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  1. The Brathmordikan Temple of Almaris was overrun by the Mori and Duren held onto the body of a fatally wounded Ireheart dragging him closer to the city square. Before making an escape the elder Ireheart observed as the Dwed of the underground gallantly fought and with great valor able to defeat many Mori though were still being pushed back. Upon a retreat, Duren takes one look back at the Temple and witnesses a grand miracle conjured by another’s magic. A manifestation of Lord Dungrimm spilled out into the Temple slamming a large hammer upon many of the Mori causing the walls to collapse and providing time for escape. Duren glances back as he evacuates into the valley from the city and a bright light shines upon the mountain where his grand-son Balor rests. He squeezes his eyes closed from shedding a tear as he whispers a prayer for his fallen kin “ᚱᛖᛊᛏ ᛁᚾ ᛈᛖᚲᛖ ᛒᚨᛚᛟᚱ”. He hesitantly turns his body to continue the evacuation leaving his late grand-son in the care of Dungrimm. Duren and his great-grandson Balor II carrying the injured body of their Ireheart kin out of the mountains to safety. Once they reached the harbor the exhaustion from being the vanguard at the Temple finally overcame them. Some stone years later, Duren & many other of the Dwarves have reached the survival lands of Failor and established Camp Dwed to subsist despite the odds. Though many of them had not rallied for so long since the exodus. They have managed to continue their councils without even proper courts or temples. Celebrations and ale-pouring commonly occur as the camp cherishes the life spared to them by the Gods and also mourning for those who were lost. Even in the face of insecurity the Dwarves of Urguan keep to the pursuit of Yemekar, striking the earth!
  2. [!] Depiction of a dwarven pilgrim The Path of Pilgrimage 14 years ago, the Clergy declared the beginning of the Shrine Project, a project that aimed to construct shrines across Urguani lands for the Brathmordakin and to facilitate pilgrimages. The construction project was delayed many times due to various turbulences in the kingdom affecting the availability of builders, but the clergy is happy to announce that the Shrine Project is finally complete. One Shrine for Each Brathmordakin has been constructed in all the reaches of the Grand Kingdom of Urguan, open to all faithful pilgrims to travel between and venerate the Brathmordakin, and perform religious rites within them. A pilgrimage will be held on The Grand Harvest, 127 S.A to all the shrines and venerate the Brathmordakin. (OOC: May 6th 3pm EST) [!] Paintings of the Shrines are attached below Shrine of Yemekar’s Balance Location: 1482 8 758 Statues of the Sons of Urguan are present in the main chamber. They represent the collective dwaven people today, since they all descended from them and thus as they represent all of us and our duties to uphold Yemekar’s Balance. The interior chamber features Urguan and Yudora, the first dwarves and a statue of Yemekar infont of a white anvil. Rites: Ancestral Veneration – all dwarves are welcome to come pay homage to their ancestors, whether to a particular patriarch or to Urguan and Yudora. With this, one is reminded of the continuous duty of the dwarven people to uphold Yemekar’s Blanace all the way from our progenitors. Smithing - The best way to honour Yemekar is to partake in the act of creation. Smith in front of Yemekar, so your crafts may receive guidance. Shrine of Dungrimm’s Respite Location: 1631 77 1692 Located next to the Legion training camp, this burial mound serves as a reminder for the dwarves of not only Dungrimm’s honour but the duty of all dwarves to respect our deceased ancestors and live with dignity and according to the word of the Brathmordakin so we may rejoin them in Kaz’A’Dentrumm. Rites: Weapon Offering – Next to the giant blade of Dungrimm, one may leave their weapon as an offering to him, so that it may be taken out and given to our ancestors in Kaz’A’Dentrumm. Safe Passage - Deep in the catacombs, when the moon shines above the skylight, prayer can be offered to Dungrimm for the safe passage of our deceased into Kaz’A’Dentrumm. Shrine of Armakak’s Bonfire Location: 588 76 1094 A tower with a beacon of fire shines on the side of the road. The Shrine of Armakak’s Bonfire is located on a popular trade route leading to Linnormr. Its fire beckons all travellers to come close and enjoy the warmth and engage in trade. Rites: Sunlit Trade - When the sun is high, bring out your wares and engage in joyous trading. With Armakak watching high above, trade with grace and reciprocity. Bonfire Offering - One may take some coins, jewellery or anything of value and set them ablaze in the bonfire atop the building, so that those precious objects may make their way to Armakak’s brilliant and burning realm of gold. Shrine of Anbella’s Embrace Location: 286 104 382 Anbella’s Embrace is hidden deep within the woods, a large grove underground in the woodland soil. The walls are covered in vines, moss and ancient engravings from the descendants of Gloin Treebeard. The skull of a gigantic beast lays petrified in front of Anbella’s Rings. Rites: Alms - Offer food, aid and medicine to those sick and weary travellers who come to this shrine. Nurture them as Anbella’s Grace nurtures us. Hunting Party - The local woods are filled with game, a hunt can be hosted to honour the gift of food Anbella has given to us, and then a feast is to be hosted with the catch. Though nothing must be wasted, nor the animals can be overhunted. Shrine of Ogradhad’s Wisdom Location: -109 83 -7 A burned-down hut was discovered on the outskirts of Urguan, when explored it was revealed to have been a library. Its librarian was a dwarf who tried to keep the secrets of our kind away from bandits, and in the process, their life was lost. Upon this land, a new shrine to Ogradhad was constructed in his honour. Rites: Book Donation - Ogradhad is the eternal preserver of knowledge, thus whatever knowledge possessed by the dwarven people must be shared between us so that it may be preserved just as Ogradhad guards our collective knowledge. Candle Sorcery - Candles are an essential tool for all scholars to be able to study deep into the night. Divination through the movement of said candles is a popular ritual popularised by the Prophet of Ogradhad, Tuzic Mossborn, who discovered the burned-down library in the first place. Shrine of Grimdugan’s Darkness Location: 84 82 132 With the Mori rising from the darkness, it is now more imperative than ever to properly honour Grimduguan, a Brathmordakin who has been greatly ignored in the history of dwarven worship. A gigantic obsidian dagger glows in the centre of the shrine, may it strike our enemies true. Rites: Darkness Meditation - Step into one of the unlit chambers of the shrine, and completely isolate yourself from outside noises. Allow your mind to enter Grimdugan’s shadow, so that when you open your eyes hidden caves may reveal