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Found 112 results

  1. Festival of the Lady Belka With his great tongs, the Godsmith Yemekar had held the beginnings of creation in his world forge until burning hot, the warmth of the flames becoming the hearth, the glowing embers the jewels, and abright coal the sun. Blazing hot, Yemekar took the world and doused it in his cauldron. Rushing waters rushed over creation, filling in the cracks and dips of the surface. The calmly still waters of the lakes and seas swelled with emotion and understanding, the fierce water rapids of the streams and rivers with joy and passion. As emotion and excitement came into being, so did Lady Belka, Goddess of Passion. We are here today to celebrate that passion, that joy, that excitement. It is with great excitement that da Kirkja Dverga extends this invitation to you, to attend an undeniably joyous festival in celebration of the Lady Belka at the Temple of Kal’Evraal. We hope that with her inspired spark, you will have a fantastic time among your kinsmen, celebrating her happiness, and the light within your hearts. A festival of devout worship, reckless feasting, rare drinks, silly games, fine prizes and most importantly JOYOUS FUN, no dwed who values not only the honored Lady Belka but themself would miss out! Itinerary: Welcome and greeting, snacks and drinks leisurely. Sermon from Derron. Pin the dart on the Demon contest. Storytelling with Norli Starbreaker. Ale Drinking Contest. Performative Acts for Belka. Drinking and feasting. Final Sermon by Brynaelda. Delayed dispersal. For the contests, we expect dwedmar to participate in the events and have prizes graciously donated by the skilled, talented, and generous blacksmith, Lillian Grandaxe. Donations from Clan Grimgold, Clan Metalfist, Clan Starbreaker, and Clan Ireheart, all made this event possible, and we thank you profusely. We look forward to your attendance to spread the word of the Brathmordakin and the virtues of Belka. OOC: Sunday, 8/8/2020 1:00 PM to 3:00 PM EST Temple of Kal’Evraal
  2. The Legion of Urguan The Dwarven Legion, defenders of Urguan, protectors of the Faith, guardians of the people. The sole purpose of the Dwarven Legion is to protect and serve the Grand Kingdom of Urguan. It is the main military force underneath the Grand Kingdom, and also one of the most prestigious and oldest military guilds. The Legion is known for its notable order and discipline, excessive training and precise execution. Notable Battles Battle of the Ugluk Fort The Legion siege the Orcish fort of Clan Ugluk. The result is a Legion victory and the land is claimed for the Grand Kingdom. This particular land would become the site of Storm’s Crossing and eventually Kal’Ithrun. Battle of Indagolaf The Legion, pushed back from the trenches surrounding the remains of Thoringrad, entrench themselves in the depths of Fort Indagolaf, an underground superfortress. After a lengthy siege, the Legion forces emerge from the fortress in a charge that would route the human, orc, and elven forces Battle of Kal’Azgoth The Legion forces alongside their allies, led by a dwarf freed from the clutches of Ondnarch, make their way through the deeproads and into the sealed city. It is here that Igor Ireheart, wielding the Hammer of Baradin, sacrifices himself to destroy the essence of Ondnarch and free the trapped Aengul Wyvern. Battle of the Dreadfort Human forces backed by the Legion siege teams attempt to retake the Scourge-held fortress of the Dreadfort. With brilliantly engineered weaponry and the precision of the siege teams, the dwarves blast a path for the human infantry to retake the Dreadfort with their very own Commander Borin Grandaxe killing the Harbinger of Conquest. Battle of Vengeance The Legion and forces of the Treaty of Zion participate in an open field battle in the Orcish sands against the Orenian forces.. After the magic of the realm failed and many persons being teleported across the realm and the Zionists dominated the remaining human forces. Battle of Hiebenhall The forces of the dwarven legion defended the Irongut hold of Hiebenhall against the Kingdom of Oren. The fort was unable to be breached because of its strategic location and the might of the dwarven crossbowmen who kept the human forces at bay. Orenian forces eventually retreated for their inability to conquer the hold and their massive loss of numbers. Battle of the Grass Nearing the end of a bloody war, Grand Marshal Jorik Grandaxe and Grand King Balek Irongut led the first defense of their homeland against an Orcish Horde. With overwhelming numerical superiority, the forces of Urguan forsook their keep and charged the horde head on slaughtering all who sought to endanger their people. The battle marked the end of the war and a lasting peace for the people of Urguan. Battle of Khro'Nogaak The Legion, supported by the Horde of Dunamis and men following the good Faiz Kharadeen, banded together to protect Fort Khro'Nogaak from the Holy Orenian Empire. Pushing the human empire out of Urguan while the fort crumbled around the defenders leaving a mere hill to defend on. Fili Grandaxe and others descended down the mountain pouring alchemist’s fire on the attackers and repelling them decisively while outnumbered. Battle of Kal’Ordholm During the peak of the 18 years war, the dwarves had been driven from the isle of Avar and were fighting back on the mainland. After sustaining significant losses in each of the battles on Avar, the dwarves’ morale was faltering. The Empire of Oren sought to claim the Fort of Kal’Ordholm on the coast of the mainland. Grand Marshal Jorik returned from his injuries and took command at the fort. With the help of allies from Vandoria and Dunamis, the dwarves held a staunch defense and, under the lead of the Grand Marshal, charged out eliminating the remaining attackers and forcing the Empire out of Urguan lands. This battle is cited as a key turning point in the war and caused the Empire to entirely rethink their method of attack. Battle of Fort Dunamis After the brutal loss at the Battle of Kal’Ordholm, the Empire of Oren shifted its fronts to attack the stronghold of the dwarves’ trusted allies at Dunamis. Dunamis fort was then defended by the Legion, Orcs, and Dunamis. In a surprise attack, the defending forces sallied out from the keep surrounding the Orenian forces and absolutely decimating them on the field. In the fighting, both the Emperor of Oren, as well as its marshal were killed and the war quickly came to a close. Battle of the Bloody Brothers After the election for a new Grand King, Verthaik Frostbeard and his followers broke apart from the Grand Kingdom of Urguan. Following the rebellion, the Legion, still highly trained from the 18 years war, met the rebellion in the valley of flowers, slaughtering the traitors decisively. Although this would not mark the end to the Frostbeard’s attempts in the future. Battle of the Gorge With the Orenian Empire once again at the borders of Urguan in Vailor, the Legion was once again spurred into action by Grand Marshal Jorik Grandaxe. With their allies in Courland, Urguan in an unprecedented manner, repelled the Orenian invaders by taking advantage of the sheer walls of a valley. This marked the first time the Orenian Empire lost a field battle in many years. Battle of the Goldfields In arguably one of the largest battles in the history of the descendents, nearly 200,000 men on both sides from the Coalition, to the Empire of Oren met in the field outside the Barony of Cantal. The Coalition won a landmark victory which would eventually lead to the dismantling of the Empire of Oren and a clear victory for Urguan from the oppressing force that had plagued them across many lands. King Algoda Frostbeard followed by King Bastion Ireheart oversaw the collapse with help from a strong Legion led by Jorik Grandaxe. Ever since this dismantling, the Kingdom of Urguan has had remarkably better relations with any human empire that formed thereafter. Military Ranks Grand Marshal The Grand Marshal is the Leader of the Dwarven Legion, second only to the King. He is at all times expected to be an example to those under his command, to lead with gallantry and devoid of cowardice. Everything he says, everything he orders, will be upheld. Disobeying the Grand Marshal comes with terrible consequences. Commander Commanders are exemplary leaders and confident brave soldiers, they take commands directly from the Grand Marshal and convey them to the lower ranks. It is the Commander’s duty to manage the Legion in the absence of the Marshal, as well as organize training and manage patrols. As well as keeping the entirety of the legion functioning, they are also tasked with leading their own personal divisions. There can only be two commanders at any point in time. Thane The lowest officer rank within the Legion. Thane’s have proven both marital ability and the prowess to lead. Responsible for leading soldiers when a Commander or Marshal isn’t present. Typically, Thanes lead their own centuries in their corresponding divisions while being overseen by their respective Commanders. It is the Lieutenant’s duty to ensure Legionnaires are consistently working to protect and serve the Grand Kingdom of Urguan. Pridebearer Pridebearers are the most skilled warriors and hardened veterans of the legion. Extremely competent in the field, they have proved their worthiness time and time again. Pridebearers are dedicated members of the legion and generally are first to be picked to become an officer within the legion. The Pridebearers are derived from their ancient duty of wielding and defending the banner of Urguan. Longbeard Longbeards are proven soldiers and are amongst the most experienced and disciplined within the legion. Longbeards are chosen from to become officers if there are no suitable Pridebearers ahead of them that can be chosen. Former officers or those who have held the Longbeard rank and above within the legion can return to this rank if they decide to re-join the legion either after retirement or if they were previously an officer who has been demoted. Ironbreaker Ironbreakers are experienced soldiers in the legion and have proved their battle prowess and loyalty to the Grand Kingdom. This is generally the lowest rank from which an officer can be appointed and is done under very rare circumstances as there must be no other higher ranking legionnaires worthy of the position. Mountainguard The Mountainguard are the core of the Legion, who have been placed into their division of interest. They have been trained to the point of competency in their position and are on the path to hardened warriors. These legionnaires are expected to carry themselves with more composure and dedication than the common Castakvel. Grunt A Grunt is the beginning rank within the Legion. All Dwarves can sign up at any time to start their progress within the legion as a Grunt. These beginning soldiers will be taught all the basics they need within their military career. Promotion Requirement Grand Marshal: Selected by the Grand King. Commander: Selected by the Grand Marshal, must be a Lieutenant. Thane: Selected by the Grand Marshal, must be an Ironbreaker or above. Pridebearer: 600 Honor, with the assent of the Grand Marshal Longbeard: 400 Honor, with the assent of the Grand Marshal Ironbreaker: 150 Honor Mountainguard: 50 Honor Grunt: 0 Honor Organization The Legion acts as a singular fighting army though it’s organization is split into a series of divisions who compose the military structure of the legion. The entirety of the Legion is led by the Grand Marshal, who is advised by his two Commanders. The divisions act under their respective Commander and are made up of a series of centuries led by Thanes. Divisions The entirety of the legion is made up of a number of divisions. These divisions hold a large number of legionnaires who are grouped into smaller centuries. A division is led by a Commander who is helped by his commanding Lieutenants. Divisions may have established cultures and fighting styles or specializations as they grow in development. Centuries Within the grander and bigger divisions, co-inside the smaller detachments of legionnaires called Centuries. Centuries are commanded by a Thane and have their own individual Pridebearers who act as the Thanes second in command. A sense of camaraderie is present between this tightly knit fighting group, along with a developed culture that can distinguish them from the other centuries. 1st Infantry Division: Century ΣI Century ΣII 2nd Ranger Division: Century ΩI Century ΩII Honor System In the Legion, prowess and competency can be displayed through the gaining of honor. Honor is gained by completing set tasks and reporting it to an officer. To achieve a higher rank, a certain amount of honor must be reached. If a Legionnaire is inactive, their honor will begin to decay. Honor can also be lost for foolish activity and disobedience. The ways to achieve Honor in the Legion are: Gate Duty: 5 Honor per hour (Max 2 hour a day) Patrol: 5 Honor per hour (Max 1 hour a day) Meetings/Feasts: 5 Honor Completing tasks assigned by officers: 5 Honor Saving a fellow Legionnaire: 5 Honor (Risking your life to save them 10 honor) Attending a Training: 10 Honor Guarding an important figure within the Kingdom: 10 Honor Being critical to a successful mission: 10 Honor Recruiting a Dwed into the Legion: 15 Honor Winning a Legion organized tournament: 15 Honor Raids: 20 Honor Skirmishes: 30 Honor Battles: 50 Honor Honor through craftsmanship: Donating a double chest of cobble to the legion: 5 Honor Donating a chest of food to the legion: 5 Honor Donating a double chest of stone brick to the legion: 10 Honor Donating a double chest of lumber to the legion: 10 Honor Donating a stack of Iron to the legion: 10 Honor Honor can also be rewarded for other exemplary actions. Dishonor: Dishonor occurs when a soldier in the service of the Legion refuses to do certain actions or shows disrespect to individuals of the Legion, in the event this occurs the Dwarf is to be stripped of hours and if the Dwarf is to drop below the requirements of the ranks he or she has earned then they shall be stripped of their rank and medal. Failure to complete mission: -10 Honor Cause the mission failure: -20 Honor Misuse of Legion issued equipment: -20 Honor Speaking against the Grand Marshal or Commander: -30 Honor Harassment/Assault of fellow Soldiers: -50 Honor Disobeying the orders of the Commanding Ranks: -50 Honor Going Stark Raving Mad: -100 Honor OOC: Spamming and trolling in discord or in game (oocly) during legion activities: -50 Honor Provoking legionnaires in discord or in game (oocly): -50 honor Attempted pugsying/actual pugsying: -150 honor Training Practicing or Training one’s combat skills and labor talents is an important factor within the Dwarven Kingdom as well as the Legion. Formations and discipline are often the most stressed subjects as the Dwarven Legion is well known for its organization and discipline. Combat Training Military practice is often done multiple times throughout the stone week to hone the skills of both recruits and veteran soldiers. It is also to ensure that siege weaponry is in working order. Practice also allows the legion to plan for their battles, and also to give newer recruits a chance to gain experience. Group Training Drilling (Training one’s fighting prowess.) Combat Practice (Fighting in Formations in Combat Scenarios.) Discipline and Order (Training soldiery) Trial of Combat Before a grunt may obtain the rank of Stoneguard, there are specific objectives he must complete to show his fitness, temperance, and obedience to his superiors. These are known as the Trials of Combat. Stage One: Training The legionnaire will be led through the default training program that all go through. The legionnaire will experience crucial fitness testing through long-route running and swimming, as well as lifting and throwing various objects. Then, the legionnaire will be given basic weapons training without person-to-person combat. Finally, the legionnaire will participate in basic fist-fighting with his fellows. Stage Two: Discipline The legionnaire will be tasked with remembering various codes, phrases, and rules that are associated with being a legionnaire. This is to ensure that all new bodies are appropriately educated in the ways of the Legion. Stage Three: Tactics The legionnaire will now be forced to learn the different formations, commands, and tactics employed by the Legion. This includes the various Vel, Dree Vel, and Aemiz formations. During this time, legionnaires will be able to finally participate in group v. group fighting. After their successful integration, they are considered Stoneguards. Duties Gate Management Is the duty in which a Legionnaire is to protect the mighty stone gate way of the capital. In order to promote camaraderie it is recommended that more than one guard is on duty during shifts. During shifts legionnaires are expected to keep the gate open for Dwarves to pass freely in between, but be alert enough to shut the gates for outsiders. When an outsider approaches the gates, the guard on-duty is expected to ask their Name, Race, Reason for Visiting, Where they’re from, and if they have any weaponry/magic). If they are wearing any face-covering masks, helmets, or hoods they must be removed. If the outsider refuses or fails to answer any question or comply with commands then they shall not be granted entry past the gates. Patrol Patrolling is vital to the Kingdom’s well being be it either; tunnel clearances (when a guard goes into the deep mines and disposes of creeps and critters who may harm the miners) or doing surface checks (where the militant will do tasks similar to the tunnel clearance but on the surface. This is usually the job of a ranger.) Any peculiar sightings are to be reported to the Legion Officers for further inspection. Surface Checks The Guard is to wander about the perimeter of the capitol where he or she will be charged with examining the wall that protects the Hold’s border as well as slay and critters who threaten travelers, any peculiar sightings such as wall breaks, mysterious structures, or brigand presence, is to be reported. Construction Should the nation undertake vast projects, it is the duty of the Legion to offer their assistance, be it in the actual building, or in obtaining the resources to do so. 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 - Box - 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 Thrimmek - Arrow Head - Formation has leader in the centre - Is shaped like an arrow head - Officers form the outer points of the crescent - Used to absorb charges, primarily infantry charges Payment and Legion Bonuses The Dwarven Legion is paid on the representation of active service that is done per year, (weekly) the wage increases as one's rank increases as well thus allowing for a higher income on the well performing soldier's behalf. For legionnaires to receive their payment, they must attend at least 2 practices, 2 officer lead patrols and perform gate duty 2 times throughout that year. Wages Grand Marshal: At the discretion of the Grand King Commander: At the discretion of the Grand King Thane: 400 Minas Pridebearer: 350 Minas Longbeard: 300 Minas Ironbreaker: 250 Minas Stoneguard: 200 Minas Grunt: 150 Minas Legion Bonuses: While the Legion itself is an entirely selfless organization, focused on the protection of Urguan without expecting reward, there are nevertheless several benefits which come from joining the Legion. Equipment: Gear for combat and traversing the land is available to the forces of the Legion. Upon reaching a new rank a legionnaire will be given a brand new set of armour alongside a weapon, shield and ranged weapon of their choice. Gear is obtained from an officer and a member of the Legion may use his armor and weapons in whatever manner they wish after it has been provided for them. During times of war, equipment will be handed out on the eve of a battle if a legionnaire does not have any, however bonus honor will be given to legionnaires who bring their own gear to battle. A member of the Legion is entitled to keep whatever ‘spoils of war’ are obtained during battle. Free Barracks Housing: A new recruit may gain free housing within the barracks, the recruit that partakes in this bonus will lose their lodging after purchasing a home of any type within the capital or in the kingdom’s surrounding lands. Tax Discounts: 50% off taxes on any and all properties within land administered by Urguan. Legionnaire of the Week Legionnaire of the month is a rank granted down by either the Commanders or the Grand Marshal, such ways to obtain this honor is by acting appropriately and showing discipline ((both rply and oocly)), whilst performing diligently and accordingly within the Legion. Legionnaires of the week will be granted double their wages for the duration of the following week. For instance, if you are awarded Legionnaire of the Week you will get double pay for the next pay day. Legion Games The legion ‘games’ is like any other traditional practice, however, not involving any real goal for the Legionnaires to obtain other than simply having fun. Dwarfball Dwarf ball is a game which consists of two sides, each team has 3 players, the goal is to knock the opposing 3 players off of their pitch without crossing the middle line. The Dwarf Sprint The Dwarf sprint consists of a race between all of the legionnaires, the dwarf sprint can take place anywhere, however it is most notable for the mountain races. Beard Wrestling Beard wrestling is a game which consists of any number of Legionnaires (as long as it is an even number) and the way this game is achieved is by tying two legionnaires beards together and beginning a ‘tug of war’ with their beards. ((Each dwarf has to /roll 10, and the side getting the bigger overall number, wins.)) Legion Hall of Fame The most decorated Legionnaires will have a chance at earning a spot in the Hall of Fame, located in the Legion’s Grand Hall. This is no easy feat, for a spot in the Hall of Fame is extremely difficult to obtain. A soldier who accomplishes something worthy of such an honour must receive a unanimous nomination by the Grand Marshal and both Commanders. Afterwards, the Grand King himself determines whether the achievement is considered legendary and historical. If successful, the legendary soldier will be granted a spot in the Hall of Fame. Traditionally, a ceremony is held in the Legion Hall to initiate a legend who will be eternalized in the Hall of Fame. Uniform All Legionnaires are required to wear the uniform suitable to their rank. ((If you need your head placed on one of these skins, ask the officers or fellow legionnaires)) Skins can be found HERE: Enlistment Legion Application Form Legion Roster
  3. Mickaelhz

    HOUSE HOREN

    12th of The Amber Cold/Harren’s Folly, 1778 RESTORATION OF HOUSE HOREN Once more does Mankind find itself embroiled in a global conflict orchestrated by the hand of those who loathe all that which is divine and sacred. Thrice already has the hand of Chaos pulled upon the strings of its servile puppets to turn brother against brother, to entice Man to forsake his ancient oaths for pacts of unholy service, to uproot tradition and abandon GOD in reckless drive to vanquish history and warp the unbreakable ties that bind the Imperium of His chosen folk. And while the unholy legions of the Deceiver rain hellfire upon the realms of Arcas, wretched usurpers and bastards sit upon stolen thrones and command men, women and children of Oren to throw away their lives against our Descendant allies, against the kin of Horen, against our brethren in faith; they do this not for the salvation of all, but their own sake. Scores of bootlickers prostrate at their feet. Power is what they seek and have sought through the demise of thousands in the Great War, in the Rubern War, in the invasion of Sutica. They reign in desecrated halls of their betters, in cities seized from once immortal Defenders of Man, now rife with sin and debauchery where hymns of GOD and Mankind once joyously resounded. Their blackened nails claw at Imperial legacy, their howls command death to all, their slaves to reject virtue and salvation so that their reign of hell might last forevermore. No longer. No longer shall the true heirs of Exalted Godfrey lie dormant in the shadows and permit the daring extinction of Mankind to proceed. No longer shall the Dragons of Man suffer upstarts that brazenly defile the Imperium's legacy. No longer shall these weak and craven men be permitted to decide the fate of knights and heroes. First of many pieces of literature in a period dubbed by scholars as the ‘Adrian Enlightenment’, a young seneschal of Adria wrote an unassuming statement as part of “a true account of the villainies which have beset the Adrian people since the succession of Emperor Anthony” years prior to his own life being cut down during the failed Haenseti-Adrian uprising against the imperial crown. Rife with political observations concerning the sacking of Ves, within this prosaic account is the brief, albeit insistent, point that Calculus of Sola bears a rather peculiar resemblance to Emperor Anthony himself in speech. It would be part of this ‘Adrian rumour’ that Antonius II Horen, who would be nearing his seventy-third year now, would instead be rightful heir and claimant to the throne. Little would this matter in the current era, as Antonius II Horen was ignored by the bastard-son and his fellow burgher political claimants, who instead installed the de Sola child following a power vacuum that existed if but only due to their ousting of their own lord-protector. Let it only be by virtue of some political expediency that the law of primogeniture that the empire had followed for its succession was disregarded in multiple cases by this claimant-government, which waited twenty years between each iteration that further distanced itself from the rightful succession of Helane-branched Horen and further aggrandised its own claim. It is the 1737 Law of Heirs to the Holy Orenian Empire, as legislated by then-protector Adrian Sarkozic and his leal solicitor-general, that attempted to disregard the “attempted reforms of the Marnan era” and instead subvert primogeniture entirely, allowing men marrying women of noble stock to “be capable of acquiring, holding, maintaining and possessing any of the aforementioned properties and rights, as if it were his own direct patrimony, through virtue of marriage”. So is laid the first step in allowing true burgher claimants to wholly obtain imperial titles through marriage Edicts of succession that followed, such as the 1759 Edict of Succession, further legitimised this false premise, allowing the legitimate descendents of the ‘princess-imperial’ to retain their claims to the throne. Placing this as a foregone conclusion where “all doubt as to the rightful line of succession be dispelled,” the rightful claimants to the throne are displaced from imperial discourse if but only due to the framework of the successionary laws being moved so severely. It would be, by virtue of transferring his claim to his legitimate children, the children of Persus Helane, as the eldest son of Antonius I, should the ignoring of Antonius II Horen remain. Current Imperial law, as by intention, does not accommodate anything beyond securing their own position. It is the duty of the remaining patriarchs of the branches of House Horen to restore their house, if but only to affirm their stance as rulers of man while being faced by a great bureaucratic peril that seeks to remove the Dragonsblood from their birthright. It is by the sacred oath of the heads of Dragon's Blood that on the day of the 12th of The Amber Cold/Harren’s Folly, 1778, by the Grace of GOD, the Holy Imperial and Royal House of Horen is restored. To all our rightful subjects of Humanity we thus proclaim: - That undeniable proof exists that the usurper Peter III is not, in fact, the first born child of Emperor Antonius I, but rather a bastard child of the Imperial impostor Calculus de Sola, installed by the illegally enthroned Lord Protector Adrian Sarkozic for the advancement of his unholy agenda to destroy Mankind and its illustrious history in service of the Imperial House of Horen; thus we do declare his claim to the thrones of the Holy Orenian Empire, the Empire of Man, and all of their constituent titles and vassalages void for himself and his kin and children; - That the usurper's unholy administration had ushered in an illegitimate regime backed by murder, genocide, slavery, theft and reactionary purges of ancient nobility and customs and of Renatian, Curonian, Kaedreni, Haensetic, Lorrainian, Suffonian citizenry; thus we do declare this governance forfeit; - That the rightful heir to the offices of the Emperor of Man and Renatus, King of Cascadia and Renatus, various other kingships and domains of Man, as well as his ancestral title of the Duke of Helena remains Prince Persus Horen-Helane, and that this right is therefore restored to his legitimate issue and inherited by his eldest legitimate son, Prince Antonyus Horen; - That the rightful heir to the offices of the Holy Orenian Emperor, Emperor of Aeldin, Apostolic King in Oren, various other kingships and domains of Man, as well as his ancestral titles of the Prince of Alstion, Duke of Balamena and Alba, Count of Johannesburg, Enswerp and Walden remains Prince Charles Edward Horen-Alstion, and that the right of succession to his titles is granted, in the absence of living legitimate issue, to his brother, Henry Stephen Horen-Alstion; - That Princes Persus Horen-Helane and Charles Edward Horen-Alstion, and all the heads of Dragon's Blood do hereby affirm this succession and relinquish their Imperial titles to Prince Antonyus Horen, therefore affirming him as the legitimate Holy Orenian Emperor and Emperor of Man and Renatus, and heir to all domains illegally claimed by the usurper and his administration. May GOD guide us to peace in our time, may GOD unite us against these demons, may GOD guide us to TRUE glory. https://www.lordofthecraft.net/forums/topic/180792-in-defense-of-the-adrians-or-on-the-emperors-lies/ https://www.lordofthecraft.net/forums/topic/186343-law-of-heirs-to-the-holy-orenian-empire/ https://www.lordofthecraft.net/forums/topic/189695-edict-of-succession-1759/ Signed, HIS IMPERIAL MAJESTY Antonyus “Big Tony” Helane HIS ROYAL HIGHNES Persus Helane, Patriarch of House Helane HIS ROYAL HIGHNESS Oliver Helane HIS ROYAL HIGHNESS Junius Helane HIS SERENE HIGHNESS Lord Pertinax Augusten Tiber HIS SERENE HIGHNESS Charles Edward of the House of Horen, Prince of Alstion, Duke of Balamena and Alba, Count of Johannesburg, Enswerp and Walden HIS SERENE HIGHNESS Antonius Martius, The Prince of Vilachia, Duke of Krajia, margrave of Styria, Lord of Vilacz HIS SERENE HIGHNESS Radu Vilac, Son of Yury Vilac
