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  1. THE MOUNTAIN ALLIANCE Since the founding of Kal’Urguan the mountain dwed have been the foundation of the dwarves, from their many feats to their esteemed Paragons, the sons of Urguan have relied on the skill and determination of the mountain dwed. Back in the days of old, in the city of Kal'Karaad, Bastion Ireheart, Fili Grandaxe and Verthaik Frostbeard signed a bloodpact, bringing the mountain clans into an alliance, forging an unbreakable bond between Urguans kin. Decades later, the pact was renewed between Kerwyr Frostbeard, Fimlin Grandaxe and Gror Ireheart, once again bringing the clans close, and in return, making the Grand Kingdom much stronger than it was before. The pact was once again restored in Almaris between Bakir Ireheart, Kronk Stormheart, Argnos Frostbeard, and Thumbrindal Grandaxe So history shall repeat itself once again in Aevos, the mountain clans of Ireheart and Frostbeard shall sign a bloodpact in accordance with the following terms. 1. Signatories agree to support each other militarily if aggressed upon 2. Clans of the alliance formally agree to never employ hostility to each other, in the case of an act that cannot be ignored, the signatories shall meet to discuss a means of action. 3. Signatories shall not pledge allegiance to any sort of conflict without discussion. 4. Clans of the Mountain Alliance agree to support each other politically. 5. The Signatories of the alliance agree to meet every stone month. Signed, Clan Father of the Irehearts Clan Father of the Frostbeards
  2. (February 19th, 2022) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ AMENDMENT TO THE ARTICLES OF URGUAN ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ To My Fellow Dwedmar and fine Folk of the Grand Kingdom: As stated per Article II, Section I - 5, “the Grand King shall hold authority over Sections II & III of Article II to change at his discretion in accordance with his supreme authority over the Royal Offices and Guilds.” It is with this statement that I, Grand King Ulfric Frostbeard, 33rd Grand King of Urguan, hereby exercise such authority to make two Amendments to Article II, Section II - The Royal Offices, and two Amendments to Article II, Section III - The Royal Guilds, of which will be detailed below and implemented upon the release of this missive. With agreeance and support of the Grand Council of Urguan and the Lord Chancellor, may one amendment be made to Article I, Section I - Structure of the Grand Council. In Regards to Article II, Section II - The Royal Offices: To be Added: 4. Let there be the Grand Architect, head of all infrastructure and construction. To be Renamed: 6. Let there be the King’s Hand, main advisor to the King. -> Let there be the King's Hand, overseer of the Obsidian Guard. In Regards to Article II, Section III - The Royal Guilds To be Added: The Omithiel Institute To be Renamed: The Workers' Guild -> The Working Guilds of Urguan In Regards to Article I, Section I - Structure of the Grand Council To be Added: 1. May the Grand Council vote to create and dismiss committees with a simple majority. 1. The Grand King and Lord Chancellor may propose the creation of committees to the Grand Council. 2. The Grand Council will give a mission for the committee to oversee. 2.1. The Grand Council may elect to provide the committee with a reasonable amount of powers/privileges to complete its mission. 3. The Lord Chancellor will appoint a member of the Grand Council or other government official to oversee the committee. 3.1. There must be a minimum of three members of a committee 4. A public declaration will be made after approval by the Grand Council. 5. The committee overseer will invite citizens of the Grand Kingdom to join the committee. Further changes may be made in the future, pending review. Narvak oz Urguan. Grand King of Urguan, Lord of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen
  3. 12th of Sun’s Smile, SA 59 (Jan. 16th. 2022) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ IN ANSWER TO YAVOK’S FOLK ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ Two centuries ago, an age of continued dwarven rule was disrupted by the chaos of the War of the Beards, which brought the forces of the Brathmordakin to their weakest. After the fall of many city states which had risen in the power vacuum, one would stand triumphant and reclaim the honor of old Urguan: Agnarum. Ever since the reunification of the dwarves, it has been a steady crawl back to our former glory. For decades, it was always a fight for our very unified existence. Now here in Almaris, we stand together as a Kingdom truly deserving of the title “Grand.” Our prosperity has reached great heights, with a booming Workforce composed of many successful guilds and rich workers. The forges incessantly burn with the fire of industry and our anvils never cooled by inaction. Even without the blessings of the runes, the dwarves have forged great works that our predecessors would marvel at. The great throngs of Urguan are at their mightiest, full of not only dwarves, but also mighty men who live with us in the valleys and meadows of the mountains. We have forged strong bonds, and shall forge them stronger yet in the years to come, encouraging our vassals to grow and our mountains to stand taller with towers and turrets, so that no enemy shall ever wrong our folk. We shall cooperate further with our allies, and ensure that our pacts shall last centuries longer in shared peace and prosperity. Our empire is vast, rivaling that of many great kingdoms of man, and allied with the greatest among them. We have come much farther than the humbled dwarves hiding away in the caverns of Atlas alone could have ever imagined. No doubt, we are at the beginning of a Golden Age. For some however, this unrivaled age of prosperity was not enough. There are those who are unable, or perhaps just unwilling, to share the glory with their kin but demand a greater place amongst their brothers. The Intimidations of Clan Ireheart After the height of Urguan and Haense’s victory in the siege against Southbridge, Clan Ireheart decided to test their fame and sought a meeting with the Lordship of Du Loc. Here they asked the settlement to become a vassal to their clan, especially after their aid against a beast which had attacked the Lordship. This was perceived as an insult and a threat, causing Du Loc to then accuse the dwarves on the world stage of conquest. A miscommunication free of guilt on either side, certainly. Ulfric Frostbeard, desiring peace with the long time neutral neighbors of Urguan, went with some of his councilors to Du Loc and resolved the issue, not once admitting that the Irehearts had intended to threaten Du Loc nor ceding ground to the humans, only to guarantee the Leaders of Du Loc knew there was no need to call for aid, as there would not be a fight. Ulfric completed his duty as Grand King to protect the Grand Kingdom of Urguan and its honor. To ensure that we would not make war with good folk and dispel rumors, and did so using diplomacy, not the ax. In return, Clan Ireheart - who began this conflict by meeting without the King and the Kingdom in an attempt to gain power over Du Loc for themselves, thus jeopardizing the entirety of Urguan during a time of war, for the pride of their clan - declared Ulfric Frostbeard a traitor to the Kingdom. Clan Ireheart then demanded that Ulfric Frostbeard submit to their terms and challenged the Grand King to an honor duel within their Clan Hall when he refused, with their full folk rallied along with mercenaries present. When Ulfric denied both their demands and their challenge, and attempted to leave peacefully, Clan Ireheart proceeded to chase after the Grand King, weapons in hand, driving him from the city and down the road, before driving him into the dirt and surrounding him. Once again, they tried to pressure the Grand King into an honor duel, and were once again refused. Only then did they let him leave in peace. This is nothing short of intimidation of the Grand King, attempting to force him into a duel so that Clan Ireheart could beat him into submission. There is no question of honor, for no honor had been insulted. The Grand King upheld his duty, yet despite Ulfric’s ever open ears, Bakir Ireheart, Ulfric Frostbeard's own and trusted King’s Hand, led his folk to ignore attempts at reasonable resolution and instead escalated to scare tactics. The very same tactics employed against orcs and elves, employed upon their own King. As many know, afterwards Clan Ireheart made their list of utterly unreasonable terms of settlement. In this sham of a declaration, the actions of the dwarven monarch four reigns ago were dredged up from the past, as well as their discontent at losing a fair election two reigns ago. All to give their imagined slight concerning Du Loc the image of justified rage, but it is nothing more than a pathetic power play. They demand the Grand Kingdom repay them for wrongs that were never committed, and rather than appeal to the council or through any legitimate means offered to them within the Kingdom, means in which they very likely would have been successful, Clan Ireheart elects to intimidate and put themselves above their kin. This is blatant subversion of the very institutions of which they have always proclaimed to be staunch protectors. What many do not know is that Clan Ireheart did not even have the honor or decency to wait for their terms to be addressed. Instead they immediately traveled to Oren that very stone evening, and petitioned the Emperor, declaring they would no longer fight for Urguan in the war and seeking the Empire to launch a counterattack against Urguan’s occupied territories. This is nothing short of an utter and outright betrayal of all the Sons of Urguan and all the Citizens of the Grand Kingdom of Urguan. The Reprimand from the Grand Council: Despite what many within Clan Ireheart seem to believe, they had held no disgrace in their kin’s hearts before their intimidations. No doubt, their clan was respected by all others with few individual exceptions. If they truly had grievances and disagreements, certainly through the legitimate avenues they would have successfully resolved them, but the pride of Yavok’s Folk has betrayed them. Left with no other choice, last