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  1. Clans of Hefrumm The Cottonwood Clan [Blackroot vassal] Despite not being an elder clan, a title only the Treebeards hold, the Cottonwoods are the founding clan of Hefrumm. For most of its history the clan was considered very primitive, since they mainly focused on subsistence hunting. This turned the members of the Cottonwoods into great hunter-gatherers. With time the Cottonwoods evolved a culinary culture that formed the base for most dishes and drinks consumed by the forest dwarves. The Cottonwoods tend to be easy going and open towards anyone that hunts or celebrates with them.They enjoy living life and try to avoid straining themselves. Since the rule of Chief Bhodi Cottonwood, the curse of the Wendigo fell upon the Cottonwood Clan. The remaining Cottonwoods often look back at their glory days of their clan. Their hunters remain eating the foods their forefathers taught the clan without creating any innovation, and await for the day that their fire will be reinvigorated. Origins and Appearance: The first written records of the Cottonwoods originate from Atlas. Originally a nomadic forest tribe, the Cottonwoods tend to have a very specific appearance; Olive skin and orange hair. Traditional Cottonwood clothing tends to be made from materials collected be it plant or animal pelts. Achievements: The Cottonwood clan was the founding clan of Hefrumm. The Cottonwood Village served as the building blocks of Hefrumm back in Atlas. This created the first political union of forest dwarves ever recorded in the history of the mortal races. The cottonwoods were also the first clan of forest dwarves to ever have Paragon from their clan thanks to the paragonhood of High Chief Bjor Cottonwood. The cottonwoods brought the forest dwarf tradition of druidism into Hefrumm. The Blackroot Clan The Blackroots are one of the oldest clans of Hefrumm. Originally the Blackroots were a branch of the Cottonwood clan, one more focused on spirituality rather than the simple hunter-gatherer lifestyle of the Cottonwoods. This spiritual perspective led the Blackroots to see the body as secondary to their spirit. Due to this, Blackroots often try to exceed their limits both of body and mind. Their caste of Berserker warriors was formed trying to overcome the pain and limitations of the body through sheer will and traditional Blackroot remedies. Others became Seers who use substances to reach beyond their minds' capabilities. The Seers of the Blackroots are the eldest and most honored seers of Hefrumm allowing many blackroot seer traditions to overflow onto the larger Hefrumm Seers' culture. Despite their traditionalism in spirituality, the Blackroots are quite out of the box thinkers and are usually open to social change, aiming for the physical world to come into balance with the spiritual world.The clan gave Hefrumm multiple High Chiefs, during whose rule the culture, spirituality, and autonomy of Hefrumm has always been prioritized. Origin and Aperance: The Blackroots share blood with the Cottonwoods as well as the Grandaxes and Frostbeards. Due to this, traits found in those clans can also be found in the Blackroots. Traditional clothing for the blackroots tends to be made from pelts or bones in order to honor the fallen creatures they have killed, and be granted the spirit’s favor. Achivements: The Blackroot Clan through High Chief Karl Blackroot was the one to create the first constitution of Hefrumm, laying on paper its relationship to the Grand Kingdom of Urguan. Clan Blackroot led Hefrumm through the inferi invasion under the rule of Karl Blackroot. The Blackroots through High Chief Yazmora Blackroot was the first forest dwarf clan to reach the rank of Grand Queen of Urguan, through her marriage to the Grand King. During her tenure as Queen she remained in her more important position of High Chief. The Blackroots normalized the forest dwarf seer culture in Hefrumm, allowing for a unique religious practices among the forest dwarf clans. The Treebeard Clan The Treebeard are the oldest clan of the forest dwarves, being the progenitor of all other forest dwarf clans.The Treebeards hold a symbolic importance in the same way as the Cottonwoods. Treebeards are known for being academics and religious dwarves, being the link between the more traditional cave and mountain dwarves and the other forest dwarf clans. Culturally, the Treebeards do not have a shared identity entirely distinct from that of the other forest dwarves. In fact, their lack of a monolithic identity is what allowed all other forest dwarf clans to emerge from it. Origin and appearance: Treebeards are (like all forest dwarves) descendants of Gloin Treebeard son of Urguan Silverbeard (ancestor of all dwarves). Achievements: During the Blood Age the Treebeards allied themselves with the Mountain dwarf rebels to overthrow the Khorvadic Empire of the Ironborn. Clan Treebeard normalized druidic beliefs in forest dwarf culture, something that many of the clans that came after the Treebeards continued to do. The Mossborn Clan The youngest clan in the chiefs' council of Hefrumm, a lot of their history has been lost due to time due to several natural disasters that have struck the clan in ancient times, from plagues to droughts. These days the Mossborn have reformed themselves by seeking out lost individuals of the clan scattered through the realm, and they have reunited with their forest dwarf brothers in Hefrumm. This clan is known for their famed skills in metallurgy, a craft rarely practiced by forest dwarves. In terms of faith, the Mossborn are devout worshippers of the Brathmordkin, in particular favoring Yemekar The Forgefather and Anbella the Hearthmother. They see their green armor as both a way to honor their ancestors and as a way to worship both Yemekar and Anbella, since both their aspects are required for its creation. Though this by no means that they are only smiths, as Mossborn trains in and appreciates many different forms of crafting. Origin and appearance: The Mossborn originate from the bloodline of Grojak Mossrot, son of Gloin Treebeard, and the bloodline of Theodoric Grimgold, son of the Paragon Tungdil Goldhand. The Mossrot and Grimgold bloodlines coalesced into this clan, when the Grimgolds married with Mossrot islanders, who had fled the mainland to escape slavery by the Ironborn Empire. One can easily tell who is from the Mossborn clan by their striking green armor which they wear almost always, though this is not strictly enforced among them. Achievements: The Mossborn clan gave Hefrumm their first Grand Admiral of the dwarven navy through Garedyn the Green. The Mossborn have given Hefrumm their first Grand Steward The Mossborn gave the forest dwarves their seccond Grand Queen of Urguan, due to Ealisaid’s marriage to Bakir Ireheart. The Mossborn are also responsible for spreading