  4. Kings of the Old Realm Recorded herein are the transcribed oral traditions and histories of the dwarves that lived under the first sky, uncovered first by my grandfather, Valen Grandaxe, and now completed and issued for public scholarship. While its record likely remains incomplete, it preserves extensive knowledge of the old Aegian kings, the details of which were previously thought lost. May it act as a chronicle to future generations on the tales of our forebears and of the struggles they overcame to carry on the legacy of Urguan’s folk. Through the knowledge of Ogradhad, may we be ever knowing. The Age of Stone Advancing from early runic and stone working practises of the proto-dwarves, this era marked the beginning of the great masonry projects which ultimately culminated in the construction and development of the subterranean metropolis of Khaz’Urguan, known in the common tongue as the Halls of Urguan. King Urguan Silverbeard - Arising from mysteries origins at the dawn of the mortal races’ great ascendancy, Urguan and his four brothers battled the Archdaemon, Iblees who had first attempted to deceive them in the form of a kind and benevolent old man. For their role in his banishment, Urguan and his followers were cursed with short stature and were issued a warning that their greed would one day be their undoing. After the defeat of Iblees, Urguan and his kin retreated to the deep underground caves of the world where they eventually began carving great stone structures and edifices into the rockface. Through years of rigorous perseverance and zeal towards the task set before them, the Halls of Urguan, known as Khaz’Urguan in the dwarven tongue, were constructed. As the most seasoned and wisest among his kin, Urguan assumed the mantle as their natural ruler and was crowned king of all dwarves, his followers collectively becoming known as ‘Urguan’s Folk.’ For three hundred years, Urguan ruled fairly and justly over a people who largely looked to each other as equals. Together, they delved deep into the depths of the world unknown beneath their feet, uncovering vast knowledge and wealth which in turn facilitated great leaps in their technological and magical prowess. Endeavouring to shield their people from the dangers of the outside world, they harnessed this new understanding to erect great runic behemoths which stood watch at the city’s gates, keeping guard on the valley below. With great pride in their accomplishments, they celebrated their act in defiance of the Archdaemon’s words, looking hopefully on towards a bountiful and more prosperous future. Soon, however, Urguan desired to share this world with another and married a she-dwarf by the name of Yudora. Between them, they sired eight sons, each as unique and exceptional as the last. While all of Urguan’s offspring were tutored in the ways of their father’s learned kin, some grew curious of the world that stretched above them, untamed and ripe for exploration. As time passed, Urguan granted these dwarves his blessing to leave the city and many ventured north with their followers, some choosing to settle among the clouds on high mountain peaks, over time becoming known as the mountain dwarves. A small few, meanwhile, found peace in the dense woodland groves of the great forests, and became the forest dwarves. Finally, for those of his kin who had refused to leave Urguan’s side and remained living in the deep underground dwellings of their father, they called themselves cave dwarves. Over time, each of these communities formed families of their own and as they became acclimatised to their new environments, their differences grew starker. For Urguan himself, however, more pressing matters lingered on his mind. Strictly ordering that he not be disturbed and locking himself in his chamber for what seemed like days and nights without end, he toiled in secret on matters that have been left unknown to history. For a time, the dwarves of Khaz’Urguan grew fearful of what had become of their king, yet none wished to defy his will. After a full year had passed, Urguan finally emerged, clad head to toe in cloth and furs, asking only that he be left without question to depart the city’s gates. With his kin adhering to his final command, he left his suit of armour behind, venturing alone into an oncoming snowstorm, never to be seen or heard from again. King Barradin - Upon Urguan’s sudden disappearance, a succession crisis ensued. It was determined from then that all future Kings of Urguan would be appointed from among the clans of Urguan’s immediate offspring and would adopt the name ‘Silverbeard’ upon their coronation, after which they would forgo all ties to their blood kin. Barradin was the first to be chosen, a proud and long-reigning dwarf who presided over the nation's new social order in the immediate aftermath of Urguan's reign, sharing power across the clans of Urguan's sons. This had the unintended effect of leaving their low-born kin with little say in how they were governed and most were forced to toil day and night in laborious conditions in order to sustain the nation's economic growth. This fact was mostly forgotten, however, as the new threat of Ondnarch's terror from the north became clear. Battling against the fallen aengul's minions at all corners of the realm, Barradin’s host and his runic behemoths were soon routed and for years, the King struggled to preserve the unity of his people locked tightly behind Khaz’Urguan’s great gates. What became known as the 'eternal cold' was left to ravage those who remained outside, while the dwarves within struggled for warmth, their survival becoming dependent on the heat of the city’s great magma core. Barradin's perseverance paid off, however, and he was later able to push back the hordes at his gates and with the help of the Triumvirate of Runelords, used his hammer to banish Ondnarch atop the summit of the highest of the northern peaks, Mount Arvas. The Age of Gold Emerging from the brink of extinction during the eternal cold, dwarven society was reformed around trade and the mercantile classes, with the guilds emerging to rival the powers of the nobility. This helped to inspire a new era of exploration and discovery, alongside the development of numerous technological and magical innovations. King Edris - Bearing the responsibility of rebuilding the kingdom after the end of the eternal cold, he set about lifting the dwarven spirit by reforming the social hierarchy of his predecessors. Forest dwarves who now controlled most of the kingdom's outer farmland and crop supply, sought to enshrine better protections for their woodland groves and demanded that higher prices be paid in exchange for their produce. These terms were met by Edris, but not without significant unease from the predominantly cave dwarven nobility of the time. Meanwhile, the common clans who had mostly acted as labourers during the crisis, saw this and issued calls for greater power in government. Edris responded by reforming the city’s industries around the guilds, better reflecting the old social order present under Urguan's reign. King Hrolfgar - Over time, the minerals of Khaz’Urguan’s deep mines ran dry and in order to maintain trade with the outside world, it became necessary for the dwarves of Urguan to seek new veins of ore elsewhere. King Hrolfgar, an ardent adventurer himself, set about leading an expedition west in search of new ore deposits. Travelling by land and water over many perilous months, he soon discovered a low lying region of dense woodland. Within this forest, he found that many of the ilk of Urguan’s brothers had already settled there, choosing to form their own homes amidst its wild flora. After five further days of searching, the dwarves finally discovered that nestled beneath a tear in the landscape, a great subterranean network of caves stretched deep into the ground, its sprawling tunnels inlaid with vast deposits of glistering ore. Heralded first as a gift from the gods, the dwarves soon found their hopes in peril as lingering deep within this subterranean underworld rested a great beast of unspeakable horrors. Hrolfgar and his company descended into its depths, and legend has it told, he personally bested the beast before it let out a final flail of its razored tail, slicing him in two. The colony and its surrounding landscape would later become known as ‘Aurok’Wiker,’ the ‘Golden West’ for the great wealth its minerals would bring to the dwarven realm. King Agrund - Carrying on the economic reforms established during the reigns of his predecessors, his rule at first proved immensely successful and a brief golden age dawned as dwarves from all walks of the city embraced trade and began living better off. By this time, the mines of Aurok’Wiker had grown into a sprawling metropolis, with an ever rising population of newcomers from the capital. Artisans set about producing new and more extravagant wares, attracting traders from all across the mortal realms, while the kingdom’s vaults overflowed with gold and expensive jewelry. However, this prosperity was mostly felt by the kingdom’s inner territories, leaving the mountain holds with a deep sense of neglect. Mountain dwarves became increasingly distant from the kingdom and calls for the independence of their northern holds persisted. While long suspected of corruption by his opponents, Agrund was able to weather these criticisms and served a long and stable reign. King Rumli - Known as the 'scholar-king,' he extended the prosperity of his predecessors and channeled it into the pursuit of knowledge, discovering new metal-working technologies and more effective methods of ore extraction. Tales of legendary dwarves such as Urguan and Barradin were not just vocalised but henceforth became memorialised through great feats of stone inscription, carved into the inner walls of their holds and cities. Aurok’Wiker became the new centre for this cultural revolution and it was endowed with a new name by Rumli, one more befitting of its size and status. The glorious new city of ‘Kal’Urguan’ flourished and within its subterranean tunnels, the ancient runic behemoths were used to carve out and erect the body of its main hall. Not wishing to see their powers harnessed by any of his successors, however, it is said that upon Rumli’s death, he ordered that the behemoths would stand dormant, calcifying into the great stone pillars many dwarves would later come to live under. The arts of magic and runecrafting also increased significantly beneath Rumli’s reign and it became less unorthodox for dwarves to practise them in public. In dealing with the mountain clans, he was largely amenable in negotiations and chose to appease their demands for greater influence in the government, while offering the division of some resources into their holds and villages. However, this created mounting opposition from the kingdom’s powerful new class of mercantile elite who believed the mountain dwarves had overplayed their hand. The Age of Iron After a period of economic boom, successive dwarven governments looked to further embolden the realm, by strengthening the bonds among dwarven kin. Often, the price of unity was seen to be dealt through force and so this era became marked by the vast production of largely iron weaponry, born from the deep mines of Kal’Urguan. Disorganised clan militias became a thing of the past and the first uniformed armies were created. King Magnar - A veteran commander of the war against Ondnarch and political opponent of Rumli, he was nominated to power on the promise of creating a united dwarven realm, by ordering the return of all mountain dwarves to the halls of their forefather. This, however, had the effect of angering the mountain clans who soon grew embittered by his rule. They opted to make a joint declaration of independence, giving Magnar the excuse he needed to wage a bloody campaign to reclaim the kingdom's lost territory. Taking a strategic decision to operate out of Kal’Urguan for the duration of the war for its abundance in iron, what Magnar foresaw as an easy victory slowly evolved into a protracted and bitter contest. Inspiring fervent nationalist movements on both sides of the conflict, he expanded the dwarves' military might to levels never before seen but by the end of his reign, had exhausted the kingdom's coffers and was later forced out of power by his own council before the war had met its end. During the course of the conflict, Khaz’Urguan had seen its supply lines cut-off as the mountain clans raided its various trade routes through the narrow mountain passes. With a lack of support from the rest of the kingdom, famine quickly took hold and as the war neared its end, much of its populace chose to abandon the city in search of greater fortunes elsewhere. King Barrus - Son of Barradin, he was seen as a unifier, ending the war with the mountain clans through a treaty that enshrined autonomous rights, but set about formerly reintegrating mountain dwarves back into Urguanite society, though tensions continued to persist. Barrus looked to further secure the kingdom’s economic prosperity by officially declaring Kal’Urguan its new capital, leaving the Halls of Urguan to be left as a site of pilgrimage to their holy father. In reality, with little reason for dwarves left to venture there, the walls of their ancient capital soon began to crumble and its streets became lifeless and derelict. Meanwhile, amid Kal’Urguan’s new boom in population, Barrus found himself having to find means of accommodating the need for greater food production. Pasturelands and other fertile plains for crop harvesting were settled along the kingdom’s outer borders, where its farmhands increasingly came into conflict with the orcish clans that dwelled in the arid deserts to the south-east. Seeing this incursion as an opportunity to unite his kingdom further and put its new military infrastructure to good use, he grew determined to rally his people around war with this new orcish menace. Though Barrus commanded immense popularity at the time of his reign from commoners and nobles alike, depicted as a semi-legendary figure to those at home, the war grew long and bitter, with any territorial gains being largely offset by losses elsewhere in the orc's favour. Barrus himself was later slain amidst the heat of battle by a stray arrow from a common goblin archer. With their former king's inglorious demise, and the nation's pride left in tatters, Barrus’s remaining councilors retreated into isolation, barring shut the stone passageway into Kal’Urguan from all outsiders and prohibiting its common citizenry from leaving. King Aldrek - Presiding over a kingdom engaged in a strict policy of enforced self-isolation, he set to work on ensuring the city could suffice its own needs. Following demands from the wealthy mercantile classes, the kingdom’s mines, which had formerly required only a small city tax to enter were placed beneath the direct supervision of the guilds, who reserved exclusive mining rights for their own members. These guilds which consisted of both aristocrats and aspiring commoners, would frequently come under the dominance of wealthy trade magnates. Farms previously owned and harvested by forest dwarves were seized by the King’s hearthguard and handed off to their cave-dwelling brethren who in turn, established farming guilds to manage and benefit from their output. Most forest dwarves were made to continue working the land for only a fraction of their previous income, though a minority chose to reject this affront to their ancient way of life and fled south, hoping to find better lives among the deep forests of Malin’s children. With less experienced farmhands brought in to replace them, harvest yields began to slump. Although Aldrek still attracted great support from many of the well-to-do in his kingdom, others vehemently criticised the disaffection he’d presided over, the city’s political climate becoming more embittered and divided with each moon that passed. In the city’s poorer districts, low-born clans resorted to organising smuggling rings to deliver food, trade wares and other illicit goods from the outside world. The King quickly attempted to stamp these out by demanding that the Brathmordic clergy condemn any such action to undermine Urguan’s regime, which after some under the table inducement, they soon obliged, distributing pamphlets throughout the city bearing foreboding warnings of the sins of gluttony and excess avarice. Meanwhile, paying off informants to reveal the identities of their ring-leaders, Aldrek ordered his hearthguard to conduct numerous raids into the poor district’s cavernous dwellings. When they arrived, however, they found themselves pelted with rocks and mining tools from homes and shop windows, and in a direct affront to the King’s authority, they were soon forced to withdraw. Seeking means to lay down his rule and reassure his supporters that he remained firmly in control, Aldrek organised a grand procession to be held through the streets of the city’s great hall. It was here that a lone assailant is said to have drawn a crossbow from underneath his cloak, letting loose a bolt which flew directly towards Aldrek’s throat, leaving the usually stoic and unperturbed dwarf gasping in a pool of his own blood. The perpetrator swiftly had a spear driven through his gut, but with no disclosed motive, Aldrek’s death was used largely for propaganda purposes by political actors seeking to point fingers at their rivals. King Glorvin - Glorvin spent the majority of his reign battling political elements within his own government as he struggled to arbitrate the disputes brought before him. Overpopulation in the city proved a persistent issue and guilds took to hoarding precious minerals and crop yields, leaving little for the rest of dwarven society to benefit from. Perceiving that this inequity had led their affluent paymasters to prosper while they struggled to put food on the table, the common clans laid down their tools, making a final demand that their king act to curb the guilds’ rising influence. Although seeking an honest solution to the crisis, Glorvin was impeded by his council, from whom he commanded neither the respect, nor political support he needed. Meanwhile, corruption had grown wildly during the reigns of previous kings and many of these council dwarves now found themselves on the guild masters’ payrolls. Strikes quickly turned into riots, and then to violent brawls, cementing tensions from noble to commoner, soldier to civilian, and cave to mountain and forest dwarf. In a last desperate bid to resolve the crisis, Glorvin ordered his hearthguard to reopen the city’s main passageway against the will of his council, allowing trade to flow in from the outside world. It was too late, however - Many dwarves, already having lost faith in the nation, decided to take their chances and leave the city, while those who remained soon found themselves engulfed in a whirlwind of political disorder. Having defied his council’s will and hearing whispers of a plot to oust him from the throne, Glorvin embarked on a secret pilgrimage to the ancient capital of Khaz’Urguan where he sought to beg spiritual guidance from the kings of ancient times. There, it was revealed that his location had been betrayed by one of his own and rival dissidents soon surrounded him in the city’s inner chamber. His last remaining allies were cut down in the ensuing fray, desecrating the halls of their ancient city with their kinsmen’s blood. Led back to the capital in chains, Glorvin was greeted by his treacherous councilors, who forced him to relinquish the throne at sword point. The Age of Blood A period marked by violent and sudden upheavals in dwarven society, resulting in the ascendancy of the Ironborn dynasty and the formation of the Khorvadic Empire. Now viewed by modern dwarves as an era of depravity and sin, society faced sweeping and radical changes which ultimately buried the old system of government and wiped out all but a few of the generation of dwarven lawmakers who had come before. King (later Emperor) Velkan Ironborn - With Glorvin's ousting, Velkan took advantage of the disarray that followed and before a new king could be officially appointed, he led his followers in attempting to seize the throne through force, in what effectively amounted to a popular uprising. He bore the promise that he would re-unite the dwarven realm and vanquish those who sought to do the kingdom ill by ridding it of its corrupt council and decadent priesthood. This he certainly achieved and in the early years of his reign, many affluent aristocrats, clerics and guild masters were put behind bars or otherwise dispensed of. He readily set about reducing the rights of non-cave dwarves, with many of the mountain clans fleeing to their northern holds for refuge, while the forest dwarves were largely persecuted and shunned, most being forced into hard labour. Seeing the situation seemingly deteriorating and seeking to break away from this newfound state of affairs, the mountain clans once again declared their independence. For dwarves living in the capital, however, not all lost out from Velkan’s rise; many would make their own fortunes amidst this changing order and in place of the old, a new social elite began to form. Velkan would later make radical changes to the dwarven faith, outlawing worship of the Brathmordakin in favour of a monotheistic devotion to Khorvad, formerly the Brathmordic god of ambition. With popular support, he went on to greatly expand the kingdom's borders, subjecting many minor realms to his bloody conquests and declaring the formation of the first Khorvadic Empire. In his old age, he was eventually driven to madness, raving of his god’s might and the coming of the great apocalypse of the mortal races, words which soon led many nobles and clerics of the new Khorvadic temple-establishment to begin viewing him as a hindrance. He was likely put to silence by these groups before he met his natural end. Emperor Khrallax Ironborn - Regarded as a lazy and an ineffective ruler, whose power was mostly competed over by his brothers, clergy and councilmen, he continued the persecutions committed under Velkan's reign though largely held back on territorial pursuits. He was known for being overly gregarious, hosting lavish banquets for his favoured courtiers and while generally seen as indolent, many preferred this state of affairs to the secretive nature of his father’s reign. This was not to last, however, as he and his sons were later assassinated by his younger brother and High Imperator, Thorgarn. Emperor Thorgarn Ironborn - Seizing the throne by force and cementing power even further into Ironborn hands, he sought to reimagine dwarven society around his own image, erasing all knowledge of the time before his father's reign by burning ancient texts and conducting blood sacrifices of old clergy dwarves and scholars in an event that became known as the ‘Great Collapse.’ Runelords who had previously guarded the dwarven realm from threats of an arcane nature were forced to smuggle themselves into the city’s outer wilderness. Even Urguan's name was put to the periphery as a venerated forefather but not one who had much implication on the present state of the nation. Those dwarves who had fled his father's reign looked on in horror, while forest dwarves, by this time in a state of enslavement, suffered a massive reduction in population due to exhaustion and disease, driving them to the brink of extinction. A personal witness to many of the atrocities committed at the hands of the Ironborn rulers, a dwarf of low-birth by the name of Simppa fled the capital following the brutal execution of Dwain Irongut, seeking refuge among the halls of his kin. He found them in a deep state of mourning at the loss of their clan father, vowing to do all he could to avenge his death and restore justice to the halls of Urguan’s sons. From there, he reached out to the clans of the old mountainous north, the Grandaxes and Frostbeards. At the summit of Mount Arvas, they reached an agreement with the clans of Irongut and Treebeard - Thorgarn must fall. Clans of all creeds descended from the north, all bound in opposition to Ironborn rule and united beneath the banner of the Remnant of Urguan. Seeing their chances of success growing as they closed in on the capital, other clans flocked to their cause and following a series of bloody clashes along the King’s Road, they succeeded in overthrowing the Ironborn dynasty and putting an end to their years of infernal rule. The shrines to Khorvad were quickly torn down, his name branded synonymous to the Archdaemon, Iblees, and his worship outlawed on pain of death. Any and all of Thorgarn’s surviving kin who could be found cowering in the city were brutally put to the axe. The Age of Fire In the shadow of the Ironborn, the burgeoning Kingdom of Urguan was forced to begin afresh, accommodating the vast spread of new freedoms and ideas. Various projects were created to accommodate the city’s rising population and the heralding of a new and more prosperous era. Just as they reached the pinnacle of their achievements, however, the dwarves faced their greatest challenge yet in the face of oblivion from the nether realm. King Simppa - Worshipper of the Archaengul, Aerial, and Urguanite exile, Simppa led his people in overthrowing the Ironborn dynasty and was placed at the forefront of forging a new future for his people. Emulating the scraps of knowledge he had of Urguan’s original kingdom, he greatly improved the living conditions within inner Kal’Urguan, and set about accommodating numerous professions to take to selling their wares in the city’s newly rebuilt districts for commerce. He reopened the city’s mines to the common clans and enacted justice on lawbreakers through the authority placed in his council and advisors. In seeking to better organise the dwarven military for future conflicts, Simppa issued decrees for the formation of the first dwarven Legion, which he placed under the marshalship of Hiebe Irongut. Its first task came swiftly as along the King’s Road, word soon reached the King that caravans of dwarven traders had been ambushed by orcish clans, sparking a conflict which became known as the ‘Caravan War.’ Simppa’s legacy was never fully realised, however, as he soon grew ill beneath the grip of a mysterious sickness and was forced to relinquish the throne in favour of his chief advisor and overseer, Charles Grimlie. King Charles Grimlie - A divisive ruler, his reign was marked by the rapid expansion of dwarven territory and the settlement of new holds including Kal’Alras, Kal’Bryst, and Kal’Himmilen. Just as the dwarves looked close to reforming a de facto empire over their lands, portals from the nether realm opened in the northern reaches, spewing vast hordes of hideous demonic creatures from their gates. Pulling at their strings and shrouded under black robes of darkness loomed the undead, corrupt and twisted beings from the nether who at their coming, would envelope the land in night, summoning great bolts of electricity down from the sky. Viewing this as Khorvad’s retribution for their toppling of the former Ironborn empire, free dwarves from across the realm pledged their axes and marched north to defend the kingdom from invasion. The dwarven hold of Kal’Bryst was the first to succumb to these attacks after a valiant last stand by its inhabitants. Later in his reign, views of Charles’s autocratic style of rule became increasingly polarised from within his own kingdom, seen as a tyrant in the same vein as Emperor Velkan by some and a conquering hero by others. Tensions came to the fore when a lone human thief broke into the King’s private vault, casting the dwarven king into a furious fit of rage, leading him to lay siege to the Orenian capital of Al’Khazar. The Goldhands, who now resided in the hold of Kal’Alras chose to declare their independence from the kingdom while the Grandaxe clan splintered into two halves, the Braveaxes choosing to remain serving in the dwarven Legion while their Blackaxe kin ventured north as mercenaries, constructing the great citadel of Kal’Domhain in the northern peaks of their forebears. King Belin Irongut - Seeking a change in their ruler’s style of leadership, the high council opted for a more compromising dwarf by the name of Belin Irongut. In contrast to his predecessor, he ruled largely through his council, negotiating trade agreements with other realms and granting the guilds some of the powers they had once possessed. He led a largely peaceful and stable reign, with focus scaled back towards ensuring the continued prosperity of the kingdom’s home territories. Nearing the end of his rule, he would order the construction of outer Kal’Urguan, erecting great walls around its farmland in preparation for the rising threat of invasion by the undead. King Algrim Irongut - His reign was marked largely by the descent of the undead hordes into the lowlands of the south, where Kal’Urguan quickly became a prime target for attack. After completing construction on the city’s outer defences, he ordered the Legion to begin working alongside the other descendent races to hold back the tide from his kingdom’s borders. Meanwhile, having become increasingly isolated in the north and looking to restore their honour in the kingdom’s eyes, it was during this time that many Blackaxes returned to Kal’Urguan to aid in the defence of the city. With the help of allies from the descendent races, Kal’Urguan was able to withstand numerous attacks on its walls and the dwarves were successful in driving the undead from their lands for a time. However, following an assault on the Khorvadic fortress known as Wrath’s Clutch, bitter tensions were fermented between the Legion and the elven Wardens of Malinor, both taking credit for their successful defence of the south. The Lord Marshal, Thorik, subsequently ordered his elite legionary units known as the longbeards to begin hunting down Wrath and his remaining followers. Paranoia quickly spread throughout Kal’Urguan amid fears that worshippers of Khorvad or even the undead themselves could have embedded themselves among the ordinary dwarven populace. Numerous raids were conducted in the city’s inner housing districts, with the Legion uncovering a number of hidden shrines in dedication to their dark god. In a great shock to the nation, however, King Algrim himself was revealed to be among these agents of Khorvad following interception of his communications. At the Lord Mashal’s behest, he was quickly arrested by the dwarven Legion and removed from power. King Gotrek Firemane - For a time, the undead threat had seemingly subsided and in Algrim’s place, a dwarf by the name of Gotrek Firemane was appointed to succeed him. He was notable in dwarven history for having spent more of his reign outside dwarven lands than within them. An ardent pursuer of knowledge and a popular dwarf in all walks of the city, he immediately took a band of his brethren soon after his coronation, and led them on an expedition westwards into uncharted lands, leaving rule of the city in the hands of his high council. In his absence, many of these council dwarves grew indolent and greedy, much of society being effectively governed by the Lord Marshal, Thorik, and other high ranking legionary dwarves, the longbeards. They decried their king’s absence in the face of a potential threat of invasion by the orcs and their elven allies. A war council was quickly established by the Lord Marshal, initially to prepare the realm for conflict, but its authority soon expanded to encompass other areas of the city. The two councils wrested for control until Thorik and his longbeards took the ultimate decision to lead a military coup against the throne, crowning himself and establishing the first Grand Kingdom of Urguan. Gotrek would later offer Thorik his blessing upon his eventual return to the city. Grand King Thorik Grandaxe - The first of the Grand Kings of Urguan, he radically reformed the kingdom, with the Legion and his closest supporters placed firmly in control of government. When the Great War of the four mortal realms finally came, Thorik used his military cunning and his advisor's political astuteness to not only prevent the dwarven homeland from falling to the conquering armies but he was able to press the warfront into the lands of his enemies in Krugmar and Malinor, whilst gaining a valuable ally in the human Kingdom of Oren. His victories during the war meant he was able to dramatically expand the kingdom's influence in foreign lands and for the first time, the nation of Urguan would play a much greater role in the affairs of the other races, mediating peace in some instances while continuing to combat the re-emerging threat of the undead in the north. Worship of the dwarves' ancient religion of the Brathmordakin was reestablished and became the driving force for change in dwarven society. As the fallen Ironborn emperor had spoken in his madness, however, these good-times were not to last and the lands of Aegis were soon engulfed by the fires of Khorvad, the world-devourer and his demonic horde. In this final advance by the undead, cities across Aegis fell before his wrath, first in the north and then to the south until Kal’Urguan itself was lost to the encroaching inferno. Three champions of the dwarves ventured into the nether in an attempt to halt the invasion and secure the descendents’ retreat, but it was Urir Ireheart who cast the axe of Krug into the nexus, sacrificing his life to close shut its gates and banish Khorvad’s undead minions to Vuur’Dor. It was too late for the realm of Aegis, however, and its lands became quickly consumed by what remained of Khorvad’s horde. Thorik led his people in the great exodus from their homeland and on to the new realm of Asulon where the stories of his people would go on.
