Jump to content

Search the Community

Showing results for tags 'forest dwarf'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Categories

  • Rules

Categories

  • War Guidelines

Categories

  • Systems

Categories

  • Safety

Categories

  • Player Conduct

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

  1. The crunching sound under his feet brings Tuzic to his senses - the forest dwarf stops, and takes in his surroundings… A thick pine forest extends out in every direction, and shadows are cast throughout the environment as the midday sun struggles to peek through the branches. He looks down, and sees the source of the sound - the forest floor was strewn with thick brush and ferns, along with thriving mosses that blanketed any spot they could. Tuzic stood there for some time in silence, his eyes gazing between the trunks of the trees that enveloped him - he was looking for a sign… Though - nothing comes. He can’t help but notice his heart thumping loudly in his chest as he decides to trudge forth through the dense undergrowth. “Kozrol?” Tuzic asks into the forest in the ancient dwarven language. He continues wading through the sea of flora, but the only response he receives is the singing of the birds and the chirps and trills of the many insects that call the woods their home. Up ahead though, a clearing catches his eye through the branches. Tuzic lets out a sigh of relief as he finishes his trudge over to the grassy clearing, he walks out to its center to catch his breath. A smile crosses his face as he feels the warm sun beating down on his skin - but early into his moment in the sun, a chill runs up the forest dwarf’s spine… The birds weren’t singing… The insects were gone. It was silent. A bloodcurdling scream cuts through the forest “PA! HELP MEH!” “MAEVEN?! WHERE ARE YE LUV Oi’M ‘ERE!” Tuzic calls back in desperation at the sound of his daughter’s voice. Though his calls were answered only by the voice of another… “TUZIC WHERE ARE YE?” called the familiar voice. “GAREDYN ES T’AT YE? GAREDYN WEH WILL FIGHT ET TOGETHER COME TO MEH!” he calls back to his clan father in his strong dwarven accent… and again no response. The screams echo in Tuzic’s head as around him the forest quickly grew dark. His feet feel glued to the center of the clearing as the screams of his family and friends overlap - a cacophony of fear that seems to come from every corner of the darkened woods. “WHERE IS RENNY?” yells Crera. “TUZ? THEY’RE HERE.” shrieks Hana. “RUN!” shouts Erik. “T’EY GOT MEH GUILD!” Bodhi bellows. “THA FAE TREES!” Khazaefron screams. “CHIEF??” Thedmar calls out. “HELP US!” Cries Onora. The forest around Tuzic grows darker and darker as he sees flashes of movement darting through the trees… and he still can’t move. His eyes are drawn to the sky as the forest goes black. A total solar eclipse now hangs in the sky above him - the blazing celestial ring burns his eyes… though he doesn’t care. He understands. “Thyokk, kvinn eron anym.” he mutters. And with that, Tuzic returns from his vision… the forest dwarf breathes heavily and sweat pours down his face as he sits cross-legged in his cramped and overgrown cavern shrine. Roots and mosses creep through the stone, while small brown mushrooms peak through cracks here and there. The small cavern was silent… disturbed only by the occasional drip of water off the stalactites. The well-practiced seer of Hefrumm took time to steady his mind and his breath in the peaceful place before he began his climb to the surface. Symbols of the Brathmordakin line the cavern walls, and Tuzic mutters a prayer to each as he passes. A puff of spores is illuminated in a cloud as Tuzic stirs the air - clambering out of his hidden shrine. He coughs a bit before taking in a deep breath of fresh air and heading to Hefrumm. The Council of Seers must know of such an omen.
  2. The Epiphytes of the Green Collective History The Epiphytes of the Green Collective where the founders of the order in Hefrumm. In 1742 of the First Age the Folk Council of Hefrumm created the Green Collective pushed by the Epihytes of Hefrumm and other Fae related beings that were living in the village. From the start the epiphytes led the organization as they were seen by the community of Hefrumm as dwarves that were chosen by Anbella to be part of her natural realm. Through the years the epiphytes of the Green Collective grew and prospered, creating families, achieving political ranks in the village, and becoming leaders of dwed. The creation of the Green Collective enabled the legal recognition of epiphytes as dwarves in the lands of Hefrumm, something that years later would lead the wider Urguan to also declate Epiphytes born as dwarves to be dwarves. During the war against the Inferi the first dwarves to lend their assistance in the fight against the Khorvadic spawn were the epiphytes of the Green Collective, despite the Inferi flames being more of a danger to them than any other descendant. While the Green Collective has never shied away from battle the way of Anbella teaches them to seek a diplomatic bloodless resolution and only wage battle if diplomacy has failed. Because of their association with Anbella and the fact that some epiphytes are among the oldests members of Hefrumm they tend to serve as keepers of knowledge and culture, with those that do so becoming Seers of Hefrumm. After the Green Collective the Seers of Hefrumm is the order of the forest dwarves with the most epiphyte members. On the opposite side outside the forest dwarf lands there are a couple groups which declare strongly their opposition to epiphytes, with their members believing a variety of things that trigger their hatred for epiphytes, especially epiphyte dwarves. Despite these challenges epiphytes of the Green Collective have been able to reach positions of prevalence even in Urguan, with the Prophet of Belka and Anbella having been an epiphyte, and the daughter of Grand King Garedyn the Emerald also being one. [!] Depiction of Maggie Cottonwood, former Chief of the Cottonwood Clan. Culture Dwarvenhood and Epiphytehood The Dual identity of being dwarves and epiphytes brings honor to members of the Green Collective. Being a dwarf is already generally considered by the dwarven race as being the chosen people by Yemekar to keep his balance, which is an honor that all dwarves value greatly. At the same time being an epiphyte that believes in the Brathmordakin gives the foresters the sense that they have been chosen by Anbella to become epiphytes and hear her call in the call of nature. [!] Depiction of a dworc epiphyte. Caretakers The Green Collective views itself as the protector of the natural balance of Anbella, which is the organization's objective at all times. Because of this, the matter of politics does not matter unless it is to achieve said aim. Wards Foresters have a close connection to all beings of nature, they share fraternal care for other epiphytes as well, even if they do not believe in the Brathmordakin. These epiphytes are viewed as beings that need to be taken care of as they are often unable to perceive Anbella in the call of nature. Wards that are able to hear Anbella in the call of nature and generally worship the Brathmordakin and seek to help the dwarves attain Anbella’s and Yemekar’s Balance are considered members of the Green Collective. [!] Depiction of Fae creatures Cultural Mixingpott Due to it being composed entirely of epiphytes the Green Collective cannot reproduce more members through the matting of their members. Instead, the Organization relies on epiphytes, especially dwarves joining. This results in the accumulation of cultures from various clans. Cultural diversity is not seen as something wrong, rather it serves to reflect the wider nature and Hefrumm itself which like the Green Collective envelops multiple cultures united through a uniting characteristic and belief. Religion Epiphytes of the Green Collective are dwarves and pious ones at that. The order like any other order of dwarves follows the dwarven Brathmordakin and the moral codes of each of the Brathmordakin depending on their trade. Due to most members of the Green Collective being forest dwarves the style of faith of the forest dwarves is prevalent in the way the members of the Green Collective practice the faith, focusing mainly on traditional forest dwarf rituals as seen in Hefrumm. Like all dwarves of Hefrumm the Green Collective members have a close connection to the seers, members of the community that serve as advisors and teachers on matters that relate to culture, history, and religion. [!] Depiction of High Chief Karl Blackroot doing a Seer ritual. Yemekar’s Balance Yemekar’s Balance is an important concept for the dwarves. It is in a very real way the essence of their existence, this applies to all organizations created by dwarves like the Green Collective. According to the dwarves it is their duty to achieve and protect Yemekar’s Balance. This means that it is the duty of the dwarves to ensure that creation remains in order in accordance to the will of Yemekar by following the teachings of the other Brathmordakin to be able to achieve the broader balance. Anbella’s Balance Apart from Yemekar’s Balance another important concept to the Green Collective is Anbella’s Balance. Anbella’s Balance is highly important to the forest dwarves and it is seen as an essential section to be able to achieve the broader Yemekar’s Balance. Anbella’s Balance stands for the balance of nature in accordance to Anbella’s teachings and hence in accordance with Yemekar’s will for creation. Chosen of