a selfreliant smithing culture to Hefrumm. Clan Aavik A folk clan of Hefrumm originating from the Treebeards that ended up in the frozen tundras after the exile of Gloin. The Aavik, very much like the Cottonwood and other survivalist clans, are great hunters. Their diet is also balanced heavily with fish. One of the biggest cultural aspects that differentiate the Aavik from other forest dwarf clans is the role metal plays in their culture. The Aavik only use metals that originate from the stars. Appearance: Like most forest dwarves the Aavik have a more toned skin compared to other dwarves. They tend to wear clothes made from the pelts of the animals they have hunted. Alternative Groups Green Collective Despite not being a clan, the Green Collective serves as an organization within Hefrumm of much importance. The Green Collective is the order of the epiphytes and sporophytes of Hefrumm, one dedicated to the service of the tribunal the Brathmordakin that protect Anbella’s balance (Anbella, Dungrimm, Belka). They serve as keepers of Hefrumm’s oath to Anbella and nature. Origin and Apperance: Since epiphytes cannot reproduce, the ranks of the Green Collective come directly from the clans, usually the largest ones. The seers of Hefrumm have a ceremony to honor one’s path to become an epiphyte. Because dwarven epiphytes come from different forest dwarf clans their appearance tends to vary, however, if they merged with the same species of fae plant they would be made of similar materials. In the folks’ council the Green Collective has one extra vote in Hefrumm as a ceremonial way of honoring the organization. Achivements: Members of the Green collective have been able to reach the position of Chief in their respective clans, with some like Karl Blackroot achieving the position of High Chief of Hefrumm. Common Clans / Clanless dwarves Apart from being a confederation of forest dwarf clans, Hefrumm is also the home of all forest dwarves. Since many forest dwarves come from smaller social groups they lack any sense of clan and hence their identity is just based on their forest dwarfness. Some others do have a sense of clan however their clan was destroyed or almost wiped out due to the history of the forest dwarves. Both of these groups are respected in Hefrumm and due to them the Folk’s Council was formed so that they could also partake in the community of Hefrumm. Origin and Apperance: Common folk originate like all other forest dwarves from clan treebeard, some broke away from other clans, and some are from very small clans that do not reach the requirements to be in the Chiefs’ Council. Because of this the origins of the common folk of Hefrumm is varied, something that affects their appearance. A common forest dwarf from the swamp lands does not look similar to one of the frozen tundra, they are as varied as the larger forest dwarf clans. Achievements: Qrue was the first clanless forest dwarf to ever become High Chief of Hefrumm. [OOC] Join Hefrumm today! Here is our discord: https://discord.gg/8Fgtkdmmg8
  2. Hefrumm Writing Contest! To all denizens of Almaris, pick up your book and quill and start writing, for Hefrumm is holding a creative writing contest to celebrate the Grand opening of its brand new library! Bring your best writings to the contest inside our beautiful new library, and win minas if you finish in the top three! Come show your prowess with the quill, intermingle with fellow writers from all across Almaris, collect prizes, and help contribute to the library's collection! Rules *Write your Entries in a book and quill, even if its short in length. * Any type of creative writing is acceptable for the contest, whether you wish to write a poem, any kind of fiction story, a song, or any other creative writing piece. *All books submitted will be added to the Hefrumm library’s collection. (Don’t /edit sign your books before the contest, that so copies can be made.) *While the citizens of Hefrumm appreciate scholarship, for this contest text books, and other books that simply list information will not be included in the contest, but may be submitted to the library for addition to the collection. *Try to keep your writings to around 30 pages or less. If you go over a bit that's okay but keep it shorter so the books can be evaluated during the contest! (If you can't be at the competition at the scheduled time, drop off your book with Tuzic Mossborn , and your entry will still be considered!) Prizes * 1st Place: 300 minas * 2nd place: 200 minas * 3rd place: 100 minas (Honorary mentions will receive a reward of 20 mina!) Date and Time: Friday, November 18 4pm EST Location: In the library, located underneath the Hefrumm Tavern.
  3. 6th Snow Maiden, SE 102 09/11/2022 ᛖᛗᛒᛖᚱ Ember Alliance ᚨᛚᛚᛟᚨᚾᚲᛖ Article I - Protection Should a threat be posed to the village of Hefrumm, the Irongut Clan is to mobilize for its defense. In return Hefrumm will provide logistical and other support to Ember. Should a threat be posed to the Irongut Clan, Hefrumm will mobilize its own forces and provide logistical support, as well as refuge for any willing Doomforged in Hefrumm. Logistical support is defined as trained medical personnel, food and drink and weaponry. Article II - Voting Union Hefrumm, the Grimgolds, the Doomforged and the Ironguts will form a Voting Union. This voting union shall be led by Garedyn The Green. The Chief’s Council, the leadership of the Grimgold clan, the Doomforged and Ironguts can decide to elect other representatives in the future. Should enough votes be given by the Ironguts to expand the unions vote count, they may also add an additional representative. This voting union will be known as the Ember Union. Article IV - Recognition The Irongut Clan will officially recognise Epiphyte Dwarves as the Dwarves they are. Article V - Amendments This agreement can be amended should the signatories agree to it. Article VI - Termination This alliance may be formally terminated by the Chief’s Council or the leadership of the Ironguts at any time, provided both parties meet and discuss the termination of the alliance first. If an agreement cannot be made, the termination shall be allowed to occur. Article VI - Renewal The Ember Alliance must be reviewed and renewed every ten years to affirm it is continuously beneficial to both parties. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Grand Steward of Urguan, Grand Admiral of Belka’s Fleet, Prophet of Yemekar, Seer of Hefrumm, Yemekar’s Pick, Lieutenant of Dungrimm’s Legion. Mao Blackroot, Chief of the Blackroot, keeper of the constitution of Hefrumm, seer of Hefrumm, Prophet of Belka. Alaric Grimgold, Lord of Tal’Tagar Tazarak, Clanfather of the Grimgolds, Grandmaster Blacksmith of Urguan, Prophet of Dungrimm, Legionnaire Veteran, “The Black Beast of the Pale Bridge” Charsi Doomforged, Clan Mother of the Doomforged , Clan Mother of Irongut.
