Jump to content

Search the Community

Showing results for tags 'frostbeard clan'.

  • 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

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

Found 4 results

  1. The Frostbeard Clan Elder Clan of the Dwarves History of the Clan Clan Mythos According to the mythos of our clan, the Frostbeards were a group of Dwarves who lived within the mountains of Aegis, isolated from all other peoples be they dwarves or other races. This peaceful isolation allowed the clan to grow a distinct culture based around the arts, creating beautiful songs and crafting great runestones that told of our past through myths and tales. Things changed at an unknown time in our history, when our late ancestors made first contact with travelers that came to the Frostbeard town of Jornheim, seeking refuge from the harsh storms that the Frostbeards and their town were so used to. Inevitably, some travelers grew to appreciate the Frostbeard way of life and settled, they brought with them their gods, and their skill in trade integrating both into the Frostbeard culture. With the exponential growth of the city, more travelers arrived. The differences between the locals and the foreigners became more and more evident and inevitably conflict emerged. According to our sources, the fighting was noticeable around the marketplaces where folk argued about the costs of the goods being sold. The chronicles tell of two sides that were the main instigators of the conflict, supposedly without the Jarl's knowledge. One of these sides was the Domnu and the other the Dechtires. Not much is known about these two groups as the information is scarce. What we piece together is that both sides were Frostbeards or dwarves integrated into the Frostbeard Clan. What the old tales state flat out though is that the animosity of the two sides eventually led to a civil war in the town of Jornheim. In what we can assume was fear of losing all he worked so hard to build, the Jarl attempted to bring an end to this war by hiring mercenaries. This led to more violence between the dwarves of the town. As with the merchants it can be stipulated based on the warrior culture of modern (post Aegis) Frostbeards that some of these mercenaries also became (or were) Frostbeards. With more violence, trade became harder and more dangerous causing those merchants and travelers that had not fully integrated into the Frostbeards to leave. This atrocious hit to the economy of the town forced the Jarl to attempt to have the two sides negotiate peace. According to the tale, the negotiations were not going well, but they nonetheless abruptly ended when the Jarl was shot in the chest by an archer, which caused the war to start again. As will be common in our history both sides tried to escape blame for the death of their Jarl and instead focused on blaming the other side. At the end of the war, the writings say that only three survived the war but that they seemed to be about to die. This last part of the tale can be considered literal, meaning that the modern Frostbeards were just dwarves that took up the mantle of this fallen civilization, or perhaps the tale tried to make a metaphor. This metaphor would suggest that the cultural pillars that evolved through time to become a major part of what the Frostbeards are were on the back foot and close to extinction. Under this view the three dying people would be; The merchant, the warrior, and the artist, with the Jarl that represents the leadership of the Frostbeards being mortally killed from earlier on. I personally like this analysis as it resembles the civil wars the Frostbeards would have in the future, where the first part of Frostbeard society to fall is leadership, and then when the clan is divided into different despotic leaders which increases the tensions of the conflict and eventually cause the cultural aspects of the clan to at best become divided into different groups and at worst die out completely. [!] Depiction of a Frostbeard bard. Documented History https://www.lordofthecraft.net/forums/topic/203376-a-history-of-the-frostbeard-dwarves-from-aegis-to-almaris/ The Bear The Bear is one of the most prominent symbols of the Frostbeards for their strength, adaptation to the harsh environment, and family ties. Because of it, the Bear has linked to key aspects of the Frostbeards. Trial of the Bear The traditional dress code of a Frostbeard is wearing a bear pelt. This is due to the ancient coming-of-age right needed to become a fully bearded adult in the eyes of the clan. Beardling will travel to a forest lightly armed and unarmored. There they will defeat a bear in one-to-one combat. This is an act of valor and courage, with the beardling skinning the pelt of their slain bear. Later the Clan Father and Clan Elders then examine the pelt. If they approve of it, they hold a great feast in honor of the beardling and they become a full-grown Frostbeard. In the most ancient of the traditions, the