  5. Da Dammaz Kron ᛞᚨᛞᚨᛗᛗᚨᛉᚴᚱᛟᚾ Deep within the libraries of Urguan, there sits upon a pedestal a tome both ancient and sacred to the Dwedmar. Kept under constant guard both day and night by the legion of Urguan, whilst the book itself is kept shut using powerful runic locks. It is none other than the most honored, Book of Grudges. The Book of Grudges is an ancient tome passed down through the ages of the Dwedmar. It can be traced back to the first dwarf himself, and father of all Dwarfenkind, Urguan. It is an ever-lasting record of all the wrongs and misdeeds committed against the Dwedmar. The contents of the Book of Grudges are kept secret to the rest of the descendant races, with only a handful of non-dwed ever having laid their eyes upon it. Those who have wronged the honorable Dwedmar of Urguan will have their name written into the Book of Grudges, and will not have it crossed out until the terms of settlement have been reached. However, the Dwedmar are not by nature an unreasonable folk, and if an agreement can be made between both the wronged and the assailants, then a grudge can be settled, and a name stricken from the book. For a grudge to be made and approved, there must be valid reasoning and clear wrongdoing committed against the Dwedmar who has submitted said grudge. Lest the seriousness of the Book of Grudges would be questioned, if there were to be grudges of both false and meaningless classification. The Wronged: The Assailant: The Wrong: Date of Wrongdoing: Terms of Settlement: OOC Disclaimer: The Book of Grudges is locked away under constant guard. In no way should you be able to see it, or anything written within, unless you were admitted into the vault. To be admitted, you must be a dwarf of the Grand Kingdom of Urguan who has been explicitly given access by someone who has the appropriate authority. This means if you are a banished dwarf or a wanted criminal or anything of the like, you would not have access to any of the grudges written into the book. Please RP accordingly. Active Grudges (If from old post please resubmit) Struck-Out Grudges Original Post (No Longer Updated) Credit to Lefty for writing most of this post for me, I was dead tired last night. Credit to Josh for making the original post.
  6. The Clan of Ireheart is an elder clan of Urguan, hailing from a fearsome and war torn background. The Ireheart’s are legendary in dwarven culture, known for their ferocity in battle, savagery in culture, and battle-smart tacticians. Irehearts are renowned for their fierce combat abilities and honor on and off the battlefield. Founded by Yavok Ireheart, and reborn by Kjell Ireheart during the Aegisian era, the Irehearts follow Dungrimm as their patron god, yet hold a great respect for the controversial Patron known as Kjellos. CLAN APPEARANCE The emblem of the Irehearts is a dragon soaring high into the sky. Ireheart banners are half green and half white with the emblem of the dragon in the middle. Men within the clan typically wear pelts and warpaint as a way of worshipping Dungrimm, it is not uncommon to see them without outerwear even in extreme conditions. As devout followers of Kjell, many Irehearts show traits of imperialistic behavior and will stay true to the Throne of Urguan and whomever may sit there. Their beards are generally unkempt and left to grow naturally, as to honor the gift Yemekar granted their race. Women within the Clan, although rare, are generally adorned with hides and pelts of exotic animals and their hair is ceremonially braided and pushed back. CLAN LORE Pre-History Yavok Ireheart, the founding Lord, one of the eight sons of Urguan. Yavok believed greatly that the honor and respect he would gain from staying loyal to the rightfully crowned King would cement his legacy in Dwedmar history. A Clan he built on the ideals of honor and loyalty, the founding Lord strived to instill a disciplined and controlled belligerence in his sons, his line would be one of warriors and leaders. Yavok was scrutinised greatly by the Wives and mothers of the Ireheart Clan that the beardlings were committed to the hardships of survival and hunting in such youth. In a time where Dwarven culture lay almost entirely secluded in the deep of mountains, it can only be assumed that the Clan Trials of Yavok’s sons were facing considerably more terrifying trials in the caves of Kal’Urguan than the Clan Trials of today.. Many King’s had risen and fallen as Yavok reached his latter years. Following the eternal winter, Velkan Ironborn began to build a new Empire from the ashes of the first Kingdom. It seemed all Dwedmar would soon succumb to the yoke of Ironborn rule, but regardless of the monstrosities enacted by the Ironborn dynasty, the Irehearts had sworn themselves to the throne and held oath to serve whomever sat there. Persecution and genocide ensued and Yavok sat conflicted between his morality and his honor; The Irehearts marched among the Legions that heeded Velkan’s command but despised much of what they carried out. After Dwain Irongut spoke against the execution of the Runelords, he was executed and martyred forcing the Irongut's to rebel and splinter the Empire Velkan’s reign soon ended as the Old Dwarf went mad and eventually died, his Heir Khallax Ironborn was considered apathetic compared to his Father’s autocratic rule. Although, some believed this beneficial to the Empire. Many Dwarves, including his brother, thought it was an insult to Velkan’s legacy. Khallax’s Brother, Thorgarn, ousted his Brother with little resistance. Yavok, being unable to protect the King, generally kept his distance from the politics of the Thorgarn’s Empire. He offered little help to the new Emperor as he believed Thorgarn’s crowning to be false and illegal. Much like many of the other Clans, the Irehearts fled sometime during the “Great Collapse.” in response to the Hunting and Execution of Mountain and Forest Dwarves. A tyrant slaughtering his own and a society in ruin, all that was recorded of before was lost. News reached the Ireheart camp that the last Bastion of Dwarven hope, Simmpa, a Dwarf in the Northern Mountains was gathering a resistance. It took little convincing to the Clan Elders before Yavok rallied every able Ireheart to join Simmpa’s resistance and the rest of the Mountain Dwed. The assault on Kal’Urguan was a bloodied success, with the Ireheart warriors once again serving by the true King’s side. The Liberator Simmpa had restored Urguan to its glory and all was content within the Kingdom. After Simmpa’s departure, not much is recorded of the Irehearts, it is unknown what happened to Yavok, although it is thought he was permeated with grief and guilt, suffering with insomnia and burdened with trauma. This is no doubt the consequence of his service to the Ironborn. Despite this, Yavok supposedly found peace in serving the Brathmordakin and eventually passed to the halls of Khaz’A’Dentrumm at a ripe old age. Aegis After Yavok’s disappearance, much of the clan's members and relics was lost due to the lack of a suitable leader and organization. However a young dwarf known as Kjell Ireheart, the grandson of Yavok, re-appeared in order to restore the former great clan to glory. Alongside his first cousins, Urir and Kragor Ireheart, the three Irehearts were known as ruthless and fearsome warriors all around the land. However towards the end of Aegis, Kragor was killed by Khorvad (Iblees) in a terrible act of defamation and insult in order to send a message to the descendant races, in response to this Kjell and Urir alongside Valen Grandaxe ventured into the Nether to confront Khorvad. Wielding the Axe of Krug, Urir sacrificed himself to save the descendant races from destruction and ensure their safe passage to the Verge, also allowing Kjell and Valen to escape back onto the mortal plain. It was for this sacrifice that Urir was named a Paragon, specifically the Paragon of Sacrifice, the highest honor given to those in Dwarven culture. After this event the descendant races would flee to a new land, however Kjell Ireheart was nowhere to be seen upon the islands of the Verge. Asulon After quite some time, Kjell Ireheart was presumed dead which would’ve meant the total end of the Ireheart’s as a clan. However, Kjell was found to be alive after riding to Asulon on the back of a Dragon which he subsequently slew, one of six. Upon his return to the Dwarves, Kjell Ireheart became the first Emperor of Urguan creating the first ever dwarven empire. Turning the dwarves into the most powerful faction in all of Asulon, it was during this time that Kjell also bore three sons with his wife Empress Eliff Goldhand, Igor, Dreek and Midgor. Kjell’s nephews, sons of his long lost brother also reappeared during this time, Roggar, Olaf and Spriggar. Due to Kjell’s success as Emperor and his feats such as the slaying of multiple Dragons and conquering Salvus and other lands, he was named as a Paragon of the Dwarves, specifically the Paragon of War. After quite some time, Kjell disbanded the Empire as it was then broken up into a Dwarven coalition of holds. It was during this time many Ireheart’s referred to themselves adopted the name Stormhammer, this was in response to Kjell’s fierce rivalry with Hiebe Irongut, as Kjell wished to recruit non-blooded Irehearts into the clan as to help create a ‘brotherhood’ to fight against the actions of Hiebe. Anthos As the descendant races left Asulon, the Ireheart clan began to rise to true prominence, becoming the most powerful clan in the Grand Kingdom, this is due to Kjell’s sons and nephews all coming of age, beginning to start lines of their own within the Clan expanding its influence throughout the known world. Many of the Irehearts held high ranking positions within the dwarven legion and even the dwarven government, with them controlling many different many different fortresses and holds throughout this time. Towards the end of Anthos, the Daemon Ondnarch, who had been corrupted by the power of Khorvad, threatened to destroy the dwarves, during this he took the life of Dreek Ireheart, son of Kjell and brother of Igor. In response, Igor Ireheart wielding the Hammer of Barradin led an assault on the now corrupted Kal’Azgoth in order to slay Ondnarch and release his true form, Wyrvun. During the battle, Kjell sacrificed his life fighting the Daemon in order to give Igor the chance to deliver the final blow to Ondnarch. Igor slew the corrupted Ondnarch, but not before giving his own life in order to do so. In doing this Igor freed Wyrvun, the pure form of Ondnarch, who then named Igor his Paragon, specifically the Paragon of Purity. Soon after these events, during the coronation of Hogarth Irongut as Grand King of Urguan, Kjell descended from Khaz’A’Dentrumm to the mortal plane, declaring that upon death he had ascended to god-hood and became the new Patron, Kjellos. This ascension was revered by the Ireheart clan as the most famous Ireheart in the history of the clan, truly became a god. Athera When the dwarves arrived in Athera, the Ireheart clan was in disarray. With the death and disappearance of many of the clan’s leading figures, the clan was left in disarray and once again was close to extinction. However, Bastion and Drynn Ireheart, sons of the brothers Igor and Dreek, returned to the clan and began to restore the clan to prominence once more. Like their fathers had done before them they made the clan into one of the most powerful in the Grand Kingdom. During this time the realm of Athera saw two Ireheart kings. Midgor Ireheart son of Kjell, ascended to the Obsidian Throne and had a tumultuous reign, he constantly quarreled with his great-nephew Lori Ireheart, who had been abusing his power as a Runesmith and Golemancer. Vorstag Ireheart, originally a Grandaxe, had a short reign as Grand King, (his second ascension to Grand King, he had previously served as Grand King in the Fringe) this was because he sacrificed himself to fight against a corrupted Urir Ireheart, who had been turned into an Undead by Khorvad. By doing this, Vorstag reclaimed the Armour of Urguan, one of the most important relics in dwarven history. In doing so he was named a Hero by the clergy, forevermore known as Vorstag the Reclaimer. Vailor Soon after the Ireheart’s re-emergence within the Grand Kingdom, the descendant races once again moved land, this time to Vailor. Due to the Ireheart’s strength as a clan, they were granted a hold beneath the dwarven capital of Kal’Akash, known as Khaz’A’Kazak. Shortly after this however, Bastion Ireheart disappeared which led to the Ireheart clan’s strength diminishing by some amount. The clan still remained relevant and did have a plethora of members throughout Vailor, however the strength and influence they once had was no longer there. During this time Midgor Ireheart would once again rise to the mantle of Grand King, becoming the second ever dwarf (the first being his great-nephew Vorstag Ireheart) to be Grand King twice. His second reign was also as tumultuous as the first however and he was once again removed from the position by his council. Axios During the time of the Isles of Axios, the Ireheart clan began to grow in prominence once more. Drynn Ireheart returned to the Grand Kingdom and ascended to the position of Grand King, during this time he formed an alliance within Oren in order to protect the dwarves from the threat of invasion. However after a multitude of successors after Drynn, the dwarves ended up in war with Oren. It was during this time that Bastion Ireheart once again returned and became Kingsguard to Algoda Frostbeard, the new Grand King. After Algoda was assassinated by a Norlandic-Orenenian knight, Bastion was elected to become the new Grand King in his place, against the odds as he was in competition with Kerwyr Frostbeard and his kinsman Wulfstag Ireheart, both prominent dwarves at the time. Bastion solidified the Grand Kingdom’s position in the Axionite Coalition and helped deliver the final blow to destroy the Holy Orenian Empire. Bastion’s reign was long and during it he enacted numerous reforms and mandates for the betterment of the dwarves, he also solidified many alliances and non-aggression pacts with the other nations of Axios. Bastion’s fall would come during the war against the Kingdom of Norland, after large pressure from the Frostbeards to go to war, he was ultimately unable to conquer the Krag, the seat of the Norlandic Kingdom. He ultimately took his own life by jumping off his own balcony (although some say that he was pushed). After this a major event occurred known as the Slaughter of the Senate, as during the process of nominating a new Grand King, the Frostbeards murdered the dwarven Senate and took control of Kal’Omith, the capital of the Grand Kingdom. In the neighbouring hold of Tal’Azmyr, Gror Ireheart was then elected to become the new and rightfully appointed Grand King. Gror had been the Clan Father of the Irehearts all throughout Axios, and he had made the clan far more relevant than they had been in Vailor. Gror’s biggest feat however came as Grand King, he crushed the Frostbeard rebellion, executing Kerwyr Frostbeard himself, before restoring Kal’Omith as the capital of the Grand Kingdom. Atlas However when it was time to move to Atlas, the Grand Kingdom of Urguan had been conquered by the dwarven traitors of Kaz’Ulrah. During this time the Ireheart clan, refusing to live or serve the upjumped dwarven nation of brigands and murderers, decided to go into self imposed exile, until a day returned when a true dwarf would return to bring back a Kingdom in Urguan’s image. It is noted though that Dreek Ireheart II, the son of Drynn Ireheart and grandson of the original Dreek Ireheart, would ascend to the throne of Kaz’Ulrah as High King, however his reign was short lived as he was assassinated within a year of being elected. Arcas After the fall of the Kaz’Ulrah, and the return of the nation known as the Under-Realm of Urguan, many Irehearts began to return in order to serve a true kingdom in Urguan’s image. Utak Ireheart, son of Gror Ireheart and former Grand Marshal of the Under-Realm, would soon be unanimously chosen to become the new Under-King. This marked a new era for the Ireheart clan, hoping that soon they can return to the prevalence they formerly had in the dwarven nation, and the world. Utak eventually declared war upon the Rexdom of Krugmar due to their crimes against Urguan and installed his kinsman Axel Ireheart as Grand Marshal to lead the Legion of Urguan against the orcs. The war was a flawless victory for Urguan which culminated in Utak restoring the Grand Kingdom of Urguan as a result of the victory. Axel Ireheart resigned as Grand Marshal and took over the position of Clan Father within the clan in order to restore the clan to it’s former glory. He successfully returned many beardlings to the clan using the Book of Lineages and made the clan one of the most powerful in the newly reformed Grand Kingdom. Eventually, Utak resigned as Grand King after doing everything he had hoped to do in his reign. CLAN POSITIONS AN IREHEART BEARDLING is one who has not come of age and completed their initial trial, as outlined in the clan’s traditions and further set by the Clan Elders. They may not partake in meetings or votes. They must always have a beard. AN IREHEART is one who has come of age but has yet to have completed the Blood Trials. They may be partake in clan wide meetings, but may not vote nor partake in elder meetings. A BLOODED IREHEART is one who truly follows the ways and traditions of the clan, having completed the Blood Trials. They may partake in clan wide meetings, votes, but may not partake in elder meetings. AN HONOURED IREHEART is a blooded member who currently does or has held a position in the Government of Urguan during their time as being a blooded Ireheart, including but not limited to Grand King, Lord, Thane, Jarl, Liard, Cortier, King’s Councillor, Clan Councillor, Justice, Legion Officer, High Prophet, or Guildmaster. This position is also granted to previous Clan Elders and previous Clan Fathers. They may partake in elder meetings, but may not vote. A CLAN ELDER, whose count in the clan may not exceed three, is one who has proven to be a highly honourable Ireheart, having been blooded and either hand picked by the Clan Father, or by beating an Elder in an honour duel, in which case he replaces said elder. They may partake in all clan meetings and votes and be eligible for Clan Father. They may modify the criteria for the Blood Trials with approval from the clan father and a 3/4 vote. Any blooded member may challenge an Elder for his position via Honour Duel. An elder may only be removed by a vote of 3/3 from the other Elders, as well as the Clan Father’s approval. They may challenge any voter in an Honour Duel to maintain the position upon learning of their removal. THE CLAN FATHER is the one who represents the clan’s view to other clans and handles internal affairs of the clan. He is to consult the Elders before making any major decisions for the clan. He is the only one who may blood members of the clan. He is responsible for picking elders when one resigns or perishes, as well as leading clan hunts, pilgrimages, meetings and votes. He may be challenged for his position as Clan Father at any time by an Elder, and upon losing he assumes the position of Elder. If he resigns he shall choose his successor. If he perishes his successor shall be decided by the Elders, any disputes being settled by Honor Dueling. CLAN VALUES Honour - Honour is the pillar on which a Dwarf builds his moral compass, Irehearts greatly exaggerate this ideal. In conflict and politics, the Clan holds to oaths and shows great honor. Loyalty - The Irehearts are known to have been loyal to Throne and Kingdom since their creation. They believe whoever sits there earns the right to rule unless they break the articles, in which case the King is not fit to wear the crown. Devotion - The clan has worked tirelessly for their Kingdom and have built many fortified vantage structures for the Kingdom in the past. Many members have held high positions in dwarven society and are praised for their often successful reform and progress. Bravery - The Irehearts are a benchmark in Dwarven society in regards to their heroism and prowess in conflict. Many blooded Ire’s are fabled for their deeds in many of the Great War, some considered the greatest combatants in modern society. Kragor, Urir, Igor and Dreek just to name a few. Respect - Ireheart culture is true in the belief of Brotherhood and mutual respect. Almost all actions taken and words spoken by a Blooded is in the ambition to better society's perception and respect of the Clan. CLAN TRADITIONS IREHEART TRADITIONS are considered unorthodox amongst the Dwarves due to their ‘savage’ nature. Irehearts are also commonly known to enter a blood frenzy, a state where they act upon bloody impulse. Therefore, most of the Traditions in this section are often created from these events and may seem to be the work of a Stark Raving Mad Dwarf. HONOUR DUELS An honour duel is an official brawl which shows one’s honour and skill in combat. They are to be fought without armour, and golden pickaxes (the favorite weapon of Kjell) as the only weapon. The challenger must be ready to supply the weapons. The duel shall be best one of one. One person may not challenge another clan member to a duel more than once every two stone weeks. Any unfair play ((hacking, glitching, exploiting etc)) shall render the duel void, with the offending kinsman being dishonoured and executed by tying their limbs to boars and having them quartered, with their remains being fed to the clan’s dire wolves. ((Perma Kil)) ADORNING OF WAR PAINT Painting of ones body for war and any other militaristic event is a popular tradition among the Irehearts, painting one’s body can strike fear within the enemy hearts and is a great factor of war for the Irehearts. DIRE WOLVES The Irehearts are known for keeping the ancient dire wolves as pets for war purposes or for every day companionship. Throughout the ages the Irehearts have learned how to bond with such large beasts and have come to earn their trust. They usually reside in the snowy dwarven mountains and the Irehearts have learned to track them down and raise baby dire wolves or even earn the trust of the fully grown ones by treating them as equals to the Irehearts, whilst also learning how to breed them. The bond between Irehearts and Direwolves is a complicated thing.Tracing its roots back to Yavok, the tradition of taming and maintaining a mutually-beneficial relationship with these creatures has always had its place within the clan. Direwolves are tamed for many reasons, but their significance to the Irehearts goes far beyond simple companionship. For