stone evening the Grand Council, with the exception of Clan Ireheart, met with the Grand King to discuss these recent treasonous actions. After much deliberation, an overwhelming majority of the council has agreed to the following measures: First, let there be no debate. All demands made from Clan Ireheart to Grand King Ulfric Frostbeard and the Council of Urguan are denied outright. Second, let there be no disunity. Clan Ireheart is removed from its seat on the Grand Council of Urguan, only to be reinstated by a 66% majority vote of the Grand Council. Third, let there be no doubt. All members of Clan Ireheart shall be stripped of their Legion and Kingdom titles, along with the powers and the responsibilities which accompany them. Fourth, let there be no grudges. Each Ireheart who has signed his name to their ill-fated cause shall publicly apologize to Grand King Ulfric Frostbeard and swear a new oath of loyalty in the presence of the Council of Urguan. Until a Son of Yavok has made this oath, the previous terms shall be held against him. Fifth, let the instigator face justice. Gror Ireheart, publicly identified as the most traitorous of the Irehearts, shall be banished from Urguan for eternity. Sixth, let the followers face justice. Bakir Ireheart, the Rikkin of Clan Ireheart, and Ragrin Ireheart, who publicly called for Irehearts to dethrone Grand King Ulfric Frostbeard, must submit themselves to a formal trial before the High Courts of Urguan. If these terms are deemed unfair by Clan Ireheart, then understand this; you are free sons and daughters of Urguan, and despite your actions, the glory of previous cooperation cannot be forgotten. You are free by your nature created by Yemekar to be discontented, and if you find the Grand Kingdom’s denial of your demands unfavorable, then you are free to depart at your will, just as you departed under Norli. Know that you shall only be allowed to return upon resolving your wrongs, and as equals to all dwarves. If we are so corrupt and destitute in Urguan, and that it is far greater for dwarves to live as secondary vassals to Irehearts in all times; then go ahead and go. You are released from your oaths, and I pray the Brathmordakin guide you. To the rest of the realm, to Almaris, Urguan offers this warning; This changes nothing. Urguan shall stand strong for centuries to come, with or without Clan Ireheart. We shall uphold our honor with no hesitation, alongside our great allies and vassals who have fought alongside us. Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor of the Grand Kingdom of Urguan, Elder of Clan Irongrinder, High King of Kaz’Ulrah, Grand Admiral of the Urguani Fleet, Youngest of Zahrer, Former Child, CEO of DNN, CFO of Dwedcorp Lord Justiciar of the High Courts of Urguan, Rikkin of Clan Irongut, Holder of the Book of Grudges, Lordak’ur’Aurokaraad, Prelate of Ogradhad, Master Remembrancer , Second Medic, Iron Baron. Grand Marshal of the Urguan Legion, Defender of Kal’Ordholm, Grandson of Kjellos, & Son of Igor Lord of Grandaxes, Brewmaster, Lord of Kal’Bogrin Arch-Runelord of the Citadel of Arcadia, Lord of Clan Irongrinder, Ruhn Marshal of the Legion of Mercy, CEO of the dwedmar corporation, Captain of the Battleship Dwedsmark, Master of the Ruhnland, Former Child, Lord of Kal’Khron, Kal’Nuram, Varoth’Akvel, Fort Uno’Reverse, Arbiter of the Prophet of Mercy. Bekarumm oz da Kornazkarumm, the First Starsmith, Draknadreng, Master Smith of the Urguani Workers’ Guild, Longbeard of the Legion of Urguan Grand King Emeritus, Restorer of Clan Starbreaker, Elder of Gotrek’s Folk, Lord of Azrummloss Dor and Kal’Evraal, Bane of the Neverborn, Conqueror of the Korvassa, Slayer of Gods, Hero of the Brathmordakin Grand Steward and Gamesmaster of Urguan, Hand of the Grand King of Urguan. Elder of Clan Frostbeard, son of Rhewen.
  4. The Grand Kingdom of Urguan Urguan Discord: [Click Here] About The Grand Kingdom ================== The Grand Kingdom of Urguan is a constitutional monarchy established to unify and represent the Dwarven race. The Grand Kingdom itself is one with tremendous history, being the sole nation of the Dwarves for a millennia, leading back to the very first dwarf himself, Urguan. Represented through the colors of orange and gray, the nation has united the Dwarves under its banner through common religion, culture, and ideals. The religion of the land, the Brathmordakin, is a polytheistic religion composed of 7 gods, each of which represent a different aspect of Dwarven culture. Throughout history, Urguan has been best known for their expert craftsmanship, unique clan diversity, beautiful underground cities, engineering capabilities, and wartime strategy. Now on the realm of Almaris, the Grand Kingdom continues to serve as the top Dwarven hub, occupying a sprawling mountainside on the South-East section of the realm. [THESE SECTIONS CAN AND MOST LIKELY WILL CHANGE OVER TIME] The Settlements of Urguan ================== The Capital City of Kal’Darakaan Kal’Darakaan, or “the City of the Ancient Might,” is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Being the largest and only Dwarven hub on Almaris, the city is a staple for dwarven culture, craftsmanship, and religion. Within the capital city, travellers can expect to find multiple clan halls, housing districts, a bustling market, a Brathmordakin temple, Grand Arena, and large area for craftsmen to hone their skills. Unknown to many is the city's origins, as the modern Dwarves of Urguan were not the ones to construct the city. Through the investigation of clues left behind, many believe the city to have been a colony of the ancient Dwarves, hence its name of ‘Ancient Might’. ================== The Forest Dwarf Village of Hefrumm The Forest Dwarf Village of Hefrumm is a town settled in the woodland valley surrounding the capital city of Kal’Darakaan. Home primarily to the Forest Dwarf Clans, Hefrumm’s unique culture is one linked to the care of sustaining nature surrounding them. Living amongst the flora and fauna specific to the region, strolling through the village is a beautiful nature walk for all to take on. The smell of roasting boar and spilled carrot ale often radiates from the Hefrumm Tavern and Inn. Some of their practices are seen no where else throughout the realm, such as the Seers, a branch of the Brathmordakin faith with an emphasis on spiritual guidance. ================== The Crimson Edict Karmesinfels, a mountain settlement to the East of the Dwarven Docks, can be seen by some as a tourist destination with its beautiful architecture and winding vineyard. A working redstone tower's chimes call out across the valley every morning and evening, with a warm tavern connected at its feet for travellers. Next door is the Red Croupier Casino, the first casino on these lands with fully automatic slot machines and a working roulette table. There's also a magnificent belltower with a shop in its base, a greenhouse, the Knox Apartments, and a war memorial all surrounding the central castle, home to the Crimson Edict. The castle is mostly residential to members of the ancient order, though it does have its own bar, grand hall, bank, and bathhouse, with its grand crypts beneath. [Seek out the Crimson Edict to learn more and possibly grab an invite to their discord!] ================== Lubba's Keep Lubba's Keep, developed by The Silver Lubba and their mercenary group, is a bustling seaside town that has come to house vassals of it's own. Prosperous, these folk enjoy their day to day lives, working to fill any demand as seen as necessity to them. [Link to Lubba's Keep Discord] ================== [More to be added!] Important Documents to Know! Articles of Urguan Civil Codex of Laws The Book of Grudges Da Kirja Dverga History of the Dwarves Kings of the Old Realm The Dwarven Language Dwarven Family Tree Government Leadership The King’s Council ================== Grand King Agnar Grandaxe | Austin7984#0060 (Discord: Austin7984#0060) The Grand King of Urguan is the sole monarch and utmost authority within the Dwarven nation. Elected by the majority of Urguanites, the individual entrusted with the power’s associated with the role is one of great status and respect amongst their peers. The Grand King is responsible for overseeing the entirety of the realm, as well as appointing a council to assist them in running the day-to-day aspects of the nation. The title is one held until resignation, removal, or death, and therefore has no set time limit. ================== Grand Minister of War Sigrun Ireheart | xMuted (Discord: xMuted#7195) The Grand Minister of War is the military head of the Dwarven nation. Tasked with overseeing the Obsidian Guard and strategic planning of both offensive and defensive wars, the individual who holds this title is typically an experienced war veteran who has served the nation’s legion for years prior. This title is appointed by the Grand King and is held until the Minister is removed or replaced. ================== Grand Steward Garedyn The Green | _RoyalCrafter_ (Discord: HyperAlphaKing#3040) The Grand Steward of Urguan serves as the head of stewardry for the Dwarven nation. Tasked with regulating taxes and the distribution of Urguan’s homes and land, the individual who holds this title is typically one with an economic background. This title is appointed by the Grand King, and is held until the Grand Steward is removed or replaced. ================== Lord Chancellor Ulfric Frostbeard | Terry_23 (Discord: Terry#1337) The Lord Chancellor of Urguan serves as the nation’s leader for the Grand Council and representative of it's clans. Elected by the clans themselves through a majority vote, the individual who holds the title is one well-versed in both diplomacy and advising. As the title is appointed by the Grand Council and approved by the Grand King, the position is one held until removed or replaced by the Grand Council. ================== Lord Justiciar Ulfric Frostbeard | Terry_23 (Discord: Terry#1337) The Lord Justiciar of Urguan serves as the lead justice and keeper of the book of laws for the Dwarven nation. Tasked with overseeing the court systems, the individual who holds this title is one well-versed with the book of law. This title is appointed by the Grand King, and is held until the Lord Justiciar is removed or replaced. ================== High Prophet