are severely impaired. They will likely be unable to function on their own for at least a day. If not monitored, it is likely the afflicted will accidentally harm and/or kill themselves. The effects will dissipate after a day, but it will take three days for the afflicted to feel normal once again. “Afterglow” effects occur after the initial days time is up, affecting one sense at a time. An afterglow could be as harmless as smelling food that is not there to feeling like you are burning alive despite being physically normal. 10+ seconds: The afflicted will experience severe hallucinogenic effects that almost entirely alter their sense of reality. Manic behavior is certain as the afflicted will be completely out of touch with what is and isn’t reality. After about three hours, the afflicted will suffer a brain aneurysm and die. Geography cont.: Picking the flowers from the moss will kill the flower immediately, as they cannot be separated from the moss; however, they can be transported assuming the moss it is growing off of is still alive. If the flower is dead, only minor hallucinogenic effects, similar to making contact with the flower for one to four seconds, will occur regardless of how long contact is made. The buds that have yet to bloom are entirely harmless to touch. The river itself is at the apparent end to the passageway, and it flows from the right wall downwards to the left. Darkness covers both the right and left as well as across. Any attempts to traverse the river will be met with an increase in the current speed to the point where one cannot possibly swim in it. The water is around twenty feet deep. If contact is made with the water, no matter what or where, the one who made contact will be unable to break free, and they will be swept down the river by a sudden burst in the current’s speed. Civilization: There are no civilizations evident at all in this area. History: Not much is currently understood of the cave system leading up to the river. The companion post in the spoiler sheds some light on its discovery and the initial expedition, but nothing is evident from its exploration thus far. *wink* Purpose: The purpose of this world lore is to introduce the beginning of a (hopefully) long series of areas I hope to create for the dwarves of Arcas. This area is not purposed to be a one-off event area, but an interesting place to explore and build in. Creating a common story around this area and future areas will provide a meaningful, entertaining story for players, even non-dwarves if they want to show up. The area is meant to have a consistent purpose, rather than a mob pool and RP item hand out. Players will able to interact in this area by building in the larger chambers, and exploring the passageway down to the river. Interaction with the flowers has the potential for an enjoyable RP experience, and further interaction with the cave itself. This does and will not interfere with any canon present on LotC as this is a completely original idea to the best of my knowledge, and does not involve other pieces aside from the standard dwarven lore.
  12. “Mer’azunnoth thas’kaznok, da Urguan’kadan ath ayna othok! Olkodran var’nazka karen’kladianmar!” (Beware my enemy, the sons of Urguan are upon you! Nothing will break our shields!) The Iron Guard of Kal’Varoth The Iron Guard of Kal’Varoth is the successor guild to the Ironbreakers of yore, acting as an independent organization following the second military reformation of the Underrealms. Beholden only to their Marshall and their Lord Commander, the Iron Guard inherit the legacy of Urguan’s heavily armored defenders. Putting their emphasis on discipline, tactics, and a strong command structure, they hold the line against the Underrealm’s foes. Forming an indomitable shieldwall of iron and steel. Their two primary duties on the battlefield are holding the position granted to them no matter the staggering costs, and pinning enemy formations so they might be flanked. Off the battlefield, they serve as the primary police force of the inner city, where their ability to take a beating, coupled with their more...Level-headed nature in comparison to the marauders, makes them ideal for enforcing law and order. In short, they are the successors to Dungrimm’s Legion, which has undergone reorganization following a decentralization of the Legion. The Iron-Guard of Kal’Varoth was founded by, and currently led by former lieutenant, Jorvin Starbreaker. Essential Ranks; Ranks that are required at all times to be filled. Lord Commander (Thrumm’velerakian) The highest rank within the Guard. The Lord Commander serves as both the primary field-commander of the Guard, but also the chief representative of the Iron Guard on the War Council. The Lord Commander is not a rank earned only through honor (Though to be honorable is certainly a requirement) but he must also possess an understanding of general strategy, and logistics. Lieutenant (Barel’rikkin) Serving as the hands of the Lord Commander, both on and off the battlefield. Lieutenants are the boots on the ground, fighting as commanding officers in the shieldwall and making the quick decisions the Lord Commander is not present for. Ironbreaker (Khro’nazkarumm) Senior soldiers of the Iron Guard, having served at least a decade as an Ironguard. It is the Ironbreakers who the Commanders relies upon to be unwavering, and to never retreat in the face of overwhelming odds unless the order is given. Ironguard (Khron’akvel) A full-fledged rank and file soldier of the Iron Guard. Clad in Black Ferrum armor, sporting a spear, sidearm (Often a short sword or war-axe) and a tower shield. The most numerous rank. New Blood (Cast’ardol) A fresh recruit often homeless and clanless, yet to prove themselves. The ‘Grunt’ rank of the Iron Guard, armed with simply a blade and round-shield. Secondary Ranks; Ranks whose duties may be performed by commanding officers in the event there are not enough Guards to perform these tasks. Quartermaster (Ironguard or higher) The one in charge of procuring, and maintaining the arms and armor of the Guard. It is the duty of the Quartermaster to ensure all members of the guard are well provisioned with weapons, a full suit of armor, and at least a week’s rations. Watch-Captain (Ironbreaker or higher) The most experienced of Law-Enforcers in the Guard, tasked with ensuring regular patrols are conducted within the designated area, that the laws of Urguan are followed to the letter among the Guard, and enforcing a high standard of honor and professionality among the guard.. More importantly the Watch-Captain is tasked with maintaining order and discipline in the Guard, and dealing out punishments should the rules be disregarded. These punishments may range from demotion towards in the most extreme cases, execution of deserters. The most extreme punishments however require approval from a commanding officer. Artillery Sergeant (Lieutenant or higher) The one tasked with training the Guard on the construction, maintenance, and usage of artillery pieces, as this is often information the common infantrymen lacks. On the field of battle if he is not busy in the shield-wall, he will be tasked with commanding an artillery battery. Standard Bearer (Any) Among the most important, yet dangerous jobs is that of the standard bearer. It is he who carries the flag of Urguan into battle and ensuring it never fall into enemy hands. The Standard Bearer works to direct soldiers on the field with his flag, ensuring no contingents of the war-party end up lost. Perks and benefits Free sleeping quarters and storage within the barracks of Kal’Varoth Tax-cut of fifty percent, meaning should a member of the Guard own property, they need only pay half the normal amount. Should the member of the Guard be grievously wounded in battle, he shall be compensated of a sum ranging from 100-400 minas, depending on the extent of his injury. A member of the Guard may use his armor and weapons in whatever manner they wish after it has been provided for them. However, should a suit be lost, they will only be provided 1. Kit per stone week. Duties and Code of Conduct; Tasks consist of the duties required every Iron Guard, with promotions and demotions based on how well, or poorly these tasks are performed. Patrol Duty. The Iron Guard are tasked with ensuring both the Inner-City of Kal’Varoth, and the Underways remain cleared of hostiles and illegal activities. This includes checking on passersby to ensure all is well. Any complaints should be noted and promptly investigated by one or more on-duty Iron Guards. Surface checks. Similar to the above, the Iron Guard may at times, be tasked with patrolling Urguanite lands above ground, this includes the Hefrumm Village and nearby road systems. Let it be noted that should activity be sighted alone the road, the reporting Guard is to seek the support of another guardsmen before dealing with any bandits. The only exception of this is if a life is in danger, at which point the Guard is required to put themselves between the