themselves. After which one may leave an offering of treasure for Grimdugan to add to his hoard. Black water Bathing - Upon excavation, the miners discovered a pool of pure black water. It tastes and has the same properties as normal water, and yet it is pitch black, a clear symbol of Grimdugan’s darkness. Allow it to envelop you, so that the enemies who hide in it, will not be able to see you in their midst. Shrine of Belka’s Tide Location: Boat (ooc: warp) at 1206 68 2021, then 2724 63 2346 With the expulsion of the vile pirates from the Dark Islands, the Urguani navy slowly established bases upon it to prevent their return. A shrine to Belka stands proud and defiant against the island’s constant storms, keeping away dark corsairs and deep monsters away from our ships. Rites: Lightning Calling - Leave offerings of beautiful objects, drinks and seafood to Belka and chant prayer for her to summon divine lightning upon the enemies of Yemekar’s Balance. Tidal Reverly - When the waves are high, and the storms are strong, drink a strong ale and walk along the shore. Show the strength of revelry in you, to enjoy the life the Brathmordakin have given us, even in the most dire of situations. Narvak oz Brathmordakin
  3. Khaz’a’dentrumm ᚲᚺᚨᛉᚨᛞᛖᚾᛏᚱᚢᛗᛗ [Music] “I lay dying on that rock from mid-eve until nightfall, surrounded by the mixed bodies of friend and foe alike. For the better part of the day the sea storms blew salty wind upon my broken body, but as the full moon rose, the clouds parted for the Masked Lord’s alabaster hall to rise above the black sea. If I was to die that day, there would be no other place I would rather die than in the gaze of Dungrimm’s pale moonlight. As my blood spilled onto the cold, wet pebbles of that rocky beach, tangled within the limbs and corpses of slain Dwed, I saw a sight I shall never forget-- for eight shining Dwedlonarri descended upon golden goats from the light of the moon itself. Without wings and without effort, they flew upon the dark firmament to the battlefield. From the body of Dwarf to the body of Dwarf they walked and lifted them whole into their hands, though before my eyes their body remained in pieces on the ground before me. To Agilmar, and Droctbold, and Gangulf did they walk and lifted them up onto the back of their goat, taking the bodies of the Ironborn too with them indiscriminately. And yet, as one passed to me, I saw only blinding moonlight when I gazed upon her face. I remember nothing after this, as I awoke being dragged from under the body of Gangulf, finally found by another crew from da Kirkja Gorix. I knew it was not my time, but that the warriors who died that day would find themselves before the Lord of Death that night.” -The words of Viligast Grimgold, sole survivor of the raid of Tal’Karaave, Age of Blood Artists representation of the Daughters of Dungrimm descending from the moon. There is a place where a soul goes when death finds it-- Khaz’a’dentrumm, the Halls of the Slain. Located high above the mortal realm upon the ivory disk known as the moon. It is here that Dungrimm, Lord of Death and War, holds his court. In these sacred halls the fate of souls are decided, and those who find themselves lacking are cast into Vuur’dor, the Void. There are many interpretations of the guide of the soul to these hallowed halls. Some believe that Dungrimm or Belka serve as the psychopomp of a soul, while others grant it to a lesser divine being, such as the Daughters of Dungrimm or Kjellos. Whatever interpretation of the guide of the soul is correct is of little consequence, as it is what happens within the halls of Dungrimm that bears the most importance. Upon entrance to these halls, one will find themselves surrounded by their friends and family, leading back to their first ancestors. After this greeting, the soul will be called before the throne of Dungrimm and the other Brathmordakin will be summoned to high seats in the hall. The entire life and deeds of the spirit will be judged by Dungrimm, highest of judges, and it will be determined if they have lived their life in accordance with Yemekar's Rhun. Artists representation of Dungrimm before the gates of Khaz'a'dentrumm. If one is found to be worthy, they will be bid upon by the Brathmordakin assembled in what is called the Auction of the Dead. It is the realm of who bids the highest for the soul where the final afterlife of the individual shall be. Brathmordakin are more likely to bid upon the soul of one who lived in accordance with their domain and teachings. Once the auction has been completed, the soul will go to live and serve in the hall of the Brathmordakin of their patronage. If one is found to be lacking, or if as some say their soul is not bid upon by a Brathmordakin, they shall be cast through the gates of Vuur’dor, into the bowels of the Void, where some believe Khorvad lies. What happens once the soul has been cast into the depths of the void is a mystery to us upon the mortal realm. Some believe it is destroyed entirely, others that it is churned and reborn to try again, and some yet still believe they are left to Khorvad’s desires and wishes. All souls will one day find themselves within the halls of judgment, rich or poor, warrior or coward, young or old. In truth, the fate of the souls of foreigners is not known, with some claiming that non-Dwarven souls find themselves in lesser realms upon death. Others still believe that they too will find themselves in Dungrimm’s halls, yet without the teachings of the gods most find themselves cast out into Vuur’dor. Only in death will we know for certain. The date of one’s death is known only to the Brathmordakin, which is why it is important for one to live each day in accordance with Yemekar's Rhun.
  4. [!] A missive would arrive by bird at homes throughout the Grand Kingdom of Urguan... not a door was spared. [!] To arms! In the throngs of the night, and accompanied by a terrible shaking of the earth, Khorvad's servants the Mori have writhed their way under our feet... Now taking hold even within The Deeproads underneath the capital of Kal'Darakaan, seemingly aiming to siege and conquer our grand capital from within... avoiding the defenses of the main entrance. Most menacingly of all however was the beast under control of the Mori, that me and my company gazed upon as we investigated.... a massive centipede... so large it could nearly block the largest deeproad tunnels; and with it, it's spawn in the thousands which we were helpless to watch crawl into every crack and crevice within the caverns... A battle with the foe lies close on the horizon now. As Yemekar's Pick, I call upon all those members of the Workforce to take up the hammers and chisels in defense of the capital! The Deeproads' defenses are few, and ancient by now. As such, I order those who work within the Workforce to ramp up the production of weapons, as well as to seek a meeting with myself, to discuss the efforts at fortification. Siege weapons are to be produced for the defense of the capital, and alchemists and enchanters are ordered to ramp up the production of fire based potions and enchantments to counter the threat. The time for the dwarven kin to unite against the Khorvadic corruption that is the Mori has come, I call upon the legion to hasten it's recruitment and reorganization, as such will be vital in the coming fight... For now it is advised that The Deeproads should be barricaded off, and no soul should venture within... When emplacements are added, such should be done in groups, certainly never alone. Narvok Oz Urguan Narvok Oz Ok Dwedmar Tuzic Mossborn, Yemekar's Pick, Prophet of Ogradhad