members of the Ireheart Clan, a bond with a Direwolf is almost spiritual. It is for this reason that beardlings are often instructed to venture out and tame one of their own; this is a sanctifying rite that proves the legitimacy of the beardling’s lineage and honour. When an Ireheart’s first Direwolf passes away, it is often skinned in a highly-respectful and deeply-sorrowful ceremony in such a way as to honour the deceased creature, which is then worn as a cloak by its master so that it may continue to watch over and protect them, even in death. Direwolves are often chosen by their Ireheart master based on shared traits; such as a beardling deemed as an “underdog” choosing the runt of a litter, and other such things. They will shelter and guard their companion with their life from its taming, and expect the same in return. Direwolves are utilised by the Irehearts as playful companions, and also as allies in combat scenarios. They are often given roles within formal ceremonies and other events of a similar nature. So close is the link between master and beast, that many owners will refer to their Direwolf as "Brother" or "Sister". They are traditionally given names in the dwarven tongue relating to a physical trait of the Direwolf in question. Direwolves, however, are also associated with symbolism by the Irehearts. To see a snow-white wolf is seen as an extremely lucky omen, while a jet-black wolf signifies danger. A Direwolf with scars, particularly around the face, is considered a prophecy of imminent bloodshed. Direwolves and their masters are viewed as being almost two-halves of the same being. When death or illness befalls a wolf, the Irehearts are quick to stand by and protect its master. It is believed by many members of the clan that whatever affects a Direwolf directly affects its owner, and vice-versa. THE SKINNING OF ORC HIDES One of the few most ancient traditions, the skinning of Orc hides stems from the first Orcish invasions upon Dwarvish soil where Yavok Ireheart had initially scraped the hides of his fallen foes and fashioned them armor as an effective intimidation tactic. Later the famed Clan Father Kjell Ireheart would utilize Orc hides for interior decorating after he coined the phrase, “I need a new Carpet!” THE CUTTING OFF OF HUMAN FINGERS One of the traditions involved in becoming a full blooded Ireheart. The tradition originated from the many long years fought with Oren. THE CLEAVING OF ELVISH EARS An old age tradition that comes of time when Yavok Ireheart walked the land. Typically Ireheart take elf ears as trophies once they have defeated them in combat. Most Irehearts take the ears and place them on a necklace to show off their kills. THE UTILIZATION OF A MAGE’S ROBES FOR BED SHEETS A rather new tradition of collecting mage robes for bed sheets was thought of by Midgor Ireheart and approved by the Clan Elders at the time. THE SKINNING OF MEW MEW PELTS AND CLIPPING OF CLAWS The skinning of kha pelts and collecting their pelts about about in the time of Anthos when Urguan had a peace treaty with the orcs, the Irehearts being forbidden to slay any orc. The Irehearts being rather bored they decided to hunt mew mews instead and incorporate the sport into the blooding trials. CONDEMNING OF ARMOUR AND UNNECESSARY CLOTHING Often seen as peculiar amongst the Dwarves, the Irehearts strongly believe in wearing no armor or top wear. This is due to the numerous fates Yavok may have encountered during his exploits as a renowned Slayer of Beings including: drowning, falling, immovability, and not looking muscle bound. Armor and Clothes are a restriction to the expression of an Ireheart’s pride, their glorious abdomen and beard. THE “GIMME YER BELT” Since the days of Asulon the Ireheart clan has practiced the time honoured tradition of “Gimme yet Belt”. This peculiar battle for belts initiated when the Orcs stole Kjell’s Belt, from the statue of Mt. Ire, initiating a grand war to claim the sacred artifact. Since then the Irehearts, after finally claiming the relic, have taken to claiming the belts of their enemies as a way to prove they are the strongest. Once an Ireheart has defeated their foe they bear the right to take possession of all their adversaries’ belts and adorn them with pride. BLOOD OATHS A blood oath is an ancient oath said using the words of our ancestors, which binds an individual to the clan through blood. The ceremony is binding when the words of our ancestors are said while the Clan Father has his cut palm joined with another Ireheart at the Shrine of Dungrimm. Breaking the Blood Oath, which involves betraying the clan results in execution by formal impalement through the heart by the Clan Father using the Evidence of Kjell in witness of the Elders ((Perma kill)). RELIGION The Ireheart clan are strict followers of the Brathmordahkin and are mostly devout followers to their patron god Dungrimm, whilst some also choose to pay respects to Kjellos. Many Irehearts are known to be very zealous and have on multiple occasions killed in the name of Dungrimm. Due to the great sacrifice involved in the fight against Ondnarch, many Irehearts have a respect for the Aengul Wyrvun, while thoroughly detesting the corrupted Ondnarch. KJELLOS It is believed that the Emperor Paragon Dragon Slayer Kjell Ireheart was chosen by Dungrimm for being his most loyal follower, and ascended in a blaze of fire and explosions to godship among those of the Brathmordakin, bearing the new name of Kjellos, who is the God of Justice, and guardian of the Legion and the clan. Although not a member of the Brathmordahkin, Kjellos is considered a Patron amongst the realm and assists Dungrimm in guiding the dead souls to his plain. Whilst also enacting justice as a spirit acting against those who commit crimes against dwarfkind. CLAN CEREMONIES AND TRIALS THE BIRTHING CEREMONY The sight of a Dwarven birth is a glorious one indeed, and must be held very carefully and with precision. When ready to give birth, the women will begin to strain as to exert as much force as possible until the majestic beard of the newly born beardling is in view. The father of the beardling shall then proceed to tug it out by it’s beard until the head is visible. The women shall then squat above Kjell’s Belt (not any belt, but the artifact) and exert as much force as possible, launching the beardling into the relic head-first. If they survive the blunt force trauma they are true Irehearts, if they die then they are failures from birth. These trials prove they are willing to be a true Ireheart, and it is sealed with a festive meal where family and friends offer gifts. THE IREHEART TRIALS In order to become a full Ireheart, a member must complete the following tasks and the final rite in the presence of an Ireheart: Skinning three different coloured Orc hides. Cleaving of a wood, high, and dark elf ear, and making them into a necklace. The obtainment of the bark of a dryad’s life tree, a druid’s spirit tree or the largest druid tree in the land, preferably with the dryad or druids present. THE FINAL RITE The Ireheart then must climb to the peaks of the highest mountain and seek out a Gryphon’s Eyrie, here it is up to the Ireheart to claim the Gryphon’s feather which will act as the mark of their passage into true Blood-Hood. IRE BLOODING Ire Blooding is a ceremony that creates the bond between Irehearts which occurs after the completion of the Ireheart Trial. Once he/she has completed the trial the elected clan father will announce that the ceremony is to be committed which then after preparation the following will occur. The beginning of the ceremony starts with the clan father addressing the Ireheart with the following phrase: "You are here today to partake in the pact of blood where you shall join your essence and mortal spirit with the like of those before us through me and by doing so you will promise by blood oath that you shall follow the ways of Irehearts or seek banishment from the Dwarves, do you choose to take this honor?" The Ireheart will then say to the clan father his/her decision of either yes or no. Upon saying no he/she does not take the honor of becoming an Ireheart and is asked to leave. Upon saying yes the clan father will cut the palm of his right hand with a dagger whose blade is made of pure dragon bone before the young brother/sister commits the same act with the same hand. This is then followed by the clan father and Ireheart joining their bloodied hands as the Ireheart binds his/her blood with the clan father which in turn symbolizes the adoption of the new Ireheart as he/she has bound his/her mortal spirit with the blood of those before the clan father as well. Upon completion of this act the Clan father will recite the last verse of the Dwarven Anthem: "And may yer honor and yer heart shine bright like the forge ye'll be remembered as always Brother (or Sister) O' the Dwarves" Upon completion they will have become a true initiated Ireheart to the clan as they have taken the blood oath thus completing the blood pact with the clan and showing his will to commit to his family and the kingdom. In order to celebrate the occasion, a feasting ceremony will occur afterwards where family and friends will gather to present gifts to the new fully blooded Ireheart. WEDDING CEREMONY Typically the wedding ceremony is conducted within the holy halls of the Brathmordakhin. Yet before the wedding happens the Ireheart male goes on a week of drinking and slaughtering elves, orcs, mew mews and humans. At the end of the week they must bring their most prized possession they’ve obtained from the week long of hunting and present it to their wife to be. FUNERAL It is a sad day when one Ireheart dies, but also a day of celebration. A feast is held in their honour to remember their great deeds before ending with the ritual. The body must be placed upon a sled along with his/her valuables, set a light and pushed down a mountain side. CLAN TENETS I. The Blood brother/sister is to treat his/her peers within clan Ireheart with kindness and shall not commit any ill towards one another unless followed by a duel of honor. II. The Blood brother/sister is to only birth a child with the likes of his or her kin not the likes of elves, orcs, humans, or any other being that bears no pure Dwarven blood save for the Halflings and Doomforged. III. The Blood brother/sister must bear the colors of the Clan in any manner upon his or her person, though this may be excused under certain circumstances. IV. Kinslaying or wishing death upon the likes of a Blood brother/sister's kin is forbidden, this includes wishing such on the likes of other Dwarves who aren't clan bound. Threatening physical punishments such as beating are not restricted by this tenet. V. Breaking of any of these tenets can result in punishments such as manual labour, exile and even death. [[By joining the clan you are agreeing that if your character breaks the clan tenets or by judgement of a different criminal deed deemed by the Clan Father that they can be PK'd by the Clan Father only with sufficient RP]] CLAN HOLDS Kal’Mugdor Kal’Mugdor (City of Mines) was a city made by Kjell Ireheart during his reign. It was one of the main dwarven cities and was the spearhead for most legion business. It was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Mount Ire This city was created by Kjell Ireheart during his reign and he made it the capital city of his Empire. Construction was never finished, however, the city had great obsidian walls that could fend off the undead itself. It also was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Storm’s Peak Storm’s peak was a mountain fortress built atop the Dwarven Mountains of Anthos, it oversees the harbor city of Vaerhaven. It was owned by the Irehearts until King Thorin Grandaxe seized it from them and renamed it Drake’s Peak. Storm’s Crossing Storm’s Crossing was a former Orcish fort taken over by the legion a few months after the four races arrived in Anthos. It was taken by the Grand Marshal Kjell Ireheart and was turned into the dwarves first line of defence. It was built up heavily and some say it was near impenetrable. Eventually it was taken off the Irehearts by King Dizzy Irongrinder so that it could be turned into the new capital city of Kal’Ithrun. However because of the fact the Irehearts built up the fort and worked a lot on it, Kjell Ireheart was made Lord Protectorate of Kal’Ithrun. Khaz’A’Daar Khaz'A'Daar (Hall of Might) is a hold originally made as a mining camp by Vorstag Ireheart in the Fringe. When Vorstag obtained Kingship, ownership was transferred to Bastion Ireheart, who then made it an official Clan Hold for the Irehearts. It was originally named "Rasterly Cock", however at a meeting of the Clan Elders, Odin Ireheart thought of its current name. It had undergone many renovations under Roggar Ireheart, and was a key fort for the Kingdom during Khorvad's Plague of 1461. Khaz’A’Kazak Khaz’A'Kazak (Hall of War) was a fortress built at the docks of Kal’Akash in Vailor. Grand King Balek Irongut granted Bastion Ireheart the land to build a fortress to protect the dwarven seas, and also to build siege weaponry in case of war. The fortress was built by Falent and Agnar Ireheart. Kal’Arakh Kal’Arakh (City of White) was the reclaimed former city of Yolwin in Axois. Initially a hub of activity built by members of Urguan’s navy very close to the capital of Kal’Omith, it was primarily populated by navy members, goblins and Frostbeards. The Treachery of the Frostbeards in Axios left the city deserted often and when Kal’Omith was retaken for the dwedmar, Grand King Gror Ireheart named Aldal Ireheart “Lord of Yolwin”. CLAN RELICS Gutbuster Mail Gutbuster Mail is a specific type of spiked armor forged by Lord Farren Starbreaker. The armor itself was designed by Dreek Ireheart and was distributed to the four founders of Ireheart bloodlines. The armor is spiked all around and instead of using a weapon the armor is equipped with claws. A common tactic while wearing this armor is to run at a person so as to impale them onto your own body. Kjell’s Belt This is the golden belt that was put onto the statue of Kjell Ireheart that stood at the entrance of Mount Ire during Kjell’s reign. The belt is lined with gold and other gems and is held with great value amongst the Irehearts. The Evidence of Kjell This is a dagger made with the bone of a dragon killed by Paragon Kjell, the dagger is used during the Ireheart blooding ceremony to cut the beardling’s hand and to join blood with the clan father so the beardling can become a full Ireheart. Dragon Tooth The tooth of one of the dragons Paragon Kjell slew. The tooth is the size of four dwarves and is often held within the armory of the Ireheart. Its weight is monumental and has been a staple decoration of numerous Ireheart holds. Draknakavir Draknakavir, meaning "Dragon Death" was crafted by Kjell from the bones of the first Dragon he slew. Since the death of Kjell it has been reforged using the Frozen Core of Ondnarch's champion, giving it an icy coat. Upon it the following inscription was written. "When Injustice mocks the heavens he shall rise When the axe vanishes he shall rise When the foe of the the Dwarves meets in battle he shall rise He the god Kjellos shall rise" Book of Lineages The Book of Lineages is an ancient Ireheart book that's history is traced back to Yavok Ireheart himself. The Book has every record of every Ireheart born since the days of Yavok and is used in finding the lineages of lost dwarves. It is passed down to each Clan Father and has remained a sacred item in the tiny library kept by the clan. CLAN LEGENDS Throughout the clan’s history many Irehearts have stood apart from the others and earned themselves a place in the history books with their legendary deeds. Clan Founder Yavok Ireheart The founder of the Ireheart clan, Yavok was one of the eight sons of Urguan. He built the clan upon the ideas of strength, loyalty and bravery and was the creator of many of the Ireheart traditions and trials still followed to this day. He was the first dwarf to breach the walls of Kal’Urguan during the assault to depose the Ironborn tyrants. He personally slew 7 of the Ironborn kingsguards so that Simmpa could deal the final blow to Thorgarn Ironborn. Paragon Kjell Ireheart Kjell, practically a God amongst the Clan, was the Emperor and founder of the modern embodiment of the Irehearts. Kjell won countless battles and built many cities, he slayed dragons and rose to become one of the most celebrated leaders in Dwarven history. He perished against the Aengul Ondnarch, giving his son Igor the chance to deal the final blow and avenge both his father Kjell and his brother Dreek. There are theories which suggest he was the manifestation of the God of Justice, Kjellos. Paragon Urir Ireheart Urir is amongst the most revered Dwed in modern history. Urir sacrificed himself to save all mortal races from the Undead, locking himself in the Nether and allowing Valen Grandaxe and Kjell to escape. Along with Kragor, the two are widely considered the greatest fighters ever in dwarven history, and possibly even world history. Paragon Igor Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was proven to have be a dedicated member of the clan who is capable of defeating hordes upon hordes of enemies alone, due to this and his tactical superiorty he was named Grand Marshal of the dwarven legion. He perished by slaying the Aengul Ondnarch with the Hammer of Barradin, avenging the death of his brother Dreek. Following this he was named a Paragon by the Aengul Wyvrun. Hero Dreek Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was slain by the Aengul Ondnarch while defending Kal'Azgoth. Whilst he was alive he was known to be able to decapitate Uruks in battle with a single swipe of his weapon. Whilst the Irehearts spent their time in Kal'Azgoth, Dreek purchased both of the clan's Clan Halls as well as maintained their commerce. During his life he was a Lord twice and the Grand Marshal once, as well as Clan Father for a brief time. Roggar Ireheart A well known figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He was well known as the Grand Marshal of the legion. He was proven to be a dedicated member of the clan who could decapitate elves in a matter of seconds. Whilst him and his sons tended to be quite skilled with a bow and crossbow. Olaf Ireheart A major figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He holds a great respect for Dungrimm, known as a traditionalist in all walks of life, he often flung himself into fits of zealotry for Dungrimm and strove to be closer to the Gods through combat. Many dwarves likened his behaviour to that of a Stark Raving Mad Dwarf. Midgor Ireheart Midgor was the third-born son of Kjell Ireheart like his father he rose to the title of Grand King but was impeached after feuds within the Kingdom. He rose a second time and endured another tribulus reign, eventually getting removed once again. Some people referred to midgor as Kjell II, due to his striking resemblance to his father. He is the only living dwarf to have been crowned Grand King of Urguan twice, for this he is known as the ‘Twice-Crowned’. Hero Vorstag Ireheart Formerly a Grandaxe, Vorstag was known for leading his troops into battle as Grand King, he was an accomplished military commander having previously been Grand Marshal. After being shunned by the Grand Kingdom, he travelled to find himself, tracing his lineage he found that he was more Ireheart than Grandaxe (being the son of Igor Ireheart’s daughter Eileen) and thus chose the path of Kjellos. Eventually, he ascended to become Clan Father. Vorstag became Grand King once more yet his reign was short as he died reclaiming Urguan's armor from a corrupted Urir Ireheart. In doing so he was named a Hero of the Brathmordakin, as his sacrifice recovered one of the most important relics in dwarven history. Drynn Ireheart The son of Dreek Ireheart, Drynn was a very well known figure in the clan during its time of dominance in the Grand Kingdom of Urguan. A dwarf of considerable combat prowess, much like his father he was a Grand Champion of the dwarves and later was crowned Grand King. His skills in diplomacy repaired the rift in relations between the Empire of Oren and the Grand Kingdom and ushered in a time of peace at last for the Dwarves. Bastion Ireheart The son of Igor Ireheart, Bastion was a very well known figure in the clan during the time of it's dominance in the Grand Kingdom of Urguan. He was crowned Grand King of Urguan and lead the legion successfully against the Empire of Oren, restoring Yemekar’s Balance. His leadership in wartime and accomplishments to save Dwarven honor will make him forever be remembered. Gror Ireheart The grandson of Roggar, Gror was a prominent Ireheart during their less influential years in the Grand Kingdom of Urguan, he at one point was the Grand Marshal of the dwarven legion. After Bastion’s death he ascended to the mantle of Grand King and successfully crushed and defeated the second Frostbeard rebellion, personally executing the traitor Kewyr Frostbeard himself. Dreek Ireheart II The son of Drynn Ireheart, Dreek II was named after his grandfather. He was a dwarf of Kaz’Ulrah, being one of the few clan members to openly accept the umjumped Frostbeard kingdom. He eventually ascended to become the High King of Kaz’Ulrah, however his reign would be short lived, being assassinated by the infamous Charles the Bald only a year after he was elected. Utak Ireheart Utak was the son of Gror Ireheart, and much like his father he also rose to prominence as Grand Marshal of the legion due to his unparalleled skill in battle and tactical warfare. Soon thereafter he was unanimously elected the Under-King of Urguan. He later led a successful war against the Rexdom of Krugmar in what was a resounding victory. Following this he restored the Grand Kingdom of Urguan before resigning from the throne. Odin Ireheart A well known figure in the clan Ireheart during its time of blooming in the Kingdom of Urguan, he was well known as a Grand Marshal of the legion. He had shown himself to be a follower of the berserker way of fighting, prevailing at even the worst odds against a host of Orcs. Being the grandson of Olaf Ireheart, he followed in his footsteps and was also known for his zealotry and rage in combat. Axel Ireheart Axel was the son of the late Grand King Bastion Ireheart. After his fathers death he fought for Urguan in the second Frostbeard rebellion and successfully captured Kerwyr Frostbeard before handing him over to his kinsman Gror to be executed. After that Axel disappeared for many years from the Grand Kingdom, only returning in Arcas after the return of the Under-Realm. He was promoted to Grand Marshal of