Garedyn the Green | _RoyalCrafter_ (Discord: HyperAlphaKing#3040) The High Prophet of Da Kirkja Dverga, otherwise known as the Dwarven clergy, is the religious head of Urguan. This individual is one well versed in the Brathmordakin, and is responsible for preaching its teachings to the dwarven populace whilst overseeing the clergy’s members. The Guild Masters of Urguan High Remembrancer TBD The High Remembrancer of the Order of Remembrance is the leading scholar of the Dwarven nation. Whilst in charge of teaching future scholars and providing the Dwarven populace with tomes and classes, they also serve as an advisor to the Grand King due to their plethora of learned knowledge. ================== Yemekar’s Pick Ursus Grandaxe | _Grey_W0lf_ (Discord: _Grey_W0lf_#7961) The Yemekar’s Pick is the head of the Working Guilds of Urguan. This individual is one with experience in both managing large groups of individuals, and in craftsmanship and gathering. The Yemekar’s Pick is also in charge of supervising the mines within Kal’Darakaan, and the output they produce for the nation. ================== Anbella’s Hand TBD (Discord: TBD) The Anbella’s Hand is the head of medicinal practices for the Dwarven nation. This individual is expected to be a skilled medic capable of training others in what they have learned. The Anbella’s Hand is also tasked with overseeing the Urguani Clinic. ================== Armakak’s Coin DISSOLVED The Armakak’s Coin is the head of trade practices for the Dwarven nation. This individual is one with experience in the mercantile field, and is capable of training others to assist in merchantry for the Grand Kingdom. The Armakak’s Coin is also responsible for overseeing national stalls located in other nations across the realm. ================== Grand Huntmaster DISSOLVED The Grand Huntmaster is the leader of the Hunter’s Guild for the Dwarven nation. This individual is one who has shown a natural prowess for hunting, and is capable of teaching the skill set to new huntsmen. ================== Grand Architect Garedyn the Green | _RoyalCrafter_ (Discord: HyperAlphaKing#3040) The Grand Architect is the head of all construction projects for the Dwarven nation. This individual is expected to be a master at both building, and planning out various projects throughout the nation. ================== Iron Baron TBD (Discord: TBD) The Iron Baron is the brewmaster and head of the tavern for the Dwarven nation. This individual is expected to provide quality brews for the Dwarven people, and continuously stock and run the tavern to host Kal’Darakaan’s citizens. The Dwarven Clans of Urguan CLAN IRONGUT | Khrorul [ Click for Clan Post ] The Irongut Clan is the first-born elder clan of Urguan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts have held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. ================== CLAN GOLDHAND | Aurokanar [ Click for Clan Post ] The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments. ================== CLAN GRANDAXE | Kathaikaz [ Click for Clan Post ] An influential clan of mountain dwarves that has stood the test of time, the Grandaxes are known to be equally skilled in their prowess with an axe as they are in their command of language; renowned as great revelers and gifted elocutionists, they find themselves at home in various professions across the dwarven capital. From legionnaires to bards, to tavern keeps and politicians, Grandaxes are an amicable and charismatic folk who are staunchly loyal to their roots. Above all else, Grandaxes hold their kin in high regard and adhere to a strict code of honor handed down by their ancestral forebears. The quality of a Grandaxe is from the values of their heart. ================== CLAN FROSTBEARD | Azwyrtrumm [ Click for Clan Post ] The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as kings, government officials, hunters, diplomats, craftsmen, scholars, and warriors. Unwilling to let the past destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community. ================== CLAN IREHEART | Kravamoruk [ Click for Clan Post ] An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. The Irehearts are also known for their many fabled Paragons, warriors and Kings, as some of the most fearsome and respected dwarves in all of history have hailed from such a mighty clan. ================== CLAN STARBREAKER | Kornazkarumm [ Click for Clan Post ] An Elder Clan of Cave Dwarves mostly consisting of smiths, miners and Golemancers. They are known for their scholarly pursuits, including the study of magic or alchemy, but are most famed for their masterful skill in smithing and particular affinity for starsmithing. ================== FOREST DWARVES | Hefrumm [ Click for Clan Post ] The forest dwed of Hefrumm are known as spiritual guides through The Seers, proficient hunters in the Grand Hunters Guild, expert farmers, herders, fisherman, artisans of woodworking, as well as each clan or guild’s specific talents. The village currently consists of the Cottonwood, Blackroot, Treebeard, and Emberhorn Clans, in addition to a few lesser clans. As guardians of Anbella’s Hearth, the community welcomes the likes of epiphytes, druids, and any others that share that passion. ================== CLAN GRIMGOLD | Korodaurok [ Click for Clan Post ] The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. ================== CLAN IRONGRINDER | Khroneknazkarum [ Click for Clan Post ] Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. ================== CLAN METALFIST | Ithorrym [ Click for Clan Post ] A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. ================== The Grand Legion of Urguan The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [ Legion Post ] The Guilds of Urguan DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] ================== THE WORKING GUILDS OF URGUAN The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for the Working Guilds Post] ================== THE ORDER OF REMEMBRANCE The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to the High Remembrancer. ================== THE MERCHANTS’ GUILD The Merchant’s Guild is the centerpoint for Dwarven trade both within Urguani lands, and abroad. The expert merchants of the guild are considered the economic hand of the Dwarves, selling Dwarven crafts far and wide to any who wish to buy them. Any who join the guild can expect to learn the trade of a master merchant, and will soon be out attending stalls, selling goods, and establishing trade internationally. [Click here for The Merchant’s Guild Post] ================== THE GRAND HUNTERS' GUILD We dwarves are naturally isolationist folk and for too long have our lands gone unexplored and wild; teeming with beasts of all sizes and ruins lost to nature. For this reason, the GRAND HUNTER’S GUILD was formed, a guild whose goal is to encourage and organize dwarves in exploring the great unknown, and to hunt and study creatures. [Click here for The Grand Hunters' Guild Post] ================== THE HEALERS’ GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post]
  5. 18th of Sun's Smile, SA 56 ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ A MISSIVE FROM THE CROWN ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ To all Citizens of the Grand Kingdom, There comes a time in life where those that work hard are recognized for their work, and this shall be one of those times. It is through the hardwork of the Barony of Pinemaw that the Crown formally recognizes their desire to become a County, and as such, at the moment of the posting of this missive, the Barony of Pinemaw shall officially become the County of Pinemaw, with Baroness Peralien Maelstorm becoming it's first Countess. Narvak oz Urguan, Narvak oz Pinemaw. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen (December 27th, 2021)
  6. [MUSIC] The Horn of the Deep, carved from infernal ivory harvested from the corpse of a foul beast Oliphant, booms in the Halls of Ancient Might, echoing through the valleys under the mountain’s shadow. A rhythmic ringing of hammers against anvils like a pounding drum sounds, followed by the steady thunder of ten thousand marching boots. The Tripartite Accord 11th of the Deep Cold, SA 54 "Dwarves are experts at imperial civil wars," Atandt Irongrinder, remarking to Utak Ireheart during the second Three Month War Your flagrant attempts at conquest have been stifled tenfold. You have tried to make Orenian aggression justified in faith, but have failed to usurp that faith and have only been proven by your kin as a wicked man inspired not by devotion to faith but ambition for domination and dominion. Your attempts to fight the Throngs of Urguan have all been incredible failures, our armies outmaneuvering and seizing victory over you numerous times. What few ‘successes’ that have not slipped from your clumsy control have only been possible in the dead of the Saint’s Night, under the eye of Iblees. You dare defame the proud and ancient might of Urguan’s Folk, calling us secretary of darkness, threaten to take our lands and our people, empty our coffers and even shave the royal beard? You are nothing but a tribe of spoiled, weak-willed and conceited braggarts without cause for pride. Your levies of conscripted thugs you call an army lie broken at the feet of our throng, as water breaks against a cliff-face. You fill yourself with delusions of grandeur, and vainglorious dreams of conquest, yet time and time again have proven to lack both the strength and charisma of the forefathers you shamefully mock in your pathetic mimicry. You have proven consistently to hold no intent for peace. Yet the folk of Urguan, ever merciful even after the constant insult we have been subject to, do not desire your destruction, and our terms are simple. You spoke at your coronation of Total Victory against dwarves, and such words we now return to you. Unconditional Surrender. Turn yourself over to Urguan and you shall be made to right the dishonors and atrocities of Oren in this realm, resolving our grudges, those of our allies, and those of your own people who you have utterly failed. ᚢᛚᚱᛟ-ᚨᚾᚨᚱᛏ'ᚢᚱ'ᚢᚱᚷᚢᚨᚾ Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Lord Chancellor, Grand Admiral, High King of Kaz’Ulrah IN THE NAME OF, His Royal Majesty, Vane Freysson Ruric, King of Norland, High Chieftain of the Rurikkid IV JOVEO MAAN His Royal Majesty SIGISMUND III by the Grace of Godan, King of Hanseti and Ruska, FIDEI DEFENSOR, Grand Hetman of the Army, Prince of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duke of Carnatia and Vanaheim, Margrave of Korstadt, Rothswald and Vasiland, Count of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscount of Varna, Baron of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Thurant, Venzia and Astfield, Lord of the Westfolk, Protector of the Highlanders, etcetera. Gaspard, Count of Blackvale Banjo, The Captain of the Ferrymen, Savior of the Common and Free People, Pillager of Elvenesse, Liberator of Man, The Bringer of Equality, Capturer of the Bastion, Defeater of Racism, Debearder of Grand Kings, Sailor of the Seas, 2x Mr. Almaris, Emperor of the Roads, Heir to Shipman Keep. Soon after the announcement was declared, the scouts of the ISA and travelers would certainly note the great movement of the legions and mercenaries preparing their march to Southbridge, and the gentle trails of smoke from the coalition war camps rise from the valleys. WARCLAIM Wargoal: Conquest of Tile 91 (Cost of 25500 minas) Attackers: Grand Kingdom of Urguan (Lead) Kingdom of Hanseti-Ruska The Ferrymen Band Defenders: Holy Orenian Empire Warzone: Sunday, January 2nd, from 4pm to 7pm EST Siege: Southbridge Time TBD