Anbella It is a common belief in the Green Collective and in the larger forest dwarf culture that those dwarves that become epiphytes have made a pact with Anbella where they serve her and dedicate their soul to her. In this process Anbella claims the soul of the dwarf and takes it to her realm directly after the death of the dwarf, ensuring the dwarf that in the after life they will go to Anbella’s realm and not any other Brathmordakin. Epiphytes also hear the call of nature, something that epiphyte dwarves of the Green Collective interpret as Anbella’s call. Because of their belief of dwarves being chosen by Yemekar to keep the balance they view their interpretation of the call as correct interpreting any Fae related thing as somehow being subjugate to Anbella’s will. This perception of the Fae has allowed multiple dwarves of the Green Collective to become druids, and to befriend elves and other groups that revere the Fae. [!] Depiction of epiphytes of the Green Collective. Ranks and Organization Wanderer Dwarven epiphytes that do not play a formal role in the Green Collective are classed as wanderers, due to their position as dwarves and citizens of Hefrumm and/or Urguan they receive full protection, representation, and vote from the Green Collective. Pupil A pupil is an Epiphyte that has decided to learn the teachings of the Green Collective, this includes the teachings of the Brathmordakin, the role of the Epiphytes in Yemekar’s work, and the protection of the Balance of Anbella. Mentor Mentors are those that have learned the teachings of the collective and are able to pass on the knowledge to new generations. Mentors have the ability to vote and run to become Chosen. Chosen The Chosen is the elected representative of the Green Collective, they represent the collective in official meetings with other groups and institutions. [!] Depiction of a Wanderer Epiphyte. “Ranks” outside the organization Outlander Epiphytes Members of other epiphyte communities are considered outlanders. These epiphytes are granted the support and council of the Green Collective as despite not working for the goals of the Green Collective their goals do not go against the Green Collective’s own. Wild Epiphytes Wild epiphytes are those epiphytes that do not believe in the Brathmordakin and do not belong to any epiphyte community. These lone epiphytes are protected by the Green Collective as they can be educated to serve a neutral or positive role in Anbella’s balance by stopping them from becoming feral. Feral Epiphytes Feral epiphytes are those that broke away from Anbella’s Balance and serve a Khorvadic corruption of it. The most wellknown examples of feral epiphytes are those that serve the september prince. [!] Depiction of a Feral Epiphyte. Previous posts of the Green Collective The Green Collective Act : https://www.lordofthecraft.net/forums/topic/196376-the-green-collective-act/ The Green Collective: https://www.lordofthecraft.net/forums/topic/204297-the-green-collective/ [Interested in becoming an epiphyte? Interested in joining the Green Collective? Message me in discord at: mateolog. You can also try to join the Hefrumm discord if you are interested in joining the community: https://discord.gg/tZyec7JTU ]
  3. Hefrumm Scripts & Dialect History Throughout the Exile of Gloin, his children have been split from each other, resulting in the teachings of Gloin, Urguan and the Brathmordakin being scattered between many different tribes and clans. Many of these groups, due to their nomadic nature, did not have the ability to develop typical methods of recording knowledge, instead, they passed on these teachings through oral traditions. With these strong oral traditions, the grammar and vocabulary of the original dwarven language were preserved, with some minor dialects being present. However, variant alphabets were developed, while using the grammar and vocabulary of Old Dwarven, in order to record the collective knowledge of Gloin. Simple Ogradhamic - Gloin Tounge The Hefrumm people, naturally, speak with slight variation in accent and vocabulary compared to their mountainous and cavernous brethren. However, due to many years of living together since the first establishment of the polity of Hefrumm, the more extreme changes have grown milder. This parallels other cultural developments such as the adoption of currency to pay taxes to dwarven kingdoms. The Hefrumm accent tends to make one’s speech more flowing and smooth. This is believed to have come as a result of a strong culture of oral tradition and retelling of stories, in which the Hefrumm accent allows for more rhythmic retellings. The Gloin Tongue differs only slightly in terms of grammar, in comparison to Old Dwarven. Negation Old dwarven negation features simply the suffix un- in front of a verb. Gloin Tongue features another negative prefix for emphasis. Negation (simple) - un + verb Negation (never) - rahm + verb This differs from the adverb Nuf (never) in dwarven, and is used normally in storytelling to denote and emphasise the sheer devotion of a particular protagonist, or used in making oaths. E.g: da Enn’Hefjor'az rahm’ogdaros - The bear will never betray - the (present suffix)+bear+(verb suffix) (never negation)+verb The Gloin Tounge uses the Simple Ogradhamic alphabet, which is a variation of typical dwarven runes, allowing Hefrummo to write easier upon wood, leaves and paper. It is seldom known by Hefrummo. ኣ ብ ች ድ አ ፍ ግ ህ ኢ ጅ ክ ል ም ን ኦ ፕ ቅ ር ስ ት ኡ ቭ ው ኽ ይ ዝ Complex Ogradhamic - Seer Staves The Seer Staves is a complex form of writing that completely diverges from the typical runes associated with dwarves. Also known as Complex Ogradhamic, it actually predates the Simple version, since it was developed out of necessity by Hefrumm Seers during their continuous periods of prosecution. It is only known by the Seers of Hefrumm, and it is simply a different, yet hidden way of recording Old Dwarven and Gloin Tounge. ᚆᚓᚂᚂᚑ ᚒᚒᚑᚏᚂᚇ Words Unique to Gloin Tounge Common Origin (C) - Words originated from a mixing of various Hefrumm peoples Treebeard Origin (T) - Words coined or contributed by Clan Treebeard Root Origin (R) - Words coined or contributed by Clan Blackroot, and their progenitors the Cottonwoods Mossborn Origin (M) - Words coined or contributed by Clan Mossborn Yrrommar Origin (Y) - Cognate or Loan words from non-dwarves Dwarven Origin (D) - A word from the dwarven dictionary Drinks Beer - Lenp Ale - Lonp Mead - Smolp Cider Dolp Wine - Yolp Whisky - Yump Rum - Flimp Vodka - Polp Swill - Yurk Animals Bear - Hefjhor (D) Boar - Torc (C) Deer - Feid (C) Skunk - Gsit (C) Fox - Rumadh (C) Bee, wasps, hornets, any insect that can stab you - Verokhatuul (C) Nature Sun - Arma (C) Sunlight - Armakan (C) Dew - Belk (C) Druid - Druai (T) Epiphite- Siobragh(R) Moss - Mozz (M) Misc Cousin - Coan (C) (Commonly used to refer to halflings) Emerald - Margaid (M) Essence - Breid (M) Soap - Shabin (Y) Tribal law - Vengryn-khrum (R) Kavir - Return Forest Dwarf Titles Hefruthrummaz - High Chief (R) Hefruthrumm - Chief/Clan Father (T) Seer - Rikeron'kirkja (R) Orondukrik - Smoke Lord (C) Fellow forest dwarf - Dasen (C) Traitor, outsider, foreigner - Aruetii (C) Warrior - Fægir (T) Gloin Tounge Phrases Good Morning - Narvak’oz Arma - Glory to the Sun You smell like a druid’s farts - Druai’asmong This drink is bad - vo’gsit vo’yurk - Skunk’s swill Dwarven Dictionary Encylopedia of the Dwarven Language
  4. Ready! Set! Pig Race! [source] To celebrate the opening of the Hefrumm Embassy in Bywater, and to honour the friendship between the children of Gloin, the Hefrumm Embassy shall be organising a street pig race in the streets of the Halfling village of Bywater. The celebration shall commence in the evening (30/01 6 PM EST), people shall gather around the centre of the village and participants will select the hog that they want to ride. The winner will be able to request a craft to be made for them for free, from the High Chief, Garedyn The Green! Warning Hefrumum is not liable for any hog-related injuries, though medics will be on the scene should a need arise. ((REMINDER EVENT IS AT BYWATER ON THE 30TH OF JANUARY AT 6PM EST))
  5. Further Infrastructure Act 5th Sun’s Smile SE 112 Article I - Entertainment Infrastructure Shops of more varied sizes are to be constructed in areas of high traffic in Hefrumm. Alongside this, a new fighting arena, club space, pig and olog riding areas are to be constructed. A new notice board is also to be put up. Article II - Private Land Requests to close off certain parts of land for private use must go through the Folk’s council. Requests will be decided upon on a case-by-case basis. Decorations are allowed as per common sense, and people may even put up a fence as long as there is no gate prohibiting free passage. This act applies retroactively. Article III - Industrial Infrastructure A new forge in a more central location will be built for the purposes of public metallurgy. Article IV - Fort A new fort to defend against Khorvad shall be built upon the lands reclaimed through Article II.
  6. Gloin Act 5th Sun’s Smile SE 112 All clanless Hefrummo are given the right to adopt the name Treebeard should they desire it. This is due to the fact that all forest dwarves are the descendants of Gloin Treebeard, and should thus be allowed to adopt the name. This act does not give the right to anyone to declare themselves an elder of clan father of the Treebeard clan. Such matters must be handled in the usual fashion clans handle internal affairs. This act does not give one member to the clan, merely allows them to adopt the name.