Clan father would walk to the bearding, place his hands on the beardling's shoulders, and exclaim "BARUK KHAZAD!" ,then the beardling would say "KHAZAD AI-MENU!" [!] Depiction of a beardling battling a bear. The Bear Guard The bear guard acts as the traditional honor guard of the Clan Father/Mother of the Frostbeard, sworn to defend and enforce clan laws. Bearserkers Bearserkers are members of the clan that possess exceptional warfare capabilities either through natural-born skills or veteran experience through participation in combat. Due to the nature of Bearserkers needing experience, they tend to be the most knowledgeable of the clan's history and customs. [!] Depiction of a bearserker. Frostbeard Social Classes The social classes of the Frostbeards denote how Frostbeards traditionally construct their settlement. In said settlements, there are more than just Frostbeards as these also apply to those under direct Frostbeard influence. Jarl - Leader of a Frostbeard holding Jarls are those that control or lay claim to land or a holding and who are pledged to the Frostbeard clan. Jarls control their holds but are expected to follow the command of their Clan Father. At times the Clan itself has its own main hold with the Clan Father serving as the Jarl of the hold. Jarls are appointed by the Clanfather if the hold was made by the clan, or a member of the clan obtains land. Karl - Free dwarf Karls are the common status of most dwarves of the Frostbeards. They possess all the freedoms and expectations of the clan as any other dwarf. As most Frostbeards are descendants of Karl Frostbeard his name became synonymous with the Frostbeard and free dwarves, as opposed to enslaved dwarves under the Ironborn or any other despot. Thrall - Indentured servant Dwarves and by extension, the Frostbeards do not believe in slavery. Instead in Frostbeard society, if one has committed a wrong they have to repay it in service to the wronged individual or the society. Thralls are not slaves and their status as thralls depends on their crime. One always has the freedom to leave the territory of the Frostbeards if they do not wish to fulfill the punishment, but they will be a criminal in the lands until the payment is fulfilled. It is not allowed for a Frostbeard to marry someone in Thralldom or who has not finished their tenure. Thralldom is imposed by the Jarls, with the amount of time served being dedicated by the Clan Father. [!] Depiction of a Frostbeard Jarl. Frostbeard Clan Hierarchy Clan Father/Mother The Clanfather position is either won through combat with the previous clan father/mother or in the event that the previous clan father/mother is unavailable, the title is given through popularity. Any full member of the Frostbeard Clan has the right to challenge the Clanfather at any time, so long as justification is provided. Clan Elder Clan Elders are elected by the clan Father/Mother of the Frostbeards. They are an extension of the Clan Father/Mother by serving as an extension of their authority. This allows the Clan Father to hand down responsibilities for the clan to function better. One of the key responsibilities of an Elder is to guide new beardlings through their trials while also mentoring them by teaching the clans customs and history. Clan Member Clan members are those Frostbeards that have gained full rights in the clan by completing their trials. Clan Beardling Like any other dwarven clan, the Frostbeards call those dwarves that have not completed their trials beardlings. This rank is connected to the term beardling which is used to call anyone under the age of 100, however, when it comes to the rank in the clan, someone over 100 can still be a beardling if they did not finish their trials. [!] Depiction of a Frostbeard Clan Father. The Three Great Families of the Frostbeards The three great families are the three descendant lines from Karl ‘Orcbane’ Frostbeard, the most legendary dwarf in Frostbeard history for his battle prowess and intellect. While Karl had more than three children the other lines did not result in a familiar legacy like the lines of Rhewen, Gorum, and Liam. For most of Frostbeard history, the three families have been in a struggle with each other with those of the line of Rhewen and Gorum usually siding with opposing political sides during dwarven struggles, and the line of Liam staying neutral from conflicts for the most part. [!] The symbol of the three great families of the Frostbeards Line of Rhewen The line of Rhewen is usually seen as the most mainstream line of the Frostbeards for most of its history. Rhewen fathered many children with some of them becoming icons of the clan in their own right. Line of Gorum The Line of Gorum, Most well known for participating and leading rebellions against any oppressive regime. Gorum himself fathered fewer children than his siblings however Gorum’s line is the most prominent, possessing also the greatest number of descendants that belonged to the