the Legion of Urguan due to his years of experience in battle and successfully defeated the Rexdom of Krugmar in the War of Honor. Following this he resigned from his position to take over the mantle of Clan Father and successfully restored the clan to it’s former glory by returning many of it’s old traditions and finding many Irehearts through the use of the Book of Lineages. Belegar Ireheart Belegar was the son of Ognar Grandaxe and Digrora Ireheart, making him the grandson of Midgor ‘Twice-Crowned’. Belegar was Grand Marshal of the Legion of Urguan for many years and even successfully led them during the 18 years war. He restored the legion after the previous failures of the old Grand Marshals and made the legion a feared army throughout all of Vailor, with discipline, determination and honor. Belgor Ireheart Belgor also the son of Ognar Grandaxe and Digrora Ireheart, grandson of Midgor and brother to Belegar. Much like his older brother, Belgor served as Grand Marshal of the Legion of Urguan in early Axios under the rule of his kinsman Drynn Ireheart. Following this he disappeared from the Grand Kingdom for many years only to return to take his place in the command of Axel Ireheart’s Legion of Urguan in the War of Honor against the Rexdom of Krugmar. Following Urguan’s victory he took Axel’s place as Grand Marshal after the former’s resignation, before officially resigning himself some years later. Aldal Ireheart A well known figure in the Clan during its dominance in the Kingdom of Urguan, Aldal was one of the few if not the only Ireheart who preferred book and quill to sword. Aldal was the High Prophet that led Da Kirkja Dverga during Anthos. He was known as an extremely kind and pacifist dwarf. He would try to retire as a leader of the clergy, however, because of the incompetence of some of the dwarves that came after him he had to return multiple times to revive the clergy once more. Aldal became High Prophet again in Axios. He was one of the last High Prophets before the schism. CLAN BLOODLINES Throughout the Ireheart's time in history, four dominant lines have existed. Line of Igor: Skin tone: Light Eyes: Black Hair: Brown Beard style: Natural, occasionally decorated with dual orange bands Other: Long beards and hair are common. Line of Dreek Skin tone: Light Eyes: Brown Hair: Jet Black Beard style: Undecorated, natural, very bushy. Other: Beards are often bushy enough so that they may be used as a storage device. Line of Roggar Skin Tone: Light Eyes: Amber Hair: Bald, ones who are lucky enough to have hair have very little Beard style: Natural, undecorated Other: Baldness is very common. Line of Olaf Skin tone: Light Eyes: Blue Hair: Reddish ginger Beard style: Natural, braided, bushy Other: Beards are bushy yet braided. CLAN MEMBERS Clan Father: Axel Ireheart (Lefty_Bojengles) Clan Elders: Utak Ireheart (Mickaelhz) Durorn Ireheart (masouri) Bakir Ireheart (Ireheart_) Thorgrim Ireheart (PrinceOfTheRhine) Clan Members: Wilhelm Ireheart (implicitlypug) Dreek III Ireheart (TheBulter) Grimnir Ireheart (LouisGY) Urist Ireheart (Juhti) Jotric Ireheart (RespenTM) Thromr Ireheart (MypleSyrup) Thravrum Ireheart (NewdurHoff) Eirika Ireheart (Lionheart_24) Aghuid Ireheart (Cheezzy_Garlik) Merrak Ireheart (Titanium340) Duren Ireheart (Stargush) Durgar Ireheart (Reece_Nolan) Azorius Ireheart (chrisoulis777) Thravras Ireheart (nightdeath12) Glothgin Ireheart (crow_scar) CLAN FAMILY TREE https://www.familyecho.com/?p=DI9R3&c=r7ui0g8hgh&f=286223249458410638 APPLICATION MC Name: Character Name: Character Age: Appearance: Bloodline - Feel free to contact Axel (Lefty_Bojengles), Bakir (Ireheart_), Durorn (masouri) or Thorgrim (PrinceOfTheRhine) for help: Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: What is your Discord?: Image of the skin you intend to use:
  7. THE FROSTBEARD FIGHTIN’ FISH OR OTHERWISE KNOWN AS THE “FIGHTY FISH” AND “MAC FACE FISH” The very vicious fish in water Overview The “Frostbeard Fightin’ Fish”, or otherwise known as the “Fighty Fish” or “Mac Face Fish”, is a brackish fish originating from deep within Kal’Tarak’s inner cavern in Atlas, where small populations of the fish lived in aquifers and large pools of water. While not a dominant species in the cave’s grand ecosystem, it has proven to be a very hardy fish when introduced to other cavernous ecosystems, much of which can be attributed to it’s highly aggressive and territorial nature that ensures their populations survive. True to their name, the Fighty Fish will attack anything that enters their wide and ever expanding territory, and larger creatures are no exception to this. Despite their incredibly aggressive nature, Mac Face Fish attacks are rarely fatal to those unfortunate enough to suffer from them. Unfortunately for the fish, they are delicious when roasted, making them a delicacy for those who are willing to risk the pain involved in fishing and handling them. The name, Frostbeard Fightin’ Fish, of course, originates from their discovery within Kal’Tarak, along with their aggressive nature. Fighty Fish is simply a much easier way to say it. It has been named the Mac Face Fish by the villagers of Nottingham (a village on the edge of Garrond’s Vale) due to the face of the fish being similar to a man named Mac. The Trip to Arcas A dwarf guards his caravan, containing breeding pairs of Frostbeard Fightin’ Fish When Kaz’Ulrah fell, the survivors of the siege of Kal’Tarak fled Garrond’s Vale to live elsewhere, such as Sutica and Agnarum. Some missed the taste of the Fighty Fish, among many other delicacies specific to the region (see: Dogoth Crab and Garrond Goat), and either paid the villagers of Nottingham to fish it for them, or fished it themselves in order to start fish farms of the delicious fish. However, when descendants were forced to travel through the cold, southern wastes, few thought to bring the Mac Face Fish, let alone a breeding pair. Fortunately for all, the one dwarf did: Gardalf Frostbeard. 16XX, account of the Atlas migration The journey so far has been long and perilous. I, along with many others, have escaped the growing frost with the aid of the Vael. But the journey had not been without it’s own hardship. My Frostbeard brethren, that I have been fortunate enough to reunite with, are almost at their wit’s end. I myself have lost count of the days and year. In truth, our journey is perilous, and I know not when we shall leave this frozen wasteland. Just yesterday, I had awoken from my cot to find an elven child trying to steal my Fighty Fish. To my knowledge there are no others that had brought breeding pairs with them, and so I flew into a fit of rage and nearly beat the poor boy to death. But as a man of the Brathmordakin, I stopped myself and showed him mercy. He scampered off soon thereafter. I am disgusted with myself. I do not know for how long my sanity will last. Gardalf Frostbeard was an expert fisherman, who himself was taught his skills by Wilson McGrath. He was a connoisseur of fish, and despite many of the Fightin’ Fish stock dying, just enough survived to breed on the other side of the great ice wall. He would travel with the Frostbeards in Arcas, eventually joining the Underkingdom of Urguan when Argnos Frostbeard made the decision to bring the clan into the kingdom. Our story does not end there, however. 16XX, account of a certain incident Was bringing my stuff from the caravan and I tripped. I was holding a barrel of the fish with big teeth and they fell into the river. The fishies swam away, and Vithar yelled at me. My bad. With the Fightin’ Fish released upon the Under-Realm’s ecosystem, their population would gradually grow as an invasive species. While their populations is not as large as it once was in Kal’Tarak, they can occasionally be found and fished within Urguan’s deep cave system. Fish Facts The fish, after being roasted over a fire They are brackish fish (a mix of saltwater and freshwater). They will die in saltwater, but can survive (not thrive) in freshwater. They are carnivorous fish. They will derive no nutrients from plants. Thus, it is common for Fighty Fish to begin eating each other. At most, and very rarely, will a Mac Face Fish be 2 feet (60cm for freedom haters). They are typically around 1 foot, but much of their growth is dependent on how much one can eat. They typically have a lifespan of 10 years. The fish has many bones protruding from its body along the nostril, gill cover, pectoral fin, and lateral line (see picture in beginning), along with having very jagged teeth. Appearance wise (see picture again) it is easier to imagine it as a very bony piranha. They will constantly jump out of the water, as a way to intimidate predators. While they typically live in breeding pairs, Fighty Fish can and will form schools in the right conditions: a large body of water, and a large enough population. Due to their aggressive nature, they can often be found eating one another. Representation in game A barrel of Frostbeard Fighting Fish violently jumping and thrashing in the water A salmon is used to represent the fish as an item. In game, it can be represented through arrows being pushed up by a bubble column. This is done through soul sand below the water, creating a bubble column that pushes towards the surface. Shoot arrows into the water, and they will bounce up and down. It is like shooting fishes into a barrel. Clever, no? Redlines This has nothing to do with it, but I thought it looked really cool and I wanted to share They can be farmed, but they are too aggressive to be made into pets. While dangerous, they are rarely fatal, as two or so will be unable to do more than give cuts and wounds that barely puncture the flesh. They will be painful, however. A school of the fish may be fatal, but the existence of one is extremely rare. (see fish facts for conditions) A player can not roleplay for a fish without the other involved players consent. This is to ensure that no traps are made where someone is dropped into a pool of Fightin’ Fish. But that would be cool, like a mafia movie, yeah. EX: Player 1 tells Player 2 that a Mac Face Fish bites their leg Credits Special thanks to @Twodiks for noticing a lore-related mistake I made Fish - https://www.deviantart.com/piotr490/art/Demon-Piranha-144574519 Dwarf Caravan - https://caravanstudio.com/2015/05/04/the-expedition/#popup-content Cooked fish - https://www.istockphoto.com/vector/fried-fish-on-stick-vector-illustration-isolated-gm1174464694-326657758 Unrelated - https://www.muddycolors.com/ And to you, the reader 🙂 +1 and comment
  8. -=- Da Kirkja Dverga eron da Dwedmar-=- -The Holy Order of the Dwarves- Da Kirkja Dverga is a crucial cultural institution within dwarven society, being recognized as the highest religious authority on the Brathmordakin, the faith system of the dwarves. The main principle at the center of da Kirkja Dverga is that the divine inspiration and blessings of the Brathmordakin are not just for priests, but for all dwarves. Because of this, the various orders of da Kirkja Dverga are integrated in various ways in dwarven society. In order to better reflect this mission, the Organization and Operation of da Kirkja Dverga has changed under the Clerical Reforms of 1750. -Organization- The organization and hierarchy of da Kirkja Dverga is based around one master hierarchy that is based off of overall religious knowledge and capability, and several sub-orders that are in charge of certain duties and rituals. Clergydwed can choose to join as many orders as they, helping honor the specific patron that order is dedicated to and spread spirituality in dwarven society. The sub-orders may have their own hierarchy in relation to their specific duties, but the master hierarchy for general religious wisdom takes priority in all means outside of a sub-order. High Preceptor The High Preceptor is the foremost teaching authority on the Brathmordakin, meant to represent and consider the interests of each and every patron, helping in leading the sub-orders to successfully honoring their patron. The High Preceptor must lead da Kirkja Dverga in a way that ensures the education of dwarves about their culture and brings spirituality into society. The High Preceptor has ultimate decision on matters of faith and clergy, but can be vetoed or removed by the Preceptors with a 66% majority. Current High Preceptor: Norli Starbreaker ((A_New_Noob)) Preceptor A Preceptor is someone who is not only extremely knowledgeable on the Brathmordakin and wise but also a leader of a successful and honorable order. Preceptors are able to give exams to Initiates to make them Clerics as well as make someone an Initiate of the clergy. Preceptors have the ability to decide the position of High Preceptor with a 75% majority, meaning removal or appointment of the rank. Preceptors who are removed by the High Preceptor may vote with other Preceptors to remove the High Preceptor even after removal for a stone week if the Preceptors did not vote over removal. Current Preceptors: Kazrin Starbreaker ((DrHope)) Priest Should a Cleric prove to be very knowledgeable on the Brathmordakin and have experience assisting Priests and or Preceptors in rituals and ceremonies, they may be made a Priest. A Priest is considered knowledgeable enough to lead rituals and ceremonies, as well as being able to lead an order of da Kirkja Dverga. A Priest has an obligation to do work within da Kirkja Dverga and its orders, as well as perform rituals or he may be demoted to Cleric. Current Priests: Dugmir Irongut ((HolyBejebus)) Baldin Ironside ((mateolog)) Thorin Treebeard ((SoulReapingWolf)) Dwarger Silvervein ((LionEY_)) Cleric This is the standard rank of da Kirkja Dverga. A Cleric is someone who has been educated on the Brathmordakin and has passed the Clerical-Exam of da Kirkja Dverga, and are allowed to join as many orders as they wish. Clerics who wish to advance their religious knowledge and experience may help Priests with rituals and ceremonies. Clerics however do not have to help in public rituals, and may participate in private duties of their orders only if they wish. The only requirement of a Cleric is that should they encounter one who wishes to learn the faith, the Cleric must educate. Current Clerics: Dworic Starbreaker ((Dwarf_of_Norgeth)) Falk Irongut ((TheFirstShroom)) Gimgrimmor ((0MN15514H)) Dhaen Grandaxe ((Dhaelena)) Morag Goldhand ((A_New_Noob)) Initiate This is the lowest rank of da Kirkja Dverga, and has very little religious authority. One is not meant to stay as Initiate for long, for it is only a rank for those sworn into da Kirkja Dverga but have not passed the Clerical-Exam. Initiates cannot join any orders or perform rituals and blessings, but they may attend clergy meetings. Current Initiates: Howler Silvervein ((ImWolfie)) Hurdog Ironside ((ItzDragon)) Atandt Irongrinder ((Urguan)) Assil Irongrinder ((zzmarcc)) Azkel Frostbeard ((Treatycole)) Mika Goldhand* ((mika1278)) -Application- [RP] Name: Race: Clan (if applicable): Reason for Joining: [OOC] MC Username: Discord: -= Narvak oz Brathmordakin =- -= Narvak oz da Kirkja Dverga =-
  9. CUTTING THE NOOSE LOOSE “For fairness, for greatness.” - Big Tony For once, the roads of the Holy Orenian Empire weren’t ghostlike. A grand skirmish commenced, everyone was able to hear it, from the Northern elves to the Southern orcs. But it wasn’t a battle between the allied forces and the ISA, for the soldiers of the imperial military wish to keep their people caged like zoo animals. My people have recently discovered that they’ve been modifying their city to be sure that their people stay inside. Nowhere is safe during these times and they know it… except for Haense. Trust me when I tell you that this isn’t a coincidence. As much as I'm a man of coin, my heart tells me that Haense has done nothing to upset the allied forces in this war. If anything, they’ve returned my kindness. I know there is only so much of a bond you can forge with a man who hides behind a nickname that was given to him decades ago, but I think that it’s clear that I only want the best for the people that live in this realm. My years of being a menace are over. It’s for this reason I wish to once more extend a hand to my friends of Haense. The Emperor seems to be a fan of making the same mistakes, probably because the fracturing of his skull had an impact on his memory. 75 000 Minas, thrown away in return for a nod of appreciation. 71 000 Minas, all it took to make sure their people were safe.. and look where they’re at now. It’s clear that the Emperor is just leaving his people to die on the roads. I don’t remember the last time I saw a soldier outside my keep. There have been more Haense people coming over to visit, peacefully. I don’t wish to fracture the human race, for i know an existing empire is crucial for some. I simply wish for a better people to take control, people who would never prey on the weak. People who fight with honor in their hearts and fire in their eyes. People who fight for their motherland rather than staying inside of their city hoping that the coalition behind me will give up. I wish to remind everyone reading this that it was The Holy Orenian Emperor who declared war on the harmless Suticans. He only decided to keep his people inside of the city after 30 of his men got locked up in Hangmen’s Keep. I thought the mighty ISA would fight back, seeing they have a city to siege. The only siege that’s happening at the moment is the citizens of Helena sieging the front gate of their own city so they can live as people instead of pets. I wish to be in contact with you soon, I have nothing that I want to gain from this war, but getting rid of the current leaders of Helena opens up for quite a few possibilities if the people of Haense open their eyes. Send me a letter and we can talk, if I don't respond it’s probably because I'm lying lifeless on the battlefield, for I’m fighting on the front lines while the current Emperor is sending only his puppets out to the fields. Signed,
  10. YEMEKAR ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. YEMEKAR is the god of creation, the Forge Father. He is patron to the workshop, where one may express their soul on the world through their skills and craftsmanship, and the works made within. He is patron to design, the beautiful perfect forms of each work, and those who ensure it. He is patron to leaders, those who guide their people to honor and create long lasting cultures. Teachings of the Anvil The Teachings of the Anvil are a collection of moral principles based in the patronage of YEMEKAR. They serve as guidelines for those who seek to honor the Forge Father, and revolve around the honor and dignity of craftsmanship. Yemka Yemka, meaning to create, is the principle of craftsmanship. To be like YEMEKAR is to be a creator, a craftsman. Develop your skills until mastery, and express your soul onto the world, crafting great works to bring yourself glory. This is the greatest honor any may hold, to be a master craftsman. Galat Galat, meaning design or form, is the principle that everything has a perfect shape, an ideal form. This does not mean that everything is already in that form, however. Instead, it urges those who were made in his perfect shape, the sons and daughters of Urguan, to strive for that ideal form. Be that a blacksmith dedicated to his craft being made perfect, the preservation of YEMEKAR’s design of the dwarf, or the ensuring of the goldsmith’s design of the world, a philosophy often denoted as YEMEKAR’s Balance. Akhoral Akhoral, meaning guidance, is a teaching that encourages leadership, guiding kindred and allies to honor and prosperity. Leaders may learn from the example of YEMEKAR, who leads not through domination but creation. To lead honorably, do not assert your will but rather work for the people, create for them glory and grandeur, and they will follow your guidance. Paragons and Heroes of YEMEKAR Paragon Urguan Silverbeard Urguan was the first dwarf, the most perfect mortal ever made. He is father of fathers, descent from him the progenitors of every clan. He carved into the stone the first dwarven city, becoming creator and leader to the first nation of dwarves. As progenitor to all dwarves, he is named the first Paragon of YEMEKAR. Paragon Thorik Grandaxe Thorik was the founder of the Grand Kingdom of Urguan, through his leadership forming a new system of governance and national identity that would largely stick with the dwarves for all time. He brilliantly led the dwarves through peace and war, bringing great economic and cultural prosperity, and was thus named Paragon of YEMEKAR for leading the creation of such an enduring culture. Paragon Omithiel Strongbrow Omithiel was famous for his diligence and humility, both as worker and a ruler. Instead of rushing to conflict for personal glory, he would only act the mighty fist of Urguan when absolutely necessary during his reign as Grand King. He was a renowned and dedicated stonemason, working endlessly throughout the reigns of several kings for the benefit of the kingdom. For his efforts as a builder and as Grand King to preserve and develop Urguan, he was named Paragon of YEMEKAR. Paragon Thorin Grandaxe Thorin is the most successful dwarven conqueror of all time, knowing how to utilize the faults of his enemies to ensure YEMEKAR’s Balance. At the height of his legendary conquest, he brought the Kingdom of Oren, the Kingdom of Savioe, the Kingdom of Adunia, the Kingdom of Salvus, the Kharajyr and the Pirates all under the Second Grand Kingdom of Urguan. He created the sacred Obsidian Throne that every true dwarven king has sat on since, and for his creation of the greatest dwarven empire ever, he was named Paragon of YEMEKAR. Paragon Gotrek Starbreaker Gotrek is the most legendary and famous craftsman of all dwarven history. His dedication to developing his skills was unparalleled, and legend says that he was recognized by YEMEKAR himself, and made his apprentice. Gotrek is responsible for the dwarven discovery of runesmithing and developed the art of golem crafting. He taught these dwarven craftsmanship magics to the dwarves, and for his work is forever known as Paragon of YEMEKAR. Hero Simmpa Simmpa was the savior of the dwarves, who through his leadership was able to topple the corrupt Ironborn dynasty. He rallied the exiled mountain dwarf clans who fled the Khorvadic Empire, and led a march on Kal’Urguan to rally many cave dwarf allies. After finally uniting the clans, he personally led the attack on the Ironborn, and is said to have fought the Ironborn Emperor in an honor duel. He led a long and prosperous reign as the founder of the Second Kingdom of Urguan before peacefully resigning into retirement. He is named Hero of YEMEKAR for leading the dwarves to freedom from the Ironborn.