attacker and victim without hesitation. Gate Duty. Every member of the Iron Guard, including the command-strata are not only encouraged but expected to take gate duty upon themselves, to ensure at all times the inner city remains secure. Construction. Should the nation undertake vast projects, it is the duty of the Iron Guard to offer their assistance, be it in the actual building, or in obtaining the resources to do so. The Code of Conduct is a general series of guidelines and rules on how one must behave when on-duty as a member of the Guard, as their behavior while in armor reflects upon the collective honor of the Guard. Honor At all times, a member of the Iron Guard is a gentlemen, first and foremost. He must conduct himself dutifully, lending aid to any Dwarf who require it, and do so without audible complaint. Discipline The task given to the Iron Guard in battle is simple, and it is one they must follow until their deaths. As a wall of iron, they are the vanguard, the first to hold back enemy hordes, only retreating when a general fall-back is announced, and only doing so until all other forces have left the field safely. Loyalty While a member of the Guard may in private, question the orders of his commanding officer, he must not do so while in the field. An Iron Guard is expected to follow their orders without complaint, and to do so in public is a punishable offense. Secondly, upon assuming a senior rank (Ironbreaker or above) an Iron Guard is expected to swear an oath of loyalty, not to the King or council, but the Articles of Urguan, and the principals the Underrealm was founded on. Sacrifice Above all other things, the Iron Guard are true sons and daughters of Urguan. As such, it is to them that falls the sacred task of protecting Urguan’s folk from internal and external threats alike. Be it eldritch demon, lusted for the blood of descendants, or rebellious dwed who threaten to unmake all that we have bled for. The Shieldwall will not break, and if we are to die, we will die standing. ' “Oz’kazak khor’nerroth’akveluron! Keznol’Brathmordakin mer’ulro Khazadmar!” (To war Guardians of the Deep-Realm! Ancestor Gods be with us!) Formations Vel - Vertical line. - Formation always has the leader in front - Line must not pass leader or break form during march - Not default stance when inactive Dree Vel - Multiple vertical lines. - Formation always has the leader in front - Line must not pass leader or break form during march - May be default stance when inactive if numbers exceed 8 soldiers - Continues going down in rows to accompany all soldiers Aemiz - Horizontal line - Formation always has the leader in front - Row will not be used during march - Default stance when inactive if number is less than 8 soldiers Tekom - Formation has leader in the center - Important individuals will be hosted on the inside - Line must not pass leader or break form during march - Rarely used during march due to difficulty to maintain - Not default stance when inactive Khain’ohin - Half-ring formation - Leader stands in the center of the primary line, one or more Dwed on each of his flanks - Remaining troops take position on either side of the center, to surround the center party in a broken ring - Used when communicating with a second armed party, to ensure that they are surrounded should they become hostile Application RP Name: MC Name: Race/Subrace: Discord name and number: Have you served in previous Dwarven militaries? If so, which: (You may be entitled to skip the ‘New-Blood’ rank, proceeding directly to Iron-Guard or Ironbreaker) Report to either Lord Commander Jorvin Starbreaker (DixieDemolisher/Seo#0650) or Grand Marshall Gimli Grandaxe (Dwarven Daddy/Lt. Big M.#4933) for your uniform/skin
  13. Metagame any of this and you’re gonna catch this hammer, boi “Understand this, I will not be like all those Clan Fathers before me who gave up, I would sooner die. That is where I differ from my father, I will break before I bend.” Jorvin Starbreaker [ Basic Information ] [Name] Common: Jorvin ‘Kazrinsson’ Starbreaker Dwarven: Yorrvin ‘Kazrinkadan’ Kornazkarumm [Race] Cavern Dwarf [Date of Birth] 5th of the Deep Cold, 1645 [Gender] Male [Sexuality] Bisexual (female leaning) [Affiliation] Kingdom of Kaz’Ulrah (until 1692) Kingdom of Agnarum (1692-1707) Underrealms of Urguan (1707-Current) Dwarven Clergy (Briefly) [Political Affiliation] Confederate (1692-1707) Neo-Urguanite (1707-1717) Neo-Confederate (1717-Current) [Religious Affiliation] Brathmordakin (Dwarven Religion) [Favored Gods] Yemekar Dungrimm [ Traits ] [Health] Stressed: This character finds the burden of work and life almost too much to handle. Scarred: Old wounds have left this character visibly scarred. [Genetic] Strong: This character was lucky enough to be born with above-average strength. [Non-Inherited] Brawny: Through vigorous training, this character possesses a rather muscular physique. [Lifestyle] Scholar: This character is well-read, possibly even preferring the company of books to people. [Positive] Chaste: This character is neither all too experienced, nor all too concerned with sexual matters. Diligent: This character possesses a strong sense of duty. [Negative] Envious: This character is prone to seething jealousy. Greedy: This character is known for hoarding wealth. Wrothful: This character is known for having an extremely poor temperament at times. [Other] Ambitious: This character desires to be in a high position of power. Cynical: This character is known to have a cynical, somewhat unpleasant view on life. Stubborn: Once this character is committed to a course of action, it is nearly impossible to convince them otherwise. [Leadership] Aggressive Leader: This character is known for having a very aggressive, and confrontational style of leadership. Heavy Infantry Leader: This character knows the value of armor, and makes frequent use of heavily armored infantry. [ Inventory ] [Primary Weapons] (Max One) Enchanted Warhammer (One Handed) Forged by the late Stromnikar Starbreaker, this weapon was granted to Jorvin after his ascension to Clan Father, and enchanted shortly after. It possesses electrical and telekinetic enchantments which, if allowed to muster a full charge, can be unleashed to devastating effect. Starbreaker Heavy Warhammer (One/Two Handed) A larger, heavier, non-enchanted variant of the above weapon roughly the length of a Dwarven sword. Forged from Black Ferrum, it possesses a crowbeak on the back of the hammer-head. Dwarven Spear (One/Two Handed) A simple yet dangerous weapon often used during Legion duties, it stands at six feet, and while not intended to be thrown it can be used to great effect when paired with a shield. Steel Bearded Axe (Two Handed) Occasionally carried into battle in place of a hammer, sacrificing weight for speed. While not nearly as effective against armored targets, against unarmored, or lightly armored foes, its raw cutting power makes it more than lethal enough. [Secondary Weapons] (Max Two) Steel Seax (One Handed) A long, single edged bone-hilted knife often tucked at around the back of Jorvin’s belt. Steel War-Axe (One Handed) Often used when carrying a spear into battle, due to the possibility of said spear breaking during combat. Hung around the side of Jorvin’s belt in a leather ‘holster’. Slayersteel Dagger (One Handed) Occasionally carried instead of a steel seax, in situations where encountering less than wholesome entities is a possibility. [Off-Hand] (Max One) Dwarven Heater Shield A heavy, legion-issue shield, primarily designed to form an unbreakable shield wall, but still plenty effective in single combat. Steel Round Shield Smaller than the heater shield, but capable of taking just as much punishment. Favored in single combat. [Satchel Contents] Rations Jerky and hardtack, enough to last a single man several days, but no longer than a week at maximum. Canteen Metal canteen containing a day’s worth of clean water. Flask Metal flask containing a day’s worth of alcohol, usually mead. War Horn Encase of attack, a horn is tucked into the satchel, when blown it can be heard for roughly forty stones. Fire-starter Encase it is needed to ward off the cold, or boil water within the canteen to make it drinkable. Bandages Encase of injury and that medical assistance is not immediately available, the satchel contains a roll of bandages for covering wounds. [Armor] (Max One) Urguanite Officer’s Uniform Standard issue steel plate armor of Urguan’s Legion, complete with a bright orange cloak, encase you had any doubts to the country of origin. Starbreaker Plate Armor Black-Plate Armor specific to Clan Starbreaker, bearing the clan sigil of three stars and an anvil upon the chestplate. [ History ] Early Life Born during the golden age of Kaz’Ulrah in the early Atlasian period, Jorvin is the son of famed High Remembrancer, Kazrin Starbreaker, and the fiery tempered Maeven Blackhammer, a captain of note within the Vanguard of Kaz’Ulrah. The eldest of three children, (the other two being Ketlin, and Azdal) he was relied upon