  5. ᚢᚱᚴᚢᛅᚾ ᛅᚾᛏ ᚼᛁᚠᚱᚢᛘᛘ ᚴᛁᛚᛁᛒᚱᛅᛏᚬᚾ Celebrating Joy and Family ᛁᚬᛁ ᛅᚾᛏ ᚠᛅᛘᛁᛚᛁ It is Anbella we have to thank for our prosperity in terms of family, children, and marriage. In recent times, within the last few years, Urguan has seen its fair share of marriages and young ones born to their kin. It seems only fitting to celebrate in her - Anbella’s honor. This party will celebrate the dwedki that currently fills Urguans streets with joy and wonder. It will celebrate the marriage between Ealisaid Mossborn and Ulfric Frostbeard. It will also extend the celebrations to the to-be newlywed Thrabor and Fia Ireheart. Friends of the dwedmar are welcome to attend the festivities- food and an open bar will be provided, and with the promise of drinking games should anyone be interested. [5EST/10GMT 2 April, Urguan Valley]
  6. Narvok oz ok Arkon Thrummaz Kozzhunki'mar eron Grond [!] A missive is posted on the various homes, notice boards, and clan halls around the Grand kingdom of Urguan. [!] Having received word of an ancient ruin within the lands of The Grand Kingdom of Urguan, potentially holding ancient historical, and spiritual knowledge, Da Kirkja Dverga will embark on an expedition to this lost place. I - The prophet of Ogradhad, call upon those who value the preservation of knowledge, as well as those for whom the call of adventure rings in their ears, to join me and ride to this ruin. For those that heed my call, equip yourselves well to repel whatever creatures may have taken hold in the long abandoned ruins. Narvok oz ok Arkon Thrummaz Glory to the Sage King Tuzic Mossborn, Prophet of Ogradhad OOC Info:
  7. Yemekar’s Workforce Shopfront Long have the Dwarves been renowned for their magnificent skill in forging, and crafts of all kinds. Those who serve Yemekar’s Workforce in Urguan’s capital of Kal’Darakaan strive to uphold such standards in their work. In order for folk to examine, and purchase such fine work from Urguan’s workforce guilds, a shopfront has been opened in the stronghold of Kal’Darakaan. Commissions for the Workforce can also be submitted in the shop! Weapons, tools, jewelry, and even alchemical brews are for sale, and commissions can be completed on ANY crafts one might need. Armakak’s Merchanting guild will be running the shop, and therefore any inquiries can be brought to Ealisaid Mossborn - Guild Lord. Directions
  8. ᚾᚪᚱᚠᚪᚳ ᚩᛋ ᛁᛖᛘᛖᚳᚪᚱ ᛁᚩᚦ ᚩᚳ ᚩᚳᚱᛁ×ᛘᚪᚱ To all those dwedmar who strive to honor Yemekar in their pursuit of craftsmanship! Bring your best work for this trio of contests of blacksmiths, jewelers, and masons! The beautiful works will be displayed in the Yemekar’s Workforce guild hall for all to see, and a prize is to be awarded to the champion of each of the three categories, as judged by Durin Hammerforge, and Tuzic Mossborn! All dwed are encouraged to compete! Smithing One melee weapon of any kind, for each person, can be included in the competition. (Swords, Axes, Hammers, shields, etc…) Winning Prize: 400 minas Jewelry Craft One of any type of typical jewelry can be included in the competition per person. (Necklaces, Rings, earrings, beard jewelry, etc..) Winning Prize: 400 minas Stone Masonry One of any kind of stone carving may be included in the competition per person, as long as it is small enough to be carried without assistance. (Statues, Busts, anything carved from stone.) Winning Prize: 400 minas Each contestant can include one entry into each competition! Feel free to try your hand at all three! OOC Info:
  9. Murals to the Brathmordakin ᛘᚢᚱᛅᛚᛋ ᛏᚬ ᚦᛁ ᛒᚱᛅᚦᛘᚬᚱᛏᛅᚴᛁᚾ To celebrate the Brathmordakin is something often personal. Each dwarf will honor their patrons separately, or the Brathmordakin as a collective. To share the culture, and to honor them my way, I have scattered murals of each patron around Urguan and Hefrumm. To those who are interested, see if you can locate each mural. [!] A mural of Anbella, the mother, in all her glory. As painted by Ealisaid Mossborn, 5th Snow's Maiden, 117 SA.
  10. 14th of the Grand Harvest 114 S.A ((04/02/23)) ᛟᚾᛖ ᛗᛟᚱᛖᛞᛟᛊ ᛟᛚᚲᛟᛞᚱᚨᚾ THE TRIARCHY RULE OF THREE. ᛈᚱᛁᚱ ᛗᛟᚱᛖᛞᛟᛊ ᚲᚺᚱᚢᛗ For several decades the ancient Aurokanar have been scattered and divided across Almaris in spite of several attempts to reunite the Clan. Seeing all previous attempts failing, due to infighting over the position of Clan Father, the collective members of the Clan have come to the conclusion that joint rule between three Lords should be instituted to provide a united front that shall allow the clan to prosper forever more in stability. The Clan Lords entrusted with these responsibilities shall be Bromdor, Rylanor and Thalgrim Goldhand who together shall form the council of Three. Narvok oz Aurokanar! Bromdor Goldhand, Clan Lord of Clan Goldhand. Thalgrim Goldhand Eivorsson, Clan Lord of Clan Goldhand, beloved of Armakak.
  11. The Ebony Beavers of Hefrumm ⌘ ᛏᚼᛁ ᛁᛒᚬᚾᛁ ᛒᛅᚢᛁᚱᛋ ᚬᚠ ᚼᛁᚠᚱᚢᛘᛘ The Ebony Beavers belong to the Rings of Hefrumm. They are tasked with the collection and distribution of materials, primarily metals and wood, to the residents of Dol’Aynm. Alongside this, it is their duty to provide Hefrumm with tools and weapons when needed, such as swords and armor during a war - or a bucket for watering crops. The overall goal of the Beavers is to ensure Hefrumms stability and independence from the capital state in terms of resources. They will build a stockpile to ensure that when Hefrumm needs, Hefrumm has. Hierarchy ⌘ ᚼᛁᛁᚱᛅᚱᚴᚼᛁ Primarch of the Ebony Beaver Ealisaid Mossborn An overseer to the entire ring. This position ensures the continued productivity of its custodians and members. The primarch also handles payment of the workers. Custodian of the Ore Vacant A position of knowledge associated with mining and metal work. This custodian provides Hefrumm with the tools and supplies it might need from times of war, to day to day activity. Custodian of the Earth Korglaz Grandaxe A position of knowledge associated with woodwork and lumberjacking. This custodian provides Hefrumm with materials for building and crafting, alongside with a consistent supply of wood. Members The members of the Ebony Beaver are the most valuable. Without them, Hefrumm will not have the supplies it needs to continue to thrive. The members are the miners and the smiths, the lumberjacks and the woodworkers. Every member is paid for their hard work in both minae and food. Joining the Ebony Beavers ⌘ ᛁᚬᛁᚾᛁᚾᚴ ᚦᛁ ᛁᛒᚬᚾᛁ ᛒᛅᚢᛁᚱᛋ The