  4. Abolition of the Blackcarrot Concordat and the Vassalization of the Cottonwood Clan 4th of the Amber cold of the 101st year of the Second Age This year we celebrated the 4th stone year of the founding of Hefrumm. It all started with a small Cottonwood Village in Atlas, that was part of the Confederation of Hammers. It decided to become its own entity, to welcome the forest dwarves that have roamed the mortal realms ever since the exile of Gloin Treebeard. Hefrumm is the first entity of its kind, never being seen before in dwarven history. For 225 years Hefrumm has withstood all sorts of crises and has served as a key player in the recreation of the new Grand Kingdom of Urguan alongside their comrades of the Confederation of Hammers’ and Grandaxes of Kal’Bogrin, who created Azgarumm. Hefrumm stands on the works of those forest dwarves that came before, most exemplary among them were those of the Cottonwood clan. Because of the service of Clan Cottonwood and sharing the same origins, Clan Blackroot accepted to vassalize Clan Cottonwood so that they may stay in the Chiefs’ Council. However, the anniversary of Hefrumm made me realize that the current version of the Cottonwood clan is not worthy to call itself the inheritors of Bjor’s legacy. During the leadership of the last Cottonwood Chief the clan died out, its culture did not develop in any way, and worst of all the Chief has been possessed multiple times by the wendigo spirit. As we know in Hefrumm possession by spirits comes from a failure of hunting with respect to Anbella’s Balance and towards the creatures one hunts. The Cottonwoods, being a clan that was back in the day based among other things around its hunting prowess, cannot be recognized in the current version of the clan. Because of this Clan Blackroot cannot recognise the current Cottonwood clan as a true representation of the beloved Cottonwood clan of Boldrumir, Bjor, Beorn, or any other Cottonwood chief. Hence, it is the decision of the Blackroot clan to end the vassalization of the Cottonwood clan. With the end of the vassalization, the Cottonwoods do not possess the necessary requirements to be part of the Chiefs’ Council and hence the clan returns to be solely part of the folk of Hefrumm. It is our deepest wish that the Cottonwoods return someday with the innovation they were known for, their friendly demeanor, and respect for Anbella’s realm. While this does not happen Clan Blackroot will continue to keep up the Cottonwood legacy that is inherited through Freya Cottonwood the mother of our founder. This abolition of the vassalization and the loss of position of the Cottonwood clan will only be canceled if the Cottonwoods elect a new Chief of their clan. One that will be an active presence in the village and will be able to guide the Cottonwood beardlings and returning members that wish to settle Hefrumm. If these demands are not met then the Blackroot clan cannot in good conscience keep in a position of power a chief that is no chief at all and that does not keep true to the Cottonwood customs, customs we Blackroot honor as they too are part of our heritage. Asketil Chief of the Blackroots, heir of Freya Cottonwood, Seer of Hefrumm, Prophet of Belka
  5. THE CELEBRATION OF HEFRUMM’S FOURTH STONE YEAR ANNIVERSARY To celebrate the 4th stone year since the formation of the tribal and clan Confederation of Hefrumm, the great unification of the forest dwarf people, a feast shall be held on this day, along with other events to honour the works and great sacrifices of our fellow dwarves that allowed us to be here today, thriving and united. Paragon’s Blessings The celebration shall commence at midday (06/11 3 PM EST), people shall gather around the petrified Paragon Bjor and ask for blessings. The ceremony will be guided by the Seers of Hefrumm. Great Feast After the blessing ceremony, a feast shall be hosted in the great throne room of Hefrumm, telling stories and drinking merrily! Almaris Jousting Tournament Hefrumm shall join Urguan in participation in the Almaris Olympics Jousting competition, (4 PM EST) where forest dwarves can enjoy themselves with other descendants from across all of Almaris Continuation of the feast and Gifting Ceremony After the jousting tournament, the forest dwarves shall reconvene once more at the throne room of Hefrumm to present the Crown of the High Chief with new gifts, to be passed down to future High Chiefs. During this event, people shall regale each other with stories shared between Hefrumm since long ago. ALL ALLIES AND FRIENDS OF HEFRUMM ARE INVITED Warning Fighting is allowed in Hefrumm as long as it is tolerated by the chiefs of Hefrumm. If there is a disagreement on whether it's tolerated or not the word of the High Chief will decide. When participating in contests of strength or drinking games the participants put themselves in harm's way, Hefrumm, its institutions and clans are not in any way responsible for possible injuries, permanent health issues, or death.