  11. The Irongut Clan History of the Irongut Clan The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered 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 exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar. Ancient History: Modern History of the Clan: Clan Culture and Tradition: Forging of Weapons: It is tradition that those with the skills to use the forge will often make their own 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. The Creation of Personal Relics: For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. Beard Braiding: For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. Bearers of Magic: According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. Funeral Customs: The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. Clan Crest and Colors: The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it! The Clan Trials: The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing these three sacred goals. The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan. Clan Organization Clan Hierarchy and their Rights: The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. Clan Father Rights: Clan Fathers enjoy all the rights of a clan elder Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion. Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. Clan Elder Rights: Clan Elders enjoy all the rights of a clan member Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable. Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan. Clan Member Rights: Clan Members enjoy all the rights of a clan beardling Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop. Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. Clan Beardling Rights: Right to Hearth - Each beardling has a right to housing in the Irongut Hold Right to Food - Each beardling has a right to take their own food from the Irongut farms. Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. Clan Roster: Clan Father: Falk Irongut (TheFirstShroom) Clan Elders: Dwain II Irongut (Hiebe) Dimlin Irongut (Beamon4) Balek Irongut (Hobolympic) Hogarth Irongut (Jordan1917) Clan Members: Sharr Irongut (lordbobby123) Grandor Irongut (SaltyVibes__) Dwalin Irongut (Cordial__) Almaic Irongut (Volous) Clan Beardlings: Dverga Irongut (Clayphish)
  12. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
  13. Worker’s Guild Reform Dorimnur Goldhand, the newest Yemekar’s Pick, looks upon his workers. He stands upon the walls of Kal’Mugdor, yearning. He sees able-bodied men, hard working dwed toiling away at the mines, the anvil, and the workbench, day in and day out. He looks upon his workers with pride, but also with dissatisfaction. He walks through the residency of Kal’Mugdor, and gazes upon the squalid conditions. Looking for the future of his workers, he sees no change. Between what is to come, and what is in the present, Dorimnur sees a stagnant guild, and it fills his mouth with vile taste. He spits on the ground before him and scuffs it with his boot, and ponders a way to forge his guild’s future with their hands. He devises a reform, a new way of working in the guild, and a way of living within it. A mini-society in the walls of Kal’Mugdor, the details of which are below. This new reform will be enacted in order to further the worker guild’s skills and comradery. Through it, Dorimnur believes the workers will see more satisfaction and self-agency with what they do on a daily basis. GUILD DAY Currently, most smiths and artisans just hammer away at the forge alone, for no one to see. The Dwed’s strength as a people is when they come together, and this rings true when it comes to blacksmithing and artistry.It lacks the social aspect that brings the guild together. The same can be said for mining. Although it can be relaxing to go into the mines with your pickaxe and mine away, humming your favorite war ballad, you don’t grow with the combined knowledge of the other’s who may have developed unique mining, smithing, or artistry techniques. With the advent of Guild Day, this would change. Once a week, smiths, miners, and artisans would be encouraged to gather at the same time, crafting and mining together, giving pointers and showing off their own techniques. This would also be the time for lessons to be taught, should a worker be contracted to teach someone outside of the guild, or to help those of lower rank than they. The Guild can gather on a preset day, and concentrate their efforts to get the most out of it, rather than everyone working to themselves. Most promotions are held on Guild Day as well, but promotions can be scheduled other days. The Workers Guild is open to all races, but, for an outsider to work for the guild, they must work like a dwarf does. If you are a dwarf, you can enter the workforce without any prior experience. If you are not a dwarf, you cannot enter unless you have skill coming into the job, and must work out a deal with the Yemekar’s Pick. Hierarchy Initiate Dwarf-exclusive tier, this is for those who have no skill in any job, but wish to be taken under the wing of an Adept. Not needed to meet a quota, but will not be expected to be in this rank for long. They must be taught by a Proficient to promote to Regular, or be taught by a Regular in the presence of the Foreman or the Yemekar’s Pick. Regulars The backbone of the workforce. Those who show up and get the job done, regardless of how well they do it. Those who have shown a desire to grow begin to see results here. Those who consistently hit their quota each week can expect to move up the ranks quickly. A regular is expected to rank up in three stone weeks. Able to craft with ferrum and aurum, tin and similar common minerals. They can also work with basic alloys, such as bronze. They are also able to teach Initiates, as long as there is the Foreman or Yemekar’s Pick to oversee the teaching. Doing so will allow the Regular to prove to the Yemekar’s Pick their skill and be allowed to be promoted to Proficient. Proficient This is where most non-dwed stop in their skill level. Those who know the in’s and out’s of their craft make up this rank of workers. Proficient workers can deal with semi-precious gemstones, not quite ready for the likes of gemstones like emeralds rubies and diamonds. They can craft with/mine Kulia Crystals, as well as all of the previous minerals, and can deal with Meteoric steel. They also have the skill to work with any potential alloys, so far as the alloys contain the materials the workers have the skill to work with. Also with this rank comes the benefit of using guild forges and materials for personal commissions, at a 25% commission rate. They also are allowed to teach Initiates so they can both progress. Proficient must teach one other person to be promoted to Professional, and are expected to be promoted to professional after 8 stone weeks. Professional These workers have made their craft their meaning in life. They show utmost dedication to what they do, and it shows in their nearly unparalleled crafts. Professional ranked workers are able to work with precious gemstones that are too fragile and too expensive for Regulars to have access too. They are able to work with/mine Boomsteel, Thanhium, and Ruibrium, as well as Azhl steel, as only a professional worker could be trusted with such valuable and dangerous materials. This important role will be limited to 5, as any more would surpass the supply of materials available to them. Master Those who have attained full mastery of their craft. They have shown exceptional work with all of the previous materials available to the guild, but most importantly, they can work Carbarum, the most fabled of minerals in Arcas. Due to this high responsibility, and the rarity of Carbarum, there will be only ONE Master rank worker per profession. Progress through these ranks is shown through attendance to Guild Day, meeting quota, fulfilling orders, and exceptional work as deemed by the Forman. There will also be potential quests and events staged for the purpose of RP and progression of workers through the tiers. Those who are permitted for moving up must show their craft to the Foreman or Yemekar’s Pick. Examples are: A smith showing an ornate sword; an artisan crafting an oil urn; a miner showing his ability to mine boomsteel without exploding. At higher ranks where there is a limited number of jobs, a worker looking to advance to a position that is already filled may Challenge the one holding the position through a contest of craftsmanship. The winner takes the position, and the loser is demoted. Most importantly, each work of higher tier than regular will receive a bonus per commission. The general form for promotion is showing up to a set number of Guild days, and delivering the profession specific quota for a set number of days, and then finally for the promotion, you have to show some of this craftmanship to the Yemekar’s Pick or the Foreman. Teaching another craftsman will expedite this process, as teaching counts as two quotas. Regulars have to teach with the Yemekar’s Pick present, while Proficient and above do not, and can teach at their leisure. This teaching quota can only be applied once per rank. Dorimnur looks towards the future of his reform, with hope and satisfaction. ((Should there be any questions or clarification on what each tier is allowed to do with the current Techlock or what’s available beyond what is on this post, shoot me a PM on Discord at BDanecker#1120))
  14. 7th TDC, 1773 [MUSIC] It was a surreal thing in truth, when the results finally came in. Not that Jorvin Starbreaker was particularly shocked by their results, half from pride, half from experience, he knew he would certainly be the victor. But it didn’t quite register with him for a moment, the gravity of it all seemed to stall him out. His internal silence was shaken by the thundering chorus of Dwarven voices, all bellowing aloud cheers, cheers for Urguan, and cheers for him. ”Narvak oz Jorvin! Narvak oz Urguan!” The throne hall shook, citizens alike joined the throng in their shouts, and soon Jorvin’s heavy footsteps were in time with their cheers. One by one he ascended the steps to the Obsidian Throne, and with every fall of his heavy boots, the weight upon him seemed to grow, the weight of duty to his people, and the weight of a thousand unanswered Grudges. ‘By Dungrimm, I’ll see them struck out before my time.’ He thought, and before he knew it, he was seated upon that most ancient throne of Urguan’s folk. His gloved hands rested upon the cold stone furnishings, and his back was against the smooth surface of volcanic glass that made up the largest portion of the throne. His speech was...Brief, if it could be called that. He would save the flowery words for his coronation. The Legionnaires were dismissed, all would drink on the Kingdom’s tab tonight. Soon Jorvin sat alone in the throne-hall, save the royal attendants that scurried about. He paused in thought for a moment, before turning to the nearest servant, brow furrowed into a stern expression. ”Bring me the Book, I have work to do.” Following a landslide victory in Royal Election, Jorvin Starbreaker has been named Grand King of Urguan’s Folk, First of his Line to wear the title. The new Grand King swears to follow in the footsteps of his predecessors in their quest to restore the ancient might of Urguan’s Folk, and bring honor to the Dwarvish people. Young and ambitious, the new Grand King seeks to swear his oaths before the Gods on the day of his coronation. All of the Khor’urguanmar is to be welcomed to the Grand King’s coronation ceremony, and preparations are already underway to house and feed for greater part of all Dwarfdom for the event. Invitations are also extended to the dignitaries and monarchs of the other Arcasian realms, though it is requested that the Dwarvish government be made aware of the arrival of any high-profile guests ahead of time, as to accommodate them. The Coronation shall be held in two month’s time, giving ample time to prepare for the occasion. Narvak oz Urguan [OOC} Thursday the 25th. 4:30 PM EST
  15. The Grandaxe Clan “the Spirit o’ the Dwedmar ‘as been kept broight, an’ fer tha’ ah am proud” – Fimlin Grandaxe The Grandaxes are an Elder Clan of mountain dwarves hailing from the northern mountains in Aegis, originally known for their long lines of politically powerful dwarfs and proud honorable warriors. These dwarfs are known far and wide as honorable and proud in nature. Traditionally, to be a Grandaxe means to embody justice and honor above all except the Brathmordakin. The Grandaxe clan is also known for having three main bloodlines of kin; Blackaxe, Braveaxe and Grimaxe. Notable dwarven kings and figures of dwarven history can easily be traced back to the Grandaxe line one way or another. Notable figures include Fimlin Grandaxe, Valen Grandaxe, Thorin Grandaxe and Thorik Grandaxe, who are all dwarves who have contributed much to reforming the Dwarven Nation and building up its strength. When the dwarfs need a reliable fighting force, look no further than the Grandaxes. Their speed and force may send even the most mighty of Ologs onto their backs. Overall the Grandaxe clan are proud and honorable dwarfs who live as both warriors and politicians. Modern day Grandaxes focus on fighting for their family and clan. While they still retain many militaristic aspects in their culture, their skills have diversified to include helping others around the community. In addition, Grandaxes tend to make up the backbone of the dwarven workforce, with many serving in taverns, working in the legion, or promoting trade in the city. ~History~ The Grandaxe clan was founded by one of the sons of Urguan, Bogrin Grandaxe who gathered his family and his followers to the northern ranges of Aegis. The clan participated in the politics of Khaz’Urguan from a distance, and when Velkan Ironborn rose to power and formed the Empire of Khorvad, the Grandaxes joined in Simppa’s rebellion against the Ironborn rule. When Simppa marched on the Ironborn, the Grandaxes followed suit alongside the Frostbeards and Ironguts and vanquished the Ironborn. Thus the Kingdom of Urguan was restored and the Grandaxes stood by it. A tragedy would soon befall the clan however, as the new King Grimlie declares war on the human Kingdom of Oren, the clan descends into disagreement. The Clan Father, Thrain Grandaxe wanted the clan to support the Kingdom in its war effort however his brother; Decks Grandaxe opposed the war and was banished from the Kingdom. Decks now disgraced took his brothers Gulik and Grady and their children and moved into Kal’Domhain, one of the old Grandaxe holds. With the clan split in two, Thrain Grandaxe and his brothers Rhakun and Gilneas named themselves the “Braveaxe Clan” to show their loyalty to the Kingdom while Decks and his followers became the “Blackaxe Clan” a name meant to bring disgrace but was accepted by them. Many years had passed, eventually Decks passed away and his son Bazian Blackaxe became the leader of his clan. Bazian, tired of the grudges between their kin brought the Blackaxes back to Kal’Urguan to live with the rest of their kin. At this time the King was Gotrek Firemane, known to frequently travel and be absent of his people. Thorik Braveaxe, son of Thrain was disgusted by the status of the Kingdom and couped Gotrek from power, taking up the mantle of King himself with support from both the Braveaxes and the Blackaxes. Thorik formed the Grand council out of his supporters Chaecus Braveaxe, Stronghold Braveaxe, Broski Braveaxe, and Valen Blackaxe. The Grandaxe councilors do much for the Kingdom, protecting Urguan in the Great War of Aegis and defeating the Elven-Orcish alliance and later conquering Alras in the Dwarf-Alras war. The Undead of Aegis had begun to further their foothold, forcing the people of Aegis to convene against them. Champions were sent by the four descendants into the Nether to try and destroy it, from the dwarves was Kjell Ireheart, Urir Ireheart, and Valen Blackaxe. At the cost of Urir’s life the attempt was a success, however it was short lived when the Undead overran Kal’Urguan and the other nations, forcing them to flee to the land of Asuloun. In Asuloun Thorik continues to rule the Kingdom until he is supposedly assassinated, the title of King falling to Broski Braveaxe, then Stronghold Braveaxe before finally falling to Kjell Ireheart. With Thorik’s kingdom in shambles and the dwarves in a state of decline Bazian Blackaxe calls the Blackaxes and the Braveaxes together to unite back into the Grandaxe Clan. Both clans agree and the Grandaxes are made whole once more. With Kjell’s new Kingdom, the Grandaxe clan founded Kal’Anart on the northern border of the Dwarven lands, defending them against the Orcs not far from their hold. The Kingdom had now been made up of a great expanse of land, including the Irongut hold of Kal’Dwain, the Grandaxes in Kal’Anart, the Goldhands in Kal’Alras and the Irehearts in Mount Ire and Kal’Mugdor. Under this system the Empire of Urguan was founded, the lords of each hold becoming the council below Emperor Kjell to assist him in managing the Empire. The Orcs attack the Kingdom, and enjoy initial success but are pushed back into the north by the dwarven armies before they are able to conquer any major dwarven holds. The clan continued to live in Kal’Anart through the end of Kjell’s and into Hiebe Irongut’s reign and until the destruction of Asuloun, where they fled to Elysium. As the opportunity to avenge the death of their former King, Thorik Braveaxe arose Valen Grandaxe marched the Grandaxe Clan in full force into the hold of his killers, but found something they did not expect. Under the possession of an ancient evil, Thorik still lived and with the Hammer of Urguan, was freed from the prison of his own mind from Ondnarch, the bringer of the silent cold. The return of the old Grand King had dwarves of all clans and creed rally beneath him as he claimed his right to the throne. With the backing of the Grandaxe Clan, Thorik Grandaxe was once again crowned Grand King of the newly formed Grand Kingdom of Urguan. Thorik started restoring the Grand Kingdom with the Treaty of Aturial, forging an alliance with Emperor Godfrey and the Holy Oren Empire, it was his hope that peace would soon ensue. Thorik also wrote the Articles of Urguan, a constitution to govern the Grand Kingdom with Valen Grandaxe, Bazian Grandaxe. After the articles were finished Thorik stepped down and Omithiel Strongbrow took to the throne. After discovering the path to Anthos, the clan set sail with the dwarves and lived within Kal’Azgoth, the new dwarven city. In Kal’Azgoth, Omithiel ruled until he decided to step down, allowing Thorin Grandaxe, a skillful Legion Commander, to become Grand King. When a dwarven lord was killed by the White Rose on the way to Kal’Azgoth, Thorin grew furious and broke the pact with Oren and declared war. The dwarven Legion marched north and met the Orenian army on the battlefield at the Nation’s Crossing, but was pushed back after a flank from the west. Despite the victory, many Orenians decided to leave Anthos for another land, allowing Thorin to pressure many of the human lords into submission and conquering the rest. With the Orenian lands beneath Thorin he divided up the former Empire into individual kingdoms and named himself the Emperor of Urguan, forming the second empire in dwarven history. The clan had little time to enjoy the victory however, as the deaths of Valen Grandaxe and later Thorik Grandaxe left the clan with little leadership outside of Thorin himself. But even then the clan did not have time between its grief, as Thorin Grandaxe himself is slain by Ondnarch, releasing the conquered kingdoms. The clan fell through the leadership of several dwarves with little time in between until falling to Fimlin Grandaxe. Fimlin obtained the position in the midst of the Orenian invasion of Urguan, and urgently called for his clanmates to return and fight against the invaders. Fimlin was largely successful, reviving the clan and bringing it back into an integral part of dwarven politics after both he and his brother Fili Grandaxe earned spots on the King’s council. After the war had ended with the Grand Kingdom successfully repelling the invaders in The Battle of Indagolaf the clan began to further come back to life, and was able to see Wulfgar Grandaxe onto the throne after the death of Indago Stormhammer who had ruled during the war. Wulfgar not only began to rebuild the Grand Kingdom post-war he also helped the clan further gain back its power by promoting Fimlin Grandaxe to the Lord’s Council. The clan continued to grow in numbers and when Anthos fell it followed the Grand Kingdom into Kal’Arkon until eventually moving on to Athera. In Athera, Midgor Ireheart the son of Kjell Ireheart was Grand King, ruling from the mountain city of Kal’Agnar. Early on, the Grandaxes and the Ironguts moved into the north of Athera, founding Hiebenhall and Kal’Akyth respectively. Midgor was not pleased at the leaving dwarves and threatened action, thus when the time arose the council removed Midgor from Kingship. In his place Fimlin Grandaxe was elected and the Grandaxes returned to Kal’Agnar with Fili Grandaxe as the Clan Father. Fimlin ruled the Grand Kingdom when Khaz’Urguan was rediscovered, and the Undead released back into the world. With the return of the Undead, a remnant of the ancient Ironborn clan waited for an opportunity to invade Kal’Agnar, and found that opportunity when the Starbreaker clan rebelled from the “Underkingdom.” The Ironborn with the backing of the Starbreakers and the Undead launched an invasion on Kal’Agnar and overran the dwarven Legion, forcing the remaining dwarves to retreat to Hiebenhall. The clan took many losses in the invasion but continued to persevere with the rest of the dwarves in Hiebenhall until the dwarven armies rallied up to retake the Grand Kingdom and were able to successfully do so despite the fortifications in their way. Fimlin then tried to rebuild the Grand Kingdom after the war, commissioning the construction of Kal’Karaad but was removed by the council before it was finished. The clan then held an ongoing distrust for the council and its deeds, believing it to be corrupt and against the dwarven interests. The Grandaxes, disheartened with the politics of the Kingdom founded Kal’Bogrin north of Hiebenhall for the clan to reside in. Zahrer Irongrinder was elected Grand King and tried to re-establish the Lord’s Council of Anthos but the motion was rejected by the Grandaxe and Frostbeard clans. Furious the Grand King removed the Frostbeards from their power and replaced them with the Doomforged who voted in favor of the council. The new Lord’s Council was made up of its supporters which further angered the Grandaxes, who were then the largest clan in the Kingdom. After an incident with Zahrer’s elven concubine, the Lord’s Council wished to banish the Grandaxes from the Kingdom. When Zahrer refused, the council removed him from Kingship but the Grandaxes had already abandoned Kal’Karaad and moved into Kal’Bogrin. The Grandaxes declared their independence but soon came under immediate threat from the Kingdom of Oren, which marched on Hiebenhall. The Grandaxes vowed to defend Hiebenhall despite the council, and eventually with a majority of dwarves dissenting against the council the Lords were expelled from the Grand Kingdom and the land given over to the Grandaxes. The Grandaxes then without hesitation gave the lands to the elected Grand King Hodir Doomforged and marched south to defend Hiebenhall. The Orenian army, surprised to find a united dwarven army was repelled. The initial victory was soon lost as the dwarven Siege of Drakenburgh failed and the Orenian army given time to recooperate. With a renewed offensive, the Orenian army attacked Kal’Bogrin and captured the hold, which had luckily been evacuated after being warned. Hiebenhall too was captured, at night by a squadron of Orenians while the Legion was fighting in an ancient hall. With the war lost, the Grandaxes moved south of Kal’Karaad in the foothills where Kal’Eknar was founded. Peace would not last long however, as Vrograk’Gorkil became the new Orcish Rex he warred on the dwarves and besieged Kal’Eknar. Although the Orcish horde initially dominated the dwarves, the garrison at Kal’Eknar was able to charge out and cut down the Orcs while they were unexpecting. The Grandaxes, hoping to protect their kin from further tragedy helped form a Mountain Blood-Pact between the Grandaxe, Frostbeard, and Ireheart clans. They continued living in Kal’Eknar until Athera fell and the dwarves forced to move on to Vailor. In Vailor, the Grandaxes established a hold on the Isle of Avar, named Kal’Valen after their renowned ancestor. The Grandaxes formed a vanguard against a potential invasion from Orenian forces, as Avar was a large island between the sea separating the two Kingdoms. Fili Grandaxe went missing and Fimlin Grandaxe became the Clan Father. This issue was used as an excuse for the Frostbeard clan to break the pact, dishonoring the clan greatly and setting a grudge on the Frostbeards. When Skippy Irongut was elected Grand King against his opposition; Verthaik Frostbeard, the Frostbeard clan rebelled and tried to forcefully take the throne. The Grandaxes stood by the Grand King, still angered by the broken pact and the rebellion was defeated. The years following saw the clan developing Avar, allowing for humans to settle the eastern portion of the island and the Irongrinders to establish the fort Jarnstrand. During this time Fimlin Grandaxe stood down from Clan Father. The Grandaxe clan continued living in Kal’Valen when the Eighteen Year’s War broke out between the Dwarves and Oren. The Grandaxes rallied to defend their kin, losing the Battle of Rhewengrad but repelling the armies in the subsequent Battle of Khro’Nagaak. The Rurics, a house of northern humans living on Avar rebelled against the Grandaxes and vassalized under Oren. Launching a new offensive the Orenian army sailed to Avar and broke the Dwarven naval blockade of Seahelm, home of the Rurics. The Orenians then moved on to besiege the fort of Jarnstrand before moving onto Kal’Valen itself. The defence of Kal’Valen was valiant and nearly broke the Orenians however after a lengthy siege the Grandaxes had lost their hold. The clan had suffered great losses, of land and of kin but continued to fight in the Battle of Kal’Ordholm where the war finally ended with a successful dwarven defence. Following the war an extended period of stagnation befell Urguan for many years, and the Grandaxe clan’s number and power dwindled. Finally a pestilence descended upon Vailor which forced the Descendents to flee to a new realm; Axios. There Svardin Grandaxe took up Clan Father, and Torvin Grandaxe was elected Grand King. During his reign, Torvin ruled during a period of relative quiet, while also trying to maintain neutrality and peace with Oren. During this time Fimlin Grandaxe retook the role of Clan Father and multiple build plans for a clan hold were drawn up, but ultimately scrapped. It would not last, after invading the Orcs, the Orenian armies turned to Urguan, and attacked. Outrage ensued, and Torvin was removed and replaced by Algoda Frostbeard. The Duchy of Courland revolted against the Orenian Empire whilst the invasion began, and joined Urguan’s forces in defense. Oren’s initial assault was repelled when their army was surrounded in a narrow gorge, for which the “Battle of the Red Gorge” gets its name. The days following Grand King Algoda was captured and killed while travelling alone, prompting Bastion Ireheart son of Igor to be elected. Victory was again achieved over the Orenian Army at the “Battle of the Golden Fields”, subsequently causing the Duchy of Lorraine and Kingdom of Hanseti-Ruska to surrender. With most of the Imperial supporters out of the war, Urguan and Courland besieged the capital city of Johannesburg. The Empire’s defeat imminent, the Emperor ordered his men to explode the capital using Thanium, leaving a massive coat of permafrost over the lands within the radius of the explosion. Dominance asserted and fracturing of Urguan’s age-old enemy Oren caused an economic boom in the capital, and the Grandaxe clan grew back its strength once more. The initial boom was not long lived, however the clans had grew in size, with the Grandaxe and Frostbeard clans sitting at the top as political rivals. To provide a base to their power, the Frostbeard clan established the hold of Jornheim in northern Hanseti while the Grandaxes established their hold Tal’Azmar in the mountains southeast of the capitol. With internal power-struggles and conflict growing, Grand King Bastion declared a grudge-war on Norland. The war was initially successful, but the final assault on the Norlandic capitol was twice-repelled, and peace was made. The somewhat-inclusive ending prompted more unrest within Urguan, until Bastion was believed to be assassinated, or committed suicide over the conflict. As a result, Clan Father Kerwyr Frostbeard took the opportunity to forcefully seize the throne, and slaughtered opposing dwarves in the senate. The Grandaxes fled to Tal’Azmar and provided shelter to the other clans displaced by the coup. There they openly defied the Frostbeard insurgency and Gror Ireheart was elected Grand King. After various successful small-scale engagements, including the retaking of the now empty capitol Kal’Omith the Frostbeard regime collapsed, and Kerwyr was executed by the newly crowned Grand King. The years following saw much of the same, with a continued rivalry of the Grandaxe and Frostbeard clans under an inadequately ruled Grand Kingdom. In an attempt to further their goals, the Frostbeards invited the Grandaxes to meet and tried to convince the clan to join their side but were not interested in the peaceful compromises the Grandaxes required. However some members of the clan wished to join the Frostbeard’s cause, and broke off from the clan taking the name “Blackaxe.” With the clan splintered and a civil war in Urguan imminent, Fimlin left for the wildlands to avoid fighting his own kin. The rest of the clan fought on either side against each other, and with victory over Urguan to Kaz’Ulrah, the Grandaxes stood divided between Tal’Azmar, Kaz’Ulrah, and Arcadia until the end of Axios. The Dwedmar upon arriving on Atlas remained divided, and likewise the Grandaxe Clan. The Blackaxes dwelled in Kaz’Ulrah, with the rest split between Az’Adar, the successor to Arcadia and Holm, the Irongut-owned multinational city. In Kaz’Ulrah the Blackaxes flourished under Aemich Blackaxe’s leadership, becoming a very large and influential clan within the Kingdom. The success was short