  7. 01/01/2022 5th Sun’s Smile SE 109 ᛁᚾᚠᚱᚨᛊᛏᚱᚢᚲᛏᚢᚱᛖ Improved Infrastructure Act ᛁᚾᚠᚱᚨᛊᛏᚱᚢᚲᛏᚢᚱᛖ Article I - Roads The main road on the furthest end of the valley, leading to Hefrumm shall be raised and sealed. That area is to be converted into more housing so that dwarves can live closer to the centre of activity. Article II - Clan Halls Hefrumm Clans are to be allowed to construct their own clan halls within their cultural districts should they desire to. Due to the collectivist nature of Hefrumm, these clan halls will not be the private property of the clan and will remain under the jurisdiction of Hefrumm. Privileges such as private entry and others that do not impede Hefrumm’s cultural identity will be granted to clan halls. Article III - Cart A cart shall be arranged to deliver visitors and other children of Gloin to Hefrumm from near the borders of the kingdom, to facilitate the movement of people and the growth of Dol’Anym.
  8. 14/8/2022 20th The Sun's Smile SE 89 ᚺᛖᚠᚱᚢᛗᛗ Hefrumm Title Reformation ᛏᛁᛏᛚᛖ ᚱᛖᚠᛟᚱᛗᚨᛏᛟᚾ In order to better organise the roles needed in Hefrumm society, and to reward the honourable dwedmar, this proposal was accepted by the Folk's Council of Hefrumm. The following are not organised in order of authority. Current Roles: I - High Chief Leader of Hefrumm, nominated by the Chiefs of official clans of Hefrumm, elected by the forest dwarves. II - Clan Chief/ Father/ Other titles Leader of a clan. III - Thelur Advisor to the High Chief, appointed by the High Chief IV - Keeper of Hefrumm An individual responsible for maintaining constitutional integrity. Chosen by the High Chief, removed by the Chiefs. V - Steward of Hefrumm A forest dwarf appointed and removed by the High Chief to help manage the finances of Hefrumm in collaboration with the Grand Steward. VI - Seer A member of the Seers chapter of Hefrumm. VII - Primarch A leader of a Ring, appointed by the High Chief. VIII - Custodian A leader within a Ring, appointed by the High Chief or the Primarch IX- Chosen The elected representative of the Green Collective. Chosen by the members of the Collective. New Roles: I - Belka’s Breeder The horse breeder of Hefrumm, appointed and removed by the High Chief. II - Champion of Hefrumm Appointed through a martial contest, held by the High Chief.
  9. 24/8/2022 14th The Sun's Smile SE 92 ᚱᛖᚷᚱᛟᚹᚦ Regrowth Act ᚨᚲᛏ In order to better promote the development and growth of Hefrumm, infrastructure changes are needed. This should be done to facilitate the ease of assimilation for new peoples entering Hefrumm and promote the cultures of the different clans of Hefrumm. This act will propose the following articles to achieve the goals above. Article I - Civic Infrastructure More accessible and comfortable roads shall be built to help the movement of people throughout Hefrumm. A new entrance into the village will also be built over the Wooded Mountain Inn, to attract new migrants and tourists to visit Hefrumm. The Wooded Mountain Inn shall be converted into a Seer Temple or a Library or Both. Other structures not specifically mentioned by this bill will also be built as necessary to facilitate the improvement of civic life. Article II - Defensive Infrastructure Natural defences such as boulders and logs will be placed around Hefrumm in order to aid in the defence against attacks, such as by Wendigoes. These structures are to provide functional use such as defence and others, and they must not impede the natural sensibilities and aesthetics of Hefrumm. Article III - Cultural Infrastructure For the sake of promoting the culture of the clans of Hefrumm, in order to promote cultural diversity, distinct landmarks/vegetation/houses/etc shall be placed around Hefrumm based on the themes of Hefrumm clans. Article IV - Authority Authority for the construction of these buildings shall be given to the current High Chief, Garedyn the Green and the Ebony Beaver Ring.
  10. Qrue would Take some Parchment and a Quiver and think deeply before he starts to write down his Final Words. When I think back on my long life I sometimes wonder upon all the things that went down, as I sit here writing down my Final Tale I wonder what would be relevant and what really mattered. Was it the beginning of living a normal life like any other watching everyone around me having the times of their lives all for it to be taken by decease, death, loss… Losing my Mother was hard on all of us. I attempted to pick up where she left off, to heal the sick with herbs we had found from the forest but those herbs did so much more than heal wounds. The potential was limitless. They could make us feel really good. Perhaps it was the time when I was so high I accidentally had my Brother Qrarm killed by my own hands. Rather than face my consequences, Face my Father, I ran, Hid for so long, From days to weeks, weeks to years, years to decades. Consuming my creations of herbs, forcing myself to forget what I had done, Losing myself wandering the long distant lands until I was completely Lost.I was so lost that I had forgotten my own name. The only name that stuck in my head was that of my Brother so I took it for myself, I named myself Qrarm. And yet with all that loss and forgotten I was found after so many secluded decades I stood before another Dwarf, Bjor Cottonwood. He took me to his village where more of our kind resided. Bjor offered me a Home to live in, a place to create my creations of herbs in peace and share them with others within the village. In time I formed The Huff n’ Puff and the Puffden. All seemed well in the world and yet… Death Followed. I followed within the deep Caverns of Urguan. Perhaps I could’ve been of help but the caves were dusty, I sneezed. The Creatures, Cave Alars awoke and bit a few Dwarves, Bjor stood his ground while we escaped that cave. Was it my fault, My sneeze that had awoken those beasts. It was never mentioned within the History books. Nonetheless I Lost it once again seeing Bjor die took me back to the time I got my Brother killed. I wanted to forget, I had to forget… I spent a week within my home, consuming and smoking so many Puffs. forgetting it all without a care in the world. I even forgot my own name again, I named Myself Qrue after that time. Time went off its normal course once again Like I was reborn, Met new Dwarves, Meeting Beorn felt familiar. I looked upon the petrified corpse of Bjor Cottonwood with a strange feeling but I could not remember why the Stories Told of this Paragon Bjor felt me with excitement and sadness without really knowing why, Sometimes tears would form I assumed that was just normal after all it was usually Karl that told them with great detail. Of Course when you think all was fine, Khorvad starts knocking. The ground shook, Fire spread… I awoke Alone, Broken Arm, Half burned. How much time had passed? Where was I? Who was I? Oh I remember… Qrue. This time I did not forget my name but why was I alone, I had slight head trauma. With the few Medical lessons I remembered I patched myself up, Gathered some things and went on another long lonely wandering path. Eventually found a ship to rescue those who have been left behind like myself, I kept to myself throughout the whole journey. The ship docked on some new land unfamiliar to me. I gathered my belongings and continued on my journey. My arm battered and broken started to hurt really bad, I found a secluded Doctor, tat insane perhaps but he told me I could die if I kept my arm like that and offered to chop it off but, He had that bloodlust in his eyes so I told him I’d think about it and left him be. Still thinking of what The doctor said I built a small form of guillotine with an axe head stuck to a few rocks hung from a tree, I prepared a fire with a steel pan on top to burn close the wound after… Let's just say I was successful and It hurt allot for a week or so. I had some herbs to help with the pain. I spend a few years wandering the new lands of Almaris hoping to find my kin amongst the trees only to realise I went the opposite way and landed a city with elves, they gave me directions to New Urguan once I arrived I was met with a Familiar face that of Beorn Cottonwood, I lived within the Puffden for a while before I picked a home that suited my needs but once I did I had finally decided to start a healing process of the mind while retaining my Puffden duties. I spend most of my time travelling, reading books from libraries. From the things I’ve studied I created other things like a prosthetic arm with little cabinets filled with many useful things, To replace my missing arm. Once again years passed by like it all was right in the world. Yazmorra was the Chief at the time. We've made a fairly interesting friendship, Both shared an interest in Puffs and other narcotics. I joined the Seers with Ogradhad as my devotion. Through many meditation weeks I started to remember my past, who I really was and what I had done… It almost broke me but I kept true to myself. I wanted to move forward from it all and I did. It helped me become the Dwed I am now. When Yazmorra’s husband Levian’Tol became High King of Urguan, Yazmorra was destined to become High Queen so a new High Chief of Hefrumm was required, I offered myself in attempts to extend my Puffs to more places however while I had kept Hefrumm’s image intact I did not achieve any of goals I wanted, I had hoped Yazmorra could guide me more but her Queen duties kept her busy and when we all needed her most she vanished. It was hard but I waited until a new proper candidate could take my place and before long Celeste’Tol Daughter of Yazmorra and Levian came along. I trained her in all she needed to know and even when the Crown was placed upon her head I stuck around if she ever required guidance from me. Even if Celeste was Chief it felt more like we still ruled together for a long time until it was no longer needed. And once more all felt good. Decades passed, Life went on, Dwed came and went, Old familiar faces vanished and became new ones then some of those new ones vanished. Like an endless Cycle. Now here I am a Familiar face soon to vanish. My only Hope is that my Legacy of the Puffden will live on as long as there are Dwed in Hefrumm and consuming those Fantastic Puffs, My Lives work. I Thank all those who have talked to me throughout the decades of my Living Life. May we meet in The Halls of The Fallen. Qrue would take one last hit from his Hookah and meditate one Final time. Within his vision, Dungrimm would enter his home as The Lord extends his hand Qrue would finely accept the invitation with a smile. Qrue would let out his Final Breath as his soul would leave his corporeal form and follow Dungrimm to The Great Halls! Qrue Grasswhistle would succumb to his illness of Lung Cancer at the age of 422 on The 6th of The Ember Cold, Year 105 of The Second Age
  11. Hefrumm Writing Contest! To all denizens of Almaris, pick up your book and quill and start writing, for Hefrumm is holding a creative writing contest to celebrate the Grand opening of its brand new library! Bring your best writings to the contest inside our beautiful new library, and win minas if you finish in the top three! Come show your prowess with the quill, intermingle with fellow writers from all across Almaris, collect prizes, and help contribute to the library's collection! Rules *Write your Entries in a book and quill, even if its short in length. * Any type of creative writing is acceptable for the contest, whether you wish to write a poem, any kind of fiction story, a song, or any other creative writing piece. *All books submitted will be added to the Hefrumm library’s collection. (Don’t /edit sign your books before the contest, that so copies can be made.) *While the citizens of Hefrumm appreciate scholarship, for this contest text books, and other books that simply list information will not be included in the contest, but may be submitted to the library for addition to the collection. *Try to keep your writings to around 30 pages or less. If you go over a bit that's okay but keep it shorter so the books can be evaluated during the contest! (If you can't be at the competition at the scheduled time, drop off your book with Tuzic Mossborn , and your entry will still be considered!) Prizes * 1st Place: 300 minas * 2nd place: 200 minas * 3rd place: 100 minas (Honorary mentions will receive a reward of 20 mina!) Date and Time: Friday, November 18 4pm EST Location: In the library, located underneath the Hefrumm Tavern.