to watch over his siblings from an early age, and as such, developed to be quite protective of them, even if he was often resentful for the attention received by his younger siblings from their parents. As is often the case, opposites attract, but seldom last for long. This fact would prove especially true in the case of Jorvin’s parents, who separated shortly after the boy’s sixteenth birthday. Ketlin remained with their father, who as one often busy with his work, sent her away to further her education under Draugrite scholars, Azdal too remained with Kazrin, but left to forge his own destiny at the age of eighteen. Jorvin however would remain with their mother as deemed by the court, shedding the name Starbreaker along with his mother. Years passed, and with the passage of time, Jorvin aged. He would find himself the voice of caution to his mother’s temper, and in return she would educate him to the best of her ability. Try as she might, the boy would gravitate towards those interests associated with his paternal clan, particularly scholarly work much to her distress. Despite this, his mother’s influence was apparent, and even as a boy he would adopt a dutiful nature, though he believed himself too weak to serve on the battlefield, and took to the mines instead, in his own words ‘to serve my king’. Jorvin’s professions such in nature, until the traumatic ‘Third Atlas Coalition War’ shook the continent. Three months before Jorvin’s fortieth birthday and coming of age, his mother marched to the defense of Norland with the rest of the Coalition’s forces, and in the aftermath of the sweeping Imperial victory there, she was never seen again, assumed dead. Jorvin came of age alone and angry, until returning to the only other family he knew. In a short while, after two and a half decades, he would return to his father, among the last of the Starbreakers, and would retake the family name, joining his clan once more. No longer alone, but still most certainly angry, the Starbreaker enlisted in the Vanguard the day after news of San’Kala’s fall reached the Crownhold. Knowing they would be next, Ulrahite leadership buckled down, and prepared for the long and bloody siege, which would leave Kal’Tarak a burning ruin. Jorvin would be severely wounded during the fighting, for no warrior was he, and only by taking shelter in the abandoned prison of Kal’Tarak would he survive the final stand made by the Coalition within King Thoak’s throne room. Being among the few ‘soldiers’ to survive the battle, he would charge himself with the task of aiding the refugees of the city in their escape. Marching across Imperial territory for thirty days (all the while beset by Imperials and bandits) the survivors would eventually make it to Kal’Azgaryum, once mortal enemies of Kaz’Ulrah, now the only remaining free-hold of the Dwarves in Atlas, save the Urguanite remnant of Az’Adar. Hunting the Cult, and ascension to Clan Father Among all refugees from Kaz’Ulrah, it was perhaps the Starbreakers who had the easiest time adjusting to life in Agnarum, as not only was Kazrin Starbreaker a figure respected for his neutrality, it was also that several of their number had already taken residence there. Jorvin, ashamed over his failure during the battle soon swore an oath to protect his fellow refugees to the best of his ability, and enlisted in Dungrimm’s Legion to aid in the transition. The young Starbreaker showed promise, and through rigorous training both with, and without the Legion, he would slowly but surely mold himself into a soldier. The Grand Marshall at the time Dain Metalfist saw potential in Jorvin, and soon deemed him as his personal guard, a respected position among his fellow Legionaires. This remained the status quo for some time, until somehow, the reputation of the Starbreakers waned. The actions of Torkan Starbreaker, his uncle and a suspected cultist, soon began to cast the clan in a poor light, meanwhile his father Kazrin, once highly respected, was soon a suspect for treason when it came to light that the Frostbeards, enemies of Agnarum, possessed a mole within the Council of Rikkin. This, further compounded with his refusal to sign the Frostbeard Extermination Act, caused the elderly Starbreaker to retire in favor of his son, who in the span of a single night found himself propelled from beardling, to Lord of Gotrek’s line. For a time, Jorvin floundered, unsure of himself and certainly unprepared to lead an Elder Clan. This was made all the worse by the corrupting influence of Torkan, whom Jorvin discovered to be a cultist of Khorvad, the Dwarven God of Darkness and Ambition. Unable to prove his uncle’s guilt to anyone but himself, the young Starbreaker was wrought with self-doubt and paranoia which threatened to break his spirit. This was prevented however, by the sudden friendship that formed between the young Legionaire and his commanding officers, the father-and-son duo, Dain and Gimli Metalfist. In these dark times, the Metalfists would prove to be steadfast friends and allies, especially once Jorvin’s father, Kazrin had vanished. Jorvin’s resolve grew, just in time for ‘The War Against September’. Fighting in the vanguard of Descendant lines in the Dwarven Shieldwall, the Starbreaker would personally fell a Minotaur as it broke through Dwarven lines, restoring his confidence and proving the young Starbreaker to be a formidable warrior. In the face of renewed investigation by Jorvin, Torkan vanished without a trace, taking his eldest children with him, and leaving only the young Karvek and Lulubelle in Jorvin’s care. Unbeknownst to Jorvin, Torkan would flee to Mynebor, where he would convince Balrog Ironkiln, a Starbreaker bastard and Lord of Mynebor, to take to Khorvadic worship. Within five years, all of Mynebor would be under Khorvad’s dominion, a fact discovered by Clan Ireheart who, during a raid against them, unearthed a hellish temple buried deep in Mynebor’s mines. With this information discovered, the Azgarymos Dwarves rallied for war, but were delayed by most troubling of news…. The Battle of the Bridge, and Serrimor The coming of the Vaeyl and their minions became known to the Dwarves when cold winds from the south swept over the mountain range separating Agnarum from the wastelands. The winter would be harsh, lasting well into the spring, and when it finally did end, it would become apparent to the Dwarves something unholy was at stake. Volunteering to discover what foulness had beset the Wastelands, Jorvin, along with Gimli Metalfist, and a party of fifty Dwarven rangers, left Agnarum during the height of summer. The Dwarves would make for the ice wall, three hundred miles south of Agnarum. To their unease, they would find that many cities south of Agnarum laid abandoned, with only Fenn and Haense still supporting a determined population that refused to move. Any further south, only the remnants of what once was would remain, abandoned cities and villages were the norm along the coast, but further in-land, they would be met with graver horrors. In one instance, the house of a farmer, with signs that told the gruesome tale of how one man had resorted to cannibalism to survive the winter, devouring his children. Another incident occurred a hundred miles south of that, where an abandoned fortress belonging to the Strigae (vampires) was discovered frozen over, its occupants thankfully vacant, but still populated by the bones of their victims. Still, the Dwarves pressed on, and eventually determined the source of the encroaching winter to be a fortress built along the wall. Jorvin, Gimli, and their entourage would race home against the winter, discovering to their horror the wastes had begun to swallow the Haunted Forest on Agnarum’s eastern border. The King was warned, and preparations were made to seal the mountains, but not before the Dwarves took to the countryside, warning as many as they could of the impending threat. However, the plans would change. Originally intending to wait the winter out in the mountain hold, the Dwarves were called to battle by their ally of Aegrothrond, who made battle against the Vaeyl in cloud temple. Quickly the Dwarves rushed to war, and the following battles would prove brutal. The Vaeyl knights proved to be a formidable foe against the whole of the descendants, and the Dwarven host would soon be separated, Jorvin would remain among the King’s hosts, and would help command Agnarum’s forces during the steady retreat towards the gate which had opened in the Ice Wall. There, assembled once more, the Dwarven host would hold the front line against the Vaeyl atop an icy bridge, while the fleeing descendants battered down the gate, and broke through to the other side. The Descendants would find themselves in Serrimor, a snowy wastelands populated by the ruins of the Vaeyl, who still harried them even now, in the Dwarven camp however, there would be celebration for having survived the fall of Atlas. In that camp, in the frenzy of the moment, Jorvin had fallen for a clanless woman by the name of