  6. 5th Malin’s Welcome 13/10/2022 ᚺᛖᚠᚱᚢᛗᛗ Trade of Nature and Silver ᛊᛁᛚᚢᛖᚱ ᛊᛏᚨᛏᛖ Today marks a special day, with this document, the signatories: The Silver State of Haelun’or and the Village of Hefrumm agree to establish tax free trading stalls in each others respective territories, for the sake of providing adequate trading opportunities for each group. Signed, Kaelan Maeyr’onn Okarir’tir - Silver State of Haelun’or Seth Calith Maheral - Silver State of Haelun’or Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Seer of Hefrumm, Grand Steward of Urguan, Lieutenant of Dungrimm’s Legion, Grand Admiral of Belka’s Fleet, Prophet of Yemekar, Yemekar’s Pick. Mao Blackroot, Chief of the Blackroots, Keeper of the Constitution of Hefrumm, Seer of Hefrumm, Protector and Representant of the Cottonwood Clan, Chosen of the Green Collective, Wayfarer Captain of The Grand Navy.
  7. The Wedding of Hunters On a warm spring night, Bodhi Cottonwood brought Yura Cottonwood to observe the beautiful valley of Hefrumm, upon the giant snail of Knud. Bodhi and Yura, both great hunters of the Cottonwood Clan, shared a great passion for the art of the hunt, and over many years their hearts grew closer together. Bodhi Cottonwood sang a most beautiful ballad to Yura, finally expressing his feelings for her, which Yura greatly reciprocated. When Bodhi proposed, Yura gladly accepted. To celebrate this fantastic union, a wedding ceremony in Hefrumm will be held on soon [OOC: Saturday 15th October, 1 pm est] in the great meeting hall of Hefrumm. All those who wish to congratulate the couple are allowed to come.
  8. 02/10/2022 14th The Grand Harvestm SE 96 ᚺᛖᚠᚱᚢᛗᛗ The Great Fishing Accord ᚠᛁᛊᚺᛁᛜ ᚷᚢᛁᛚᛞ The establishment of a local branch of the Fishing Guild of Almaris in Hefrumm shall arrange itself according to the articles below. Article I - Land A tax free building shall be provided to the Fishing Guild of Almaris near a body of water for the purpose of storing fish and for organisation. Article II - Distribution Fishing Guild of Almaris will provide ¼ of their catch to the village of Hefrumm, for the sake of feeding the people. Article III - Leadership The leader of the branch will be appointed as Custodian of Fish in the Ring of the Topaz Boar in Hefrumm. This means that the Primarch of the Topaz Boar will be able to discuss changes to local organization with the branch manager. The Primach of the Topaz Boar can appoint new leadership for the branch position with the permission of the Leader of the Fishing Guild of Almaris. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Primarch of the Ebony Beaver Mao Blackroot, Chief of the Blackroots, protector of the the Cottonwood Clan, Primarch of the Topaz Boar Cassio Bishop, Lord of Sudwin, Grandmaster of the knights of Hyspia, Harbourmaster of The fishermen of Almaris
  9. 3rd Snow Maiden, SE 96 21/09/2022 ᚷᛚᛟᛟᛞᚹᛟᛟᛞ Gloomwood Alliance ᚨᛚᛚᛟᚨᚾᚲᛖ Article I - Protection Should a threat be posed to the village of Hefrumm, the Doomforged Clan is to mobilise for its defense. In return Hefrumm will provide logistical and other support to Doomforged. Should a threat be posed to the Doomforged Clan, Hefrumm will mobilise its own forces and provide logistical support, as well as refuge for any willing Doomforged in Hefrumm. Logistical support is defined as trained medical personnel, food and drink and weaponry. Article II - Artifice Hefrumm and the Doomforged Clan shall engage in shared activities of artificing, to learn from each other and produce artefacts together. Article III - Voting Union Hefrumm, the Grimgolds and the Doomforged will form a Voting Union. This voting union shall be led by Garedyn The Green. The Chief’s Council, the leadership of the Grimgold clan and of the Doomforged can decide to elect other representatives in the future. Should enough votes be given by the Doomforged to expand the unions vote count, they may also add an additional representative. This voting union will be known as the Valley Folk Union. Article IV - Recognition The Doomforged Clan will officially recognise Epiphyte Dwarves as the Dwarves they are. Article V - Amendments This agreement can be amended should the two signatories agree to it. Article VI - Alliance This alliance shall end only when the Chiefs Council and leadership of the Doomforged agree to it. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Grand Steward of Urguan, Seer of Hefrumm, Quarter Master of Belka’s Fleet, Lieutenant of Dungrimm’s Legion. Mao Blackroot, Chief of the Blackroots, Keeper of the Constitution of Hefrumm, Seer of Hefrumm, Protector and Representant of the Cottonwood Clan, Chosen of the Green Collective, Wayfarer Captain of The Grand Navy. Rhaezaiil Doomforged - Grand Inquisitor of Urguan and His Eternal legacy, Lord Beard of Ankor’Akvel, Lord of the Doomforged Clan, Son of Draakopf, Keeper of Balance, Lord of The High Forges, Lord of The Deeproads and Protector of Mountain Folk
  10. 9th The Amber Cold, SE 90 22/08/2022 ᚺᛖᚠᚱᚢᛗᛗ Forest and Mountain Alliance ᚷᚱᛁᛗᚷᛟᛚᛞ Article I - Vassalage Dissolution The Vassalage agreement between Hefrumm and the Grimgold clan will be dissolved, meaning the Grimgolds are no longer subjects of Hefrumm and are not part of the Hefrumm union of clans. This means they will also lose their Folks Council voting rights. Article II - Protection Should a threat be posed to the village of Hefrumm, the Grimgold Clan is to mobilise for its defense. In return Hefrumm will provide logistical and other support to Tal’Tagar Tazarak. Article III - Voting Hefrumm and the Grimgolds will form a Voting Union, such that the voices of the two signatories may be heard and represented in the senate. This Voting Union shall be led by Garedyn The Green. The Chief’s Council and the Leadership of the Grimgold clan can decide to elect other representatives in the future. Should enough votes be given by the Grimgolds to expand the Voting Unions vote count, they may also add an additional representative. Article IV - Recognition The Grimgold clan will officially recognise Epiphyte Dwarves as the Dwarves they are. Article V - Port The port of Tal’Tagar Tazarak shall be free to use for the people of Hefrumm, and 2 sailing vessels will be provided to Hefrumm. Article VI - Refuge The settlement of Tal’Tagar Tazarak shall provide refuge Hefrummos in case the village of Hefrumm undergoes a catastrophe rendering it unsafe to live in, and vice versa. Article VII - Ammendments This agreement can be amended should the two signatories agree to it. Article VIII - Alliance This alliance shall end only when the Chiefs Council and leadership of the Grimgolds agree to it. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Grand Steward of Urguan, Lieutenant of Dungrimm’s Legion. Mao Blackroot, Chief of the Blackroots, Representative of the Cottonwoods