  12. 6th Snow Maiden, SE 102 09/11/2022 ᛖᛗᛒᛖᚱ Ember Alliance ᚨᛚᛚᛟᚨᚾᚲᛖ Article I - Protection Should a threat be posed to the village of Hefrumm, the Irongut Clan is to mobilize for its defense. In return Hefrumm will provide logistical and other support to Ember. Should a threat be posed to the Irongut Clan, Hefrumm will mobilize its own forces and provide logistical support, as well as refuge for any willing Irongut in Hefrumm. Logistical support is defined as trained medical personnel, food and drink and weaponry. Article II - Voting Union Hefrumm, the Grimgolds, the Doomforged and the Ironguts will form a Voting Union. This voting union shall be led by Garedyn The Green. The Chief’s Council, the leadership of the Grimgold clan, the Doomforged and Ironguts can decide to elect other representatives in the future. Should enough votes be given by the Ironguts to expand the unions vote count, they may also add an additional representative. This voting union will be known as the Ember Union. Article IV - Recognition The Irongut Clan will officially recognise Epiphyte Dwarves as the Dwarves they are. Article V - Amendments This agreement can be amended should the signatories agree to it. Article VI - Termination This alliance may be formally terminated by the Chief’s Council or the leadership of the Ironguts at any time, provided both parties meet and discuss the termination of the alliance first. If an agreement cannot be made, the termination shall be allowed to occur. Article VI - Renewal The Ember Alliance must be reviewed and renewed every ten years to affirm it is continuously beneficial to both parties. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Grand Steward of Urguan, Grand Admiral of Belka’s Fleet, Prophet of Yemekar, Seer of Hefrumm, Yemekar’s Pick, Lieutenant of Dungrimm’s Legion. Mao Blackroot, Chief of the Blackroot, keeper of the constitution of Hefrumm, seer of Hefrumm, Prophet of Belka. Alaric Grimgold, Lord of Tal’Tagar Tazarak, Clanfather of the Grimgolds, Grandmaster Blacksmith of Urguan, Prophet of Dungrimm, Legionnaire Veteran, “The Black Beast of the Pale Bridge” Charsi Doomforged, Clan Mother of the Doomforged , Clan Mother of Irongut.
  13. THE CELEBRATION OF HEFRUMM’S FOURTH STONE YEAR ANNIVERSARY To celebrate the 4th stone year since the formation of the tribal and clan Confederation of Hefrumm, the great unification of the forest dwarf people, a feast shall be held on this day, along with other events to honour the works and great sacrifices of our fellow dwarves that allowed us to be here today, thriving and united. Paragon’s Blessings The celebration shall commence at midday (06/11 3 PM EST), people shall gather around the petrified Paragon Bjor and ask for blessings. The ceremony will be guided by the Seers of Hefrumm. Great Feast After the blessing ceremony, a feast shall be hosted in the great throne room of Hefrumm, telling stories and drinking merrily! Almaris Jousting Tournament Hefrumm shall join Urguan in participation in the Almaris Olympics Jousting competition, (4 PM EST) where forest dwarves can enjoy themselves with other descendants from across all of Almaris Continuation of the feast and Gifting Ceremony After the jousting tournament, the forest dwarves shall reconvene once more at the throne room of Hefrumm to present the Crown of the High Chief with new gifts, to be passed down to future High Chiefs. During this event, people shall regale each other with stories shared between Hefrumm since long ago. ALL ALLIES AND FRIENDS OF HEFRUMM ARE INVITED Warning Fighting is allowed in Hefrumm as long as it is tolerated by the chiefs of Hefrumm. If there is a disagreement on whether it's tolerated or not the word of the High Chief will decide. When participating in contests of strength or drinking games the participants put themselves in harm's way, Hefrumm, its institutions and clans are not in any way responsible for possible injuries, permanent health issues, or death.
  14. Forging a Path Home | ᚠᚬᚱᚴᛁᚾᚴ ᛅ ᛒᛅᚦ ᚼᚬᛘᛁ “Ah finalleh made et, ma.” “Where did you go?” “Urguan, tae find our kin. Tae join th’ dwed ahn tae start new there.” “Do they treat you right?” “Aye, they do. Ah found everythin’ ah coulda wanted.” It was a day for reflection, as the dwarven woman toiled deep within the forge of her clan hall. In recent years, the blessed space of Yemekar had become her second home. One of which she created in, trained in and taught in. As hammer met steel, Ealisaid pondered the last few years she had resided in the dwarven capital. Five, or even six years had passed since she had first stepped foot into the mountain, and had began to make her home in Hefrumm. What a change it had been. She’d had no expectations of what was to come. How she had been surprised. “Who did you meet?” “Evereh one. Bakir, Garedyn, Tuzic, Agnar, Briga. So maneh differen’ dwed.” Ealisaid forged on. The heat of the fire and the physical toil of crafting brought sweat to her brow, but that was nothing unusual. The flame warmed her heart, and it gave the dwed woman a sense of home. She quickly lost track of time as she recalled her introduction to Urguan, to the people she now called kin and family. “What is it you do now?” “Ah smith, ah create. Buh ahm a wife too now.” “Yemekar bless your work, Anbella bless your home. ” *Tink* *Tink* *Tink* The metal atop the anvil finally began to resemble something of use. A blade of some description formed with each strike of the hammer. Once she was satisfied with the shape, Ealisaid took pause. She removed her gloves and found a towel to wipe her face, and she made her way up the stairs of the forge. There, she overlooked the crafting area. The anvils and fires - everything a dwarf needed to create masterpieces. But the forge was not only its equipment. As she leant forwards on the railings that ensured she did not fall, she gazed forwards at the figurehead carved into the stone. Yemekar. The Maker. “None ef this woulda been possible wi’out ye, ma.” “None ef et woulda been possible wi’out Garedyn.” “Ahn none ef et woulda been possible wi’out Yemekar.” Ealisaid gripped the railings, and she bowed her head deeply. She offered a silent prayer to Yemekar and to Anbella. In thanks for their guidance, their wisdom. Their strength. Resonating along with the dwed womans prayer, echos of a long since lost soul joined her. “May Yemekar be the reason you continue creating. May he be with you in each craft, and may he protect you on your way. May Anbella bless your marriage, and your family. Your home and hearth will be warmed with her grace.” “Thankye, ma.”
  15. 5th Malin’s Welcome 13/10/2022 ᚺᛖᚠᚱᚢᛗᛗ Trade of Nature and Silver ᛊᛁᛚᚢᛖᚱ ᛊᛏᚨᛏᛖ Today marks a special day, with this document, the signatories: The Silver State of Haelun’or and the Village of Hefrumm agree to establish tax free trading stalls in each others respective territories, for the sake of providing adequate trading opportunities for each group. Signed, Kaelan Maeyr’onn Okarir’tir - Silver State of Haelun’or Seth Calith Maheral - Silver State of Haelun’or Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Seer of Hefrumm, Grand Steward of Urguan, Lieutenant of Dungrimm’s Legion, Grand Admiral of Belka’s Fleet, Prophet of Yemekar, Yemekar’s Pick. Mao Blackroot, Chief of the Blackroots, Keeper of the Constitution of Hefrumm, Seer of Hefrumm, Protector and Representant of the Cottonwood Clan, Chosen of the Green Collective, Wayfarer Captain of The Grand Navy.