Elia, and though they would be separated after Serrimor, unbeknownst to Jorvin, their fling would result in the birth of two children, Lyni and Sif. Eventually, the descendants managed to repair the ships nestled in the port of Serrimor, and from there, they would flee to a new land… Enemies returned, and the Trial of Jorvin Starbreaker The Dwarves would enter Arcas and immediately set to work erecting their home. The city of Kal’Varoth was atop the ruins of an ancient hold deep in the Underways, with new life breathed into it by King Fimlin the Architect, and others. Here, the Starbreakers would settle into a hall built by Stromnikar Starbreaker, while Jorvin set to work, beginning the revival of the Elder Clan. While the pressure was immense, it was not without fruit, and soon the Starbreakers would prosper for the first time in nearly two centuries. Jorvin sat upon the council which declared the Restoration of Urguan as a nation. Shortly thereafter however, danger struck. Torkan had returned along with Balrog Ironkiln, and in a narrowly-avoided attack, had tried to take the King’s life. Jorvin arrived on scene as the two were carted off for interrogation, and there Torkan would finally admit his allegiance to Khorvad. With the one who had caused him so much grief finally brought to justice, Jorvin’s response was swift, severing Torkan’s head from his body. Ensuring Torkan would never return, his body was buried in three pieces, with the skull kept by Jorvin as a trophy, while the heart was sealed away within an aurum chest, and the body was burned. The Dwarves soon declared war upon Mynebor, now ruled by Balrog’s son, and Jorvin swore an oath to once and for all wipe out the treacherous line of bastard Starbreakers. In the holy war that followed, Jorvin oversaw the eradication of the Ironkiln line, and the destruction of the Myneborite capital of Kal’Khorvad. Unbeknownst to Jorvin, the remaining Ironkilns who weren’t slain in the battle fled, and took the name Steelforged, hiding in Urguan until eventually discovered, and forced to flee once more. In the aftermath of the war, Jorvin would develop a friendship with Atandt and Zahrer Irongrinder, Az’Adarite Dwarves who’d become highly influential in Urguanite politics, this coupled with the brief retirement of Gimli Metalfist (Now Gimli Grandaxe) caused Jorvin to drift further and further into the more traditionalist Urguanite circles. In the aftermath of Mynebor, tensions would rise in the Under-Realm as two of it’s founders, Jorvin Starbreaker, and Borin Grandaxe would become rivals. Borin, who detested Jorvin, and believed him to be a far poorer leader than his father, a close friend of the Grandaxe, began a relentless campaign of insults which nearly culminated into a conflict between the Starbreaker and Grandaxe clans, Borin’s own son, Thondil the Fool vandalized Jorvin’s merchant shop, and damaged his beard with tree-sap. This would be the straw that broke the camel’s back, and finally Jorvin would lodge a grudge against Borin which, to settle required either Borin or his son to meet him in the form of a duel. Thondil the Fool would insist he fight instead of his father, and so the boy only recently of age, met Jorvin in battle. The duel was quick, and would lead to Thondil’s death as the Grandaxe failed to block a blow from the crowbeak of Jorvin’s warhammer, rending open his throat in the process. In what was equal parts a final insult, but also a mercy kill, Jorvin brought his hammer down on the boy’s head as he bled out, killing him instantly, but also displaying a grotesque scene to the Grandaxes who came to watch the duel. Due to this, Jorvin would be dubbed a ‘Child-Killer’ by the Grandaxes, and Fili Grandaxe, at the time leader of the Dwarven Faith, would excommunicate Jorvin, and duel him to a standstill in the very same arena the next night. The affair was soon settled in court, with the Irongrinders swaying those who’d not already chosen a side, and the Grandaxes who were formally Metalfists threatening open rebellion if Jorvin was tried with treason, along with clan Ireheart, and several of the Frostbeards. Fili’s excommunication was lifted, and the Grandaxe was soon voted out by his own clergy. Celebration was had, and shortly after these events Fimlin Grandaxe stepped down as King, however, Jorvin’s loyalties would soon become divided as both Gimli Grandaxe, and Atandt Irongrinder would run for the Kingship… The Election and Three Month War WIP
  14. Tigergiri


    Using any information here in the game is classified as metagaming. Don't let me catch you 👀 ♡ Given name: Faridir Steelforge ♡Marriage name: N/a ♡Nicknames: The friendly, Little uruk, Mountain hou-zi, Scoundrel, scaredy dwed, Ferocious Elf, dark elf ♡ Race: Cave Dwarf ♡Gender: Female ♡Year of Birth: 1707 ♡Birthplace: Mynebor ♡Voice Reference: ♡ Build : 3ft, a tiny thing that is on the thiccer side. ♡Hair: Black straight hair hangs like a curtain. ♡Eyes: steel blue ♡ Scars: n/a ༶•┈┈⛧┈♛Personality♛┈⛧┈┈•༶ ♡ Alignment: Lawful evil “I believe what im doing is for the greater good of my people.” ♡ Political Alignment: Agasint the clergy dwarves ♡ Main Character Strength: Heart of steel ♡ Main Character Weakness: strives to make her father happy ♡ Religion: Khorvad and anbell ♡ Individual: she doesnt wish to be a sheep. She is a strong-willed ♡ Free Spirited: Faridir hates her caves, and wishes to interact with all ♡ steelheart: Too many people have wronged faridir she doesnt trust easily ♡ hardheaded: faridir doesn't like to be told no, or be given orders. ✧・゚: *✧・゚:* Goals   *:・゚✧*:・゚✧ ♡What is love? ♡ protect her papa, ♡ rebuild mynebor ♡ make friends ♡ Watch her kids get married ♡ Have a book written about her ♥Fears ♥ ♥Watching the death her family again♥ ♥nurra dying♥ ♥people coming after her♥ ✧༺♥༻∞Realtionships✧༺♥༻∞ ♡Marital Status: Na ♡Past lovers: Na ♡Parents: Karathor steelforge ♡Friends:Vaug’gorkil, imery, karathor, jurul, alexander, child gang, 。o°✥✤✣ Current Home(s)✣✤✥°o。 Luk’lor dor. Cave 2 **✿❀More info ❀✿** ♡Pets Nurra the chicken ♡ Languages : common, Dwarvish ♡Favourite Food: chicken dont tell nurra ♡Favourite Drink:the spicy whiskey im not allowed to have r ♡Favourite animal : bokolos ♡Favourite location: ….. Its gone. ♡Favourite activity: being a escape artist ♡Favourite flower: Foxglove ♡Favourite gem: ruk  ♡Favourite color: purple Quotes: “Do nae yer ever speak about me Papa lioke dae! ‘e is nae ‘eretic!” “Ha! Yer foolish dwed! callin aye armie on aye tiony dwed and her monkey friend!” “do yer everh t’ionk aye will find someone w’o s’all love my faults and me family? wit’out trying to burn me at dae stake?” “ k j
  15. “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  16. [!] From the Frostbeard clan hall, groups of Dwed would file out, spreading and pinning the missive to wherever! [!] TO THE KIN OF KAZ’ULRAH THE HORN CALLS 8th of the Grand Harvest, 1722 My brothers and sisters, true kin of Kaz’Ulrah. It has not even been a century since the fall of Kal’Tarak, and in turn, our beautiful kingdom. Although it may have only been a simple blink in our lifespan since then, its effects on us would last for a lifetime. I know many of you since the fall, joined your brethren in Agnarum & Holm- and rightfully so. There is no shame in standing with your brethren. But I know many more of you refused to stand alongside those that we had once despised, whose blood we spilled on the snow-topped fields of Jornheim. It was we who stormed Fort Kovakirr. And, it was they, Urguan, who fought alongside the Empire of Man during the Last Atlas Coalition, while we fought to the last man. But now, it is nowhere more apparent than now that the dwarves should no longer stand separated. We dwed should not, and will not, toil under the boot of the umri, elgus, nor uruks. For the survival of our existence, we need unity. The ever-wise Clan Elder and son of Hamnil Frostbeard, Argnos Frostbeard, foresaw this, and, alongside Garrond Frostbeard and myself, brought Clan Frostbeard to the Underrealm of Urguan. Our clan, the core of the Kingdom of Kaz’Ulrah, rivals of the Urguanites, would eat and drink alongside our fellow dwed once more. Not all came, however, citing our long and bloodied history. The defense of dwed-kind stands above our grudges. And so, the horn calls, bellowing from the highest mountain peaks, and through the deepest valleys. It calls to the sons of Kaz’Ulrah, to those who survived the tumultuous fall of our Kingdom. The Dwed stand in Urguan! As Ograhad Decrees, Clan Father Vithar Frostbeard, Son of Verthaik II Frostbeard
  17. Players/Group Requesting: Kaz'Ulrah dwarves What kind of Event are you looking for?: Old school dungeon / monster killing. There general area & antagonists are set, and there are some details to include. Other than that, the ET member taking it has full freedom. Approximately, what time/date you want the Event to take place?: Next Weekend (14th, 15th or 16th) Organizer's Discord: Ronald Reagan#9284