  7. 6th of The First Seed, SA 54 (December 10th, 2021) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ PHILIP III: A SHEEP IN WOLF’S CLOTHING ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ “If your three stone days pass and you have not done this, Our soldiers shall advance to the south once more and Our armies will march to set fire to your lands, as they did for eighteen years those centuries ago. Whilst We crush your armies from the north, the Prince of Savoy shall set sail from San Luciano with a fleet that dwarfs your own. The soldiers aboard these galleys shall disembark on your coastline, burning your fields and ridding the world of your stunted people village by village. No quarter will be given to any dwarf, soldier or civilian, encountered by Our gallant countrymen. To paraphrase the great general, Josef Vladov, who defeated your kind at Rhewengrad and in countless other battles: should you fail to accede to these demands and admit your transgressions, the sun will set a final time on perfidious Urguan.” ~ Philip III, 4 Stone Days ago. To Philip III, We are waiting. The Legion of Urguan prepared for your ‘invasion’ and the ‘burning of our villages’, yet you have not shown. We have awaited the ‘fleet of Savoy’ at our Southern border, yet they have not shown. The time given Urguan within your ultimatum has passed, and you still have not shown. Instead, your throne room has been burned, your forces have been slain, and you have remained silent in the empty threats you declared against our great nation. Our legion grows tired of waiting, and I am sure your forces tire of losing against only a fraction of our army in the small squabbles we have had thus far. Urguan’s Folk fear that your inaction may result in yet another violent uprising within your ranks, and we both know Oren cannot survive that. We await your arrival. Narvak oz Urguan, Philip III. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen
  8. [!] A depiction of the Orenian Capital, a fire burning long into the night. THE MEN OF MORN & THE COWARDS OF NIGHT Some chose to linger in the shadows of night, fretfully biting at their nails until blood sheds from the tip of their fingers. For these so called men have as much honor as they have triumphs in battles where the odds have been fair. Only as night cracks, do the mentioned men - men of Orenian ilk, come out to take up arms. As their force is about as competent as a barrel of lobsters fighting. They struck Urguan in the early hours of the day, just like the cowards they are, cravens in tin suits to mask their wobbling bellies. Those of honesty, take up arms in the midst of day, just when the rabble of cities surmount. The tides of a snake’s war are about as easy to turn around, about as much as the morning eggs of a Halfling. Hence, the joint forces of Urguan showed up at the front gates of Saint James. It was the Men of the Morn, in great contrast to the Cowards of the Night. Recent history has told the Orenians are certainly men of faith. The good Orenians provided the gateway and keys to their city - literally so. Boots sounded from outside of the city, causing many a man or woman to flee into their homes. With the last door promptly shut, the brave joint forces landed into the yolk of Saint James, standing true and tall at the center of the city. Where one fool, Joseph d’Azor found himself captive and in shackles within seconds. Then again, the turncoat of Oren can only leach onto power, his one capability to shine his shoes, with that smooth brain of his. Expectly, the Cowards of the Night did not take up prestigious, patriotic arms to save their good man. Instead their eyes watched him be taken until the horizon showed him no more, perched shakily upon one of their walls. One capture was not enough for the forces albeit, as they remained in the city - expecting a fight. Was it a war? They thought. Or was it the great pitching of tents? Only those with morsels of valor descended to clash blades with the invading force, to no avail, but at the very least, they fought - as those in war should. Battle ensued for minutes before another staring contest persisted. Yet, the eyes of Orenian men only lingered on the destruction to come, while the joint forces only saw triumph. The Clock Tower would strike nil, as the foreshadowed end of times bestowed itself upon the decaying Empire of Oren. What good soldiers would allow an invasion without a defense? To allow their women and children to flee to their homes, knowing their army to be no more than conscripted lousy, dunces. Torches were tossed against the tower, flames licking the sides, until an uproar of inferno took its entirety. Still, the Orenian soldiers moved less than an inch. Cries took hold of Saint James. Still, the Orenian soldiers moved less than an inch. T'was the end of times to come, the beginning of their own declared end. An Emperor declaring oneself as Emperor. An Emperor declaring his own war. An Emperor declaring his own fate. Narvak oz Urguan, Philip III. Part 3 of 3.
  9. SA 54 (December 8th, 2021) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ A RESPONSE TO 'EXCORIATION OF URGUANITES' ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ To the Usurper ‘Emperor’ of Oren, The Dwarves of the Grand Kingdom of Urguan do not care for your petty attempts at feigning righteousness. You can save your sly remarks and passive-aggressive chatter for ‘your’ new citizens, as who knows how long it will be before yet another forceful uprising presents itself at your feet. Let us correct your decree, as we Dwarves have lived through the events that you can only read about in history books. Before we continue on in correcting your falsities, let it be known that we, Urguan’s Folk, deny any demands made by your ‘Empire’ upon our people. The only further political correspondence we shall accept is the presentation of Ser Duncan to our Lord Justicar to be tried within Urguani Court for the breach of our previous Non-Aggression Pact and the Attempted murder of 2 Urguani Legionnaires. If such is not presented to us, the Dwedmar are prepared for war. We understand that you must attempt to slander our name as ‘Anti-Canonist Heathens’ and make this out to be a ‘Holy War’ to garner much needed support from other Canonist nations, yet it has become rather obvious to everyone besides yourself that the Grand Kingdom has always been accepting of all religions within our halls. The fuss created over our canonist vassals and your ‘DEMAND’ for us to never allow such to happen again truly shows that you cannot realize that the true problems lay within your walls, not ours. The ‘Empire’ of Oren has proven itself to be an egregious place to live to the point where numerous previous vassals have fled your fields to instead be within ours. You attack us as a host nation because you know that your treatment of vassal states has been so horrific that they would rather live with the ‘heathens’ than a ‘pure canonist nation’ such as your own. To any who continue to believe this war is about religion, please walk through Urguan’s realm and behold the diverse religious groups living within Urguani land. There is no further explanation needed for such a blatant falsity, as anyone can see its sole purpose is to garner support. Need we also remind you that we, the ‘secretaries of Iblees’, were the ones who locked him away in the first place? Regardless of your own beliefs on religion it is clear your knowledge of history is lacking, as you have forgotten the facts of the 18 Years’ War. While yes, Orenian forces managed to siege a rapidly built fort on the edge of our territory, you have forgotten the tales of your ancestors fleeing back within their borders after realizing the Grand Empire began to push back. You have forgotten the tales of the Siege of Kal’Ordholm, where your ancestors failed to even breach the outermost wall of the Dwarven Fortress before being entirely eradicated by Urguani forces. You have forgotten the tales of the Siege of Khro’Nogaak, where your ancestors’ forces were burned alive the second they touched the walls of the fortress. You have forgotten the White Peace rapidly declared by your ancestors the second they realized they were losing. While your ancestors have long passed since the realm of Vailor, we Dwed continue to live on to this day. The same Dwed who designed those impenetrable fortresses of the past have further perfected their craft to this day. The same legionnaires who have witnessed the death of loved ones by Orenian hands live on to this day. The same Grand Kingdom which has defeated and conquered your ‘Empire’ lives on to this day. Should you and your ‘Empire’ wish to declare war on the Grand Kingdom, remember that history repeats itself, and it is not on your side. Narvak oz Urguan, Philip III. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen
  10. [!] A painting made by a Dwarf, with the mountains of Urguan seen in the background. A CONCISE VICTORY In this third month of the War of the Wigs, a chapter has come to a close. Urguan spends their time celebrating one of many victories that they have earned when news reaches the halls of Kal'Darakaan of treachery within the Empire. The Emperor of Oren, Philip II has vanished without a trace and in his place, a usurper has risen. In addition to plotting to overthrow the Orenian government and previous Emperor, they have sided with their fellow usurpers to the South. The once peaceful hamlet of Sutica, that was defended by all of Arcas against Oren, fell to the same underhanded peoples that now lay claim to the Holy Orenian Empire. With this fact in mind, they have perpetrated the honor war between Urguan and Oren. Due to this, we see no purpose in continuing a war against those who had not transgressed against us. Therefore with the capitulation of the 8th Empire of Oren, the Grand Kingdom claims victory in this short but brutal war. Philip II, much like myself, had led our people with our heads raised high with both honor and pride, but one cannot yet say the same for his so-called successor. This is not the way we wished nor expected the war to end, but these discrepancies must be attended to all the same. Because of the power vacuum caused by the previous Emperor’s disappearance, there is only one certainty that the future holds. The sons and daughters of Urguan shall remain steadfast come whatever may happen. And as such, will not stand aside while aggressions are made to our kin from this new Empire. If the usurper of Philip II wishes to come to the lands of the Grand Kingdom, then he will be met with full retaliation in accordance with his transgression. If he wishes to remain in his new city and begin an era of peace between our folk, then we will accept that with open arms after seeing all grudges settled. Therefore as of this missive, I, Grand King Ulfric Frostbeard, of the Grand Kingdom of Urguan, proclaim victory over Philip II in the War of the Wigs. What comes next is to be decided by he who’d take advantage of the power vacuum, be that Philip III, or any other ambitious Umri who have not yet felt the wrath of Dungrimm. But until then, we shall remain dormant with our victory. To whoever manages to take Oren by the horns and lead them the way their predecessor did, we Dwedmar shall fervently await their response. Narvak oz Urguan. signed, Grand King of Urguan, Elder of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen Jarl of Dol’Gorix, Lord of Clan Ireheart, Orcs Bane, Professional Wig Snatcher
  11. A Letter Regarding Your Beds To the Vullier household, from a friendly dwarf. Now, while I am no expert on sleep, I do know a few things on a good nights rest. Not too long ago during the War, before your weak Emperor was embarrasingly coup'd, I raided your house, with ease I must say, and I came upon many of your rooms with beds. Now, one of the rooms stood out in particular, which I assume was your sons rooms. An issue I had with their beds, was how stiff they were, me and my partner layed in them, and soon found how uncomfortable they were, and as a warrior, one of many Wig-Wearer slayers, need to rest my back after slaying many an Orenian fool. So, I write you this letter, as a warning. A good nights rest, can lead to many positive things, and a stiff bed, one that of your sons, will only lead to their death on the battlefield. Another benefit of a soft bed is one more grim, but not uncommon for Orenians, it gives a soothing sense, after a long battle lost, watching many friends fall in battle to dwarven battlaxes can be tiring, and a soft bed sooths the blow. So next time I wish to visit, as I will, I hope to see you have a soft bed, and one that does not stain, for when blood will be spilt, I wish not to ruin your mattress. Sincerely, A Friendly Dwarf https://www.youtube.com/watch?v=Ag1o3koTLWM
  12. 13th of the Amber Cold, SA 46 (October 18th, 2021) ᚾᚨᚱᚺ-ᛞᚨ-ᚾᚨᚴᚺᚢᛗ'ᚢᚱ-ᛞᚨ-ᛟᚱᚡᚢᛚ-ᚾᚨᚴᚺᛁᛗᛁᚱᚨᛉ A MANDATE OF REFORM ᚡᛖᛚᛖᚱᚨᚴ-ᛟᛉ-ᛞᚨ-ᛟᚾᛟᚱ'ᚴᚨᛞᚱᛖᛚ'ᚾᚨᚱᚺᛖ To My Fellow Dwedmar and Fine Folk of Urguan: In the ancient realms of centuries past, the dwarven lords met in council to discuss the future of their kingdom under the lead of Under-King Thorik Grandaxe. They saw a future for Urguan beyond its centralized capital hold, where yrrommar and friends of the Brathmordakin, beardless as they may be, should share in the wide lands of the kingdom. It was in this council that a dream was born, and the future of all dwarfdom determined; the Grand Kingdom. From that point on- with few short eras of exception- the Grand Kingdom would endure as the primary dwarven faction. With the Grand Kingdom’s presence, the world would be ensured its traditions of order, creation and honor, and most certainly those residing within were chief among its protection and allies in its fight for civilization. In the realm of Arcas there were few beyond the dwedmar alone in such a grand fight, but it is with great pride that I gaze upon the mountains and their shadows cast over a prosperous realm of numerous peoples, united through a common investment in the lands. But there is no denying the fact that there are few who feel respected beyond the order of tenant and landlord, few who feel pride in the sacred standard of the orange and gray. It has come to my attention of the desire for a reform of our vassalage system at its most basic roots, a desire which I share vision in. Whilst I cannot yet divulge much of what has been worked on so far, I shall say that it is my hope that I can reveal a new system which shall include all those that call Urguan their home in some fashion. A system which rewards those that work hard, and gives proper assistance to those who may need it. With this said, l see fit to call for a Grand Assembly, the likes of which I expect will show how dedicated we are to the Grand Kingdom as a whole, dwedmar and yrrommar, all citizens of the empire. Here all shall be welcome to share the vision for a new system of the Grand Kingdom, to determine the future cooperation and management of its realm. Narvak oz Urguan Narvak oz Brathmordakin Grand King of Urguan, Lord of Clan Frostbeard, Thane of Rhewenholm, Great-Grandson of Rhewen OOC:
  13. Campaign of Durorn Ireheart INTRODUCTION When the rare new dwarf walks into our Grand Kingdom, all they see is a ghost town. Our halls run empty and the hum of hammers against steel ring silent. Our Grand King has been absent, and no member of the council beyond Dhaen Grandaxe has moved to fill this void. Urguan needs someone with fresh ideas, not weighed down from the past of previous administrations. Not weighed down from the ideas of what can, or will not be. I believe this individual is me, Durorn Ireheart, who holds the initiative to bring a return to stability and a potential golden age for the Grand Kingdom of Urguan. It is time for Urguan to stamp its mark back into international affairs, it is time for Urguan to take back control. It is time for Durorn Ireheart. GUILDS THE WORKER’S GUILD: The worker’s guild is the backbone of Urguanian society. Without the workers of Urguan we are nothing. Their daily contributions are what keeps the Grand Kingdom progressing and prepared for any event. For this reason, the Worker’s Guild should be given jurisdiction over all resource gathering activities such as mining, woodcutting, farms, stables and animal pens. To cage up the Worker’s Guild to only the mines would lead to inefficiencies in our logistics and stockpiling. In terms of support, the Worker’s Guild should work alongside the Grand King and the council to ensure that the Worker’s of Urguan are treated and compensated fairly for their contributions to the Grand Kingdom. I myself had humble origins in the Worker’s Guild as both a miner and a smith, I empathize with those who work so hard to keep our nation afloat. THE CLINIC: The Clinic is a necessity in our nation for it heals the sick and wounded, and more importantly our wounded warriors. The Clinic allows for new facets of work for dwarves to delve into. In order to foster the curiosity of new medical staff, I wish to work closely with Mica Grandaxe, the Head of the Clinic, to create a Medical School for Urguan. So outsiders and dwarves alike can come to Urguan and seek medical teachings from some of the best medics in the world. The Clinic also has an international aspect to it. Our ally, Haense, is renowned for its clinic program and cooperation between the Haensetian and Urguanian clinic can build our relations with Haense but also bring visitors to medical meetings in Urguan. THE LEGION: The guild that has the most significant impact on Urguanian society and the Grand Kingdom. A nation is only as safe as it’s military and policing force. As Grand King, I will be able to use my experience as a Legion Commander, Grand Champion, and Grand Marshal to make sure that Urguan is safe from all external forces that may seek our demise. It is important for our Legion to be ready and prepared for any defense of our Grand Kingdom. The Legion of Urguan should also become a symbol of dwarven strength and power on the international stage. Joint-practices with our allies in the Iron Accord will only allow us to become stronger and more prepared for any circumstance. MERCHANT GUILD: The Grand Merchant for too long has become a “tax collector”. Back in Asulon and Anthos, the Grand Merchants of Urguan were some of the richest descendents alive. The Grand Merchant was much more than just a “tax collector” and they led some of the richest institutions in the world. This in turn helps Urguan prosper and gain wealth. I trust Dhaen Grandaxe with these tasks to lead The Merchant Guild of Urguan so that we may once again prosper. The Merchant Guild should include tasks such as establishing trade agreements between other nations, controlling the nation’s finances, selling dwarven goods and crafts to other nations, and the collection of taxes. SMALLER GUILDS: Smaller guilds should still be encouraged within the nation even if they are not Royal Guilds. I hope to encourage new guilds to grow and be created. This allows Dwarves with a multitude of things to do and most importantly, do what they enjoy. FOREIGN RELATIONS THE IRON ACCORD: For too long our current leadership has forgotten our allies in the Iron Accord. When I talk to my dear friends in Haense, they feel as if the alliance