  16. The Wedding of Hunters On a warm spring night, Bodhi Cottonwood brought Yura Cottonwood to observe the beautiful valley of Hefrumm, upon the giant snail of Knud. Bodhi and Yura, both great hunters of the Cottonwood Clan, shared a great passion for the art of the hunt, and over many years their hearts grew closer together. Bodhi Cottonwood sang a most beautiful ballad to Yura, finally expressing his feelings for her, which Yura greatly reciprocated. When Bodhi proposed, Yura gladly accepted. To celebrate this fantastic union, a wedding ceremony in Hefrumm will be held on soon [OOC: Saturday 15th October, 1 pm est] in the great meeting hall of Hefrumm. All those who wish to congratulate the couple are allowed to come.
  17. 02/10/2022 14th The Grand Harvestm SE 96 ᚺᛖᚠᚱᚢᛗᛗ The Great Fishing Accord ᚠᛁᛊᚺᛁᛜ ᚷᚢᛁᛚᛞ The establishment of a local branch of the Fishing Guild of Almaris in Hefrumm shall arrange itself according to the articles below. Article I - Land A tax free building shall be provided to the Fishing Guild of Almaris near a body of water for the purpose of storing fish and for organisation. Article II - Distribution Fishing Guild of Almaris will provide ¼ of their catch to the village of Hefrumm, for the sake of feeding the people. Article III - Leadership The leader of the branch will be appointed as Custodian of Fish in the Ring of the Topaz Boar in Hefrumm. This means that the Primarch of the Topaz Boar will be able to discuss changes to local organization with the branch manager. The Primach of the Topaz Boar can appoint new leadership for the branch position with the permission of the Leader of the Fishing Guild of Almaris. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Primarch of the Ebony Beaver Mao Blackroot, Chief of the Blackroots, protector of the the Cottonwood Clan, Primarch of the Topaz Boar Cassio Bishop, Lord of Sudwin, Grandmaster of the knights of Hyspia, Harbourmaster of The fishermen of Almaris
  18. 9th Malin’s Welcome, SE 91 01/09/2022 ᚺᛖᚠᚱᚢᛗᛗ Kindred Spirits Treaty ᚢᛁᛊᛏᚢᛚᛟᚨ The people of Hefrumm and Vistulia share many of the same beliefs and principals. To bolster the friendship between these two peoples, this treaty has been created. Going forward Hefrumm and Vistulia shall be referred to as the signatories. Article I - Acknowledgement Vistulia hereby acknowledges Hefrumm’s constitutional rights to its lands and its autonomy, and Hefrumm will acknowledge Vistulia’s sovereignty. Article II - Friendship The signatories also acknowledge each other as friends and thus shall enter into a non-aggression pact with each other. Article III - Trade A vessel shall be organised to sail from Vistulia to Hefrumm, in order to facilitate trade and tourism. Each settlement is also allowed one free stall in each other’s land. Article III.A - Trade Building materials and woodworkers for the construction of the vessel shall be provided by Hefrumm, the cost of startup of the ferry and its maintenance shall be majoritarily provided by Vistulia. Article IV - People Homes shall be made accessible in each signatories land to the people of the other signatory should they wish for it. Article V - Amendments This agreement can be amended should the two signatories agree to it. Article VI - Treaty This treaty shall end only when the Chiefs Council and the leadership of Vistulia agree to it. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Seer of Hefrumm, Grand Steward of Urguan, Lieutenant of Dungrimm’s Legion, Quarter Master of Belka’s Fleet. Mao Blackroot, Chief of the Blackroots, Keeper of the Constitution of Hefrumm, Seer of Hefrumm, Protector and Representant of the Cottonwood Clan, Chosen of the Green Collective, Wayfarer Captain of The Grand Navy. Grand King, Bane of the Orcs, Bane of Philip III Casimir Vilchyc, Piast of the Vistulian Clandom, Vodz of the Vilchyc clan, Uniter of Highlands
  19. Citizens of Hefrumm, If you are a dwarven epiphyte and have decided to dedicate yourself to Anbella’s service it is recommended you avoid the capital of our Grand Kingdom of Urguan. There has been threats made towards Epiphytes by Darek Irongrinder to ‘exterminate the heretics and those that harbor them.’ While this is also a threat to Hefrumm’s culture and those who respect it, these words themselves are not an immediate threat. The call is abhorrent and goes against the sanctity of dwarven life, we have no way of protecting our folk in the capital. We call for the rights that are given to our people in Hefrumm to be extended and recognised by the laws of our Kingdom. This however cannot be done overnight. Until then it is recommended for epiphyte dwarves to remain in Hefrumm and areas friendly to Hefrumm where their security is assured.
  20. *An old stack of parchment laid hidden within a clay jar in an unkown cave. As the lid of the jar was lifted the paper was exposed to the first light it has seen in hundreds of years. The light illuminated the dusty and worn out paper, most pages had been eroded by time, but most of the cover remained.* The Weight of a Leader’s Name -By Una Mossborn If a historian were to look through the history books of the Mossborn Clan, they would discover that all the chiefs, from the first chief Brak The Leafy to the latest Geraldine The Blooming , that they all possess titles in their names and that their clan surname is never mentioned, not in a single text. At most, you’ll see them referred to without their title. But this is the first misconception that even many forest dwedmar have about the Mossborn Lineage of Chiefs. They are not titles, but their full names. This is because the Mossborn believe in the power related to one’s name and duty. A Mossborn Chief-To-Be is normally named with Mossborn, or if the Chief-To-Be is a child, they are not referred to by any last name. Before the night of their ascension, they pray to a shrine dedicated to Anbella to receive inspiration for their title. This title reflects their character and their duty. A Mossborn Chief’s duty is always to stand by his clan, aiding and nurturing its members. Like how a name is a continuous reminder of one’s identity, the title is a constant reminder of their sacred obligation to take care of one’s people. Once one’s duty is over, either by death or retiring, they may choose to return to their old name, but they will forever be immortalised with their title. Though a title is inspired by the Brathmordkin, in the end it is still chosen by the Chief in question. It is extraordinarily poor form to pick a title that is too flattering, such as “The Mighty” or “The Wise“ as it goes against one of the core pillars of the Mossborn Clan, which is Humility. This new name must be linked to nature as well as Anbella is the patron Brathmordkin of the clan. Thus names such as “The Viney“ or “The Bear” are acceptable. Although typically a prayer is done to Anbella, it is not strictly forbidden to pray to other Brathmordkin. For example, Donachan The Cloudy prayed to Belka. What is strictly forbidden, punishable by exile, is a non-chief dwed performing the naming ritual for themselves. Such an act is a usurpation of the position of Chief and the belittling of the duty one must hold to the clan. It is an act of dishonour and disloyalty. To Conclude, a Mossborn chief’s title is not just a fancy thing to increase their prestige. It is their true name, an ever-present reminder of their obligation to the Brathmordkin and to the people of their clan. It is not something that is taken lightly in the clan.
  21. Addendum to the Hefrumm Economic Revisionary Act With the Hefrumm Economic Revionary Act signed by the former Grand Steward Dhaen Grandaxe and the former High Chief Celeste’tol, Hefrummos’ taxes are allowed to be supplemented by produce. Unfortunately, their act did not specify directions for many other economic activities in Hefrumm and was not legally certified by any council of Hefrumm. This proposal was approved by the Folk's Council, to address these issues and give legal legitimacy to the act. Article I - Stalls and Shops Stalls and Shops shall pay no tax in Hefrumm. Forest dwarves of the Hefrumm community will receive priority for shops over foreigners. Article II - Shop Activity In order to avoid the claiming of shops and then their subsequent abandoning, an Activity Slip will be implemented. If one wishes to open a shop they must acquire an Activity Slip from the High Chief or the Steward of Hefrumm. Every year, or stone week, the activity slip must be placed into the shop’s respective Activity Box, and then a new one shall be issued. No more than 3 activity slips can be given out, and placed in a single box at a time. Article III - New Stalls and Shops The Construction of new shops and stalls must be approved by the Chief’s Council or the Folk’s Council. Shops and Stalls constructed by the Golden Magpie Ring only need approval from the High Chief.