Ebony Beavers do not favor any race over the other, and all are welcome to join in our challenge, as long as you are a resident of Urguan (Not limited to Hefrumm). Being a member allows you access to the resources gathered, and allows you to make consistent income in exchange for your work. We will, however, happily make trades for resources to anyone who wishes to make coin. Payment and Income ⌘ ᛒᛅᛁᛘᛁᚾᛏ ᛅᚾᛏ ᛁᚾᚴᚬᛘᛁ The Beavers maintain a concise list of prices per crate (stack) of ore. This can be paid in full, or it can be split in halves with the other being subsidized with bundles of food. These prices will vary depending on demand. ⌘ Minerals ⌘ 64 Iron Ore: 2 Mina/1 Mina and one bundle of food, 32 Gold Ore: 3 Mina/2 Mina and one bundle of food, 64 Coal: 3 Mina/2 Mina and one bundle of food. ⌘ Wood ⌘ 64 Oak: 3 Mina/2 Mina and one bundle of food, 64 Dark Oak: 3 Mina/1 Mina and two bundles of food, 64 (any other wood): 2 Mina. Should you wish to apply to the Ebony Beavers, please do so in writing to Ealisaid Mossborn. Narvak oz Urguan Primarch of the Ebony Beaver
  12. Epiphytes of Hefrumm Ever since their subrace’s creation caused by the actions and lifestyle of Glin Treebeard, the forest dwarves have had a big cultural connection with the aspects and the fae realm. As dwarves, most forest dwarves worship the dwarven deities, the Brathmordkin. These two factors caused the eventual assimilation of the aspects and the fae realm into the Brahtmordakin mythos in multiple different ways. Some saw the aspects as Anbella, some saw them as different entities that served her, that they were her avatars, that they are allied, and more. History of Epiphytes of Hefrumm In Hefrumm, the first forest dwarf nation to ever be created, this assimilation continues. Hefrumm’s religious culture is witnessed through the perspective of the seers as they are the main teachers of the community in cultural and religious matters. Under this perspective the dwarves of Hefrumm see the aspects as entities that serve the balance of the tribunal, a tripartite of the three Brathmordakin Anbella, Belka, and Dungrimm. By serving the tribunal the aspects serve Anbella’s balance, a type of balance in nature which is required as part of Yemekar’s balance, a balance of existence which dwarves believe to protect. Hefrumm’s seers also see the realm of the Fae as the realm of Anbella. When there is a Fae related issue that tends to be an indication of Imbalance in Anbella’s balance, hence the damage is seen as a warning of something worse to come if not restored. When nature acts in ways that it harms Anbella’s balance this nature is called feral. Hefrumm’s dwarves are extremely devout followers of Brathmordakin and aspect teachings. This was due to the founder being a druid, and also a dwarven Paragon (dwarven saint), Bjor Cottonwood. All this devout belief in the Brathmordakin and in the aspects causes interesting cultural relations to Fae beings compared to other dwarves. Forest dwarves have always been keen on fae since the early years of the Treebeard clan, some dwarves were druids and such. It was not until the Seers chapter in Hefrumm was formed that it started to be seen as a gift of Anbella. This positive attitude of the community towards the change allowed the epiphytes that were in Hefrumm and that had gone through Seer training to create a holy ceremony, Communion of Anbella. In the communion of Anbella the epiphyte takes the initiate to be turned. All initiates are per the ritual told of all consequences and possibilities. Some say that this ritual kills the body of the dwarf, some say it kills the dwarf it self, and other say that the dwarf is just more wooden now it does not change the dwarfness; The way most Hefrumm culturally see it is as a show of devotion, a sacrifice of the body to lend in service of Anbella and her balance. In essence, they become paladins of Anbella’s Balance. Hence, those that do the ritual already have the mindset of dedicating their lives to Anbella’s balance, something most Hefrumm have as they believe that they are responsible to keep it. An epyphyte ‘born’ from another epyphyte’s fae tree/shroom is considered their rootbrother/rootsister or sporebrother/sporesister. These bonds between fellow epiphytes eventually created the Green Collective, an order in Hefrumm dedicated to the protection of the rights of epiphytes. Noticeably the epiphyte dwarves tend to be the ones that use these rights the most as they are the ones whose rights are trying to be protected by Hefrumm. Nonetheless, the Green Collective is allowed to be led by a non-dwarf and some of their rights also help non-dwarf epiphytes. The Green collective differentiate between three types of epiphytes; those that worship the brathmordakin which are usually but not only dwarves, those that just follow the aspects, and those that have not been educated in any religious form, these later ones being what is considered feral. A epiphytes of the Brathmordakin can agree and understand the beliefs of a epiphytes educated in the fae, however, they would not be able to understand or relate to a feral epiphytes. This leads to feral epiphytes being allowed in the Green Collective but never welcomed as they are seen as a potential threat to the stability of the Green Collective and the safety of their Fae gardens. [!] Romanticized depiction of a epiphyte Hefrumm seer. Religion and beliefs Most epiphytes of Hefrumm are worshipers of the Tribunal Brathmordakin and the other Brathmordakin. Due to this they have a bias towards dwarves as they are beings that fufill Yemekar’s balance, which requires Anbella’s balance. Since the community of epiphytes are able to grow and thrive in Hefrumm this is seen as an indication that their ways are beneficial for the balance of nature and their fae plants. Despite the fact that most known epiphytes do not eat meat, Hefrumm epiphytes still hunt. Hefrumm is a tribal community founded on the concept of collective greed. Since members of Hefrumm work for the collective greed not for the individual epiphytes of Hefrumm tend to join hunts and other events even if they themselves will not eat the meat. [!] Depiction of a Hefrumm epiphyte hunter. Epiphytes' Rights in Hefrumm Due to Hefrumm’s view of epiphytes, there was a political will for Hefrumm to pass laws giving epiphytes rights. The rights given by Hefrumm to the epiphyte through the Green Collective Act were as follows: -=- Right to be protected from physical harm and persecution -=- -=- Right to work in Hefrumm -=- -=- Right to trade -=- -=- Right to Parent (have an adoptive family) -=- -=- Right to Ancestry (An individual has the ability to identify as the race they were born in) -=- -=- Right to live in Hefrumm -=- -=- Right to vote for a Chosen of the collective -=- Thanks to these rights and to these shared goals and beliefs the epiphyte of Hefrumm were able to quite easily mingle with the rest of Hefrumm society. The rights given to the epiphyte by Hefrumm allowed dwarven epiphyte to reach the