is only an alliance on paper with no real intention of true friendship. Our allies in the Iron Accord should be valued and cooperated with. I plan to go on many trips to improve our national relations with both the nations of Haense and Norland, so that we may increase cooperation between our nations. More importantly, I wish for Urguan to become the spearhead of the alliance so that we may host meetings for our allies. This will bring visitors and foreigners to our once empty halls of Urguan. The Iron Accord allows us to also cooperate militarily with each other but also allows us an easy way to set up agreements and cooperation between our guilds. The Iron Accord can also help us in the defense of our territory. [OOC NOTE: Due to the low influx of dwarven players from whitelist applications, another steady way of bringing in new dwarves is through showing foreigners our culture and making dwarven RP seem interesting & enjoyable. This will encourage people to create and try out dwarven roleplay] THE THREAT OF EXTERNAL FORCES: To deal with the threat of possible external forces, it is important that we fortify our lands with the construction of forts in strategic locations. This is important so that we can defend our Grand Kingdom against any foe that threatens our beloved nation. We will also need to strengthen the legion, which I will be involved in personally, so that we can act swiftly in a time of crisis. With these precautions in place, we will be able to fend off any enemies of Urguan. I want to be able to protect our borders and be able to hold claim over the Mountains of Urguan and ensure the claims to our borders are not challenged. DOMESTIC AFFAIRS FEASTS AND EVENTS: With improved foreign relations we can work to hold festivals and events so that our halls may be filled with visitors. Our halls should not be empty, instead they should be full of merchants and visitors and become the center of Almaris. I hope if I become Grand King that I could work closely with the clergy, Norli Starbreaker, and the tavern, Levian’Tol Grandaxe, so we can throw the best religious feasts and ceremonies. These feasts and festivals should not just be limited to being held in the capital city, but also be held in Hefrumm. HEFRUMM: As Grand King I do not plan to favor just the dwarves who live under the mountain, but Urguan as a whole. A Grand King should represent all people in Urguan, including the Forest Dwarves. For this reason, I hope to encourage Hefrumm to host events and feasts for their religious ceremonies and paragon, Bjor Cottonwood. Not only this but Hefrumm should be given more autonomy to do what Hefrumm does best. I am not a forest dwarf, nor do I live in Hefrumm, but the High Chief knows what is the best course of action for Hefrumm. Due to this, the Chief of Hefrumm should be given more authority to enact the things that they believe will do good for the people for Hefrumm. Also, the High Chief of Hefrumm is only limited to one singular vote, which is an unfair representation of the clans of Hefrumm. It is my intention to right this inequality, and allow the High Chief’s vote to count for as many forest dwarf clans in Hefrumm that meet the voter eligibility. This will allow a fair representation of Hefrumm and it’s people in the regular council meetings. THE LAND LEASE ACT: The Land Lease Act has affected my clan personally, and my Grandaxe friends have spoken to me about their elderly plight. With Norli as a strong supporter of it when it first passed, it has caused many repercussions for large clans. My clan has outgrown their clan hall and so was seeking to gain land in Urguan for a settlement. Upon asking, our clan father was told to pay a hefty down payment plus pay taxes on the settlement. This forced us to move away from Urguan and find territory in the nation of Krugmar, for free. It seems to me that this deal has also affected other elder clans such as the Grandaxes, where elders of the clan are forced to live in the slums of Urguan. At the same time us dwarves have to pay for land, the Edict was given land for free for their own use in our nation. I will not allow this to happen under my reign and instead take care of my dwarves. I plan to hopefully edit this act and lower the prices for owning land in Urguan for groups of individuals and clans. THE COUNCIL: For a long time now, the council has been a symbol of constant bickering and inefficiency. Council meetings last many stone hours without getting anything effectively done. I hope to effectively wield the council so that our meetings can be drastically shortened while getting stuff done. I want to sit down and mediate a new version of the Articles of Urguan instead of placing the burden on one man 3 times and the system not working once. INFRASTRUCTURE: It is important for any extra mina to be invested directly into the Grand Kingdom again. We should invest our mina into expanding the mines, farms, and mills we have as well as implementing ferries in our port. This infrastructure is crucial for Urguan to develop a bustling economy as well as allow visitors to visit easier. Forts and Defenses also need to be built so that we can organize the defenses of our territory from anymore aggressions that our enemies may plan. I hope to bring life to the dying Architecture Guild and finding a notable replacement for the preceding Grand Architects. THE ECONOMY: Our economy as dwarves should not solely rely on the collection of taxes. As dwarves, we create the finest works of smithing as well as the best brews. We should use our excellent craftsmanship to excel in places like international trade. Setting up shops in foreign nations so that all descendents may know of the quality of dwarven made goods. The Merchant’s Guild will be in close contact with me so as to work with the Grand King to create a prosperous future for the Kingdom. I also want to develop our own coin and be able to not only keep it in Urguan, but also spread it to our allies in Haense and Norland as well as our close neighbors Vaeylia. STOPPING PETTY FEUDS: It is time for dwarves to stand united for a common goal, the betterment of Urguan. Feuds between the Grandaxes and the Metalfists did no good for the Urguan except divide two great clans. Division is not good, and we can learn from our history that dwarves should not fight between themselves, but stand united for a common cause and the defense of our Grand Kingdom. With me on the throne, I will do my best to mediate petty feuds that may cause division within our Kingdom. Durorn Ireheart, Commander of the Legion and Grand Champion and Elder of Clan Ireheart
  14. MISSION SYSTEM OF URGUAN Massive dwarven scrolls would be pinned to notice boards around the Realm of Arcas. Through the strength and cooperation of the Legion of Urguan, we have created a system for the Mission Board that enables the citizens of Urguan to fulfill their duty to the Kingdom. Each mission entails the mission’s coding for difficulty, location, reward, and the contact you’ll need to begin your work. This new Realm of Almaris is one we’ll need to explore and protect together for the good of all dwarves. “If you want to travel fast, go alone, if you want to travel far and beat the **** out of anything that stands in your path, go with your shield brothers” -Ancient Legionnaire Proverb MISSION CATEGORIES Red: Legion Orange: Urguan Green: Hefrumm Gold: Clans MISSION CODINGS Dark Red: PVP Light Blue: Magic RP LEGION MISSIONS Available for only Legionnaires INDIVIDUAL MISSIONS GROUP MISSIONS MORE MISSIONS & EVENTS COMING SOON KINGDOM MISSIONS Available for all Dwarves GUILDS INSTITUTIONS HEFRUMM MISSIONS Available for all Dwarves (Each mission coincides with Hefrumm’s caste system) URGUANI CLANS Available for all Dwarves APPLICATION The Grand Kingdom Mission Board is always open for those who wish to enlist the help of their brethren. To apply for a task to be received on the board, simply fill out and submit an application as seen below. You will be contacted by Grand Marshal Dimlin Irongut within a few stone days. ~x~ Mission Name: Color Coding (Refer to the Color Key at the beginning of the post for reference) Individual or Group Mission: Requirements: Mission Start: Mission Description: Mission Rewards: Thank you to @Dhaelena @SoulReapingWolf @BDanecker@Luciloo @Titanium430 @Masouri @Elite_Snipes_ @Lady_Dietz @Willstertheking2for the massive help with this post
  15. As issued 11th of The Grand Harvest, 2A 6 THE SIXTEEN GRAND CHAMPION OF URGUAN After the conclusion of the Grand Tournament of Urguan, Grimnir Ireheart stood at the Great Dias of the Arena of Urguan being given the sovereign question on his acceptance of the title of Grand Champion. He stated simply he intended to fight only with honor but not accept the title in any stead, thus forfeiting to Durorn Ireheart. He was given the same question with triumph “Durorn Ireheart, vested in me as Grand Marshal of the Grand Kingdom of Urguan and seeing you fit as the best example of honor and pride in Urguan. Do you accept the title of Grand Champion of Urguan, defender of the Grand King and the light of dwarven valor?” The Marshal stated simply shouting to the spectators all gazing up with envy His answer was simple. “Aye” Silence overcame the arena as the Marshal would grab Durorn’s hand bringing it up high as a sign of victory “THEN HAIL TO THE GRAND CHAMPION! NARVAK OZ DURORN NARVAK OZ URGUAN” DURORN IREHEART XVI GRAND CHAMPION OF THE GRAND KINGDOM OF URGUAN