  22. The Rings Of Hefrumm Many of the castes of Hefrumm have fallen into disrepair due to a lack of people. This has led to the diminished resources available to the community, resulting in leaving of many forest dwarves. In order to provide for and reinvigorate the community, this proposal was created. Previously, the castes provided the materials and resources needed for Hefrumm’s sustainment, but as times have changed the needs of Hefrumm have also changed. Thus the castes, must also be reformed to account for our current needs. The Folk's Council has approved this reformation. Chapter I - Rings The Castes of Hefrumm into Rings, shall be renamed into Rings. This will provide a sense of inclusion. and reflect on the unified nature of Hefrumm. As rings form a part of a tree and tell its story, so shall our Rings form a part of our community and will showcase our culture. Chapter II - The New Rings The old castes shall be dissolved and new ones will be instated to fill their roles. The New Rings shall be: THE RING OF THE TOPAZ BOAR The Topaz Boar is a symbol of joy, abundance, hardiness and versatility. This Ring will be responsible for gathering food and resources. Previously, the industries of farming, logging, fishing, butchery, hunting and so on, were scattered throughout the different castes. This Ring will refocus the efforts of Hefrumm to gather the materials needed for its construction and to feed the forest dwedmar. THE RING OF THE IVORY SCORPION Determination, skilled refining, and purity. These are the things the Ivory Scorpion represents. Just as how the Ivory Scorpion refines pure venom in its tail, so will the members of this Ring refine fine alcohols, medicines and narcotics. All of which play major parts in the culture of Hefrumm. The Ivory Scorpion takes the raw materials of the Topaz Boar and refines them into more potent forms. THE RING OF THE EBONY BEAVER The Ebony Beaver is a master of creation, wise and prudent. The members of this Ring are responsible for supplying the tools needed for Hefrumm. From wooden buckets to metal armour, the Ebony Beaver does all. They also gather mineral resources. THE RING OF THE GOLDEN MAGPIE The Golden Magpie is symbolic of wealth and intelligence. Culture often spreads through the efforts of merchants, and thus members of this Ring as tasked with running the shops and forming caravans to other settlements, to spread and teach the forest dwedmar culture through our cultural exports and crafts, as well as earn the funds to help the community of Hefrumm. Chapter III - General Ring Hierarchy The Hierarchy of the Rings will be set up in a similar fashion to the previous castes, only with more roles in order to help manage the expanded functions of the Rings. High Chief - The High Chiefs retains the power to appoint and dismiss any leader of each of the Rings. If there is no one leading a Ring, the High Chief automatically assumes the position of its leader. Primarch - The leader of the Ring. They are responsible for the management of its members, the gathering of resources, the passing down of knowledge and hosting of events. Primarchs can ban members if need be, if they receive a majority support in the Folks or Chief’s council, or more simply the approval of the High Chief. If there are no Custodians, then the Primarch by default assumes those positions. Unlike the High Chief, a Primarch cannot hold more than one primarch position. The Primarch can also create new Custodians, with permission from the High Chief. Custodian - The second in command after the Primarch. There are usually multiple custodians within a caste, responsible for overseeing the various industries present within a Ring. The order of power for appointing custodians goes to the High Chief first and then Primarch. Member - Trusted individuals are allowed to harvest and use resources of the Ring freely. They are allowed into the Ring by any of the people mentioned above. Non-Members - People who are not officially members of a Ring need permission first from a Custodian or above to utilise the Ring’s resources. As per the Constitution of Hefrumm, the Folk’s Council holds the right to decide and vote on internal legislation. Ultimately, the people of Hefrumm remain the highest authority. Chapter IV - Specific Ring Hierarchy THE RING OF THE TOPAZ BOAR Primarch of the Topaz Boar An individual who excels in gathering resources, such as through farming or logging or hunting, with enough knowledge and wisdom to not overburden nature. They transfer their knowledge down to younger generations, teaching them ways to live off the land sustainably. Custodian of the Soil A Custodian whose specialisation revolves around the skilful and environmentally friendly extraction of resources, such as through farming, foraging etc. Custodian of the Animal Someone who is skilled in gathering animal products, through butchery, hunting or fishing, without damaging the local populations of such creatures. THE RING OF THE IVORY SCORPION Primarch of the Ivory Scorpion Skilled in the arts of brewing and drug-making, the Primarch of the Ivory Scorpion is a master pharmacist and brewer, knowing all the key ingredients needed to make their concoctions by heart. Custodian of the Brew An adept brewer, with knowledge of the most obscure brewing techniques, as well as a refined palate being able to taste the best and determine the best ingredients for their brews. Custodian of the Still This Custodian is intelligent and careful, able to determine with a glace of their eye the exact proportions needed for any given chemical. THE RING OF THE EBONY BEAVER Primarch of the Ebony Beaver An excellent smith and crafter in many different fields of art. A guide to the dwarves of Hefrumm in the ways of craftsmanship Custodian of the Ore A smith and miner, with refined skills in metalworking. They provide Hefrumm with the tools it needs to work and even defend itself. Custodian of the Earth A craftsman skilled in earthly arts such as pottery, woodcarving, and carpentry. They are tasked with promoting the culture of Hefrumm through their work, as well as logging. THE RING OF THE GOLDEN MAGPIE Primarch of the Golden Magpie A well-spoken person, which charisma and merchant skills. They travel to many different lands to sell Hefrumm’s goods, promote its culture, and return with finances to support the forest dwarf community. Custodian of the Shop A well-liked individual capable of inducing trust in others, they help run the shops of Hefrumm, and make sure the local merchants are not exploited. Custodian of the Caravan A hardy dwarf that can organise and create caravans to travel to distant lands. They must be resilient against the road while keeping their merchant charm. Chapter V - Resource Distribution As stated earlier, the goal of the Rings is to provide for the needs of Hefrumm. Though labourers' sweat shall not go uncompensated. Members of the Rings are allowed to keep whatever they gather, but they must give at least 1/3 of their work back to Hefrumm for communal use. Though even this will not go uncompensated, labour shall be compensated through financial or other material means, by the discretion of the Primarch. Chapter VI - Center of the Rings In order to promote unity among the hefrummos, and cooperation between the Rings, a facility shall be constructed or repurposed, in order to provide a meeting area for the members of the Rings, as well as a place where they can store the communal resources.
  23. The Mossborn has officially been made a clan of Hefrumm on the 9th of The Seed, Year 82 of the Second Age. ✤❈❃❈✤ General: The Mossborn clan has simple values. They stand for equality and equal opportunity amongst clan members, meaning all dwarven people have equal rights in the clan. Due to their troubled history they seek cooperation with other settlements and groups, looking to learn their cultures and integrate their styles into their own unique craftsmanship. The pillar values of the Mossborn Clan are: Honour, Humility, Harmony. Honour is a common value among many dwarves, for the Mossborn it means having value in one's self, one's clan, and their accomplishments. Although honour and humility may seem opposing values, they actually complement each other. Humility tempers the dwarf, keeping them honourable without being arrogant. The final pillar is harmony, which was hard learned due to turbulent past. To be harmonious is to be open and accepting of the differences of others, but it does not mean to be submissive. Harmony can only be achieved through mutual respect, if there is none then there is no point in placating the disrespectful. ✤❈❃❈✤ History: During the latter part of the First Age, Theodoric Grimgold, the progenitor of the Grimgold Clan, had discovered an uncharted island. He settled the island but a group of native forest dwedmar had already been occupying it. In order to promote harmony with the natives, Theodoric let his son Balderic rule the unoccupied mountains as its own kingdom. Theodoric also had a forest dwarf child with the natives named Brak The Leafy, who grew up to become the leader of the forest dwed and who formed the Mossborn clan. The Grimgolds and Mossborn brother clans coexisted well. The Grimgolds provided metals from the mountains to the forest dwarves, which promoted a metal crafting culture rarely seen in other forest dwedmar. In exchange, the Mossborn supplied the Grimgolds with premium wood for ship construction so that the two clans could raid their neighbours together, bringing wealth to the island. After Brak’s untimely passing due to disease, the position of chief was succeeded by his son, Barlow The Dirty. However, due to pressure from the original forest dwarves inhabitants, the Mossborn clan slowly adopted isolationist attitudes, which stoked feuds amongst the Mossborn due religious differences between the original inhabitants and those who accepted the new concepts introduced by the Grimgolds. Overtime these feuds and grudges to eroded at the Mossborn, and the original brother clans grew distant from each other. By the end of the First Age, the Mossborn clan was on the verge of collapsing. Upon migrating to the new realm of Almaris, the clan exploded into a self-annihilating civil war when the 6th clan leader, Eilek The Bramble, eloped with a dryad, a sacred creature to the Mossborn. The few remaining survivors of this fracture spread out over the realm, living alone, joining small local communities or dying out. However, the heir to the clan has survived and has vowed to reform the clan from the ground up, ending the clan’s isolationist policies, embracing the beliefs of the Brathmordkin and integrating back into the Grand Kingdom of Urguan. The heir to the Mossborn clan throne is Garedyn The Mossy, and as of now the clan has been reformed with new forest dwedmar, and it is settled in Hefrumm. With Garedyn's efforts to rediscover his lost relatives and adopt new dwarves to his clan, the Mossborn grew slowly. They worked together to build a better place for themselves and for other forest dwedmar in Hefrumm. As a result of their efforts, High Chieftess Celeste'Tol and the council of chiefs recognised the Mossborn to be an official clan, and ever since then the Mossborn lived in unity with their other forest dwarf brothers. No longer in isolation and no longer in turmoil. A depiction of Eilek The Bramble (source) ✤❈❃❈✤ Culture: General: The Mossborn are well renowned for their cultivation of mosses and herbs, which they brew into paint and use it to dye their armour green. They create this green metal armour to camouflage themselves in the forest, and with special moss oil they can lubricate their armour for silent movement. The Mossborn are adept at creating equipment specialised against beasts such as bears or wolves. They also used Moss Armour for ceremonial purposes like funerals. Today, the Mossborn are not the cold isolationists they once were. They are accepting of all dwarves and allowing any dwarf to join their clan, though there are still weary by instinct of non-dwarven outsiders. The Mossborn have equal rights among males and females, which was not the case in their old history. These industrious forest dwarves seek to rebuild their clan, and to grow past the folly of their ancestors by being accepting of new people, ideas, and cultures. Appearance / Clothing: Red and blonde hair are common in the Mossborn clan, along with red, blue and brown eyes. Though this only applies to those who are related by blood to the Mossborn. Since all dwarves are welcome, there are many distinct faces in the clan. The Mossborn love wearing embroidered clothes, woven from fabrics of the forest. Many also possess face-paints or tattoos made of moss dye. Relics: Because of the major conflict caused by in fighting, nearly all the clan's relics are missing or destroyed, much to the grief of the survivors. Though they keep a list of all relics, in hopes of one day recovering them: 1) The Crucible: This is an iron pot, which is believed to have been the first to be used to create moss dye. It is believed it has been destroyed in the conflict. 