  18. Players/Group Requesting: Kaz’Ulrah dwarves + Any other dwarves/people interested in participating What kind of Event are you looking for?: We are looking for a series of events that pertain to the dwarven clergy and cults/heretics within Kaz’Ulrah and the surrounding lands. I’ve written material that ET can base the events off of that can be found on the forums and given if requested. Old school dungeon / Monster killing preferred. Actors may fill in the roles of fanatics and heretics if wanted. Event areas can be built by me in SP if needed and placed on the server in game by staff. Approximately, what time/date you want the Event to take place?: Starting November 3rd – 4th and progressing every weekend after. Organizer's Discord: Cindervein#1790
  19. ~*~♣~*~The Treebeard Clan~*~♣~*~ ~♣~History~♣~ The Clan of The Elder Tree or more commonly known as the Treebeard Clan gets its name from Gloin, Urguan’s seventh son which unlike his brothers chose his name from one of his interest instead of naming it after one of his deeds or talents. Gloin Treebeard heard the call from nature and turned his strong connection with nature and his strong faith in Anbella into the seed of this Elder Clan. He took his clan and settled in the woodlands resulting in the subrace now known as forest dwarfs. After living in the forests for a time, many Treebeards returned to the mountains finding themselves unfit to live in the forests in wooden huts and cottages. Whilst many ended up back home in the mountains, the remaining Treebeards left for the elven forests where they settled peacefully in wooden huts and villages above the surface and on top the trees. After living there for a time, some Treebeards found themselves influenced by the elves resulting in some taking to the Aspects the elven religion and even fewer becoming druids. After hundreds of years living in the forests, the Treebeards became scattered across the woodlands of the world, resulting in the clan becoming mixed with other sub-races and giving rise to mix breeds with the name Treebeard. With many Treebeards becoming mixed, it was rare to find a pure blooded Treebeard. As the Treebeards kept to their forests they became disconnected from the world and dwarven politics, and slowly as time passed they dwindled and disappeared, some hiding in their forests while others ventured into the far reaches of the world. Treebeards came and went as they thought their stone kin needed them, in their darkest times a Treebeard would often come back into the Dwarven Kingdoms spread the word of Anbella and return to the forest. Atlas During the time of Atlas the Treebeards emerged once again within the lands of the Kingdom of Agnarum founded a small shrine to Anbella under the guidance of Ozneat Treebeard who brought back the clan itself under a more religious influence casting out the ideas of druidism and brought pro Anbella, leading to the the Treebeards adopting a lifestyle of peace and silence isolated upon the mountain tops of the Kingdom of Agnarum. The clan would then join up with there other Forest Dwarf kin known as the Cottonwoods with this unification the Village of Hefrumm was formed where the Treebeards stayed and oversaw the activities of there younger kin and guide them through their religious inquiries. Arcas The Treebeards have been living side by side with the Cottonwoods since their arrival into the new continent of Arcas in the new Village of Hefrumm, the community is growing and the members that had chosen to remain in the forest are begining to come back to by the side of their kinsman. ~♣~Culture~♣~ The Treebeards have not been known in the past for their skills in the combative arts or the ability to sell wares from here to there, this clan is known for trying to get the most out of life, living happily and making sure their tankards are always full. The ways of the Treebeards show that they are known for the great respect and compassion they show for one another, always ready to lend one another a helping hand. Although they will never forget their ancient history with their mountain-dwelling cousins, the Treebeards will still show them respect and will attempt to be as helpful as possible. Throughout history, many Treebeards have been masterful lumberjacks, farmers, woodworkers, bards and are especially known for their brewing skills. Treebeards are also known to kick their legs up by the lake while casting out a rod or sitting with their pipes by the fire at night to tell a story to all of those who want to hear. It’s been known for some members of this clan to seek the knowledge given by the Order of the Druids, given their close relationship with nature. ~♣~Religion~♣~ Treebeards are well known for their faith in the Brathmordakin their understanding of Anbella’s teachings is unmatched and their love for seeking out more of her knowledge the elders and scholars are tasked with this. Their presence in the clergy is well noticed given their love to spread the dwarven beliefs, teaching all those interested in learning about the Brathmordakin and each individual god. The Religious practice of the Treebeards is heavily based around The Brathmordakin, most importantly the Hearth Mother Anbella. Of times of old the Treebeards once followed the religion of the Aspects and of The Brathmordakin however, since the new reformation of the Treebeards they have only accepted the worship of The Brathmordakin, considering the Aspects followed by the Druids to be representations of Anbella instead of being separate deities altogether. ~♣~Clan Sygil~♣~ The Elder Tree ~♣~Patron Goddess~♣~ Anbella, The Hearth Mother ~♣~Military~♣~ As of recent years under the new influence of Ozneat Treebeard the Treebeards have become more understanding of the conflicts around them always choosing the path of neutrality rather than causing attacks upon other clans however, this doesn't make the Treebeards weak there military strength relies on one talented tactician who leads the clan into defensive battle if needed against other clans of dwarves. The Treebeards will always remain neutral until attacked which is when they surprise most clans in there effectiveness and mindset. ~♣~Appearance~♣~ The Appearance of any Treebeard is the same as all Forest Dwarves. Ranging of heights of 4,0 - 5,0ft weighing at 150 - 250lbs. Their hair and beards would be ranging from dark browns to dark gingers. The Treebeards often have fairly large noses and their skin tone ranges between that of a tanned human to an earthy brown. Their eyes are usually colored by shades of different variants of green Most Treebeards are actually quite slim compared to their mountain-dwelling cousins. The reason may range from naturally a faster metabolism to a generally increased amount of exercise. Treebeards often dress as adventurers and wear whatever they see fit or comfortable. Those that follow the path of Druidism often take to robes. However, they mostly wearing clothing of green and browns. ~♣~Leadership~♣~ The leadership of the Treebeards is very similar than other Forest Dwarf clans where they have one to rule them all, the name for this are as followed, High Elder, Clan Father, and Clan Chief all meaning the same thing to the Treebeards. The Treebeards are also governed by the Chief and the elders appointed by the chief in every matter of which is needed to discuss. ~♣~Existing Members~♣~ Clan Chief Thorin Treebeard (SoulReapingWolf) Clan Elders Ozneat Treebeard (Crim_Crim) Dutesli Treebeard (Hearth_Mother) Clan Members Kildrak Treebeard (Disturbo) Beardlings Horren “Rosebush” Treebeard (VermytheWurmy) Flynn Treebeard (Loshdesem) Hakhaestr Treebeard (ESTatomic) Aodhan Treebeard (PINKYPYRO) Missing Garrion Treebeard (goblinguy17) Grojak Treebeard (Armakak) Logguc Treebeard (Nitroflak) Dlunâr Treebeard (HedgegogHugger) Konin Treebeard (wewe_wewe) Selsi Treebeard (Rhuyne)