  11. Ode to Hefrumm Dedicated to all forest dwarves of Hefrumm and to the great deeds of the Fist High Chief, Paragon Bjor Cottonwood. ♪ I think of you as I walk by the woodland, I can already hear the roar of those that lead you to victory. ♪ ♪ And there around that forest what name did you give to your home the leaves shout in the wind that you will always be with us. ♪ ♪ You wear the greens of the moss and the browns of the oaks of the forest, you live in my thought And of those who will fight for you ♪ ♪ He has the strength of a Paragon and I have it in my heart the throats of the brothers who shout: Power of Hefrumm and Paragon! Power of Hefrumm and Paragon! (encore) ♪ ♪ And even if the centuries pass and time does not let go back I will always carry it on my chest green-brown and nothing else. ♪ ♪ You were born in this confederation One Paragon Bjor forged himself his beacon draws the way the way to be a forest dwarf. (encore) ♪ ♪ He has the strength of a Paragon and I have it in my heart the throats of the sisters who scream: Power of Hefrumm and Paragon! Power of Hefrumm and Paragon! (encore) ♪ ♪ You wear the greens of the moss and the browns of the oaks of the forest, you live in my thought And of those who will fight for you (bis) ♪ ♪ He has the strength of a Paragon and I have it in my heart the throats of the hefruth who shout: Power of Hefrumm and Paragon! Power of Hefrumm and Paragon! (encore) ♪ [!] Artistic depiction of the Spirit of Hefrumm.
  12. [!] In the cave of the seers new runes have been carved on the walls. It is of a new vision the order has had. It tells of the events of the vision and the possible meaning given to it by the seers that were there at the time. The event is documented for future seers to be able to do their own analysis and be able to look back at the information gathered from the vision. All the runes are written in the Seers’ dialect, only known by those that are in the order. ᚄᚐᚑᚂᚄᚐᚑᚂ [!] Seers gathering in their cave. Three seers stand in meditation at the events that have impacted Hefrumm as of late. They stand in contemplation of one of their fallen epiphyte brothers as one of them brews a potion using the art passed to them by the seers that came before. Calling to Anbella they ask her to allow them to raise their consciousness to be able to see the possible truths hidden in the world, to allow them to try to see her signs. They each start to get into their own trance to prepare for the consumption of the beverage. The one that mixed the brew hands it to his fellow seer on the right and then to the seer on the left, once this was done the brewer seer drank as well. ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚈᚐ ᚋᚓ ᚔ ᚍ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚓ ᚔ ᚍᚏᚐ ᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚔ ᚍᚏᚐ ᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ The first seer to drink would feel a surge of coldness come into his body “Ets a bit chilleh” hed say. One of the seers sitting next to him would acknowledge what he felt and would start to see snow coming down from the cave as if they were in an open area “Et es…” hed answer as he witnessed the snowfall. By now the third seer would had started to chant in ancient dwarven, the tongue spoken by the early Treebeards, as he stared into the nothingness. As the ancient words were spoken one of the seers would witness the runes written on their walls starting to levitate around them. The first seer would see a snow person mocking the dwarves who the seer would try to push away. ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍ As the third seer continued to chant the second seer would see the husk of their dead comrade light on fire “do ye lads see tha flames?” hed ask. “Oi do.” Said the first seer as the snow being in front of him light on fire. The third seer would say in the ancient tongue “a burning fire takes this one.” The first seer would suddenly see five more snow being “now they be five…”. Looking around the second seer would frown as the dead body would seemingly come to life “A’ sense Khorvad’s presence.” hed say to his fellow seers. The third seer would continue to speak in ancient dwarven saying “The frost is reaching for another.” The first seer would look at the snow creatures and would see their eyes made of ice “a’ thenk a’ see et too…” ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚓ ᚔ ᚍᚏᚐ ᚂᚓᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚐᚈᚈᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚓ ᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚈᚐ ᚋᚓ ᚔᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚈᚐ ᚋᚓ ᚔᚔ ᚍᚏᚐ ᚂᚓᚐ The third seer would continue to gaze into the void as he continued to speak in ancient “The darkness consumes the land with each passing year”. Frowning the second seer would switch his gaze to the third seer “We saw a pile ef dead wolves sum stone days ago…” as the second seer said these words he would look around him as blood overflowed from the ground beneath. The first seer would start to see himself sink into deep snow. The third seer would look in dread as he would say “the ground is leaking, the dead want to reach the darkness.” ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ As the blood flowed the second seer would see the burning body of their dead comrade come to life as it would start screeching and coming towards him in flames. Hed grab the burning undead as it screamed “Do ye lads ‘ear tha screams?” hed ask his fellow seers. “A’ onleh ‘ear tha snow storm!” said the first seer as he continued to be dragged into the snow by an unknown force. “Whot does et say?” asked the second seer. “The souls of the damned are calling out to Dungrimm but he does not heed the calls…for something dark has already reached them.” the third seer would answer in ancient dwarven. In reaction to the words of the third seer the second seer would take the body of the burning undead and tossed it into the depths of a nearby puddle. “The soul is corrupt, the darkness has taken its price he did not even stand a chance nor was there any resistance.” the third seer would continue to say. The first seer would be able to escape the snow and come out into a green woodland. As the second seer would look at the undead he would see it fall into the depths of the water still burning and screaming towards them until it eventually vanished into the darkness of the depths. ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐᚔ ᚍᚏᚐ ᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓᚏᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚈᚐ ᚋᚈᚐ ᚋᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚔ ᚍᚏᚐ ᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓᚏᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚓ ᚔ ᚍ “Whot do ye see?” said the second seer to the third. The third seer would answer in ancient “the darkness will fester like a disease on an open wound if not dealt with, all our souls will be corrupt before reaching the great hall. ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐᚓᚐᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈ After the visions the seers meditated and discussed the meaning of their visions. “Tha shades are takin ovah de land, crawling evah closa tu reach our souls, ets a bit blurreh tho” said the third seer. The first seer would then look at his comrades and say “eyes made o’ ice burst frem snow beings that were built upside down, then a’ started to sink en tha snow”. “A’ saw tha bodies e our fellow dwed burning coming towards es.” said the second seer “Anbella’s and Yemekar’s balance es being shaken, once crowned avatar ef ambition and the spawn of tha wendigo are shaking tha balance, tha land es noticing.” ᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔᚏᚐ ᚂᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐᚔ ᚍᚏᚐ ᚏᚐ ᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚂᚓᚐᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚍᚏᚐ ᚂᚓᚐᚈᚋᚓ ᚔ ᚍᚏᚐ ᚂᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚐ ᚋᚓ ᚔ ᚈᚐᚓᚐᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚓᚏᚐ ᚂᚓᚐᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚈᚈᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ  ᚋᚓ ᚔ ᚍᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚏᚐ ᚂᚓᚐᚈᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚈᚐ ᚍᚏᚐ ᚍᚏᚐ ᚂᚓᚐᚈᚈᚐ ᚋᚓ ᚔ ᚍᚍᚈᚐ ᚋᚓ ᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍᚂᚓᚐᚈᚈᚐ ᚋᚔ ᚍᚏᚐ ᚂᚓᚐᚈ ᚍ ᚌᚏᚐᚌᚏᚐ [!] Depiction of Anbella granting the seers’ visions.
  13. 9th Malin’s Welcome, SE 91 01/09/2022 ᚺᛖᚠᚱᚢᛗᛗ Kindred Spirits Treaty ᚢᛁᛊᛏᚢᛚᛟᚨ The people of Hefrumm and Vistulia share many of the same beliefs and principals. To bolster the friendship between these two peoples, this treaty has been created. Going forward Hefrumm and Vistulia shall be referred to as the signatories. Article I - Acknowledgement Vistulia hereby acknowledges Hefrumm’s constitutional rights to its lands and its autonomy, and Hefrumm will acknowledge Vistulia’s sovereignty. Article II - Friendship The signatories also acknowledge each other as friends and thus shall enter into a non-aggression pact with each other. Article III - Trade A vessel shall be organised to sail from Vistulia to Hefrumm, in order to facilitate trade and tourism. Each settlement is also allowed one free stall in each other’s land. Article III.A - Trade Building materials and woodworkers for the construction of the vessel shall be provided by Hefrumm, the cost of startup of the ferry and its maintenance shall be majoritarily provided by Vistulia. Article IV - People Homes shall be made accessible in each signatories land to the people of the other signatory should they wish for it. Article V - Amendments This agreement can be amended should the two signatories agree to it. Article VI - Treaty This treaty shall end only when the Chiefs Council and the leadership of Vistulia agree to it. Signed, Garedyn The Green, High Chief of Hefrumm, Chief of the Mossborn, Seer of Hefrumm, Grand Steward of Urguan, Lieutenant of Dungrimm’s Legion, Quarter Master of Belka’s Fleet. Mao Blackroot, Chief of the Blackroots, Keeper of the Constitution of Hefrumm, Seer of Hefrumm, Protector and Representant of the Cottonwood Clan, Chosen of the Green Collective, Wayfarer Captain of The Grand Navy. Grand King, Bane of the Orcs, Bane of Philip III Casimir Vilchyc, Piast of the Vistulian Clandom, Vodz of the Vilchyc clan, Uniter of Highlands
  14. Epiphytes of Hefrumm Ever since their subrace’s creation caused by the actions and lifestyle of Glin Treebeard, the forest dwarves have had a big cultural connection with the aspects and the fae realm. As dwarves, most forest dwarves worship the dwarven deities, the Brathmordkin. These two factors caused the eventual assimilation of the aspects and the fae realm into the Brahtmordakin mythos in multiple different ways. Some saw the aspects as Anbella, some saw them as different entities that served her, that they were her avatars, that they are allied, and more. History of Epiphytes of Hefrumm In Hefrumm, the first forest dwarf nation to ever be created, this assimilation continues. Hefrumm’s religious culture is witnessed through the perspective of the seers as they are the main teachers of the community in cultural and religious matters. Under this perspective the dwarves of Hefrumm see the aspects as entities that serve the balance of the tribunal, a tripartite of the three Brathmordakin Anbella, Belka, and Dungrimm. By serving the tribunal the aspects serve Anbella’s balance, a type of balance in nature which is required as part of Yemekar’s balance, a balance of existence which dwarves believe to protect. Hefrumm’s seers also see the realm of the Fae as the realm of Anbella. When there is a Fae related issue that tends to be an indication of Imbalance in Anbella’s balance, hence the damage is seen as a warning of something worse to come if not restored. When nature acts in ways that it harms Anbella’s balance this nature is called feral. Hefrumm’s dwarves are extremely devout followers of Brathmordakin and aspect teachings. This was due to the founder being a druid, and also a dwarven Paragon (dwarven saint), Bjor Cottonwood. All this devout belief in the Brathmordakin and in the aspects causes interesting cultural relations to Fae beings compared to other dwarves. Forest dwarves have always been keen on fae since the early years of the Treebeard clan, some dwarves were druids and such. It was not