2) Eilek The Bramble's wedding ring: Although Eilek never had an official wedding ceremony, he still used his artisanal skills to craft a wedding ring for his dryad lover. The ring was not found on his body, so the ring is presumed lost, or in possession by the dryad. 3) Verdant Plate: The most beautiful Moss Armour ever constructed, it as been passed down through generations of Mossborn leaders. It was once acquired by merchants, but fortunately, the heir Garedyn The Mossy, bought back the armour and is in possession of it. 4) Key of Tombs: The Mossborn bury their dead in underground catacombs. The original catacombs were desecrated and destroyed, but the key remains undiscovered. Religion: Their initial lack of contact with the outside world caused the Mossborn to develop particular spiritual beliefs. They believe in the general spirit of nature, that it deserves respect but also caution, since nature is full of danger. Their major belief is reincarnation, that the souls of the deceased will be eventually brought back to the land in one way or another. The Mossborn, however, are not very dogmatic nor zealous about their religion, since it was the reason that caused their tribe to collapse in the beginning. They are now more open to new religions such as the Brathmordakin, and are willing to incorporate and adapt new beliefs. The Mossborn are especially fond of the Brathmordakin of Nature, Anbella, worshipping her as their primary patron. Due to their unique smithing culture, they also praise Yemekar, God of Creation, as their second patron. Quirks: The Chief of the clan (the dwarf with the highest authority) has to receive a new title upon their ascension to the clan throne. From then on, they are always referred to by their first name and their title. An example of this is Eilek The Bramble. The title has to refer to nature, be one word long, and in some way related be to the chief's personality or appearance. Thus there cannot be a chief with the title "The Strong," but there can be one called "The Bear." A Mossborn Armourer using an unorthodox smithing technique shown to him by a Dark Dwarf (source) ✤❈❃❈✤ Trials to Join: Trial of the Shrine: This is an entirely new tradition amongst the Mossborn, since in the days of old, the only way to become a member of the clan was to be born into it, even those who married into the clan were not considered members. Nowadays, the dwedmar wishing to join must participate in a ritual, where the chief of the clan asks obscure or confounding questions. It doesn't matter if the person doesn't answer them though the chief has the right to disqualify those he doesn’t deem fit to join the clan. The reason why it is called the trial of the shrine is because this ritual is performed in front of a shrine dedicated to Anbella. After this trial, the dwed becomes a beardling and a member of the clan, though they have to complete all other trials to become a fully-fledged members. Trial of the Furnace: The second trial to join, involves a Beardling having to learn to smelt 3 different metals, with the exception of Ferrum and Aurum since these are considered standard knowledge among the Mossborn. This trial is dedicated to Yemekar, teaching the beardling of the many creations that the Brathmordakin infused into the world. This trial is also important since the Mossborn are skilled smiths, thus a wide knowledge of metals is necessary to them. Once the beardling learns to smelt 3 different metals, they must perform a demonstration in front of the chief. Trial of the Smithing: In this trial, the Beardling must learn to smith 3 different crafts with the metals they had studied. Traditionally, the beardling is to craft, a weapon, armour and an object of their choice. This is another trial dedicated to Yemekar, but it also serves to illustrate the beardling's foresight, as if they choose to smelt the crafts with inappropriate metals, they won't be able to move on to the next trial. Trial of the Balance: Being worshippers of Anbella, nature is of great importance to these forest dwarves. Thus they must used the tools they forged in order to help maintain balance in nature, by slaying 3 creatures who are disrupting it. This could range from a Morko bear killing too much of the local game, a cave leech terrorising the local caves or even an undead. Nature must be brought back into balance. ✤❈❃❈✤ Traditions & Rites: Rite of Foraging: In order to begin one’s path to making Moss Armour, one must be able to identify correctly the herbs and mosses that are needed for the process. Those who pass this trial and considered Apprentice Armourer’s and can continue to learn the craft. Rite of the Armour: In order to complete one’s training, one must craft a set of Moss Armour. Moss Armour is not only judged on its durability, but also on its artistic value. After completing this trial, an Apprentice Armourer becomes a full on Armourer, and can blacksmith at their will. Rite of the Little: This trial is a persistent tradition from the days of the Mossborn isolationism, where it was called the Trial of Runts. The original purpose was to weed out the weak, but now it is meant to be a social gathering to encourage and help promote the growth of the children of the tribe. It involves various physical activities, such as marathoning, swimming and climbing trees. Though each year a different test is added. Moss Feast Tradition: This tradition is not an actual feast, but it involves gathering newly bloomed herbs and ingredients collectively as an entire tribe, and then processing them into usable ingredients for Moss Armour or other crafts. At the end, families usually receive a figurine of a folk heroes from stories, to honour their participation. Two Rams Tradition: When two Mossborn have an inconsolable conflict, they can challenge each other to a Two Rams Competition. It is a duel, though not always through combat. The two parties decide on the challenge, and they must compete to win it to resolve their dispute. If neither dwarf can agree to a challenge, then the chieftain can issue them one. Birthday Tradition: As a show of freeing themselves of isolationism, the Mossborn adopted the human cultural practice of celebrating birthdays. Though typically they do not through parties or have cakes like humans. Instead, the birthday dwarf receives a gift specifically from their father that relates to either’s interest or profession. So, a birthday dwarf interested in shepherding would receive some ornate shears from their father. In the absence of a fatherly figure, the primary guardian of the child will be the gift giver. Since dwarves have long lifespans, they celebrate birthdays every 5 years. After a dwarf turns 50, they are not receive gifts, but they do receive wishes and congratulations. Marriage tradition: This is the process by which Mossborn dwarves get married. The partners play hide and seek in the woods, where the groom is the seeker, and the bride is the hider (though this is not set in stone.) Normally, the groom and bride know each other's locations beforehand, thus the process is meant to be symbolic of “finding one’s love in the vast woods.” Though if either couple is unhappy, they can either hide somewhere unknown or refuse to search. Marriage is usually monogamous and for life. Funerary Tradition: Mossborn are buried in underground catacombs and tombs, in wooden or stone coffins. They are usually buried in suits of Moss Armour in order to “take their crafts with them into their next life.” If the deceased dwarf never owned a suit of armour, then the community of Armourers makes one together, engraving imagery that is representative of that dwarf’s life onto it. ✤❈❃❈✤ Hierarchy: Despite their openness, the Mossborn are very hierarchical, as it was they found that hierarchy was actually beneficial to them during their isolationist period. Thus the Mossborn retain a rigid order of power. This doesn't mean however that a person of high rank has any less rights than one of a lower rank. The ranks merely serve to distinguish between levels of authority. Clan Chief: This is the highest position in the clan. The chief of the Mossborn keeps control of the clan military, law-making and production of Moss Armour. They are the head of the Clan Council, and have final say on council decisions. The heir to this position is appointed in advance by the clan chief. The heir is usually the eldest child, but any dwarf of the clan can be chosen to be the heir. Clan Elder: Once a chief retires, they become an Elder and they serve as an adviser to them or as diplomats or politicians. Though they have no direct power, they are usually also members of the Likyn council, a council of dwarves of the clan who gather to make decisions regarding policy and legislation. Clan Councillor: A clan councillor is a person who possess extreme expertise or prowess in a given field. They serve on the Clan Council to advise the chief of the clan. Another method of avoiding domination by the chief is that if a new councillor is needed, then the clan chief and the majority of the council must both agree to the appointment. There can only be a maximum of 10 councillors. It is customary for councillors to seek public approval for proposed laws, by receiving votes. If there are enough votes then a law can be presented to the chief. Though a councillor can propose laws on their own any time, by gaining votes, they can convince the chief to pass the law. The chief risks losing public support if he shuts down a popular law. Clan Ritualist: A venerable position, responsible for overseeing all cultural practices, from marriage to religion. This person is usually announced by the chief to the public and then the public decides whether or not to accept them. A ritualist always has a position on the council Clan Managers: These dwarves are the respective heads of their local industry or guild. Such as Manager of Moss Armour or Manager of Logging. These dwarves do not have complete control however over their underlings and are usually appointed by a vote by their workers. Clan Member: The standard member of a Mossborn clan, they contribute to the clan with their labour or knowledge and can thus enjoy daily clan life. Clan members all have a right to vote in any poll or election too. Clan Beardling: Freshly joined to the clan, a Beardling has yet to pass the their trials, in order to become a fully-fledged member. They do not retain the right to vote but have the right to a home, food and work and all others that the higher ranked dwarves have. Dwarves under the age of 50 are considered Beardlings and perform the trials until they reach 50, unless there are special circumstances. A councilor who handles taxes and the treasury. (source) ✤❈❃❈✤ Applications: If you wish to join the clan please send a private message to my discord, HyperAlphaKing#3040. Message me with your character name and in-game name. This is only open to characters who are dwarves, since this is a dwarven clan. And it would be preferable if your character was a forest dwarf, or had at least one parent who is one. ✤❈❃❈✤ Meta: The backstory and lore for the Mossborn clan is entirely created by me, VerminHunter or HyperAlphaking (my discord). All the images used have sources under them. In case the sources don't work reply here and I'll send the links to you (if I don't lose them). Thank you for reading I hope you enjoyed the backstory of my clan.