  16. THE SIXTEENTH GRAND TOURNAMENT OF URGUAN Massive dwarven scrolls would be pinned to notice boards around the Grand Kingdom “The trumpets of Kal’Darakaan call for descendants of Urguan to bear witness to the Sixteenth Grand Tournament! Let this event inaugurate an era of splendor and eminence, akin to those enjoyed by our ancestors. It has been nearly fifty years since the last Grand Tournament and as such, it is time for a new dwarf to step up and adopt this distinguished mantle. This event will be co-hosted by Grand Marshal Dimlin Irongut and Falk Irongut, Rikkin of Clan Irongut. All citizens of Urguan are welcome, be they beardlings or longbeards, lads or lassies. The winner of this tournament will hold the illustrious post of Grand Champion of Urguan, a privilege and a title that will recognize them as the premier dueler in the Grand Kingdom. May Dungrimm guide your fists to eternal glory." TIME AND LOCATION The Grand Tournament will be hosted several stone days from now in the Grand Colosseum of Urguan. ((Saturday, January 9th. 4:00 PM EST)) ITINERARY The tournament will consist of one event, the traditional fisticuffs, as seen in every Grand Tournament since Grand King Thorik Grandaxe. The rules of this event are simple, participants will fight one vs. one until one can’t fight any longer. This will be repeated until only one contestant remains, this participant will be granted the title of Grand Champion and the Tournament Prize. ((OOC: The event will be melee PvP with fists and no armor, 1v1 brackets until only one participant remains. Only ACTIVE DWARVES are allowed to participate)) TOURNAMENT RULES Any sort of equipment will not be permitted during this tournament, only fists are allowed. The Laws of the Grand Kingdom apply to this tournament. The use of performance-enhancing herbs, drugs, or alchemical reagents is not permitted. GRAND PRIZE In addition to earning the honor of being awarded the title of Grand Champion, the Grand Champion will also receive the following: The Grand Champion A Prize amount of 1000 Minas A Set of the finest Dwarven Equipment A Statue will be chiseled in your honor outside the Grand Palace The title of Grand Champion & Personal Guard of the Grand King A Drink named in your honor A Place in the Grand Tombs Second Place A Prize amount of 500 Minas A Custom-made Ferumm Longsword A Custom-made Full set of Iron Plated Armor A Commendation from the Grand King A Cask of the finest Dwarven Ale ENTRY SLIP The form attached needs to be filled out and handed in, within the next stone week. MC Name: RP Name: Discord: Timezone (EST, GMT, etc.): ((OOC: YOU HAVE UNTIL FRIDAY, January 8th TO APPLY)) REGISTERED PARTICIPANTS: Mao Blackroot[Mateolog] Svuli Metalfist[Titanium430] Ivar Stormheart[Khelvor] Bakir Ireheart[Ireheart_] Alaric Grimgold[Hrokaz] Yazmorra Blackroot[Lady_Dietz] Levian'Tol Grandaxe[willstertheking2] Durin Hammerforged[Tabby64] Dorminur Goldhand[BDanecker] Caldur Irongut[Nolan_] Bjorn Grandaxe[Jdesarno] Durorn Ireheart[Masouri] Axel Ireheart[Lefty_Bojengles] Odrin Ireheart[Sir_Niccum] Balrog Ironkiln II[J33xt101] Ulfric Frostbeard[Terry_23] Thorgrim Ireheart[PrinceOfTheRhine] Thulin Starbreaker[Thulin_] Lorenzo Ireheart[Pogopants7] Durin Ireheart[youknowwhoiam] Grimnir Ireheart[dyselxic] SPONSORS & DONORS OF THE GRAND TOURNAMENT: Ivar Stormheart Bjorn Grandaxe Officer Grudgebeard Kalgrimmor Falk Irongut Caldur Irongut Balek Irongut Svuli Metalfist Snorri Grandaxe Dunhiem Brewery The Brewer’s Guild The Urguani Worker's Guild
  17. A pinned message would line the walls of the Grand Kingdom, written inside of it [!] Sweet Queen Dhaen By: Niel Carbarum Where it began, Ah cannae begin tae knowin’ But somehow Urguan’s growin’ strong Wasnae t’e tax And tax became mare tax Who’d ‘ave believed it’d be so wrong Grandaxe, touching Merchant Reachin’ out, touchin’ land, touchin’ tax Sweet Queen Dhaen Urguan’s never been so fucked (so fucked, so fucked) - undertone Me bank accounts gone All me money’s been sucked (been sucked, been sucked) - undertone But now I Look at the Kingdom and it seems so lonely We’re missing the boats, where did they go An’ when I get paid Ahm payin’ fae some boats Why the **** am I payin’ so Merchant, touching Queen Reachin’ out, touchin’ land, touchin’ tax Sweet Queen Dhaen Urguan’s never been so fucked Me bank accounts gone All me money’s been sucked Oh no, oh no Sweet Queen Dhaen Urguan’s never been so fucked Sweet Queen Dhaen Ah believed me money’s been sucked Sweet Queen Dhaen Urguan’s never been so fucked [!] For those who know dwarvish
  18. As issued 10th of The Sun's Smile, 4 2A MILITARY FINANCIAL ALLOCATION ACT It is the sovereign duty of the Grand Council to guarantee that the Legion of Urguan is not only active but properly equipped. In the past, this duty has been left to the oversight of the Grand Merchant and the Grand King, however, those charged with the upkeep of the Legion have neglected their duties, placing the burden upon the Grand Marshal and his officers. This dereliction of responsibility was successful in the past only because of the abundance of wealth that the Grand Kingdom enjoyed. Yet in recent times, a lack of funds has been felt throughout the continent, leaving the Legion struggling to acquire sufficient capital to support its infrastructure. Thus, we now find it necessary to form a proper budget for the Legion, allowing the Grand Marshal and his officers the appropriate funds required to fulfill their obligations both to protect the Kingdom during times of peace and to ready the military for any future conflicts. SECTION I - THE LEGION BUDGET The pay scale for the Legion may only be adjusted through the Grand Council of Urguan, although the Grand Marshal may pay bonuses to legionnaires directly from the Legion Reserve. The payment of each member is based on their rank, and the pay will be as follows: Grand Marshal: N/A Commander: N/A Legate: 24 Minae Pridebearer: 20 Minae Longbeard: 16 Minae Ironbreaker: 12 Minae Stoneguard: 8 Minae Grunt: 4 Minae Based on the pay scales outlined, the Legion of Urguan shall receive funds from the Treasury of the Grand Kingdom. The number of funds allotted to the Legion will be revised on a biennial (every two years) basis, to account for any growth in the legion. The redefining of the Budget is to be a collective effort between the Grand Merchant and the Grand Marshal. SECTION II - THE LEGION RESERVE It has always been the nature of the Legion that those who work, receive compensation, and those who do not work will not receive compensation. As a result, there may be an excess of funds at the end of some years. Thus we propose a Legion Reserve, governed by the following regulations: The Legion Reserve is to be controlled directly by the Grand Marshal and is to be dispensed at his discretion, so long as it is to benefit the Legion. Examples of Proper dispensation of funds include, but are not limited to: The payment of new legionnaires. The acquisition of arms and armor. The payment of bonuses to legionnaires that excel in their service. The payment of Legion sponsored events. The payment required to maintain the Legion of Urguan Mission System. This reserve is limited to a maximum of 2,000 minae but it may be raised through the will of the Grand Council. Any surplus mina will be remitted directly to the Kingdom. Donations made directly to the Legion will also go directly into this reserve and thus be under the purview of the minae limit. SECTION III - STATUTES & REVISALS This bill reaffirms the Grand King’s innate sole authority over the Legion. The Grand King may at choice reject the spending of the Legion Reserve. Furthermore, in order to check the powers granted to the Grand Marshal and the Legion by this document. The Grand King, as well as the Grand Merchant, will be granted the power to audit The Legion Budget and Legion Reserve at any time. Upon their request, the Grand Marshal will be required to provide detailed financial documents that show when and how the Legion’s Funds are being utilized. If some discrepancy is found in these documents, the Grand Marshal will be held legally accountable and will be investigated for fraud. Furthermore, if implemented, any section of this proposal is subject to change through a simple majority vote of the Grand Council. Such proposals may include a change to legion payscale, adjusted regulation of the Legion Reserve, implementation of additional oversight, etc. Jórvin son of Kazrin, of the Elder Clan of Starbreaker, Grand King of Urguan’s Folk, Clan-Lord of Gotrek’s Folk, Lord of Kal'Darakaan, Tal'Sjorvath, and Kal’Evraal, Bane of the Neverborn, Slayer of Gazardiael and Savior of the Realm, Founding Member of the Council of the Fourth Grand Kingdom of Urguan, Beloved by the Brathmordakin, Keeper of the Great Book of Grudges.
  19. As issued 22nd of The First Seed, 1795 BY ORDER OF THE GRAND MARSHAL The following reforms to the training schedules of the Legion of Urguan, the main defensive body of the Grand Kingdom of Urguan, shall be put into practice EFFECTIVE IMMEDIATELY for the betterment and security of Dwarven Legionnaires: STATUTE I: SCHEDULE Legion practices shall henceforth be hosted by the Grand Marshal or one of his Commanders (or failing this a Thane) on Wednesday, Friday and Saturday at 4 PM EST, with Wednesday being for Division I, and Friday is for Division II. Saturday is the general training and all should attend. However, those in one division can attend the other divisional training and honor will be awarded for both. STATUTE II: HONOR Honor for training and other acts will be distributed by an officer to those that attended the training. This will be updated on the roster. STATUTE III: PAYMENT Payment shall be distributed at the general training on Saturdays to those active legionnaires who attend. If you do not attend this training you will not be paid for that week, unless good reason is provided. Payment will not be given to those that do not attend both the Divisional training and the Saturday general training. STANDARD STRUCTURE FOR LEGION TRAINING SESSIONS Begin by paying the present soldiers if the training is Saturday BEGIN WITH FORMATIONS TRAINING: AEMIZ, VEL, DREE VEL. TEKOM AND FACES are optional for it is situational, perhaps do it once every two weeks at general training. Official Training will then commence, with CRP and or PVP and other Acts being decided upon by the highest-ranking officer. MELEE COMBAT CRP GUIDE: Legionnaire groups of even numbers shall be matched up against one another to learn how to fight hand-to-hand with training weapons against other contingent groups. This aims to replicate battle better than one on one fighting, as battle involves multiple soldiers. ONE ON ONE shall be taught if the commanding officer wishes. Depending on the commanding officer, CRP training can be any one of a list of options from what is mentioned above to training with specific weapons in roleplay to roleplay events against animals or monsters for instance. SKIRMISH PVP GUIDE: Groups of an even number of legionnaires will fight off in PVP with gear decided by the commanding officer present, the two teams then move over to two sides of a battlefield, both teams separating into two VC’s in discord. The commanding officer will choose the PVP leader of each group. A countdown will be done after the two groups have time to formulate a plan, then facing off in PVP as according to the commanding officer’s battlefield rules. CAVALRY TRAINING [ON SATURDAY ONLY]: In this form of training, horses will be shared and the players attending will practice horse PVP, mainly in the form of strafing and the act of mobility in combat. The horses given will be kept alive at all costs because they are an expensive asset. JOINT ALLY TRAINING: [Whenever Scheduled by the Two Military leaders or Commanders] In this training, Urguan and a nation which it has a military alliance with will train with each other to form a closer bond within the alliance’s forces. Any of the above trainings may be done, along with various things decided upon by the Military leaders present. ONCE THE TRAINING IS COMPLETED AND THE PLAYER’S DISMISSED. An attending officer shall look at the screenshot or list of names of the attendees, giving out the honor earned to each of the players on the roster. TRAINING COMPLETION: + 10 Honor MISUSE OF ISSUED EQUIPMENT: -20 Honor SPEAKING AGAINST SUPERIOR OFFICERS: -15 Honor HARASSMENT/ASSAULT OF FELLOW LEGIONNAIRES: -20 Honor INSUBORDINATION/DISOBEDIENCE: -15 Honor GOING STARK RAVING MAD: -100 Honor Grand Marshal of the Legion of Urguan, Thank you to @Titanium430 and @Nolan_ for their exceptional help with this