Frostbeard clan. Like Rhewen’s line, the line of Gorum has pitch black hair and blue eyes, which is considered a sign of their purity. Another noticeable feature of the line of Gorum, should any of Gorum’s descendants reach old age, they tend to have snow-white hair instead of the usual gray. Line of Liam The line of Liam is the least prominent out of the three families. It was not until Baldin Frostbeard that the line became a proper entity in the clan. As the lesser of the three families, its members are more likely to marry outside the clan, and hence they are more likely to have physical attributes that differ from the mainstream look of blue eyes or jet-black hair of the Frostbeards, however they tend to have at least one of the two common features listed. The line of Liam also has branches that formed into lesser clans such as the Metalfists, Silverveins, Stormfists, and Blackroots. Traditions Like all dwarven clans, the Frostbeards have an affinity for smithing, mining, and a good brawl. However, the clan has historically focused on three aspects of their society that all members of the clan eventually partake in during their lives. These aspects feed on one another and at the same time make the clan stronger when its members are able to partake in the three traditions as if they were one, the one and singular Frostbeard Tradition. Traders Since time immemorial the Frostbeards were traders. They were the trading clan out of the Mountain dwarf clans with their villages serving as hubs of trade and their bastions in the mountains being holds where their wealth and relics could be kept safe. This aspect of Frostbeard’s culture is in line with their worship of Armakak as the Brathmordakin of trade. Through the ages, the trading culture of the Frostbeards led to many of them having contact and relations with the Goldhand clan, a clan that was originally a cave dwarf clan but which was with time infused with Mountain dwarf blood from the Frostbeards. [!] Depiction of Frostbeard traders. Raiders Frostbeards are naturally drawn to combat like many of the mountain dwarf kin. While this is embodied in their bravery in defending their homes from invaders as the proper worshippers of Dungrimm that they are, the Frostbeards are also well-known raiders. Raiding is an art associated with Grimdugan the Brathmordakin of shadows and secret wealth, as such it brings with it its own morality and norms. Frostbeard raids are meant to be done in the name of Grimdugan for the cause of the Brathmordakin and the balance of Yemekar. Because of this, there are some things that Frostbeard raiders are not allowed to do: -Killing a dwarf- -Stealing from a dwarf- -Attack settlements that aren’t a threat to Yemekar’s Balance- Breaching of these three norms is considered taboo and has historically divided the clan turned kin against kin and goes against the teachings of Grimdugan. [!] Depiction of a Frostbeard warrior band. Sailors Sailing developed as a key element of Frostbeard life as a means of trade and raiding. Despite their home being in the mountain tops the Frostbeards have always been comfortable at sea. Blessed by Belka’s winds and tides, the long ships of the Frostbeards are able to take them wherever they desire to go and even in times when the dwarven steam boats were inaccessible to them they were able to make do with their simpler traditional designs. The Frostbeards are renowned sailors so much so that even the greatest pirates tended to be Frostbeards or of a clan derived from them. [!] Depiction of Frostbeard pirates landing on Santegian Religion and Ritual The Brathmordakin Like all dwarves the Frostbeards worship under the Faith of the Brathmordakin, hence, the main pantheon they worship are the Brathmordakin: Yemekar, Anbella, Dungrimm, Belka, Grimdugan, Armakak, and Ogradhad. Under the Faith of the Brathmordakin the main enemy of the Brathmordakin is the fallen Brathmordakin Korvad. Korvad, like all Brathmordakin can appear in the material and immaterial, being able to influence the mind, body, and soul of living beings. The role of the dwarven race according to the faith of the Brathmordakin is the establishment and protection of Yemekar’s Balance, a holy balance that the dwarves were created with the intention of maintaining. Because of this, all dwarves are expected to act in accordance with the intended balance of creation, otherwise known as the Rhun. Throughout their history, Frostbeards have had different groups dedicated to the teaching of the Faith to its members as the Frostbeards have a subculture of the Faith that is slightly distinct from other clans similar to the Irehearts, where other great beings are given respect due to their historical role in relation to the clan. [The Brathmordakin: https://wiki.lordofthecraft.net/index.php?title=The_Brathmordakin#Tales_of_the_Faith ] Wyrvun Traditionally from ancient times, the Frostbeards revere Wyrvun in the same way that the Irehearts revere Kjellos. Wyrvun