heights of Hefrumm society, becoming a seer, being a clan chief, becoming the high chief of Hefrumm, all are things that dwarven epiphyte by the right of being considered as one’s race and not just as a epiphyte can do and has been done. [!] Depiction of High Chief Karl Blackroot. Relations to other dwarf groups Hefrumm is a nation inside the Nation of Urguan, the Kingdom of the dwarves. Due to this fact epiphytes of Hefrumm could deal with dwarves from the capital in their day to day. The opinions of the dwarves of the capital on epiphytes vary, some see it the same way as Hefrumm, some do not care, and some dislike it. Since some dwarves do not share the forest dwarf understanding of the aspects and the fae, there are cases of dwarves seeing the epiphytes as a curse or disease. This has caused cases of discrimination against epiphytes in the capital of the dwarves. However, the discrimination is always extreamly limmited as epiphytes are part of Hefrumm’s culture and a depiction of the way these forest dwarves view life, and those that discriminate against epiphytes need to tiptoe in their actions. [!] A slanderous depiction of a horde of epiphytes taking over the realm. Related posts: Legal Rights of the Green Collective https://www.lordofthecraft.net/forums/topic/196376-the-green-collective-act/ History of the forest dwarves https://www.lordofthecraft.net/forums/topic/215313-history-of-the-forest-dwarves-tome-of-hefrumm/ Green Collective post https://www.lordofthecraft.net/forums/topic/204297-the-green-collective/ Epiphyte lore https://www.lordofthecraft.net/forums/topic/187145-%E2%9C%93-ca-race-lore-epiphytes/?tab=comments#comment-1744396
  13. ♛ The Wedding of Bjorn Grandaxe and Rathona of Urguan ♚ [!] A flyer would be posted on the stone walls of Urguan and spread to neighbouring kingdoms. Anbella has blessed the union between these two dwarves. They now invite all friends, kin and family that wish to attend and celebrate their love. The wedding shall be hosted within the Brathmordakin Hall in the Grand City of Kal'Darakaan within Urguans realm. The gods shall witness this grand gathering and celebrate along side Urguan's sons and daughters. [7PM EST this Saturday] A special invitation is sent out to the following people of Almaris in hopes Bjorn and Rathona will see them on this special day... Brynaelda Grandaxe, Aunty of Bjorn and Elder of the Grandaxe Clan Levian'Tol Grandaxe, Elder of the Grandaxe Clan Astmar Grandaxe, Father of Bjorn and Elder of the Grandaxe Clan Svardin Grandaxe, Grandfather to Bjorn and Elder of the Grandaxe Clan Wulfgar Grandaxe, Elder of the Grandaxe Clan Celeste'Tol Blackroot, Chief of Hefrumm Gorlim Ireheart, Elder of the Ireheart Clan Nemea Ke Kai'len of the Mother Circle Lord Mika "The Resourceful" Anarion of Lubba's Keep [OOC: All that are special mentioned are people who either don't play regularly anymore or reside outside of Urguan. I still love you Dhaen <3] Bjorn and Rathona hope to see you all there.
  14. Year 82 of the Second Age, 5th of Amber Cold. (IRL Date) ᚨ ᛞᚹᚨᚱᚠ ᚱᛖᛏᚢᚱᚾᛋ ᛏᛟ ᚹᚨᚱ A RETURN TO THE CALL OF DUTY ᚨ ᛞᚹᚨᚱᚠ ᛋᚺᚨᛚᛚ ᛋᛚᚨᚤ ᛏᚺᛖ ᚷᚱᛖᛖᚾᛋᚴᛁᚾᚾᛖᛞ An Ireheart returns to the duty of leading the Legion. On Year 82 of the Second Age on the 5th of Amber cold a war was ignited. With the fury of the dwedmar and the foolishness of the orcs of The Iron’uzg. One dwed was killed, and for their sins one orc was killed, with two more captured. I, Sigrun Ireheart cannot simply standby as a soldier whilst this war goes on without my nation, my old soldiers going unled without a Marshal. For the reasons I had previously resigned have been rendered void by the ignition of this new war. I vow to return to the duty of being Marshal with vigour, should Grand King Bakir Ireheart accept me as his Grand Marshal once more i shall return to duty next stone year. Should any of my old commanders disagree and see themselves fit for the Grand Marshal role, i will accept the adversity and pray to Dungrimm they shall lead us with vigour and glory during this conflict. I shall leave the role for someone else after the war has ended, for someone else to lead the legion to glory. I ask you, brave dwed to let me lead us into victory this war, and trust me with the duty i had previously lost the appetite for. For the ancient saying goes, there's no better feeling then killing an orc. Signed, Clan Father of the Irehearts, Champion of the Wilds.
  15. ᛞᛖᚨᛏᚺ ᛏᛟ ᛏᚺᛖ ᛞᚱᚨᚷᛟᚾᚴᛁᚾ “A dwarf never forgets.” CLEANSING OF THE DRAGONKIN No descendant has come close to the combined feats of Yavoks kin. Yavok Ireheart, the founder of the clan, purged dark beings haunting the caves of his home. Kjell the Dragonslayer, slaying multiple dragons himself, set the precedent for the later generations of khronammoruk. With a Dragon attack on the capital of the dwarves, and the attack on the King of the Dwarves in the Haense tavern, the threat of the Dragonkin and Azdromoth grows greater. The Dragon-worshippers taint the land they touch and associates of Khorvad and Iblees cannot be ignored as they move to undermine the ideals and places we’ve all fought for. The Irehearts grow tired of the repeated slights by the sons of Azdromoth by tainting dwarven lands and the repeated attacks on Urguans kin, the repeated seizing of Urguani land from the Paladins and the deals with Iblees. For this, the combined Elders of Clan Ireheart and the Clan Father of the Irehearts make a bloodpact to fully cleanse this land from the spawn of Iblees. To those who live in the old ruins of Dol’Gorix at the foot of the volcanic mountains. You will have two stone days to remove your belongings off our sacred land or blood will once more be split in reclamation. Kav un anakrun yol zahere. Do not test our patience. Signed, Clan Father of the Irehearts, Champion of the Wilds. Elder of the Irehearts, Bane of the Orcs, Bane of Philip III Elder of the Irehearts, Commander of the Legion. Elder of the Ireheasrts, Certified Dragon Tracker
  16. A GRAND PASSING. Dungrimm awaits those who die with honor. It was a normal day for Kronk ‘The Grand’ Stormheart before the dreaded expedition that had gone horribly wrong. A small meeting with the King of Norland, discussing possible joint military trainings. A meeting with his friend Johann Barclay, the Lord Marshal of Haense. It had been a nice day, but it was about to take a turn for the worse. Kronk ‘The Grand’ Stormheart set out with his dwarven brethren towards the void. As usual, Kronk was right at the front guarding his squad and the mages that stood behind him. They entered and the effects of the Void were immediately clear, mana overflowing and the ground beneath their feet constantly changing. The air conveyed a feeling of dread, and it became harder to breathe. Yet even with these circumstances the combined force of dwarves and mages pushed on. “DONNAEH WORREH LADS, DUNGRIMM GUIDES US TES DAY!” Kronk shouted out to his companions, a grin forming on his face. As they neared the cliffs, a thunderous roar could be heard and a beastly figure