  20. Hefrumm ⧫Intro⧫ As the hammers clenching from their anvils, the conversations of dwarves, filled with wisdom, arguing and the feasting of younger beardlings could be heard in the deep underground of Agnarum, it would be rather quiet above ground where Bjor ‘Sugartits’ current Chief of the Cottonwood clan would be watching over his land. The thought of his kin feeling the same loneliness as he was feeling was rushing through his mind as he would stand up convinced it was time for a new age for his forest dwarf kin. ⧫Diaspora intake⧫ The Hefrumm High Chieftain was founded during the age of Atlas by the Cottonwood Chief named Bjor ‘Sugartits’ on the Cottonwood lands next to the dwarven nation Agnarum. Bjor had held multiple expeditions wandered through all forests of Atlas to bring back unity under his kin, to live together under his protection and to never feel this loneliness again. Firstly Bjor had welcomed the treebeards under which Ozneat was the first, they had brought great importance to the beliefs of the forest dwarf kin. Later Bjor had found Entfar Oakhand, from a clan which had never crossed his hairy ears. But most individuals Bjor had encountered were clanless as they had lost contact with others of their kin after the war of beards. ⧫Values⧫ -The forest folk of Hefrumm do not only respect all creations of Anbella, but live by it. As they will sleep with the green grass between their toes and wake up with the warmth of the sun. Anbella shall not only work the lands around this forest folk but shall also determine what they shall fill their bellies with and what shall be the cost of it. The art of hunting is highly respected as the hunt is an ancient tradition of the forest dwarves, where Anbella will test and judge you as she will guide your axe and arrows. -Hefrumm stands for its people, the dwarves but their forest kin specifically as all shall be done to maintain this warming home for its people. A hand shall be given to the needing and ale shall be shared with the thirsty. ⧫Culture⧫ Weaponry & Armory ~The weapons used by the forest folk of Hefrumm would often be a creation of woodwork and stone to create brutal weapons. Obsidian or also known as volcanic glass, would be the main stonelike material to be exact, which with the ancient and highly difficult technic of flint knapping, could become sharper than any metal. The downside of the use of this material would be that it could lose its sharpness rather quick being brittle at high impact against a solid material like dwarven armor causing it to need reworking or replacement of the stone. ‘Knurl’, meaning stone in the dwarven language, is one of the traditional creations of these technics, originally only carried by the High Chief but later on also used by other members because of its effectiveness. ~The usage of a bow and arrow isn’t very rare in this community either, but instead of the elegant elven longbow, you have the stouter compact short bows used by the forest dwarves. The bow itself isn’t very special in design except for woodworking being used to decorate the bow, it would be in the technic of firing arrows. A forest dwarf archer would often be seen with multiple arrows dangling from his string pulling hand, and after one would fire the arrow he would be able to rapidly swing a new arrow in shooting position with his middle finger, with an extremely fast firing as a result. You also have a sub move from this technic, which would be often forbidden by the High Chief because of the risk of hitting unwanted targets, where you would swing the arrows ready to fire all at once making someone with years of experience able to fire multiple arrows. This would be highly unpractical for long range as aiming all arrows in this method is impossible, but used for extremely short range, with a shotgun-like effect. Hunt The hunt is a traditional way for many to express themself, challenge and train themself, to feed the hungry and mostly to prove themself towards their mother Anbella.The experience and skills in the hunt is something to strive for and to be respected in the forest dwarf community. Their hunt would normally be focused on land, as they would often return with a boar, deer or even bear. But the forest dwarves aren’t scared to turn towards the streams of water around their lands in times of necessity. Using their left made fishing rods or even by jumping into the water themself, as it wouldn’t be the first time for a group of forest dwarves to be seen swimming in the canals around a settlement. The trinkets which would be returned after such hunts would often be carried on their weaponry or as clothing. Music The traditional art of throat singing is a way used by forest dwarves to connect further with nature on a deeper level by using sound and music, as the sounds would represent the energy of nature. The knowledge of this treasure would be passed from generation to generation, often thought by the elders of Hefrumm. The forest folk of Hefrumm has a few traditional instruments, but the mostly seen one would be the Bougarabou. A drum made out of the cavities of a tree, and the animal hide brought back from their hunts. It would also have a thick rope connection the top with the bottom, cause the drum to be played from a standing position as it would be worn or a sitting position in between the legs. ⧫Social classes⧫ ~High Chief The one is chosen by his people to lead their folk with the guidance of Anbella. ~Elder Often older members of the community with the purpose of guiding their High Chief with their wisdom. The roles as elders would often be carried by forest dwarves once with power in their hands, as they will now use their past experience to guide the High Chief. ~Windcaller A traditional role often called upon a priest, who would make sure none of the old forest folk tales and myths would go lost in time. Verbally bringing these old tales to the new generations. ~Dwed Respected members of the forest dwarf people, who have lost their title as beardling. ~Beardling The youth of the community, taught by their Elders and all others around they would strive to grow as a dwarf, seeking the knowledge and strength they are still missing. ⧫Tradition⧫ “Anbella’s tree of ancestors” The passed away members of Hefrumm are highly respected as they are now feasting behind the gates of Dungrin while their body stays on this realm to rest for eternity. The funeral would symbolize the final feast they share with their fallen one as it also is a tradition to share your drink with the passed away before the body would find its final rest in the cavities of Anbella's tree of the ancestors. In between the roots of this holy tree, one would also get laved, at birth and death. “Grand Feast of the Resting” Every year The Grand Feast of the Resting is held, where all forest dwarves of Hefrumm would gather around The Tree of Anbella and where they shall feast with their fallen brothers once more. It is believed that on this sacred day their ancestors would return to the gates of Dungrimm to lift their drinks while they would be looking down upon the forest dwarf kin. Honor duels As rivalry in between the forest dwarf kin is not promoted, honor duels are rather scarce. But it does happen that brothers would bulk up their fist against each other. This fight is held in “the fighting pit of of Anbella’s roots”. This pit is located at the base of “Anbella's tree of the ancestors” making this fight highly sacred as it was believed that their ancestors and the Hearth Mother herself would look down upon this fight, this would mean that it would be highly dishonorable if one would not take this fight seriously or if this fight was called for no proper reason. This fight is held without weapons nor armor and it is forbidden for others to interfere once started. Signaling Forest dwarves have two main methods signalings towards each other aside from hand gestures. Blowing horns and bird signals, blowing horns are often brought to use to alert their kin of a great threat when all should regroup and expect in coming danger, this is often the case with raids on the village. Then you have bird-calling which is used to signal different message towards their kin, these messages depend on the execution of the calling. There are multiple techniques but the most common one is where one would use two hands to make a little cavity and through a little opening between their two thumbs one would blow, and by controlling how much air you let out of this cavity the dwarf could make different pitches. The pitch, speed, and volume of the sound/melody would determine the interpretation of the signal. ⧫The Thorns of Hefrumm⧫ he Thorns of Hefrumm, is a group of highly trained forest dwarves with the purpose of protecting what is them dear in the way that thorns will defend their majestic rose. Trained in the ancient traditions of their folk they can be easily spotted in a full dwarven legion. There would also be a specific place in the holy tree of Anbella where these warriors would be laid to rest. Ranks Grand Marshal Commander (Further dwarven legion roles) Luitenant Thorns/Thornlings (Specific Hefrumm roles) Stemlings Tattoo All passing the trials would get a tattoo of a rose with its protective thorns, all wearing the tattoo should be highly respected as they give their lives to protect their folk. Trials ~For their first trial, a Hefrumm dwarf will be tasked with crafting a handmade weapon. Created with what they’ll find around themselves and what nature offers them, this will require knowledge and skill of the pre-Thorn. Traditional techniques of the kin shall be used for the craft of this weapon, examples of these are the use of pine pitch, volcanic glass, etc. ~The second trial would be a hunt, a hunt in his/her own to once more prove him/herself. Training has passed with the first train as now the training should come into use. The beast will need to be ended with a whisper to Anbella. ~The third and last part of the trials, the -forest dwarf would need to carry the prize of his/her deeds towards the shrine of Anbella. Where with a traditional ritual and an offering of the beast, during this ritual they will be grated the tattoo of the Thorns of Hefrumm, and will be granted the title of