lived, as with his resignation also followed stagnation, and the Grandaxe bloodline grew weaker. Eventually Fimlin returned, and convinced the clansdwed to mend the rift and retake up the Grandaxe name. The Blackaxes complied and the clan reunited in name, however neither group would agree to move to either city, and thus the clan remained scattered. Kal’Bogrin was refounded as a third neutral option; an independent hold owned by the Grandaxes, referencing the Grandaxe Exodus and the first Kal’Bogrin the clan moved to during a period of moral conflict with the established Kingdom. There Borin Grandaxe was elected Clan Father under the guidance of Fimlin Grandaxe, who oversaw the Hold. In Kal’Bogrin the clan took a specific stance on the moral questions and conflicts plaguing the dwedmar. The clan’s doctrine disallowed the claiming of another to be a “false dwed” and calling for re-establishing a union of the dwarven race. At this time the dwedmar were split 6 ways, the Kingdom of Kaz’Ulrah, the Republic of Holm, Az’adar, the Kingdom of Ord, the Confederation of Hammers and the Kingdom of Bogrin. As Kal’Bogrin grew its population and support, so did its enemies. Kaz’Ulrah treated the clan with vague hostility, being upset with the challenge to their crumbling hegemony over the dwarves. A larger threat soon presented itself; the September Prince, leading the armies of the wrath of nature attacked and destroyed Haelun’or just north of Kal’Bogrin and Holm, and turned his eye towards the holds. In response Kal’Bogrin launched the “Bogrin Offensive” to drive the September Prince out of the area and retake the ruins of Haelun’or. The Offensive consisted of Bogrin, the Confederation of Hammers, Holm, Az’adar, Ord, the Starbreaker Clan, and a group of High Elves. In preparation for the Offensive a team from Az’adar recovered the Kal’Varak, and positioned it so that during the battle it could be used to trap the September Prince in his own mind in an attempt to destroy him. The Offensive was successful, the Prince’s army was routed, Haelun’or was reclaimed, the Kal’Varak maneuver crippled and delayed the Prince however it did not destroy him. The Offensive proved to restore confidence and trust between the dwed involved, thus Fimlin began negotiations over a union with the Confederation. The result was the creation of the Kingdom of Agnarum; a merged nation of the Kingdom of Bogrin and the Confederation of Hammers. The city of Kal’Azgaryum was founded as the seat of the new nation, one with a King who derived his powers from the council’s support, for which Fimlin Grandaxe was unanimously elected. Founding Agnarum proved to be a milestone, as the majority of clans, and dwedmar were now centered around Agnarum which was intent on reuniting the Dwarves. The only holdout; Kaz’Ulrah, as they were now greatly challenged by their rival states. Their response to Agnarum’s success was to send their Orcish allies to raid Kal’Azgaryum. The raids proved to be mostly stalemates, with only minor victories and defeats on either side. Eventually the Orenian Empire declared war on the Orcs for their raids on human settlements, which also pitted Kaz’Ulrah against Oren. Agnarum ultimately chose to remain neutral, though some dwed fought on either side unofficially. Ultimately both the Orcs and Kaz’Ulrah were destroyed by Oren, and Agnarum endured. Refugees from Kaz’Ulrah flocked to Agnarum, with the Frostbeards and Goldhands notably absent. With the major obstacles to unity gone, Az’adar and Ord also joined the Kingdom of Agnarum, and a strong alliance was formed with Holm. True unity would not be achieved until the migration from Atlas to the newly discovered world of Arcas. There in the capitol Kal’Varoth, Fimlin negotiated the return of the Frostbeard and Goldhand clans, who gradually began to integrate. When all sons of Urguan were once again united under one nation, Fimlin Grandaxe founded the Under-Realm of Urguan, but cautioned against following in the footsteps of the Grand Kingdom and the mistakes made in years past. The rest of Fimlin’s reign proved less successful, as the newly minted union went through growing pains, causing the waxing and waning of the Legion and Guilds, and a struggling economy. Fimlin achieved his final goal with the Articles of Urguan V2, where he laid out a modern though flawed constitution intended to re-establish trust in the unity of the Dwedmar. Having achieved what he had set out to do, and confident in the future of the Under-Realm, Fimlin Grandaxe resigned from his role as King. Following the resignation of Fimlin Grandaxe and the ascension of Atandt Irongrinder to role as King of the Under-Realm of Urguan, the clan began to rapidly dwindle in numbers. While both the clan and city underwent a brief resurrection during the three-month war against the Holy Orenian Empire, in which the human empire briefly violated Urguan settlement rules and built on dwarven land, the kingdom as a whole appeared to be on a downward trend till the removal of Atandt by Clan Lords and the Ascension of Utak Ireheart. With Utak at the helm, he oversaw the reconstruction of the city following a great earthquake,renaming the dwarven capital Kal’Evraal. Despite this bloom of prosperity for the city, it was not reflected in the state of the Grandaxes, which had seen little to no Grandaxe activity under its current iteration. When Borin Grandaxe finally handed the title of Clan Father to Thorolf Grandaxe, many Grandaxes had disappeared or chosen to return to their previous clans, leaving the clan without kinsmen. However, this would change in 1754 when Dhaen Grandaxe briefly united the Starbreaker and Goldhand clans in support of a clan rebellion and brought many Grandaxes out of the shadows into the light of the dwarven populace again, ascending to the first ever position of Grandaxe Clan Mother. Through this position, Dhaen revived the clan and instigated a temporary pact with the Goldhand Clan, offering them a trade in knowledge and kinship to further their re-assimilation with the dwarven people of Urguan. In addition, she oversaw the building of the Grand Brewery which became equivalent to a hold for the Grandaxes of the time. In 1767, a war between Urguan and Krugmar broke out over the enslavement of one of the members of the Goldhand Clan. This war marked the return of many older dwarves of generations past. With Utak leading the forces, the Orcish people quickly resorted to acts of terrorism, the most prominent example being the boomsteel explosion in the courtroom of Urguan that same year, which found Dhaen and the Medical Clinic at the forefront of the recovery process. The war ended with the replacement of a proper Rex, and the Under-Realm of Urguan changed officially to the Grand Kingdom of Urguan. With this change, a revival of the Official Urguan Council occurred, with Grandaxes holding a prominent position on the daily affairs of the Kingdom to this day. It was during this time period, Thumrilgrad had increasing examples of corrupted creatures spawning from its depths and subsequently fell. With it, fell the last of the holds overseen by Fimlin. The modern iteration of the clan is currently run by Dhaen Grandaxe with many Grandaxes acting as the backbone of the dwarven community through their work and perseverance. ~Clan Values~ Honor A Grandaxe will defend his honor with his life, and will demand the same of other dwarves. Grandaxes do not steal or harm other dwarves as it is considered highly dishonorable and nearly unforgivable. They also hold to their word and hold blood pacts in high regard. The Dishonored Grandaxes believe in honor being above all except the Brathmordakin, so when a clanmate becomes dishonorable it is a grievance to the clan. However Grandaxes believe that the Dishonored must redeem themselves so that they can be let into society once more. Yemekar's Balance The Grandaxes are staunch believers in Yemekar's Balance, which refers to the balance of world’s peoples and environment. Should one nation attempt to exterminate one of the races from the realm then that is a clear breach of Yemekar's Balance. Such a situation upsets Grandaxes, who take pride in the world as a place built by Yemekar’s hands. Dwarven Unity Grandaxes have strived to maintain dwarven unity, but also have oftentimes attempted to move further away. Grandaxes had historically established their separate holds many times throughout the ages, however after the Fall of Avar, the enthusiasm and drive over making holds collapsed. Afterwards Grandaxes understood the need for unity far better and no longer desired to separate as much as they had before. Additionally Grandaxes believe actions such as rebellion are dishonorable and thus take them very seriously. The last Grandaxe rebellion in Kal'Bogrin was bloodless and the clan promised to help the Grand Kingdom against Oren. Though the favor wasn't expected to be returned. The Grandaxes have a relentless loyalty to the Dwarves as a people and respect for the articles, however the clan typically desires to maintain its ability to operate with moderate independence and self-rule. ~Religious Values~ Dungrimm Dungrimm, the Brathmordakin of war and death is the primary patron of the Grandaxes due to his affinity for valour and glory in war. Young Grandaxes especially choose Dungrimm as their patron, and hope for greatness in battle. Anbella Anbella, the Brathmordakin of family and hearth is the second patron of the Grandaxes. Her dedication to kinship reflects the Grandaxe view on Dwarven unity. In addition, she is popular with many Grandaxes who take up the arts of healing and bartending, as both require one to be open to helping their kin. Ogradhad Ogradhad, the Brathmordakin of knowledge is the third patron of the Grandaxes, and is usually worshiped more fervently by the politicians and the diplomats of the clan. Nobles of the clan frequently go to Ogradhad for guidance in matters involving politics, and thus is more popular among the older members of the clan. ~Bloodlines~ The Braveaxe Line Dwarves of the Braveaxe line are characterised by their red hair and blue eyes. Traditionally, Braveaxes tend to be the leaders of the Grandaxe clan, with many taking charge in battles and acting as diplomats in political negotiation. The Blackaxe Line Dwarves of the Blackaxe line are characterized by their red hair and their distinct brown eyes that have come as a result of breeding with other mountain dwarf families. Long ago, these dwarves became infamous for their raids upon settlements who were deemed to have broken their strict code of honour. Currently, Blackaxes have taken up roles as fierce fighters and politicians. Mostly notably, the brothers Bazian Grandaxe and Valen Grandaxe belonged to this bloodline. The Grimaxe Line Dwarves of the Grimaxe line are unique amongst the Grandaxes in that they tend to have brown hair and brown eyes. Many are also shorter in stature than most mountain dwarves, due to breeding with other dwarven families. They are the youngest branch of the clan and tend to focus on individual goals within the clan such as merchant work and architecture. Most notably, Thorin Grandaxe belonged to this bloodline. ~Grandaxe Culture~ Occupations Most Grandaxes join the dwarven Legion at a young age, and are often taught diplomacy and politics as well, usually becoming key politicians in the Dwarven Kingdom. Grandaxes are known to be the woodworkers and lumberjacks of the dwarves, as most clans typically are miners and blacksmiths. Additionally, many Grandaxes choose to be Leatherworkers and Weavers, and are known to produce well-made furs, clothing, and textiles. Currently, one prominent skill of the Grandaxes is brewing. Each family line of the Grandaxes have developed their own drinks, with the most famous of them being the Grandaxe Ale, which is served most frequently in Urguani taverns and feasts. Clothing and Appearance The Grandaxes are on average, one of the tallest clans of dwarves. Like all Mountain Dwarves, their height and mass sets them apart from the shorter Cave Dwarves or the more lithe Forest Dwarves. They have light skin that is fair or lightly tanned, and eyes ranging from a silvery blue to a dark brown. Perhaps most recognized is their traditional red hair. Often styled into elaborate coifs, the signature Grandaxe red hair ranges from a fiery orange to a deep crimson. Generally, Grandaxes who sport red locks age into grey hair by their elder years. Male Grandaxes usually have larger beards, often combed but undecorated in comparison to clans such as Goldhand. Female Grandaxes are surprisingly prevalent in the clan and are known for their traditional and intricate braids, often displayed with both pride in their detail and practicality on the battlefield. In terms of clothing, Grandaxes tend to wear the more battle-ready clothes of their culture, with many preferring to wear pelts or armor on top. Grandaxes can often be found sporting darker colors such as dark browns, blacks, and greys. Traditionally, many choose to have at least one article of Grandaxe tartan on their person. This plaid fabric is typically dark red or crimson, highlighted by black strips threaded through the pattern. Art Like most dwarves, Grandaxes traditionally expressed creativity and art through their architecture. The Grandaxes have adhered to age old architectural doctrine, being the first clan to use wood in its architecture; mostly in the roofs and walls of a hall. Grandaxes also abstain from using gems and ores in decorating their halls, instead choosing tapestries and various designs in the wood and stone. Under the leadership of Dhaen Grandaxe, many Grandaxes took to exploring the artistic values of the dwarven culture, with a few going into stone carving, smithing, and even Dhaen herself being well practiced in tapestry making. ~Battle Traditions~ The War-axe Grandaxes use all forms of dwarven weaponry however traditionally Grandaxes are trained with use of the war-axe. Waraxes are the typical weapon of choice for Grandaxes and they are often heavily decorated in runes and various inscriptions. The Ordaz (Hammaxe) The Ordaz or the Hammaxe is a dwarven war-axe with a flat hammerhead on the opposite side of the axe-head. The Ordaz is typically used in engagements that are close-quarters. The Ordaz are also moderately heavier than a war-axe because of the need to balance out the weight of the hammerhead on the other side. Khorok-Klad Originally forged by a Grandaxe of the Blackaxe line, Khoroklad armor is thick plate armor forged from black ferrum alloy and often underlaid with chainmail and leather undercoats. Khoroklad armor is noticeable by its dark complexion and sometimes has the symbol of a double-headed axe on the chest. Azlann (High Ram) Grandaxes unlike other dwarves have a tradition of taming and riding goats as opposed to boars and direwolves. The breed of “Azlann” or High Ram is a species of rams that live in the mountains of the dwarven lands that have distinctly long horns that curve steadily towards the back of their head. The Azlann typically dwell at the highest inhabitable points in mountains and are skilled climbers, making transportation across mountain ranges easier with this breed. Although useful Azlann have never been used in battle, and are not known to most dwarves as it is discussed mostly within the clan. ~Clan Initiation~ Trial of Faith The trial of Faith is often the first trial a Grandaxe beardling must undertake. As directed by the clan father, the beardling must undergo a pilgrimage to a shrine of the Brathmordkin. Once there, they must pledge themselves to their favored patron Trial of Courage In order for a beardling of the Grandaxe clan to become a full member, the dwarf will be tasked by the clan father with bringing back the pelt of a wolf, slain in battle. After the pelt has been retrieved, it will be nailed to the beardling's wall, as a show of strength and pride. Trial of Honor The final trial for a Grandaxe beardling is to duel an Orc in honorable combat. This duel must be one-on-one and to the death. Once the Orc has been killed, the beardling must remove one of its tusks and present it to the Clan Father or Elder in attendance. ~Grandaxe Holds~ Kal'Domhain Kal'Domhain, the original hold of the Blackaxes, rested among the peaks to the far north of Oren. Far from the bustling cities of Aegis, it once stood as a home for mountain dwarves who wished to live away from the deep caves of Kal'Urguan. Many Grandaxes still live today who spent their early lives in Kal'Domhain, completing vigorous military training and living off of what the harsh land had to offer. Kal'Domhain was later abandoned when the majority of the remaining Blackaxes returned to Kal'Urguan and was likely destroyed in the fall of Aegis to the undead. Kal'Anart Kal'Anart, the mountain hold to the north of the dwarven Kingdom is well reputed as one of the finest works of mountain dwarf architecture, as well as one of the most defensive fortifications in Asulon. Originally built by Bazian Grandaxe and his kin during the third Dwarf - Orc war, it withstood many skirmishes by the orcs and their allies in House Flay. The hold acted as a home to the Grandaxes and a vital point for dwarven trade. It was left behind in the move to Anthos, and is believed by many dwarves to have been destroyed. Kal’Bogrin Kal'Bogrin is the hold that the Grandaxe Clan and its allies fled to after being banished by the corrupt Lords Council, and served as residence for the clan for many years. Built upon the ashes of Hanseti and the Undead castle after, the land of the hold was highly coveted by the Kingdom of Oren, who claimed to be the “rightful rulers” of the land because it was once settled by humans. The hold was abandoned during the Great Northern War between the Dwarves & Humans and the clan moved back south where it would later establish Kal'Eknar. Kal’Eknar A hold located in the Kazradin Foothills, south of Kal’Karaad, positioned next to the naval port and connected to the capital by a railway running through the mountain. The hold guarded the route between Elven lands to the Orcish jungles which brought it to be attacked in the Orc-Dwarf war. During the war with the Orcs the hold was besieged by the Orcish army, but was successfully defended when the defending dwarves charged out and overwhelmed the siege camp. Kal’Valen A hold located in the Northwestern Valley on the Isle of Avar in Vailor, this was the capital seat of the Jarldom of Avar, which belonged to the Grandaxe Kazrikkin. The hold governed Avar under the Grandaxes and housed the Huscarls of Avar. The hold fell in the 18 years war in the Siege of Kal'Valen, a valiant defense yet ultimately unsuccessful. Tal'Azmar A hold located in a portion of the Evraal mountains known as the "Giant's Foot" on the Continent of Tahn in Axios. This hold was built among the peaks atop of the revered Shrine of Dungrimm. When the Second Frostbeard Rebellion broke out, and the capital Kal'Omith was taken by the Frostbeards, the Grandaxes opened up Tal'Azmar to house the dwarves who were made homeless by this tragedy, making it the capital of the Grand Kingdom for a time, although still owned and ran by the Grandaxe Clan Lord. The hold was abandoned when the Grandaxe clan split in the Third Frostbeard rebellion, leaving Tal'Azmar to the annals of history. Kal’Bogrin The second iteration of Kal’Bogrin was built under the supervision of Fimlin Grandaxe in Atlas. It’s conception is most notable for having been the starting point for both Fimlin and the Grandaxes to begin to unify the dwarven people, later leading to the founding of the Kingdom of Urguan. The Grand Brewery The Grand Brewery is a Grandaxe hold built in the Sutican Peninsula. Its design was heavily inspired by Dwarven religious values and is highly reminiscent of Clergical Halls. Primarily, the Brewery is used in brewing the famed ale of the Grandaxe Clan. Currently, it is the only active Grandaxe hold active in Arcas. ~Roster~ Clan Mother: Dhaen Grandaxe (Dhaelena#3818) Clan Elders: Fimlin Grandaxe (Fimlin#8087) Fili Grandaxe (Cpt_Noobman#3818) Thumbrindal Grandaxe (D3F4LT#4284) Hieden Grandaxe (harold#6290) ~Application~ Recruitment is currently open. Upon being accepted you will be promoted to a Beardling, and then given the trials before being fully accepted as a Clan Member MC Name: Character Name: Discord: Timezone:
  16. [!] Someone has painted a message onto the stone here in red paint. It looks rather fresh, and was either done in a hurry, or by someone with little artistic talent.
  17. [!] Some propaganda has been painted onto the stone here in red paint. It looks pretty fresh.
  18. Faridir’s Last Victory Faridir, stood on the edge of the cliffside, her jet-black hair braided back into her helmet to securely hold it there. Her dark turquoise eyes peering over its edge to the towering figures underneath, her slips her leather and iron gloves on. Her own personal vengeance, that boiled in her heart since she was a wee beardling. The men and lass she swore she would never join. She stood on their ground. On their field. In their fight. Ready to defend. For all that its worth. Among her fellow Brothers and sisters that descend from Urguan. Her heart raced at the mere sound of the war cries from echoing against the mountain and rocks below. Swinging her spear in a narrow circle and tapping it on the exposed ground the used feathers from an old pet along some beads and bells. The silver bells ringing shrilly in the air as she was ready to fight desperately for her homeland. War was everything she constantly was allowed. Born through a Mynebor war; her life was shrouded in darkness for the first years. “Nae faridir, yer can nae leave.” “Nae Faridir yer can nae play with da ot’er Dweds” Her dull life was stuck in a remote, cold cave, with just a chicken for her only friend. If she has listened to her caretaker, maybe her life would be different, though, fate was a tricky mistress. The breeze itself was balmy, humid and with the rest of the fellow soldier. She looked the same and felt the same. Nothing was exceptional, another day in a different war standing with her people. “Faridir!” the hoarse shouts of her distraught father, as she was carried away by a golem. Her Hou-zi friend fighting for his life. “PAPA!” her cries ringing the area around the tavern. Magic and sparks flying as She tried her hardest to get out the arms of a golem. A small beardling and a houzi had somehow rallied the entire army. As her face scratched and her father being whisked away. It would be several years until she saw him again. A rage that day had boiled in her heart. In her eyes, there was no happiness. “Onward fer the Grand Crown.”A deafening shout was heard as the violent battle started up.Her eyes glazed over readying her spear, checking for her dagger and charging forth with her squadron. The Battlefield itself was an odd sight to behold towering bodies fighting much smaller ones. Blood soaking the ground, dirt kicked up and odd scraps of armour lying around dying bodies. Her spear parring with the figure above her. A red hulking figure, snarling horribly and gruesome in their own way. A Grimace on her own face, the same people she used to love she was currently fighting. “Do Yer t’ionk someday, somedwed may love me? Et does nae maet’er ef oi lioe fer me w’oleliofe. Oi just want ter known w’at luve may feel. Ef only fer aye Moment.”Eyes downturned as she fiddles her fingers, the figure before her cast in shadows. Tears glistening across her cheeks, though it was merely for a moment. Her face would gleam into an obviously grim grin, the tears still streaming even with the joyful toothy smile. “Et Oke, Anabella will look out for me!” The Red uruk merely picking her up by her armour, and hurling her like a puppet. Her spear splintering and coming up in defence. As her battered body flew into the sunken rocks and dirt mounds of the terrain. Spitting blood into the dirt, as the hulking tusk men and women came in their own fight. She couldn’t condemn them, for fighting for their own lives. A violent cough and second as the blood bubbled up in her sore throat. Dribbling out the corner of her mouth, turquoise eyes blazing in a dazed thought. Faridir witnessed this once before a far back memory of a dying bandit who died within in minutes . She had done it and had fought on her own side. She had provoked HER OWN battles. In Faridir’s mind, this war was already won. After 70 odd years, she had finally won back her own life. No one but herself owned it. This was the ultimate victory. 1703-1770
  19. SUSPENDING THE CAMPAIGN, NOT THE MOVEMENT “Don’t go to the coronation” – Charles “The Bald” before killing Dreek Ireheart 64 I want to express to each of you my deep gratitude for helping to create an unprecedented grassroots political campaign that has had a profound impact in changing our dwarven nation. Please also appreciate that not only are we winning the struggle ideologically, we are also winning it generationally. The future of our nation rests with young people. We received a significant majority of the votes, sometimes an overwhelming majority, from dwarves not only 100 years of age or under, but 300 years of age or younger. In other words, the future of this country is with our ideas. As we are all painfully aware, we now face an unprecedented crisis. Not only are we seeing a political uprising in our nation but a rise of inactivity among our peers. Urguan is at its weakest and can be stricken at any moment. I wish I could give you better news, but I think you know the truth. And that is we are now 300 percent behind supporting the campaign of Dorimnur Goldhand, and the path toward victory is now possible with my official request for my votes to be transferred to Dorimnur. So while we are winning the ideological battle, and while we are winning the support of so many young dwarves and workers throughout the nation, I have concluded that this battle for the upcoming election will not be successful. So today I’m announcing the suspension of my campaign to become the king of the Grand Kingdom of Urguan Please know that I do not make this decision lightly. In fact, it has been a very difficult and painful decision. Over the past few weeks, Verraik and I, in consultation with my campaign managers and many of our prominent supporters, have made an honest assessment of the prospects for victory. Let me say this very emphatically. As you all know, we have never been just a campaign. We are a grassroots, multiracial, multigenerational movement which has always believed that real change never comes from the top on down, but always from the bottom on up. We have taken on the old guard, the worker’s guild, the starbreaker clan and the greed of the entire nation. That struggle continues. While this campaign is coming to an end, our movement is not. The fight for justice is what our campaign has been about. Today I congratulate Dorimnur Goldhand, a very decent dwed who I will work with to move our progressive ideas forward. Then together, standing united, we will go forward to defeat Jorvin Starbreaker, the most dangerous candidate in modern Dwarf history. And we will fight, that we will. As I hope all of you know, this race has never been about me. I ran for the role because I believe that as a King, I could accelerate and institutionalize the progressive changes that we are all building together. And if we keep organizing and fighting, I have no doubt that that is exactly what will happen. Please stay in this fight with me. Let us go forward together, as our goal continues. Thank you all very much. Charles “The Bald”, Grand Champion Of The People. get memed on
  20. “Oh no here comes an edgy” - An ancient Anthosian saying The Purification of Arcas For too long the evil beings of this realm have had the ability to roam freely without risk of death. Evil beings allow themselves to influence others negatively without the risk of punishment. Cities like the infested Sutica, have freely allowed these disgusting and evil pests to flow and live within their city, harboring them and allowing them to live normal lives. An agreement found between the clans of Gorkil and Ireheart’s mutual hatred for all beings of an evil nature. The signatories of this agreement will join forces in order to eradicate all beings of an evil nature, without mercy or remorse. Any nations found harboring these beings will be targeted and treated as if they were the very beings they chose to protect. Let all “edgies” fear for they shall soon be exterminated like the pests that they are, and soon Arcas shall be purified. Korgahk’Gorkil, Wargoth of Clan Gorkil Axel Ireheart, Clan Father of the Ireheart Clan
  21. The Treaty of Sand & Mountain The Sultanate of Korvassa long held respect for the Kingdom of Urguan, Their skills of trade and hard work from both respective sovereignty is to be admired. With mutual respect, the two nations begin their relations with this document, in hopes for a peaceful future and brotherhood that would bring awe to Arcas. 8th of The Deep Cold, 1770 ARTICLE I - A policy of free trade and travel shall be enacted between the signatories, As well as the trade of a tax free merchant stall in both respective nations. ARTICLE II - The Kingdom of Urguan and The Sultanate of Korvassa agree to adhere to a strict non aggression pact, under all circumstances. ARTICLE III - Kingdom of Urguan Recognises that the Sultanate of Korvassa and it’s descendants are the True Sovereigns and Owners of the entirety of the Korvassa desert. ARTICLE IV - The Sultanate of Korvassa Recognises that The Kingdom of Urguan and it’s descendants are the True Sovereigns and Owners of Mountains of the west. ARTICLE V - In the case wherein one signatory is found to be in violation of this pact, all articles shall remain in effect, so long as sincere diplomatic efforts are taken Within Seven Qali/Stone Days by the offending party to rectify the situation. ARTICLE VI - The following treaty would expire and can be renewed in eight years/8 Qali/stone weeks. Signed Utak Ireheart, Grand King of The Grand Kingdom of Urguan Signed Saeed Ibn Hamzah Faheem, Diplomate of the Sultanate of Korvassa Signed SAYYID AS’SADAAT, Ameen “Al-Mujjadid” Al-Nabeel, Sultan of Korvassa, Sheikh of Al-Faiz, Sword of Allah, Defender of Faiths, Defender and follower of Al’Iman Rashidun, Supreme Leader of the Qalasheen, Defender and Protector of the Farfolk people, Commander of the Sultanate’s Armed Forces, Sovereign of Korvassa