appeared in the sky. “ET BEH AH DRAGON!” One of the dwarves shouted. “WEH SHALL KILL ET TEN!” Kronk retorted with his trademark confidence and vigour, yet this beast was unlike anything he’d ever seen before. A massive three-headed beast that could incinerate a man with one breath. Kronk’s focus was set on nothing else but to slay the beast, a task impossible for the equipment they had. And then it struck. Kronk was lucky to have been missed by the first hit. The reality struck in as his friend, Balor’s arm was incinerated straight off. “SHIELD WALL ENFRONT OF TAEH MAGES!” The Marshal shouted out as they did so. But it was too late, little did Kronk know the dragon had its sights fully set on him. BANG! The lightning struck right to his side, sending the Marshal flying further down the cliff into the hard rock wall. “OOOMFFF!” Kronk groaned out as his back snapped, paralyzing the dwarf to only being able to crawl. “WE’REH NAEH LEAVIN’ YEH BEHOIND!” Two of his fellow dwarves, Gwydion and Barundin Ireheart shouted out as they went to assist the Marshal, carrying him away from the battle. Before they got far the massive three-headed dragon landed right in front of them, charging up its lightning breath once more. Kronk hastily tried to shield his fellow dwarves with his enchanted shield, but fate would not have it that day. The wall grew behind them as the three dwarves, Kronk, Gwydion and Barundin grinned wide once more. “DUNGRIMM HAS CHOSEN MEH TOH TRAVEL TOH HIM TES DAY! MAY OI DRINK ALE AN’ FOIGHT MOI BATTLES TEREH!” Kronk exclaimed as the lightning reached him. “NARVAK. OZ. URGUAAAAAAAAAAANNN!” The Grand Marshal announced with a last defiant breath as he was turned into ash. As Kronk died he thought of all his family and friends, Ranna, his loving fiancee and his kids. Hieran, a friend he had never been able to spend time with due to the constant war with Oren. The Legion he left behind, and his officers that waged every battle with him. Uruan Stormheart, his ever supporting father and greatest influence. Mica Goldhand, his loving aunt. Sionnach, his everlasting friend to whom he had promised they would die together. Ulfric Frostbeard, the old King of Urguan that had trusted him with the position of Marshal. Edward Thuri-Elendil, his Templar friend. And many more. [!] A small book could be found in a drawer of the Grand Marshal’s desk. “If you read this it's too late for me, for I have found my place with Dungrimm. I, Kronk ‘The Grand’ Stormheart have died. To my clan, I love you all to the fullest extent, and I apologize for going. To my dad, i am so incredibly sorry for the pain and sorrow you must be in. But I want you to know, I am the happiest son that ever lived because you showed me all the things i know. I am not much of a writer, but don't let my death get to you. And to my Legion. Don’t worry as I am sure there will be a great Grand Marshal after me, so is the way of Urguan. Treat them with utmost respect and vigour that you lads are capable of. I don't need a funeral. I just need Norli to cement me as an Urguani hero, that scheming bastard." Narvak oz Urguan, Kronk ‘The Grand’ Stormheart.
  17. Plundering Booty A historical anecdote of the events The sun shined bright in the sky above the dwarven capital of Kal’darakaan and all was well before dark clouds rolled over the valley, things were only going to get worse from here. Rain poured down upon the mountain and the small village of Heffrum along with loud titanic thunder. As lighting could be seen dancing across the sky, the small dwed of urguan huddled closely inside the large mountain; seeking refuge from the storm above. Unknown to them at the time, cannon fire would be barraging the port under the cover of the loud crackling thunder. Upon the storm clearing the dwed noticed the explosive sounds seemed to have to continued without the storm, it was clear something was going wrong. The dwed quickly gathered outside of the gate and a few cut across the mountain towards the port along with my lovely fearless donkey, Dinkus. Upon closer inspection the dwed noticed that pirates were raiding their ports in attempt to plunder and steal all the vast treasures hidden within the depths of urguan’s deepest vaults. Courageously Dinkus the donkey charged into battle and onto a small sloop along with me on the back of his mighty strong shoulders. Upon getting on the i quickly called over to a nearby gnome and asked him to aid in controlling the boat. Once he got in, the sails unfolded and they were angled in the harsh winds, sending us towards the large pirate ship. Cannon fire would soar above our heads as we continued to sail into battle. The sulfur smell would pollute the air as we neared and smoke would woft over into our boat. Within moments our boat crashed into the pirate ship, sending splinters of wood in every direction. A hole was formed and the wooden planks of our ship created a bridge to embark onto the enemy ship. Our boots would creak against the boards as we walked into the inside of the ship which had a small layer of murky water. The smell was quite pungent and the area was crowded by bottom feeding scallywags, an easy enemy for a pirate like me! With my breathing echoed within my gas mask I gave them my ultimatum. Armed with a highly dangerous azhl warhead, I told them if they gave half of their booty they would walk away with their lives. Unfortunately for them they had a captain of greedy proportions. On his order the disease infested pirates ran through the murky water towards me. Upon the charge a black smoke would begin to fill the room, slowly killing and choking out the pirates. Three pirates emerged from the black smoke with rags and masks over their uncared beards, one of those being the captain of the forsaken ship. They attempted to board our sloop with no luck and Velmir the gnome and I easily killed the two pirates. The captain showed his true cowardness by shoving his own men into our blades to get away from the fighting. In fear he hopped aboard his ship and slowly drifted away with his burning ship slowly slipping behind the horizon. The Hunt For The Bottom Feeder [!] A scribble could be seen under the text and would be clear that a skilled artist had drawn it. For the cowardice that was put on display by the bottom feeding pirate and the brutal killing that he let happen to his men, he shall be hunted down on the high seas and chased back onto land where he belongs. Along with first mate Velimir I will sail the high seas with my trusty ship and sink all pirates aiding him and plunder their booty. Although the name of this pirate is unknown, he will be found via the vast pirate networks and shall be punished. As the superior pirate and the best pirate in all of almaris, it may come to shock you but me and first mate Velimir require aid for such a task and are looking for more skilled pirates to take on the land loving pirates. Gear and other weapons of mass destruction are also needed! Send a bird or monkey to Durin Hammerforge if you’re interested.