Stemling. ⧫Religion⧫ The dwarves of Hefrumm have become highly religiose at the arrival of the treebeards. They follow the Brathmodrakin dear, with Anbella as their patron. Nowadays their Hearth Mother is a central piece of their culture and many traditions. The traditional tattoo of Anbella is a symbol of Anbella’s guides and approval over someone. Set in a dark shade of mosslike green, and only rarely given. Only a few individuals are allowed to set these sacred art pieces, members of the clergy who are having a connection with Anbella and the High Chief of Hefrumm with the approval of the clergy. Every tattoo tells a story as they are different between individuals. It is also believed the use of alcohol and druglike substances would bring one closer to Anbella, her will and thinking, this is often combined with traditional music or even meditation, completing the ritual. There are records of individuals who claim to have seen her smiling face or even have heard her warming voice in these rituals. ⧫Ruling⧫ Hefrumm is led by a High Chief as he is elected by a vote of all members. The High Chief will get a coronation shortly after where a traditional twigs-woven crown will be passed from High Chief to the next generation’s High Chief. This coronation is sacred with the blessing of Anbella and it would be considered highly dishonorable to interrupt this process as it would show no respect to the Hearth Mother herself. The High Chief is guided not only by the Hearth Mother herself but also by the wisdom of his elder. The first elected High Chief was Bjor ‘Sugartits’ Cottonwood who after bringing his forest dwarf kin together got given the opportunity to fulfill his promise to Anbella. ⧫Artifacts⧫ -The Crown of Hefrumm- The wooden crown appears to be made out of a single piece of thick tangled dark oak root. It has two distinctive sides, one looks fresh and green, the other seems to be a bit decayed and covered in moss. On the front side, there appears to be a story carved into it - A dwarf coming from the woods, who will then work the land, eating the fruits he grew. More other dwarves will begin to gather around him. Eventually, he is handed a wooden Crown and made King of the Forest Dwarves. Above this figure, the name ‘Bjor’ would be carved. On one side of the crown could be seen a beautiful green feather of a nature elemental, which would shimmer brightly for the ones nearby. ⧫Atlas⧫ Clans: -Treebeards -Cottonwoods -Clanless Settlement: In the Cottonwood valley of Azgaryum. ⧫Arcas⧫ Clans: -Treebeards -Cottonwoods -Clanless Settlement: The Hefrumm village in the eastern valley of Agnarum ⧫Members⧫ Cottonwoods: -Bjor Cottonwood (Afoc17) -Horren Cottonwood (Vermythewurmy) -Bordavir Cottonwood (WillemDeZwijger) -Fray Ragnhild Cottonwood (ScarletRoseWolf) -Baumwolle Cottonwood (God_Of_Sloths) -Orson Cottonwood -Yaviline Cottonwood (_Blutige_) -Beorn Cottonwood -Igrid Cottonwood -Raskan Cottonwood (Jokerlow) -Balder Cottonwood -Einar Cottonwood -Sildrumir Cottonwood (jucmaluco) -Halvar Cottonwood (Gamer1578) -Eerika Cottonwood (CyanWolfGirl) Treebeards: -Ozneat Treebeard (Crim_Crim) -Dutesli Treebeard (LadyViolet123) -Thorin Treebeard -Flynn Treebeard -Gylvia Treebeard Lesser clans: - Entfar Oakhand (J33xt101) -Pikel Boldshoulder (Pikelparagon) Clanless: -Muradin Deeproot (Unstone) -Yenut Helenson (Utaria) -Nurin Deeproot (Drhope) -Qrarm Grasswhistle (StripezPurple) -Alfryda (ThatEmoPerson) Honorary: Baldin “ironside” Frostbeard (mateolog) Deceased/Missing: -Boldrumir Cottonwood (Endershadow292) [D] -Ozneat Treebeard (Crim_Crim) [M] -Garmin Barkbelly (Runt66) [M] -Isla BarkBelly (Xenja) [M] -Dovas Cottonwood (Alphamickael1) [M] -Evertlas Treebeard (CoffeeMagi) [M] -Bal’Ayle Understaff (Swaith) [M] -Grorsmashia Cottonwood (MCVDK) [M] -Himoli Cottonwood (KiltedDemon31) [M] -Bjorn Sidrar Cottonwood (TurtleFidelis) [M] -Geae Treebeard (Hopesky) [M] -Haefron (JasperJohn_) [M] ⧫Applicantion⧫ ((Hey#0322 is my discord name if’d have any questions)) In game name: Rp name: discord name: Character info (Interests, appearance, short bio, ..):
  21. “I have been in the clergy for multiple year now. However, due to events outside my control I have lost the time and ability to fulfill my duties to the quality that is expected from a Preceptor. I thank the High Preceptor for allowing and accepting my Resignation in such a way that no shame or dishonor comes to my name. I wish that when my other obligations will be completed I will be allowed to return to the ranks of the Preceptors to honor both the clergy and the Brathmordakin with my work and effort. ~Dwarger Silvervein” Ooc: Taking a break cus school, will be back in July ish
  22. ⧫Intro⧫ As a Medic dwarf sat, in his clinic, eyes widening, he thought, and thought, the shimmering light Anbella had blessed him with an idea, to help, save and revolutionize medics’ life. Just one thought glistened as he wrote it all done, a spurt of a moment idea. A new order, never done before in the world of Arcas, a Medic’s order, to purify this world of so much death, to unite nations no matter the issues. He smiled, all this scribbled, ‘The Medic Order of the Anbella’s Word’. An order for all who wanted to be taught and to those who have been taught. A new Order has risen. A new heart to the Dwarven world. A new beat. ⧫Students⧫ Students will be taught about the ways, to follow Anbella and to help all in need. Just ask disc: WingedElement#5691 to join the guild, create a trade route, or become a student! Students of all races will be taken in, strengthening connections to other races, not necessarily their region, these students will be taught by a teacher. Teachers will apply through the discord. Students must have a reason to become a medic and will have to be chosen, not just taken in. The students shall never insult the dwarves or the Brathmordakin. They will be taught specific assets. They will then get a certificate and will choose to: join the order (as they were students of us they wouldn’t have to initiate), become an orderless medic or be hired. They could also go separate ways and become a free medic. ⧫The Order⧫ Purpose The purpose of the order is to save lives, no matter who, and create connections. The Medics and possibly Students in some cases will be summoned after a war or during, going to both sides, healing, yet staying neutral, we shall save lives, children, pets and help everyone we can. After and during perilous storms and any disastrous event, we will aid, healing and retrieving, building a bridge to peace and to make Anbella smile. The Order is half the High Preceptor's half the Council’s, I will try persuade chosen team leader medics to learn from them, this will help as the Medic will then be able to spiritually and emotionally help patients, also widening our community of Brathmordakin followers. Perhaps organizing events to gain mina, a chosen amount going to the high chief of Hefrumm, the leader of Urguan and the council. We WILL do all we can. Trade Routes The order will plan on creating trade routes with perhaps nations (if at all possible, might not be), but certainly players, to collect food from them or renamed medical supplies. To gain money we shall perhaps sell these items, but they may also be given out to students or patients. This is also to unite many societies. Insurance Policy In order for cities to gain 100% sureness that we will aid, we may give insurance in exchange for minas, this also covers small diseases for further health. Regardless, treatment will be free, therefore insurance not needed. This is just to prioritize healing of a town or city. Cost will be low, yet vary on size of place and number of people living. ⧫Ranks⧫ Ranks will include these, but as a not, ranks may be given through the discord judged by activity, use, and skills. The Head Medic Rank and Secondary Head are ranks in which there are only one of. This will be passed on to a successor or vote depending. High Chief/High Preceptor Head Medic Secondary Head Team Leader Teacher Medic (same level as Senior) Senior Junior Student Trade Route Client Insurance Client Client Patient Visitor This list may change, and multiple roles may be gained. More Ranks can be made if requested. ⧫Outro⧫ As the Hefrumm Clinic, now filled with scattered orderless papers is now filled with the enchanting full moon’s shimmer from every nook and cranny, window and door, an Elven Month had finished. Millions of drafts thrown away, the letter is finished, the dwarf still sat down on his chair, hear scruffy, he put a book of reference over his eyes and slept, snoring, a smile was gleaming out. Anbella truly was on his side. The next morning at first light, after the first bird’s song, he called a bird, hooting, passed it the precious letters, neatly attaching them onto the bird’s beak, saying, “Lad, go on’a, get ‘ese pap’rs tah T’orin, ‘e’ll do ‘e rest tah check ‘em. T’en send ‘em tah ‘e ‘igh Precep’or.”, patting the bird on the head he sent it off, almost seeing reflections of his hard work along the bird’s soft open wings.