  24. Introduction: This documents aims to create an Anthology of poetry written by and created by various Forest Dwarves. However this does not mean however that works by other dwarves, or even other races will be entirely excluded. The goal of this project is to immortalize the unique culture of the Forest Dwedmar, so that future generations of dwarves can learn of their traditions, beliefs and way of life. The Poetry Collections of a Forest Dwarf is assembled by Garedyn The Mossy. ❃ Poems: 1. The Firefly Queen: -By an unknown Forest Dwarf (Written by VerminHunter) Oh, my Firefly Queen, Your subjects gather at night, They flicker, wishing to be seen, awestruck by your beauty and light. Oh, my Firefly Queen, Your shine never wanes, and sun makes the dark green. The night cannot bind with its chains. Oh, my Firefly Queen, It is now early and bright, I dearly miss your glean, But I know you will return tonight. ❃ 2. Elegy for our Kin: -By an Elder of The Mossborn Clan (Written by VerminHunter) Risen from soil, Suckled on dew, The ground you toiled, Your spirit, it flew. Wrinkles of rings, Spirit like a spring. You are not alone, though we remain, The King on his throne, wants you to join him in reign. When the orchids will bloom, Ye armoured entombed, Our love won’t be torn, When you are reborn. ❃ 3. Sunflower: -By Sir Borris Kortrevich (Written by tcs_tonsils_ (mc)) As golden the afternoon sun, you outstretched Yourself high into the air. Tall and beautiful, you Tower above everything and everyone. Green leaves topped with a yellow brimmed hat. ❃ 4. A Forest Poem: -By Nivndil Duskhollow (Written by unknown) Puerith’leyu. The trees they stand, A clamour of souls. Their voices born on Winds, are old. Boughs up high, Fairy halls. Roots below, Silent foot-falls. They stand and wait, For times unborn. To whisper secrets, Before words were forged. Amongst their trunks, Beneath canopy dome. To Bate in twilight, The trees my home. ❃ 5. Gold of Woods: -By Garedyn The Mossy (Written by Vermin Hunter) Hand made by countless hands. Over plains, lakes and lands. None compare to its splendour Every wants you from ages yore, Yellow, rich, golden and delicious. ❃ 6. Mushroom: -By Garedyn The Mossy (Written by Vermin Hunter) There was once a shroom on a tree, With a red cap for all to see, A dwarf took a bite. He then caught a fright, He fell, clutching his heart, to his knees. ❃ 7. Wooden Bastion: -By an admirer of trees (Written by Vermin Hunter) Your hide is amazing and so tough Rings of age showing your wisdom Standing tall, never falling Enduring all with pride Leader of the wood Strong and mighty Stoic Grove A brave Oak ❃ 8. In The Sky: -By an unknown Forest Dwarf (Written by Vermin Hunter) Night swallows fly by, So late at night in the sky, Speeding with the wind, Agile and graceful, They are boundless, like comets Unfettered, unchained. To be one of them, One has to let go of all The price of freedom ❃ 9. Omen: -By an unknown Forest Dwarf (Written by Vermin Hunter) The silence of leaves The stillness of trees We must appease the raven The lack of game No wild to tame We must appease the boar The dryness of air, No water in the lair We must appease the pike The crackling roar The burning floor We must run from our home. ❃ 10. Bloom: -By a Garedyn The Mossy (Written by Vermin Hunter) Petals The fields shift hue Their scent is lifted up How wonder full, fields of beauty Blossoms.
  25. Introduction: The most well-known fact about dwarves is their love of alcohol. From ale to rum, brandy to whiskey, the dwarves are undoubtedly masters of their drink. The primitive and defunct Mossborn Clan is no exception to this rule. Though they are well known for their armour, the history of their alcohol industry is no less interesting. This text aims to chronicle their long-lost methods, and the changes in production of their alcohol through time. ❃ First Drink: Being Forest Dwarves, their alcoholic beverages are not typically made of malt, wheat or hops, instead they fermented the produce of their forest such as wild berries and roots. The first Chief of the Mossborn, Brak The Leafy, is credited for the invention of their traditional Hollow Cider. According to Legend, Brak The Leafy wanted to stash a hoard of fruit away for himself. He found a hollow tree in the forest, and deposited all his fruit into it and then sealed it. He later forgot about the stash, only remembering it a few months later. When he rushed to recover the fruit, he discovered that there was a strong smelling liquid inside the tree. This liquid was the very first Hollow Cider. The original Hollow Cider was described as “drinking rotten tree bark” but regardless of this, it was popular because of its powerful inebriating effect. ❃ Improvement: In the year SA 17, the 6th Chief of the Mossborn Clan, Baran The Sappy (a known reveler) wanted to improve the taste of the alcohol in order to drink more cider. He implemented rules prioritising the cultivation of special trees specifically for fermentation and ordered his brewers to experiment with different formulas, flavours and ingredients. This concentrated brewing effort resulted in a much more delicious and fruity Hollow Cider. ❃ Decline: Unfortunately, in the year SA 18, Baran The Sappy plucked a cursed mushroom. When he brewed it into cider and drank it, he began foaming at the mouth and shortly he fell down dead. It was deemed he had an extreme allergic to the mushroom. A few months later, a plague swept through the trees used for Hollow Cider, since those trees were closely grown to each other. This event was known as the Cider Drought, because the plague nearly destroyed their entire Hollow Cider industry. A strict cider rationing was implemented shortly within the clan. ❃ Discovery: This period of drought lasted for 2 years. It was ended when scouts of the Mossborn clan discovered a wagon wreckage containing various alcoholic drinks and ingredients. In the wreckage there were crates of yeast and wheat, alongside barrels of ale. Farmers replanted and grew wheat in the forest with limited success. In the end, they eventually bred their own unique strains of grains to be more suitable to the forest floor. The brewers who worked previously with Baran The Sappy were very experienced and took to brewing these ingredients into new forms of beverages, such as Sweet Moss Ale and Berry Liqueur. However, because of the limited production of wheat, there was only a small increase of alcohol in the clan. When salvaging the wagon wreckage, symbols of axes were discovered engraved onto the barrels and wood. These were preserved in the clan, in order to give thanks for the revitalization of their brewing industry. It is believed that the wreckage belonged to the Grandaxe Clan. ❃ Conclusion: In SA 28, when Chief Eilek The Bramble eloped with his dryad lover, the Mossborn clan descended into civil war, due to prior religious differences. This internal civil was terribly brutal, and resulted in the effective extermination of the tribe, and the destruction of almost all of its relics, including the barrels of the Grandaxe Clan. There currently exists no remaining trace of the alcohol brewed by the Mossborn clan. Though things might change if the clan ever gets revived.
×
×
  • Create New...