is considered to be the savior of the Frostbeards during the Blood Age, the times when the Empire of Khorvad ruled over the dwarves through the Ironborn dynasty. Thanks to his blessing the Frostbeards were able to flee deep into the northern mountains of the continent evading any incursion of the Ironborn into their lands. Later in dwarven history, Wyrvun was corrupted by Khorvad turning him into Ondarch and making him go against the dwarves, with King Barandin being able to banish Ondarch he roamed the void for years before being brought back by Khorvad once more. It was in this event that Igor Ireheart, bearing the ancient hammer of Baradin, was able to purify Wyrvun from the corruptive influence of Wyrvun, restoring him to his former self, and sacrificing himself in the process. Because of this Igor was rewarded by Wyrvun and made into his paragon, while later Dungrimm blessed him as well and making him also a Paragon of Dungrimm. It was in this event that Kjell died trying to avenge Igor’s death by trying to kill Wyrvun. However, Wyrvun’s might stopped him and removed him from the mortal planes, and ascended him into godhood in the form of Kjellos, a servant of the Brathmordakin Dungrimm. Wyrvun was responsible for the end of the second Frostbeard rebellion calling for dwarven unity and a stop to the bloodshed between the dwarven people. If it were not for Wyrvun and the love Frostbeards had for him the Frostbeards would have ruled for much longer and the third and fourth Frostbeard rebellions would not have happened. Frostbeards have historically been the main source of membership for the Redeemed order, the proxy order of Wyrvun dedicated to taking down Frost Witches and other beings that pollute Wyrvun’s domain and make it unsuitable to Yemekar’s Balance. [Wyrvun: https://wiki.lordofthecraft.net/index.php?title=Wyrvun ] [!] Depiction of Wyvun leading the Frostbeards to the far north. Divinatory Practices Like all other dwarves, the Frostbeard has divinatory practices in the form of revelations through dreams, inspiration, and ritual. Some clans including the Frostbeards created and create rituals to try to become aware of different aspects of life, the past, or the future. [!] Depiction of a Vikti ritual with a beardling. Burial Traditionally the Frostbeards burn their dead. It can be on a great pyre or by crafting a boat for their dead and then setting it on fire. This is done to prevent necromancers and other dark magic users from disturbing their rest, it is part of the veneration of Dungrimm to allow the fallen dwarves to rest peacefully. In line with mainstream dwarven culture, some Frostbeards decide to be buried in stone coffins, however, this is not the traditional way of the Frostbeards even if it is accepted and at times preferred for one reason or another. Agnarumm Vikti Eron Azwyrtrumm Like the other elder clans of the mountain dwarves, the Frostbeards have Vikti, Agnarumm Vikti Eron Azwyrtrumm, which means Mountain Dwarf Vikti of the Frostbeards. These are dwarves dedicated to the protection, development, and general upkeep of the culture, spirituality, and by proxy history of the clan so that it can be passed on through generations. The Vikti tend to have a Patriarch who leads the Vikti and meets with the other Patriarchs of other clans to discuss matters of general mountain dwarf culture, working together to ensure their differing cultures and traditions remain protected and continue. [Post on the Vikti: https://www.lordofthecraft.net/forums/topic/223769-%E1%9B%8F-agnarumm-vitki-%E1%9B%8F/ ] [!] Depiction of Frostbeard Vikti. The Nine Commands These nine commands are norms followed by the Frostbeards, and by which its clan members live by. I Uphold the value of kinship and protect your fellow Frostbeards, unless they have betrayed the clan or pose a direct threat to its well-being. Seek peaceful resolutions whenever possible. II Respect the possessions and wealth of your fellow Frostbeards, refraining from theft or deceitful practices. Encourage fair trade and the sharing of resources within the clan. III Speak with integrity and avoid slander or derogatory remarks about your fellow Frostbeards. Foster a culture of constructive criticism and open dialogue. IV Stand united with your fellow Frostbeards, offering support and assistance in times of need. Embrace teamwork and cooperation, recognizing that the strength of a warband is in the cohesion and trust of its members. V Show obedience to the commands of the Elders and the Clan Father/Mother, they lead and are the face of the clan to the outside. Show reverence for the wisdom of the Vikti valuing their experience and guidance. Encourage the sharing of knowledge and mentorship within the clan in a military, political, social, artisanal, and religious level. VI Respect the decisions of the Clan Father/Mother, understanding that their role is to ensure the welfare of the clan. Constructive feedback can be provided, but ultimately, unity and order must be maintained. VII If the Clan Father/Mother ascends to become the High King, they must step down as leader of the clan. VIII Demonstrate unwavering loyalty to the Clan Father/Mother, recognizing their commitment to the clan's well-being. Support their decisions and provide constructive feedback when necessary. IX Frostbeard never surrender from their struggle. Only a tactical retreat is acceptable if its to achieve a future victory or to continue the fight. OOC: You seek to join the Frostbeards? join the discord by clicking on this link https://discord.gg/U3qsn9NtwJ