  20. GRAND KINGDOM OF URGUAN Urguan Discord [Click Here] [[Disclaimer: This is a private discord server that is not sponsored by LotC. You are not protected by any rules of LotC on this discord, nor do LotC rules apply.]] NATIONAL ANTHEM THE CAPITAL: KAL’EVRAAL Kal’Darakaan, or the City of the Ancient Might is a subterranean dwarven metropolis that serves as the capital of the Grand Kingdom of Urguan. Kal Darakaan is the most populated and largest dwarven hold and is the symbol of dwarven culture and power. Want to live in Kal’Evraal? [Click Here] IMPORTANT DOCUMENTS Articles of Urguan Civil Codex of Laws The Book of Grudges History of the Dwarves Kings of the Old Realm Language of the Dwarves Constitution of the Hefrumm Dwarven Family Tree GOVERNMENT LEADERSHIP GRAND KING Jorvin Starbreaker KING'S HAND Dain Metalfist GRAND MARSHAL Dimlin Irongut CHIEF JUSTICIAR Dwalin Irongut HIGH PROPHET Norli Starbreaker GRAND MERCHANT Dhaen Grandaxe YEMEKAR’S PICK Dorminur Goldhand GRAND ARCHITECT Vacant THE LEGION OF URGUAN The Legion of Urguan is the military force of The Grand Kingdom of Urguan and is the backbone of dwarven society. Almost every dwarf who has risen to greater power has done so through the ranks of the Legion. The Legion’s mission, to defend the Grand Kingdom and protect the dwedmar from all evil is of utmost priority. To join the Legion of Urguan, enlist here; [Click here for Legion Post] Grand Marshal: Dimlin Irongut [Beamon4] DWARVEN GUILDS DA KIRKJA DVERGA The Religion of the Brathmordakin is the ancient religion of the dwedmar. Its teachings are recorded and taught by the Kirkja Dverga, or Dwarven Clergy. The Clergy’s mission is to enforce the will of the Brathmordakin, uphold dwedmar to their honor, and purge evil and heresy from the dwedmar. [Click here for Clergy Post] High Prophet: Norli Starbreaker [Noobli__] THE WORKER’S GUILD The Worker’s Guild is the industrial hand of Urguan. Through the means of smithing, mining and artistry are the dwarves known for their craftsmanship and quality of goods, and the Guild ensures the people of Urguan are well equipped to supply the needs of their city. The Guild provides an entrance into a stable life in Urguani society, giving dwarves a structure for their everyday lives. [Click here for Worker's Guild Post] Yemekar’s Pick: Dorminur Goldhand [BDanecker] THE REMEMBRANCERS The Remembrancers are among the most esteemed and long-standing dwarven guilds. Originally founded during the First Grand Kingdom of Urguan in Aegis the Remembrancer’s goal is to preserve and expand dwarven wisdom & knowledge, keep a record of historical events, and pass down the learnings to younger dwarves. To join the Remembrancers speak to High Remembrancer Kazrin Starbreaker [DrHope] High Remembrancer: Kazrin Starbreaker [DrHope] THE OMITHIEL INSTITUTE That is the purpose of the Omithiel Institute, to help ensure that the dwarves maintain their reputation with the world and its gods as the greatest architects, to make our halls grand and ornate. The guild requires not only great skill in design but the ability to manage and organize great works to be accomplished. [Click here for Omithiel Institute Post] Grand Architect: Vacant THE HEALER'S GUILD Anbella’s Grace is a medical institution based out of Urguan and independent of the outside world tasked with ensuring medical care for dwarves and its quality. The dwarven race being a hardy folk, the medics of the guild (ironically enough) prioritize efficiency over grace in their medical treatment, trusting in dwarven fortitude to bear through any discomfort so the treatment may be done swiftly. [Click here for Healer's Guild Post] First Medic: Mica Grandaxe [sciencepants2] THE BREWER'S GUILD Those who have been to Urguan’s taverns, The Queen’s Bounty and Sugary ***, know the drinks of the Dwedmar well After continued successful maintenance of the bars during the transition from Arcas to Almaris by The Iron Baron Levian’Tol Grandaxe and The Grand Queen Dhaen Grandaxe, I’d like to announce the revival of the previous Brewing Guild. I recognize the talent of our current dwarven brewers and would like to offer an opportunity for new dwarves and friends of Urguan to learn about the proper way of brewing and managing their own taverns as well as spreading their brews across Almaris. [Click here for Brewer's Guild] Grand Brewmaster: Levian'Tol [willstertheking2] DWARVEN CLANS CLAN STARBREAKER Kornazkarumm An Elder clan of Cave Dwarves mostly consists of smiths, miners, and Golemancers. They are known for their scholarly pursuits and their smithing ability, capable of creating weapons and armor of masterful skill. [Click here for Clan Post] Clan Lord: Jorvin Starbreaker [DixieDemolisher] CLAN IRONGUT Khrorul Irongut Clan is an elder clan. This clan is most notable for its line of ascended blood and accepted use of magic within the dwarven society. Since their creation in Aegis, the Ironguts had held much influence within the dwarven timeline, presenting their own multitude of Grand Kings. [Click here for Clan Post] Clan Lord: Falk Irongut [TheFirstShroom] CLAN IREHEART Kravamoruk An elder clan known to be ferocious warriors that fear little on the battlefield. Irehearts are a mountain dwarf clan, though their physical features tend to be variant they are differentiated by their numerous tattoos. [Click here for Clan Post] Clan Lord: Axel Ireheart [Lefty_Bojengles] CLAN GRANDAXE Kathaikaz An influential clan of mountain dwarves that has stood the test of time. Grandaxes are known to be noble warriors; equally skilled in both battle and politics. Most Grandaxes are distinguishable by their fiery hair, though not all of them carry this trait. Above all else, Grandaxes adhere to a code of honor and hold the rest of their kin in high regard. [Click here for Clan Post] Clan Lord: Brynaelda Grandaxe [Miss_Confined] CLAN FROSTBEARD Azwyrtrumm The Frostbeard Clan, an Elder Clan of Urguan, are a group originating from the treacherous mountain sides of the world's tallest mountains. Focused on the upholding of their ancestors traditions, members are historically seen as hunters, diplomats, craftsmen, and warriors. Unwilling to let a rebellion of traitors destroy their name, the Clan continues to persevere, proving themselves once more to be an invaluable part of Urguan's community. [Click here for Clan Post] Clan Lord: Azkel Frostbeard [Treatycole] CLAN METALFIST Ithorrym A clan of Mountain Dwarves known to be impressive fighters and their pivotal role in the reunification of the Dwarven Nation. They are also distinguished by their beady eyes known to strike fear into the hearts of their enemies. [Click here for Clan Post] Clan Lord: Dain Metalfist [Endershadow292] CLAN GOLDHAND Aurokanarkazamar The Goldhand Clan is at its core a family of merchants. Those with Goldhand blood have long been amongst the best and most successful vendors in the Dwarven realm, but the clan is not limited to just merchants. The clan includes accomplished architects, soldiers, political leaders, and treasure hunters. Distinguished as a Noble Clan for their economic accomplishments [Click here for Clan Post] Clan Lord: Dorimnur Goldhand [BDanecker] FOREST DWARVES Hefrumm The Forest Dwarves community, known for being very religious, druids, and great chefs. That community consists of the Cottonwood, Treebeard, Emberhorn, and Blackroot Clans. [Click here for Hefrumm Post] High Chief of Hefrumm: Yazmorra Blackroot [Lady_Dietz] CLAN IRONGRINDER Khroneknazkarum Founded on the principles of honor and duty to Urguan’s legacy, some of the greatest engineers and runesmiths of Dwarven kind carried the name Irongrinder. [Click here for Clan Post] Clan Lord: Darek Irongrinder [sneakybandit] CLAN HAMMERFORGED Ordkadrel A prosperous clan of Mountain Dwarves descended from the Clan of Grandaxe. Hammerforges cover a wide range of professions and vocations. Ultimately they are known to be skilled miners and crafters. This clan is one of the founders of the Confederation of Hammers. Clan Lord: Redwin Hammerforged [overlord8000] CLAN DOOMFORGED Dorkadrel The Doomforge Clan are a group of seclusive mysterious dark dwarves, borne of the Paragon Urir Ireheart, bearing his sign of sacrifice within their very visages, the glow of hellfire pon their sight. One may spot a Doomforged sporting intricate runic designs into their very bodies. unexpected and as unruly as fire; the Doomforged’s reputation precedes them. [Click here for Clan Post] Clan Lord: Draakopf Doomforged [hotboss_monk] CLAN GRIMGOLD Korodaurok The Grimgolds are an orthodoxy of religious Dwarves found in coastal mountains with strong opinions on the Brathmordakin and Honor. They are most recognizable by their distinctive masks and love of high-grade military weaponry. [Click here for Clan Post] Clan Lord: Alaric Grimgold [Hrokaz]
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