until the Seers chapter in Hefrumm was formed that it started to be seen as a gift of Anbella. This positive attitude of the community towards the change allowed the epiphytes that were in Hefrumm and that had gone through Seer training to create a holy ceremony, Communion of Anbella. In the communion of Anbella the epiphyte takes the initiate to be turned. All initiates are per the ritual told of all consequences and possibilities. Some say that this ritual kills the body of the dwarf, some say it kills the dwarf it self, and other say that the dwarf is just more wooden now it does not change the dwarfness; The way most Hefrumm culturally see it is as a show of devotion, a sacrifice of the body to lend in service of Anbella and her balance. In essence, they become paladins of Anbella’s Balance. Hence, those that do the ritual already have the mindset of dedicating their lives to Anbella’s balance, something most Hefrumm have as they believe that they are responsible to keep it. An epyphyte ‘born’ from another epyphyte’s fae tree/shroom is considered their rootbrother/rootsister or sporebrother/sporesister. These bonds between fellow epiphytes eventually created the Green Collective, an order in Hefrumm dedicated to the protection of the rights of epiphytes. Noticeably the epiphyte dwarves tend to be the ones that use these rights the most as they are the ones whose rights are trying to be protected by Hefrumm. Nonetheless, the Green Collective is allowed to be led by a non-dwarf and some of their rights also help non-dwarf epiphytes. The Green collective differentiate between three types of epiphytes; those that worship the brathmordakin which are usually but not only dwarves, those that just follow the aspects, and those that have not been educated in any religious form, these later ones being what is considered feral. A epiphytes of the Brathmordakin can agree and understand the beliefs of a epiphytes educated in the fae, however, they would not be able to understand or relate to a feral epiphytes. This leads to feral epiphytes being allowed in the Green Collective but never welcomed as they are seen as a potential threat to the stability of the Green Collective and the safety of their Fae gardens. [!] Romanticized depiction of a epiphyte Hefrumm seer. Religion and beliefs Most epiphytes of Hefrumm are worshipers of the Tribunal Brathmordakin and the other Brathmordakin. Due to this they have a bias towards dwarves as they are beings that fufill Yemekar’s balance, which requires Anbella’s balance. Since the community of epiphytes are able to grow and thrive in Hefrumm this is seen as an indication that their ways are beneficial for the balance of nature and their fae plants. Despite the fact that most known epiphytes do not eat meat, Hefrumm epiphytes still hunt. Hefrumm is a tribal community founded on the concept of collective greed. Since members of Hefrumm work for the collective greed not for the individual epiphytes of Hefrumm tend to join hunts and other events even if they themselves will not eat the meat. [!] Depiction of a Hefrumm epiphyte hunter. Epiphytes' Rights in Hefrumm Due to Hefrumm’s view of epiphytes, there was a political will for Hefrumm to pass laws giving epiphytes rights. The rights given by Hefrumm to the epiphyte through the Green Collective Act were as follows: -=- Right to be protected from physical harm and persecution -=- -=- Right to work in Hefrumm -=- -=- Right to trade -=- -=- Right to Parent (have an adoptive family) -=- -=- Right to Ancestry (An individual has the ability to identify as the race they were born in) -=- -=- Right to live in Hefrumm -=- -=- Right to vote for a Chosen of the collective -=- Thanks to these rights and to these shared goals and beliefs the epiphyte of Hefrumm were able to quite easily mingle with the rest of Hefrumm society. The rights given to the epiphyte by Hefrumm allowed dwarven epiphyte to reach the heights of Hefrumm society, becoming a seer, being a clan chief, becoming the high chief of Hefrumm, all are things that dwarven epiphyte by the right of being considered as one’s race and not just as a epiphyte can do and has been done. [!] Depiction of High Chief Karl Blackroot. Relations to other dwarf groups Hefrumm is a nation inside the Nation of Urguan, the Kingdom of the dwarves. Due to this fact epiphytes of Hefrumm could deal with dwarves from the capital in their day to day. The opinions of the dwarves of the capital on epiphytes vary, some see it the same way as Hefrumm, some do not care, and some dislike it. Since some dwarves do not share the forest dwarf understanding of the aspects and the fae, there are cases of dwarves seeing the epiphytes as a curse or disease. This has caused cases of discrimination against epiphytes in the capital of the dwarves. However, the discrimination is always extreamly limmited as epiphytes are part of Hefrumm’s culture and a depiction of the way these forest dwarves view life, and those that discriminate against epiphytes need to tiptoe in their actions. [!] A slanderous depiction of a horde of epiphytes taking over the realm. Related posts: Legal Rights of the Green Collective https://www.lordofthecraft.net/forums/topic/196376-the-green-collective-act/ History of the forest dwarves https://www.lordofthecraft.net/forums/topic/215313-history-of-the-forest-dwarves-tome-of-hefrumm/ Green Collective post https://www.lordofthecraft.net/forums/topic/204297-the-green-collective/ Epiphyte lore https://www.lordofthecraft.net/forums/topic/187145-%E2%9C%93-ca-race-lore-epiphytes/?tab=comments#comment-1744396
  15. Citizens of Hefrumm, If you are a dwarven epiphyte and have decided to dedicate yourself to Anbella’s service it is recommended you avoid the capital of our Grand Kingdom of Urguan. There has been threats made towards Epiphytes by Darek Irongrinder to ‘exterminate the heretics and those that harbor them.’ While this is also a threat to Hefrumm’s culture and those who respect it, these words themselves are not an immediate threat. The call is abhorrent and goes against the sanctity of dwarven life, we have no way of protecting our folk in the capital. We call for the rights that are given to our people in Hefrumm to be extended and recognised by the laws of our Kingdom. This however cannot be done overnight. Until then it is recommended for epiphyte dwarves to remain in Hefrumm and areas friendly to Hefrumm where their security is assured.