  2. 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
  3. Frostbeard Tales: The necromancer Priest of Kal’Tarak In Kal'Tarak, then, two beardlings, clan brothers and initiates of the Ar Yemarin Anaros, were studying necromancy in secret. A dark magic which uses enchantments and khorvadic spells to summon and resurrect the dead and to manipulate them to their will. One of the beardlings became seriously ill, died, and his friend begged him to die if he reappeared thirty days later; the dying dwed assured him that he would do so as long as he was allowed to. The beardling died and the living friend waited for thirty days to pass, praying to Dungrimm for the soul of the deceased at the temple of the Brathmordakin. It was then when he found his friend inside the hall and in front of the statue of Dungrimm, the dead man fulfilled his promise. The figure of the apparition was pale and decomposed, laying and moaning, his feet and hands tied with glowing chains that came from the mouth of Dungrimm’s statue, and he wore a black suit covered with runes that named his sins. The ghost asked his friend to reach out and he did. The ghost dropped a drop of sweat from his index finger, which at once pierced his flesh and ended up burning on the ground. The friend, still sore from the burn, asked him why he was in such a bad state. -Oh, poor me; so I will burn eternally in the Nether because of that diabolical art we study. Necromancy kills the soul. I advise you, my dear and only friend, to turn away from that abominable magic and to seek, serving Wyrvun and the Brathmordakin, the atonement of your sins by means of religious life. -Tell me, my friend, what must I do to save my soul? The voice of the chained ghost was muted by the booming voice of Dungrimm coming from the statue. -The only way to save your soul is the Redeemed Order. Of all sinners, those of this path are the least condemned, as through their service to the Brathmordakin and Wyrvun our ally. The ghost of the dead beardling disappeared with his torments, and the living, following the advice of the horrifying vision he had just had, immediately left the study of necromancy and entered as a novice in a brotherhood of the Redeemed Order. Some time later he continued his duties as an initiate in the Ar Yemarin Anaros and eventually was made a priest. It is not known where and if he died; if he went by popular belief he died in the siege of Kal'Tarak. Some would see this as a story to teach about overcoming the mistakes of the past no matter how awful, some however, prefer the story and prefer to believe that the priest failed to fully atone for his sins and after abandoning the path of Wyrvun and the Brathmordakin his soul was unable to enter Khaz'A'Dentrumm. But just as it is a mystery how many snowflakes are on a mountain peak so too is the ending of this story. -Written by Inkbeard. [!] Artistic rendition of Nubirous the necromancer. *(art of Jakub Politzer)
  4. Ajax Frostbeard sends out another round of couriers. another song posted from his reserves. Still reclusive in his home as he carries on his work. My Dearest Bojak My dearest Bojakk What to do with you.. You have my eyes You have your mother's smile. When you came into this world, I cried, as you touched my heart. I'm dedicating every day to you Exile life I always thought was wild But for my child.. I had pulled you out , nations tore apart.. Of a dream I thought was smart... You came of age during tribulation I'll teach and prepare you, I'll hunt and care for you. Until a dwed reformation I'll pass it onto you make Urguan home to you And we'll return again someday, Someday.. Yes, we'll return again someday, someday.. Oh Bojak, when you laugh I am undone My son.. My only son.. I've left you things worth looking for There's much more dwed culture to adore.. Oh Bojak If you had known the foolish things.. I've done... Frostbeards and Urguan torn apart... Actions I thought were smart... My parents were not around (Verthaik then came around.) I swear that i'll be around for you.. I'll Do whatever it takes (To make up for all my mistakes) To keep the world safe and sound for you.. came of age during tribulation I taught and prepared you I hunted and cared for you. Now in the age of reformation I pass it onto you Urguan's now home for you And we return again today, today... Yeah you've returned to me today....
×
×
  • Create New...