  18. Death of a Merchant An Artist’s depiction of the late Gildroc Goldhand It was on a mid-day stroll that Gildroc Goldhand found himself beset by two Human brigands; Pisspot and Robert, quickly captured without much fuss from the grumpy bureaucrat, angered that his work had been disrupted. He went with them, hoping that whatever they wanted would be resolved quickly, finding his possessions looted from his person much to the Dwarf’s chagrin. He was marched off to Oren, locked in a comfy cell beneath new Providence. Soon Duncan Vullier arrived, and the Dwed asked him his identity, learning that it was indeed the man who had started the war. He questioned his survival, having seen him die some years past at the hands of the Irehearts but was met with confusion from the man. The dwarf was then bought a piece of parchment, and threatened to sign it ‘or else he would be cut into little bits.’ The Goldhand of course refused, chuckling at the shenanigans of the Orenians. He told them they could kill him, and cited the great Algoda Frostbeard uttering the words ‘this changes nothing’ to his Imperial Captors. Incensed, the one named Pisspot who had aided in his capture shaved the Dwed’s beard much to Gildrocs horror, tying the remains of his beard in a wig on the Dwarf’s head while Duncan Vullier held him down. The humiliated dwarf was then marched out his cell, up into the Imperial City towards the Cathedral where he was forced down and ordered to repent before their heathen God. The dwarf again refused, shaking his head twice when ordered to do so, for he repented only to Armakak his patron God. Finally, the shaved Dwed was escorted out of the city, but not before further humiliation was incurred with the application of handy Dwarven shaving cream. He was then let go, the dwarf stumbling on his way back home. Anywho encountered him on the road, would have found a broken Dwed; a shadow of his former self. Once he arrived home, the dwarf approached his cousin Torsun and summoned the Goldhands to his Clan Hall, where he made his intentions plain that he intended to die to pay the price for the dishonour he had incurred by having his beard shaven. The dwarf settled his affairs, then departed with his kinsmen to talk to the rest of the Dwarves in the city square. In a rousing speech, the dwarf regained some of his spirit, as he called upon his fellow Dwarves to resist Oren’s attacks and re-iterated again the infamous Algoda Frostbeard's words ‘this changes nothing.’ The dwarf then turned away after hushed words with Axel Ireheart, departing. The dwarf soon re-appeared above the crowd, upon the palace roof in Kal’Darakaan. He soon stepped off, and in doing so took his own life. The Grand Steward of Urguan was dead, slain by his own hand. The Tungdilson was no more, some say he now dines in Dungrimm’s Halls.
  19. Da Dverga Ur Da Arakh Kadrin ᛏᚺᛖ ᛟᚱᛞᛖᚱ ᛟᚠ ᛏᚺᛖ ᚹᚺᛁᛏᛖ ᚨᚾᚹᛁᛚ +-={ ᛚᛟᚾᚷ ᛗᚨᛃ ᛏᚺᛖ ᛈᚱᛟᛋᛈᛖᚱ ᚨᚾᛞ ᛒᚱᛁᚾᚷ ᚨ ᚾᛖᚹ ᚨᚷᛖ ᛟᚠ ᛞᚹᚨᚱᚹᛖᚾ ᚲᚱᚨᚠᛏᛋᛗᚨᚾᛋᚺᛁᛈ }=-+ The great ancestors forging artifacts during their time, the relics of today. Greetings Khazadmar, I am Ulfar of the Kornazkarumm. Long have the crafters within Kal’Darakaan and the lands of Urguan slumbered, our work fading as the world around us evolves into a newer society of Umros and Elgus. Therefor, it is time we strike the anvil harder, let the ringing of steel and rumbling of stone pierce through our deep dwedic halls to remind Almaris, “The khazadmar kadre will not be forgotten”. Through study of the guild’s past lives, I have made modifications and changes. From the ashes of the old guilds, not just from Almaris and Arcas, but from every barimmar past, rises the guild of the White Anvil. Here, we as dwarves will work together to train and learn, excel at our crafts once more. Yrrommar are allowed to join the guild and work alongside the mighty Khazadmar, they will learn our ways and climb our ranks, but are blacklisted from specific rankings that are unique to the dwarves alone. Additionally, Yrrommar can graduate the guild with a form of certificate presenting their rank along with a stamp or sigil of approval from the forgemaster. These certificates are very important in validating the skill of the smith, should they be foreigners. ---------------------------------------------------------------------------------------------------------- Progression System Those within the guild must learn and adapt in order to achieve greater heights, This takes many years to learn and even more to master, but when they have learned all they have to learn within their rank, they may apply to climb to the next ranking where they will have to go through a set of trials so that we can see what they have learned and if they qualify to ascend. Chapters Chapters are considered metallurgy knowledge, Chapter of Iron covering the basic to advanced techniques of Iron smithing to Steel smithing. Chapter of gold being the same, and so on for every other chapter for any metal. As you learn and climb the ranks, you gain access to more chapters which in turn allow you to learn more advanced metals. Trials The trials are tasks given to young smiths as they ascend the ranks as their skills increase and their minds widen. The trials are based on the current rank the smith is in to see what they have learned throughout their time within it, made by the Forge Lord or any Forge Hand that hosts the trial. Should they fail, they can retake the trials after a stone week. New Forge Lords Should a Forge Lord step down or die, Yemekar’s pick or the Rhun Prophet will choose from the either the Forge hands or Forge Masters. In the case that the Forge Lord steps down, they may choose to apprentice someone in order to train them into becoming a Forge Lord. Payment Every labor will be paid at a minimum of 10 minas, though metalworkers seeking more pay should do orders/commissions which are paid at 20 minas minimum, potentially more if a commission says so. Some commissions will specify specific ranks required to be trusted to take the order. Such commissions will often pay higher. ---------------------------------------------------------------------------------------------------------- Hierarchy ((A key requirement to qualify for trials is to have a sustainable amount of rp throughout their time within the ranking. If there is an irl reason for inactivity, let us know. The more rp within the guild, the better.)) Forge Lord Lord of the White Anvil, the Forge Lord is in charge of keeping the Metalworkers guild active and training his apprentices in the many techniques of metallurgy. He is obligated by oath of Yemekar to spread the knowledge of the forge to worthy apprentices, and is given great respect for his service. Forge Hand Assistants to the Forge Lord and High Overseers within the Workforce as a whole, Forge Hands help oversee the logistics of the White Anvil. They are expected as well to be masters of forgework and able to serve as teachers, leading lessons. Forge Hands are offered a free office in the headquarters of the guild, as well as a personal anvil. The guild is willing to accept four labors from him. Forge Master A veteran blacksmith capable of crafting in virtually all techniques. Highest quality craftsdwedship is expected from a Forge Master, and they are given a personal anvil and corner within the facilities of the Workforce for their dedication. Forge Masters are paid 20 minas for their labors unless otherwise stated, and the guild accepts four labors from them. Chapter that you are opened to learning upon reaching Forge Master: Hammerer The standard blacksmith rank within the White Anvil, it is any blacksmith who has become adept at numerous chapters, and is capable of teaching it to aspiring Forgelings and Apprentices. Hammerers are paid 15 minas for their labors unless otherwise stated, and the guild accepts four labors from them. Chapters that they will learn before they can qualify for trials for Hammerer: Apprentice A novice blacksmith who is still learning many of the basic chapters of forgework, but is capable of making standard quality works. Apprentices are paid 10 minas for their labors unless otherwise stated, and the guild accepts three labors from them. Chapters that they will learn before they can qualify for trials for Apprentice: Forgeling An aspiring blacksmith with little knowledge beyond the concept of hammer and anvil. After their first dwarven quality craft, they may be considered an apprentice. Chapters that they will learn before they can qualify for trials for High apprentice: Initiation In order to join the guild, you must speak with either the Forge Lord, any Forge Hand or Yemekar’s pick in roleplay. Contacts Rhun Prophet Norli Starbreaker ---------------------- Yemekar's Pick Ulfar Starbreaker ---------------------- Forge Lord Nara Starbreaker ---------------------- Forge Hand Charsi Doomforged Hana Starbreaker ---------------------- Translations Khazadmar, Dwarves Yrrommar, Foreigners Kornazkarumm, Starbreakers Umros, Humans Elgus, Elves Reference https://www.lordofthecraft.net/forums/topic/82997-da-bak-kadrel-barimmar-~-the-great-smithing-guild/?tab=comments#comment-715879 Change Log:
  20. Festival of Armakak 9th of the Grand Harvest, year 60 of the SA Armakak, the God of Trade. An artist’s depiction of an ancient Dwarven hold. With the war becoming more non-existant and irrelevant every day, High Prophet Norli Starbreaker of the Da Kirkja Dverga has authorised initiate Gildroc Goldhand to hold a day of festivities, succeeding a pilgrimage to Armakak that shall be held a month before. A day of festivities, that shall honour the god of trade and ensure his presence is felt in the minds of the dwarves. A day of unity, of solidarity to remember at heart the Dwarves are a folk fond of seeking riches. A ceremony to honour Armakak shall be conducted before the start of the Festival, and after that is complete an open-market will be hosted within the Temple of the Worldmaker in Kal’Darakaan. Any dwarf, be they a Goldhand or not; may participate in the event. To secure a stall within the temple of the Worldmaker, please seek out Gildroc Goldhand or send him a letter before the day in question. Signed Initiate Gildroc Goldhand
  21. Frostbeard Tales II: Entering Khaz'A'Dentrumm A humble tax paying Frostbeard citizen went to the gates of Khaz'A'Dentrumm once he died, and at the same time the renowned Frostbeard Clan Father Rhewen had also ascended. Once the Brathmordakin were gathered Dungrimm sent for Rhewen Frostbeard to be let in, but forgot about the other Frostbeard, for his servants closed the hall, leaving him out, from where he heard the Clan Father’s cheerful reception of celebration, music, and songs. When all was silent, Dungrimm’s servants returned to the gate and sent the dwed in, who hoped that when he returned, the songs and music would be heard again, but everything remained silent. They received him with great joy, yes, and the souls of his ancestors went out to meet him, worse no one sang nor celebrated. Then he asked Urguan the ancestor of all dwed why there was no celebration for the humble dwed as for the Clan Father, and if there were the same differences in the realms of the Brathmordakin as there were in the Mortal realm. "No," replied the Paragon, Father of all dwed. You deserve the same appreciation for each other as dwed, and you will get the same share as the one who has just entered the delights of the Brathmordakin; but look, average dwed like you come here in the hundreds every day, while dwed like the one who just came in, hardly one comes from century to century. This tale is meant to be considered as a cautionary tale against mediocrity. A dwed must remember that at the end of their day the Brathmordakin will place a bid on them. Their ability to stand out among their fellow dwed will be imperative to receive a high bid by the Brathmordakin. Mediocrity is not bad, but if you follow the traveled path do not expect the same reward as the one who adventured and made their own. Eventually, these Frostbeards who could not leave their mark on the world will vanish to obscurity, with even the stories that talk of them forgetting their names. -Inkbeard [!] Depiction of Belka personally coming to take the Soul of a brave dwed to Kaz’A’Dentrumm
  22. Sigra Leikr’mar Victory Games Umri Gladiator’s fight for the entertainment of the Dwedmar Introduction In response to the overwhelming victory of the Tripartite Accord (Urguan, Haense, Norland and the Ferrymen) at the Orenian fort of Southbridge, and the subsequent conquest of the surrounding territories. I Gildroc Goldhand, Grand Steward and Gamesmaster of Urguan have decreed with the assent of Grand King Ulfric Stormcloak that Victory Games (Sigra Leik’mar) shall occur in the new year (59 SA.) on the 4th of the Grand Harvest. The format of the games shall be duels, team-fights (to be organised in groups of three) and a melee (free for all.). Prizes shall be provided to the winners of each game at my own expense. Any allied subject may perform in the games, provided they fulfil the requirements to do so as stated below. As a note, if you wish to participate in the team fights please arrange and form a group of three beforehand and inform me of your desire to participate. Requirements to Participate That you are of legal age pertaining to their race (i.e 14 if from Haense or Norland, or 50 if from Urguan). For Dwarves, that you follow the Brathmordakin faith and are not an Ironborn. Format of the Games Rounds of Duels and Team-Fights, and a free-for-all melee at the end. Invitations The following parties are invited to attend the Victory Games Sigismund III and the Kingdom of Hanseti-Ruska The Ferrymen Band Vane Freysson and the Kingdom of Norland Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Ulfric Frostbeard I Grand Steward and Gamesmaster of Urguan Gildroc Goldhand OOC Note: The Event shall begin at 4PM EST this Saturday (15/01/22) in the Urguan Grand Arena. Participation Form How to reach the Grand Arena
  23. A GRAND FEAST The sun rises and the sun sets, the day of undeniable doom for Philip III and his Kingdom draws nearer by the second and by the hour. When the day arrives the sons of Yavok, the kin of Urguan, the people of Haense and the men of the ferry will spill Orenian blood and achieve goals of justice, revenge and the reclaiming of honor done away by those who follow the “Holy” Orenian Emperor. The alliance of Kingdoms and Empires against a common cause has been repeated multiple times in history. But history is truly in the making and our names will be etched in history as we once more fight to bring down the corrupted state of Oren that has plagued our lands, wronged our people and dishonored our gods. With such an occasion, Clan Ireheart invites the various peoples of the alliance, from King to the common folk to feast, to drink and to bond for the fight to come. The Following parties are invited to Feast in the Temple of the Brathmordakin, in Urguan: The various vassals and peoples of Urguan Sigismund III and the Kingdom of Haense The Ferrymen Band Vane Freysson and the Kingdom of Norland OOC: Friday 4 PM EST. 12/31/21
  24. [!] A note weighed down by a wooden carving of a raven would be found in both The Braided Beard and the legion hall. scrawled on them in wiry handwriting would be the words "Consider this my formal resignation. Life in Urguan has become intolerable. War has turned decent folk into haggard old fools who would have no problem with chopping a brother's hand off if he were to poke you. Terminate my employment all you like. My house can be sold, I won't need it anymore. My axe left on my bedside can be kept as a memento, if you wish, I don't care. Urguan, who I believed were noble dwarves blindly waste resources and precious lives on a crumbling human nation. Answer me this: Are your losses worth it? Will you continue to think so when you crush Oren only to face Azdromoth's wrath? Was that not the point of the legion's activity? You lot have lost all sense. Apparently, it takes the eyes of a halfbreed to see the Grand Kingdom's own decline. I hope you lads are happy with your chosen path, because I know where it ends. Resolutely, Bori 'Orckin' Balinsson."
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