  22. So i am getting ready to put together an application for this server and i wan’t sure what forum to field this question in. What i would like to do is have a Human that was raised by a dwarf Redstone smith due to a horrible event that befell his family when he was a child. Is this a valid background? I didn’t notice anything about human/Dwarf relations in the lore per say, though i might have missed it. Thanks for any information and responses. V/R, Blaznhurricane/Volkan#0226
  23. [!] Messengers in the dozens pour from the Crownhold of Kal’Evraal, reaching out to every corner of the Under-Realm and Surface-Realm of the Dwarves. Each message bears the King’s sigil upon it. ”Sons of Urguan, our home is once more under threat. Not since the days of the Great Infestation have our underways fallen to the foe, yet today it is with a heavy heart, I announce that Thumrilgrad, Citadel of the Northwestern Deeps has fallen to an army of ‘Dwarves’ if one could call them such. Twisted and mutated beyond recognition. Whatever condemned these kinsmen of ours to a fate worse than death, and bound them to their will has now beset themselves upon our walls. Ill-prepared and suffering heavy losses, we were forced (much to our disgrace) from the ramparts of Thumrilgrad as it was overrun. As we fled, the very entrance to the underways collapsed behind us, no doubt from the machinations of these foulspawn.” ”Whatever devil commands them is a fool to believe that mere rock and stone will keep us from avenging our losses. We are the chosen of the Deep, and it is ours to command. No monster, nor invader, nor abomination has taken it from us, trueborn sons of Urguan. Intercepted by our Legionaires was a message which implicated the dwellers in the hold of Kal’Vitoria in the attack, whom we have not had contact with since our initial meetings with, prior to the Atheran expedition and Orcish War. If they are truly responsible for this attack, then by Dungrimm’s Fury, they will be punished for this betrayal on the crown of our Forefathers.” ”And so, I, Jorvin Kazrinsson of the Elder Clan of Starbreaker, Voidsbane and Veteran of the Dwarven Legion issue a call to arms on behalf of my liege, Grand King Utak of the Elder Clan of Ireheart, Bane of Llyria and Krugmar. All Dwarves who are able are to muster within the capital upon the King’s Command, and a Throng will be rallied to repulse these mutated foulspawned invaders. Thumrilgrad will be retaken, and the Warden of the Northwestern Deeps, Gimli Metalfist, will see his hold reclaimed. After we have retaken our hold in the deeps, a retaliatory expedition will be launched to annihilate our attackers. Until Thumrilgrad will be taken, a Grudge will remain unanswered. And to leave a grudge in such a manner offends the Gods deeply.” Narvak oz Urguan Charged as we are by Yemekar
  24. Hefrumm ⧫Intro⧫ Hefrumm is the main village of the forest dwarves, founded by the Paragon Bjor Cottonwood in Atlas with the idea of having a place where forest dwarf culture and unity can be protected. It is led by their elected High Chief, in cooperation with the separate clan chiefs or leaders. Hefrumm consists of the Cottonwood, Treebeard, Blackroot, and Emberhorn clan, together with a few lesser clans and clanless dwarves. All clans bring different traditions and ways to Hefrumm, though what they all share is a strong communal feeling. They take care of each other and share their land with their kin, for that is how Bjor had envisioned it. The forest dwarves live off the fat of the land that Anbella has blessed them with, be it through farming or the art of the hunt. ⧫History⧫ As the hammering from their anvils, the arguing of dwarves and the feasting of younger beardlings would echo through the deep underground caverns of Agnarum, it would be rather quiet above ground where Bjor ‘Sugartits’ sat looking over the remains of his village. He was the current Chief of the Cottonwood clan, though this was an empty title, for he had seen little of his kin in general for many years. The thought of his kin feeling the same solitude as himself would rush through his troubled mind as he would stand up convinced it was time for a new age for his forest dwarf kin. Late Atlas Bjor started packing and preparing himself for the many years of wandering through the realm of Atlas that was to come. Bjor had very little success at first though with the years passing he started to pass more and more of his kin, telling them about the village and warm hearth that was waiting for them. Many of these joined the Cottonwood clan, though the first separate clan that joined Bjor’s quest was the Treebeard clan, the first forest dwarf clan under the leadership of Ozneat, they brought religious wisdom to the village, something that their kin had been lacking. The young chief welcomed the Oakhand clan next, led by Entfar Oakhand, which he found on the outskirts of Holm. During these times there were rumors of a few Cottonwoods of Old returning, as they were seen within Kaz’Ulrah. Excited the young Bjor Cottonwood would quickly introduce himself to these members, revealing that these dwarves were led by Thelnir Cottonwood. He was an old elder of the clan and wouldn't follow Bjor back to the founding lands of Cotton, for Bjor reformed the Cottonwood alliance with the Confederation of Hammers. Determined Thelnir stood his ground upon the matter setting up a small outpost within Garrond's Vale in the lands of Kaz'Ulrah where he and his followers stayed with him. Disappointment struck Bjor, not because they did not want to live under his leadership, but because only a year later these dwarves would scatter once again, for unknown reasons. ~Bjor meeting with the Cottonwoods of old~ During these times Bjor turned to the Hearth Mother for guidance, and this call is rumored to be answered. With the exponential growth of Hefrumm more and more of his lost kin would hear of the name, starting on their travels to the Cottonwood valley next to Agnarum. One of these individuals would be the great Mossbeard, a druid of unknown age who, with his druidic magic, formed the legendary crown of Hefrumm, which to this day is still being passed from High Chief to High Chief. It is rumored to have some magical properties. But rising numbers did also attract unwanted attention, which was answered by the Red Plague of Atlas; foul lizard creatures that turned living creatures into mutated beasts with their venom, referred to as swamp alars in dwarven history, invaded the poorly defended village. The forest dwarves of Bjor went to war with these creatures though with the element of surprise they were able to overrun the village, with the forest kin pulling back into the forest. There they set camp and helped the wounded. Though there were no records of any fallen forest dwarves, Bjor still saw this as his own failing, which resulted in the formation of the Thorns of Hefrumm later in his ruling. A few weeks later Hefrumm went to war with the swamp alars which had taken their village and had feasted on their food supplies. The untrained dwarves fought bravely pushing back the alars and their mutations like vulgar worms with more mouths than a spider has eyes or mutated farmers with arms the length of a dining table. Though the swamp alar queen, referred to as the Colossal Slayer, halted their retake of the village. This was when the mountain and cave dwarves of Agnarum charged the battlefield, for Bjor had sent a bird speaking of what had happened. Together, the united dwarven race slew the ginormous beast, the size of a dwarven tower, expelling the alars from their land, though this was not the last they’d hear of their species. The forest dwarves of Hefrumm lived simple lives, only bothering about how great their harvest would be, what they’d eat tomorrow, and what other opportunities they could use to call for a feast. This would bring great joy to their High Chief, though still, he did not feel satisfied, for he knew there was a large fraction of his kin lost in solitude. Together with Agnarum Hefrumm would set sail towards the new world of Arcas. ~Final days on Arcas~ Early Arcas At the arrival in Arcas, king Filimlin Grandaxe had offered the north-eastern valley for the new village of Hefrumm and so the forest dwarves started their construction. Bjor had led these constructions with great plans for the village, which would reach the size triple that of the Cottonwood village in Atlas. It is after those constructions that the first golden era of Hefrumm fell upon the village. Now kin started to wander towards the village themselves for the mention of Hefrumm had spread around Acras. Even after Bjor’s ruling these dwarves, referred to as ‘lost ones’, kept arriving at Hefrumm. During the golden age of Bjor, the forest dwarves gathered in unseen numbers, forming their own military force, medical institute, market, and library. Old clans like the Boldshoulders would return and new would be found, like the Bogbellies. Ale would flow and harvests were celebrated. There seemed no limit to the success of Hefrumm, until word had gotten around about the return of the alars. Through cracks in the soil, Hefrumm scouts had found that a new kind of alar had been making a network of tunnels and caverns underneath Hefrumm. This left the High Chief no choice but to rally up his warriors to facethis threat. They first encountered a variation on the swamp alars, adapted to the underground environment. Cave alars would be great lizardlike beast with two powerful limps and an even more powerful jaw, filled with rows of venomous teeth. The forest dwarves fought back the swarm of alars though they were pushed back, for they were overwhelmed by the beasts’ numbers. All got out alive, though they poisoned with the venom of the creatures. Later they found out that the venom would solely turn an area on the limb you were bitten to stone, attracting the alars even more for a good meal. When the dwarves stormed out of the tunnels they had realised that Entfar Oakhand hadn’t made it. He had been captured by the foul creatures, who had taken him to present to their queen. Bjor immediately called for a rescue mission, which would result in his own death. Bjor had sacrificed himself for his kin when all seemed lost. The alars had torn apart his back and poisoned him with his venom, turning him into stone. Till this day the petrified body of Bjor still watches over his kin, stuck in time. Bjor would be made paragon in the year 1716. Bjor demonstrated the characteristics of what a dwarf should be. He rose from nothing to the top of leadership. In power, he never used it for evil nor for self benefit. He cared for all those that were under him and respected all those he met. He was one of the key figures that helped reunite the dwarves after the unstable years caused by the Frostbeard Rebellions. To his last breath Bjor showed bravery and honor, sacrificing himself to save the lives of his fellow dwarves. For his kindness, honor, bravery, and leadership skill Bjor was made a Paragon of the Brathmordakin. Due to his strong connection to Anbella, she was made his Patron Brathmordakin. If it were not for Bjor Cottonwood it is questionable if the dwarves would have been reunited again, it is for certain though that the forest dwarves would of remained divided and spread across the continent longing for a place to call home. After Bjor’s death a feeling of grief would fall upon the village and its forest dwarf kin. Because of the death of their High Chief the forest Clans had to call for a meeting. A successor was needed, and many saw Thorin Treebeard as it. Through election Thorin became High Chief. Though this would not change the grim fate of Hefrumm. The village came to be struck in mourning for its fallen High Chief, and Thorin’s failing to save his father would make his insecurities shine. Because of this none of his promises were realized and this resulted in the departure of many. Thorin saw the life seap away out of Hefrumm with his own eyes, and this would result in him doing the same. Thorin Treebeard was since then mostly seen in the Talus Grove, surrounding himself with those druids who knew Bjor. It is rumored that Thorin did this in an attempt to one day contact his father again, for it is known druid folk could make contact with those in the eternal forest. The following years were met with the decay of the glory of Hefrumm, for there was very little left of the forest dwarves to be seen on the land. They had once again all scattered around the realm of Arcas, some turning to other nations but most to the forest from which they once came. The tavern caught only dust and weeds would overrun the farms of the forest folk. After many years this briefly changed, as it was Ozneat Treebeard who had returned to the forgotten lands. Ozneat called for his brothers and sisters to return to their once glorious village, and some answered. Ozneat Treebeard became the third High Chief of Hefrumm and it was now that the Emberhorns were first welcomed to the lands of Hefrumm. They were offered land by Ozneat for they had no place to rebuild their clan. These first months were filled with hope, for Ozneat had promised to rebuild the unity of forest kin on these lands. The new High Chief started to clean up the land of Hefrumm and it’s surroundings. He granted the Emberhorn clan land to settle down upon, and so they did. Plans were made for new farms, and to clean the former ones. This is when the new High Chief ran into some difficulties, for there were many who did not immediately do what he asked of them, which would discourage Ozneat. Disappointed in his younger kin, Ozneat turned back to his travels 2 years after his return. This was the last time the elder dwarf had been seen on the mortal planes. When Hefrumm fell leaderless once again, it crumbled like it had before. And even after some years of most forest kin leaving, the Emberhorns left behind their residences, leaving the land to become forgotten once again. Many years would pass with the nature of Anbella consuming the village and its tale. Bjor petrified in stone was the only one to stand in the village, with his proud look, from the day he left the mortal realms, still looking over his kin’s land. It was when Beorn Cottonwood, the eldest son of Bjor and Eerika Cottonwood, returned to the valley that changes were to come. Just like many others, Eerika, together with her four children, left the land of Hefrumm many ages before this, for she was unable to bear the loss of her husband. Beorn returned to his father alone, when he was still a young beardling. The young dwarf called upon his kin once again, for the sight of the father’s village, consumed by time, would tear him apart. His mother was the first to return, followed by his brothers and sisters. That month new elections were called, though the numbers of kin seated at the council table were at an all low. Eerika Cottonwood won these elections from Xergarok Cottonwood, making her the first female and the fourth High Chieftess. It was no easy task Eerika had in front of her, for the once glorious village had turned into the ruins of what the forest dwarves could be. Eerika ruled in the image Bjor had for Hefrumm, focussing on the communal bond of kin. Though Hefrumm did not necessarily grow, this was a beginning for the uphill path they were taking. After a few years Eerika fell under the same spell as Thorin, she was unsure if she could live up to the expectations, which would make her insecure. This was kept from the forest kin though, what happened instead was that Eerika relied on her eldest son. Beorn, though carrying no other title than his clan name, helped his mother with her ruling where he could. After years lost kin would slowly start to return of the village. Eventually Eerika would step down from her position and left Hefrumm and her children. Late Arcas Beorn feared the cycle was once again complete, as the disappointed kin left the village. This is when Beorn stepped forward, winning the elections. Beorn had only recently had he passed the age of 50, making him the youngest and fifth High Chief of Hefrumm. Having halted Hefrumm from yet another decay, Beorn firstly reformed the Cottonwood clan. Bringing new traditions and the ways of the hunt to the clan, which would attract old Cottonwoods who had left themselves after Bjor’s fall. His wife, Maggie Cottonwood, would be the one to successfully win the elections. After Maggie Cottonwood became the new Chieftess of the clan, Beorn brought his focus to the whole of Hefrumm. He realized that diversity was key, which would result in creation of the Blackroot clan and the attraction of other forgotten clans. The rise of Hefrumm had come to a halt when the forest dwarves joined Beorn and the dwarves in their voyage to Athera. They had come here with a clear goal in mind, they needed to return the legendary relic of Gloin Treebeard, and so they did. Traveling around Athera, with the guidance of an ent they’d find the Staff of Gloin, returning it to the land of Arcas. Beorn utilized the wisdom his father had passed down on him before his death, having an eye for the individual members of the village. The young High Chief knew his kin very well, which was useful in the sense that he was able to offer and get his kin what they wanted or what was needed, rather than things Hefrumm simply didn’t have yet. This resulted in the rebirth of the library, clinic, etc. Though steadily, the numbers of returning kin would start to increase, bringing not only new life to the village, but more helping hands. An example of this was Karl Cottonwood, son of Baldin Ironside and Freya Cottonwood, who brought new spiritual and religious guidance to Hefrumm. This wisdom and guidance would result in the formation of the Dverga eron da Kirkja Rhun and the Blackroot clan branching away from the Cottonwood clan. Now numbers began to rapidly increase with rumors of the return of Hefrumm spreading around the realm of Arcas. This would also come to a surprise to the mountain and cave dwarves for they noticed more and more forest kin traveling down into their caverns for trade and legionnaire service, while many of them had not even seen one in their lives. They would gain an undeniable presence both in the underrealm and above ground, with Xergarok and Darinn Blackroot being the first to rise to the officer rank in the dwarven legion. Besides the return of the Treebeard clan a few years prior, the Emberhorns also returned. It was in the year 1767 that Beorn welcomed the Emberhorn clan as an official Hefrumm clan. Beorn cared very little for the fact that they were not full blood forest dwarves, for his father had always told him that it was those with mixed blood that often needed a warm home the most. It was during Beorn’s last multiple years of ruling that Hefrumm flourished to unseen glory, resulting in a second golden age. It was then that Hefrumm knew almost daily hunting parties leaving the village to return later that day with a feast meal, weekly well crowded council meeting and the opportunities for kin to start up taxless new businesses with the full support of the High Chief. This support would not only result in the forest dwarves of Hefrumm being able to pursue their dreams, but also for a booming new trade economie in Hefrumm. At this all high of Hefrumm, it was that Beorn realised that Hefrumm was ready for him to step down from the High Chief rank. Beorn felt he had fulfilled his fate and that the time had come for a new leader to rise. Elections were called on the 3rd of Sun’s Smile, 1768, with over 200 forest dwarves attending the grand hall of Hefrumm to listen to both Beorn’s speech and those of the two contestants, Karl Blackroot and Ordvair Emberhorn. It was that day that Ordvair Emberhorn got elected as the sixth High Chief of Hefrumm. ~The elections of 1768: Beorn stepping down~ ⧫Clans⧫ Major clans ➻ The Cottonwood clan teaches and follows the ways of the hunt, as they live off it. Besides being barbaric warriors of the woods, they are considered fine craftsmen of those materials they gather from the hunt. Being experienced in their craft, they are often seen wandering down into the mountain to sell their animal goods to their mountain and cave kin. The Cottonwood clan has the tradition to ride fierce boars and wield relatively primitive weaponry on their hunts, using the technique of flint napping. Current Chief: Maggie Cottonwood ➻ The Blackroot clan is a clan that branched away from the Cottonwoods and now composes the spiritual and religious soul of Hefrumm. Their members tend to integrate religion and spirituality in all forms of their lives. Many Blackroots become seers when they are old enough offering advice and guidance to those that look for it. Blackroots are very proficient with herbs for medical and spiritual uses. Despite not being as welcoming to people they do not know as the cottonwoods, they still believe in kindness to travelers. Blackroots are always open to gain new knowledge from the world around them. Current Chief: Karl Blackroot ➻ The Treebeard clan is the only elder clan of the forest dwarves, having their roots go back to the seventh son of Urguan, Gloin Treebeard. The Treebeards are often considered wise dwarves with their clan knowledge dating back to the birth of the dwarven race. The Treebeard clan is known for their ability to keep records of the religion and of the history of the dwarves. In a primitive environment like Hefrumm this type of abilities made them often a strong asset. Current Clan leader: unknown ➻ The Emberhorns are well known as stonemasons, ram riders, and smiths, and have always had a wanderlust within them. They are proud dwarves, but are humble enough to work the farms and reside peacefully in the forest and mountain tops above the Kingdom, wanting for not more than a pint of mead and a quiet existence in their clan hall. Current Clan Lord: Nagorain Emberhorn Lesser or missing clans ➻ The Oakhand clan had their main presence during the end of Atlas. The clan focused on the skillful art of woodworking. Making both rough items and beautiful carvings. Though their numbers were never extraordinary, many of the beautiful wood carvings around Hefrumm were done by the fingers of an Oakhand. ➻ The Boldshoulder clan is a clan of unknown origin, for there were tales that they were older than Hefrumm itself. The clan would have been centered around trade, for which they lived as nomads. ➻ The Bogbelly clan also branched off the Cottonwood clan, founded by one of Bjor’s sons, Horren Bogbelly. The clan preferred the swampy environment more than the forests. They adapted to this new hunting ground and took the tradition of licking cane toads to get high, though this sometimes resulted in fatalities. ➻ The Pufftree clan specializes in the craft and harvesting of puffs and other hallucinogenic substances. They consist of often lazy hobos purely living for and from those puffs, often filled with delusional and interesting views on the realm as a result of extensive drug use. ⧫Ruling⧫ High Chief Hefrumm is led by its High Chief. A figure that embodies and represents the unity of forest dwarves at the council table of Urguan. For each clan that is part of Hefrumm, which fit Urguan’s requirements, the High Chief would get an extra vote on Urguan’s council. The High Chief is chosen in an election, open to all members of Hefrumm. Shortly after the High Chief would undergo a coronation where a traditional twigs-woven crown will be passed from High Chief to the next generation’s High Chief. This coronation is believed to be 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 clan leaders. Townsfolk Council On the topic of internal matter, Hefrumm will call upon the townsfolk council. Here all members of Hefrumm come together in their mead hall. Just like the elections all members would get a vote and the opportunity to voice their opinion and complaints. During the second golden age of Hefrumm these meetings were called yearly. Council of Chiefs Not all matters could be discussed with every member present, hence the council of chiefs was created. Mainly going over the external matters of Hefrumm, it would consist of the High Chief and all clan leaders of the clans that met the given requirements of 3 active members of said clan. These clan leaders are also known to be the advisors of the High Chief. ⧫Notable Characters⧫ High Chiefs of Hefrumm Bjor Cottonwood, founder and first High Chief Thorin Treebeard, second High Chief Ozneat Treebeard, third High Chief Eerika Cottonwood, fourth High Chief Beorn Cottonwood, fifth High Chief Ordvair Emberhorn, sixth High Chief Folkloric characters The forest folk of Hefrumm have the tradition to gather around their fire and hearths to tell the saga’s of their ancestors and the tales of the mythical beings. Folklore of Hefrumm is the bundle of such tales, with which the dwarves try to teach their younglings about values and ways. ➻ Mi, the wandering tree A forest troll, befriended by Beorn Cottonwood. Though a lot of mystery would float around the intelligence of this forest troll and its origin, the massive beast and the forest dwarves helped each other multiple times. Mi was mainly a help in fighting off the alar plague of Arcas both with his brutal strength, as Beorn rode the beast to battle and his knowledge on the creature. ➻ Grogg, the protector A golem that was believed to have been tasked to protect the forest dwarves of Hefrumm. The massive construction frequently patrolled the village during Bjor’s era. The golem has not been seen in years, however, it is believed that in Hefrumm’s time of need the golem will show himself once more to protect the forest folk. ➻ Snowball, the snow demon Once a dwarf, the child eating creature is believed to return after death. This led to the theory of him being a spawn of Khorvad himself. Under Beorn’s ruling the creature was captured and held in captivity with the idea, if we can’t take his life we must take his freedom. ➻ Silvernips The silvernips are little silver haired tiny gnome like beings that steal food from animals, and steal resources from chests. These beings also have a tendency to take the hay from forest dwarf farms for which they are hated. ⧫Orders and Organizations in Hefrumm⧫ Dverga eron da Kirkja Rhun Founded by Karl Blackroot the Dverga eron da Kirkja Rhun offers a slightly unique view on the Brathmodrakin and its practice compared to that of the Da Kirkja Dverga. The order is formed by the seers, who teach those willing often through more tribal rituals and ceremonies, in which psychedelics would often come to use. Seers are individuals that have proven themselves able and responsible enough to be verified as a seer. Knowledgeable and in control of his emotions the Seer guides communities to be closer with the Brathmordakin and to try to be an example of a good dwarf. For this reason it is recommended that each clan has a Seer which the clan members can come to in their times of need for answers and guidance. The seers also have more of an eye for the world around them, believing the Brathmordakin bring the dwarves signs and messages through the natural world. Puffden Qrarm, also known as the Puff uncle, was the one to bring the usage of drugs or puffs to the village of Hefrumm. The puffden was founded by Qrarm functioning as a center of puff usage and trade. Some would refer to the den as Qrarm’s drug basement, other’s a heaven of pure relief and joy, either way, you get the best puffs there. Khaz’ur’Yemkadar Also known as the Hall of Creation, Khaz’ur’Yemkadar would be the hall under which the craftsmen and women of Hefrumm would unite their craft. It would be here that all knowledge of the forest dwarven crafts would come together. The forest folk would teach each other there, hold lessons, and sell their goods under a common name and most importantly find company during the long hours of their work. The Cottonwood clan would mainly supply the one to conduct the working of animal materials like their hide and bones, together with the craft of flintknapping. Though there are also forest dwarves highly experienced in woodworking, tailoring and other crafts. Tavern The tavern of Hefrumm is the place the forest dwarf would dwell after a long day of work. Serving the legendary Cottonwood Honeybeer, brought over from Atlas, it would attract many townsfolk and travelers. After Bjor’s death, and the running dry of their honeybeer barrels, the tavern would fall to ruin. It was during the second golden age the tavern would serve ale again. Nabrick Grandaxe would be the first to start serving drinks once again, though swiftly followed by other helping hands. Library Founded by Horren Bogbelly during the age of Bjor, the library of Hefrumm is a collection of the wisdom and knowledge beyond simply the dwarven world, situated in between the roots of the tree of ancestors. Though what the library is most visited for, are the books on the history of the forest dwarves. During the war with the orcs, the library functioned as a hide away if needed, which would result in other facilities, like the Paragon hall, being build. ⧫Relics⧫ 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, under this image with the name 'Bjor' be carved. Few would know that a nature elemental phoenix's feather has been added into the heart of the wood, giving the crown strange properties. Credits to Mateolog for helping me with this <3.
  25. -=- THE ARTICLES OF URGUAN -=- And behold here the Articles of Urguan, the foundation of the Grand Kingdom, and the core of its identity. Not granted are the rights listed here for all dwedmar, not offered is the government listed here to the dwedmar, not decided here are the core institutions of our culture, rather protected and ensured are the sacred ideas based off the teachings of the Brathmordakin. The purpose of these here Articles of Urguan is not to define dwarfdom, rather live up to its promise and existence, a contract between the government of the Grand Kingdom and the Brathmordakin to protect and lead their people properly and accordingly. Article I: Office of the Grand King Article II: Office of the Grand Council Article III: Office of the High Court Article IV: Lower Offices of the Grand Kingdom Article V: The Gauntlet Act Article VI: The Rights of Citizens Article VII: The Rights of Clans Article VIII: The Rights of Guilds Article IX: The Codex of Civil Law ARTICLE I: OFFICE OF THE GRAND KING ARTICLE II: OFFICE OF THE GRAND COUNCIL ARTICLE III: OFFICE OF THE HIGH COURT ARTICLE IV: LOWER OFFICES OF THE GRAND KINGDOM ARTICLE V: THE GAUNTLET ARTICLE VI: THE RIGHTS OF CITIZENS ARTICLE VII: THE RIGHTS OF CLANS ARTICLE VIII: THE RIGHTS OF GUILDS ARTICLE IX: THE CODEX OF CIVIL LAW NARVAK OZ URGUAN NARVAK OZ BRATHMORDAKIN Utak Ireheart, Grand King of the Grand Kingdom of Urguan Norli Starbreaker, High Preceptor eron da Kirkja Dverga ᚾᛟᚱᛚᛁ ᚴᛟᚱᚾᚨᛉᚴᚨᚱᚢᛗᛗ
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