  23. Da Arkammar oz Zarhere The Legion of Mercy - Soldiers of the Brathmordakin “Da Arkammar oz Zarhere”, or Legion of Mercy, is a holy order founded in the year 1710 by old members of the defunct Kirja Dverga of the Grand Kingdom of Urguan, Dungrimm’s Folk, and the Khaz’Lordak. As faithful followers of the Brathmordakin, the Legion views itself as having been charged by the Brathmordakin with both the defense of the faithful and the complete obliteration of threats to Yemekar’s Creation. Hierarchy of The Legion Grand Master The Grand Master is one of the three ranking leaders of the Legion of Mercy. The duties of the Grand Master will include those of a religious nature, ensuring the legionnaires are well versed in Brathmordakin worship and temple teachings. Marshal As another of the three ranking leaders, the Marshal is charged with conducting the military affairs of the Legion and leads all conflicts he is present for. Seneschal While not a leadership role in the traditional sense, the Seneschal is in charge of the finances and funds of the Legion. Additionally, the Seneschal serves as the third and final member of the leadership triumvirate. Initiate Master The Initiate Master is not tied to any one specific Temple but is responsible for the training of the different Initiates and Disciples and is considered equal to a Temple Master. Siege Master The Siege Master is a skilled engineer who’s duties will include the construction and technological advancement of siege constructs as well as the improvement of standard issue gear. Temple Master A Temple Master is the first highest ranking official of a single Temple and serves as the leader for said Temple. Selected by the Grand Master from among that Temple’s Disciple’s, the Temple Master is responsible for carrying out the mission of the Legion in their respective Temple and ensuring the next generation of Legionnaires is prepared. Standard Bearer While not technically a ranking official, the Standard Bearer is a Disciple who has been given the honor of carrying one of the banners of the Legion into battle. Disciple A Disciple is a standard member of the Legion. Given that they’ve successfully completed the training as an initiate, the legionnaire will ascend to the rank of Disciple where they will be considered a full member of the Legion. Initiate When a faithful follower of the Brathmordakin first desires to join the Legion, they will enter as an Initiate. While not yet considered a full fledged member of the Legion, they will be responsible for completing the standard training of a legionnaire before they may be considered for the promotion of Disciple. Commandments of the Legion A legionnaire must be a faithful worshipper of the Brathmordakin. Betrayal of the Legion or heretical trespasses against the Brathmordakin shall warrant death. By Dungrimm’s Command, the Legion shall hunt Khorvadic spawn until their complete obliteration. As Anbella is the source of all mercy, so too shall the Legion follow her example by defending the weak and promoting faithful worship of the Brathmordakin. Faithful followers of the Brathmordakin may not be harmed by the Legion save for in self defence. Holdings of The Legion Varoth’Akvel - A massive fortress built into one of the support pillars of the Underrealm, the citadel is the primary defense of the capital of the Underrealms of Urguan and the primary Temple of Da Arkammar oz Zahrer. Ram Ranch Temple- Overseen by Temple Master Midgor Ireheart, Ram Ranch is one of the largest farmsteads supplying to the Underrealms and beyond. Khaz’Kadan Temple - Led by Temple Master Dimlin Irongut, Khaz’Kadan serves as a special retreat for the Legion with the only hot spring spas in the entire Underrealm. Oath of the Legion - Joining Our Ranks Seeking to serve the Brathmordakin? Desire to vanquish the undead? Send in the form below or seek out a Temple Master today! -===========- [MC Name] : RP Name : Race : Why do you desire to join? : -===========-
  24. After a long time away, with little communication passed from the Under-King, Fimlin returns with his mind set on one thing; It is time for him to pass on the torch. With that, Fimlin emerged in the Kal’Varoth square to give one final speech as Under-King. <=-=> “I ‘ave ruled over this nation fer quite ah long toime, and as ah’ve assured ye all, the day fer me to lay this crown to rest ‘as come. Bu’ before ah do so, ah few last words to speak.” Fimlin coughs and clears his throat before beginning to speak once again. “We ‘ave come a long way since weh first started in Kal’Azgaryum, an’ fer some of ye even Kal’Bogrin. Almost everythin ‘as changed since t’en, but at ‘eart ah believe we are still the same Kingdom, an’ none of wot we’ve accomplished would ‘ave come to pass without it. We should all look back an’ see wot we ‘ave actualleh accomplished since the early days.” We’ve united dwedkind, ah ‘ard task, an’ one that ‘as perhaps changed our nation the most bu’ also the most essential pillar of it. Agnarum, an’ the Under-Realm were founded to provoide unity to ah divided dwedmar, an’ we ‘ave successfully achieved this goal. It is immeasurably important tha’ no matter wot our differences an’ conflicts may be, tha’ the dwedmar stick it out together, because tha’ is w’ere dwedmar belong; together. We’ve built an expansive capitol to be teh center of our nation an’ home fer the dwedmar. Wit’ ah great amount of toime, effort, foine dwarven craftsdwedship an’ labour we built a true dwarven capitol. Kal’Varoth en all its gloreh will beh ah legacy of the dwedmar fer centuries ter come. Weh’ve written an enacted the Articles of Urguan V2 as our guidebook fer running the nation, an’ fer enforcin’ the law o’ ter land. We’ve stayed away from two major world conflicts, bot’ tha’ would ‘ave onleh brought misereh an’ distract our proud nation from itself. We ‘ave also forged friendships an’ mutualleh beneficial neutral relationships wit’ other nations, whoile remaining focused on ourselves. Weh’ve allowed guilds to rise up again, where years before t’ey would falter and flatten before bein’ started. Under our fallen friend, Bjor Cottonwood teh Forest Dwarves became more than an afterthought in the legaceh of Urguan’s sons. Under his leadership the Hefrumm have flourished, an’ fer teh first toime ever the Forest Dwed ‘ave made t’eir own mark on dwedkind’s ‘istory. Weh’ve welcomed new friends an’ said goodbye to others, all teh whoile the Spirit o’ the Dwedmar ‘as been kept broight, an’ fer tha’ ah am proud.” <=-=> Fimlin would give a slight pause before continuing his speech. <=-=> “Now as the reigning King fer nearleh seven stone months, ah will impart ye some wisdom, an’ methods o’ moine own.” Whenever ah’ve faced ah decision, ah’ve understood tha’ it is important to keep the dwedmar enfranchised wit’ t’eir nation. As dwed are loyal an’ stubborn somethin is wrong if all tha’ is said ‘bout how the nation is bein’ ran is negative. Fer tha’ reason ah ‘ave always compromised an’ figured out ah middle ground tha’ teh entoire council could agree to. Ah never pulled technicalities er majoriteh on me decisions, because ah believed it necessary fer me to ‘ave everehone be able to atleas’ respect the decision made. The Dwedmar must stay united, whenever given the chance ah strove to bring dwed back to Urguan, because as long as oi’ve lived togetherness ‘as been the central pillar of the Dwedmar. Ahm proud to ‘ave reigned over all the sons of Urguan, an’ that despoite our differences weh ‘ave come back towards the uniteh weh once ‘ad. If the Dwedmar are nothin’ else, they should be together, our kingdom, our clans, our proide are minor compared to our people as a whole, an’ t’ey should not get in the way of bein’ together. Nae matter wot ‘as been goin’ on up at the surface, durin’ me reign ah’ve stayed focused on our Under-Realm. Our position in past world conflicts ‘as lead us down sad paths, the dwedmar are nae pawns of international conflicts. Weh are a proud nation, an’ the onleh wars we foight amongst the Children of Yemekar should be our own. Against the Undead, an’ aneh Harbingers of evil we however must be willin’ to make sacrifoices to keep t’ese forces at bay, wotever it takes. Ah foinal piece o’ wisdom ah’ll give ye, is one ah’ve onleh learned more recentleh. The Grand Kingdom of Urguan is dead, weh carry on Urguan’s legaceh wit’ the Under-Realm, but nae the Grand Kingdom’s. The Under-Realm is ‘ere to provoide freedom of creativiteh an’ choice to the Dwedmar, an’ that must be upheld. Nae longer should we route an’ railroad dwed down our own pre-designated paths bu’ instead keep the nation as boundless as teh world.” <=-=> Fimlin clears his throat for the last leg of his speech. <=-=> Ah am grateful, an proud of everehthin that weh’ve done. Ahm glad to ‘ave served my tenure as King, an’ as quite possibleh the longest reigning King too. Ah’ve put ah great amount o’ commitment an’ effort into t’is nation an’ ah look forward to see’n it continued on. Ah dunnae expect anehone after me to be loike meself, bu’ ah do ‘ope that wot ah’ve done, an’ wot ah’ve got to say is nae forgotten, because ah’ve never forgotten wot others ‘ave done and said, ah kept it in memoreh, an’ used it to guide this nation best ah could. Ah promise ye will all see meh around, less often, but ah will be there when yer need me. Remember me, because ah remember all of ye.” With that, the former Under-King of the Under-Realm of Urguan Fimlin Grandaxe stepped down, and made his way past the crowd. <=-=>
  25. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
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