  16. Art from Laputa: Castle in the sky The beginning of a new life The world was dark and he could feel nothing but emptiness. No sight, smell, touch, sound nor time blessed his presence. No matter how much he tried to reach out into the abyss, he was met with stiffness for he could not move. Suddenly he felt his form expand and pour out into something, as if he were a body of water filling up a tankard, a person fitting into armor, and then within a blink of existence, the blazing halls of the runeforge made up the world around him, beneath him was the anvil he laid upon. One old dwarf, the creator Bolgnir Irongut, stood before him surrounded by kin, Korallon and Utak among them, who all watched with curious eyes. “As your Impera, oi name yeh, Grogg.” The old dwarf spoke, and for the first time in a long time, a vibrating monotonic sound released from the runes that made up the dwarven masonry of his body as he spoke in response, “Gr-Ogg”. It had been many years since a golem walked the halls of the dwarven kingdom, so the dwarves watched Bolgnir’s work in awe as Grogg stood from the anvil, towering over all with a soft hum that naturally radiated from his runes. Once more the golem spoke as his gaze was set upon Bolgnir and Bolgnir alone, “Imp-Era”. The Mountain dwellers In Grogg’s beginnings, he met the dwarves that lived under the mountains and watched over them, as he was tasked with not only defending them, but also learning from them. There he met many dwarves that spoke with the golem frequently, among them was Gimli, a dwarf who shared in Grogg’s essence, the dwarf’s arms and legs humming with a similar life as his, and Reghor who was a fine chef that made food from stone. Another was Korallon, a dark dwarfess who looked after Grogg from time to time, making sure his body was well oiled. The young golem became well known among the dwarves, as they watched him monitor the kingdom and lay waste to the enemies on the battlefield. One day, out of fun and jokes, the dwarves forged a few ingots of gold into a glorious golden crown with an emerald set at its center. They gathered around and sat the crown upon Grogg’s head, there they cheered a new name Grogg hadn’t heard before, “Grogg! King ov the golems!”. While they were mostly joking and celebrating victory of battles, Grogg believed he had been made king of all stone-kind. Once the mountains fell during a great war, the dwarves migrated from one mountain to another, and so Grogg followed, settling among them in their new home. A powerful dwarf made himself present to Grogg, Kazrin, who cared for Grogg and mended his stone form in Bolgnir’s absence. The two became strongly bonded and there Grogg continued on his duties, a king who stood among newly forged golems. . The Spring and Winter of the forest Throughout the adventures of Grogg’s new life, he found himself commonly interacting with the dwarves that dwelled within the forests that surrounded a gargantuan tree. There he found someone who would become almost a brother in spirit to him, Bjor Cottonwood. The young forest dwarf showed Grogg the ways of the forest kin, the feasts, the drinks, the battle and the stories. Grogg witnessed life all around the forest dwarves, different from the mountain homes below, spring with color, color which he fought to protect as he was the wall between the enemy and the dwarves of the mountains and forests. What felt like nothing to Grogg, time passed, and his body became slow as it carried the damage of battle and time. The aged golem had seen what happened to the dwarves and humans who grew old and slow, under the idea that he too would perish, he met with Bjor and set beneath Anbella’s tree. The golem, in his unique nature, understood what it was to feel sad, but could not express it when he spoke to Bjor, so Grogg lifted the golden crown that sat upon his head and gave it to Bjor towards the end of their conversation, “Good. Bye.” he rumbled before he rose above and walked off into the distance, disappearing over the large hills from the forest dwarf’s view. Bolgnir called to Grogg and set him down in his workshop, the old dwarf wielding a hammer that hummed with the same life the golem hummed with. “You look loike yeh need a new body, Grogg. Good thing oi made yeh a better one now, ain't et?”. Grogg did not know what his Impera meant by such words, but he sat still and watched. The hammer tapped against his chest and then nothingness. He had returned to a state he thought would never return, his voice tried to speak, but could not be heard, his hands reached out, but not in sight, the whole world black and empty. He roared out into the darkness, a roar he could not hear, until the flash of life stuck him once more. He felt himself pour out and fill a space once more, but this time larger, as if it was a barrel compared to the tankard before. The world around him returned to his sight as his muted roar was no longer muted, echoing out in a thunderous boom throughout the chambers around him. Before him stood once more his Impera, “Shut up yeh dramatic lump o’ rock.” Bolgnir spoke. Grogg felt different, the world seemed smaller and his body better. The golem was sent off by his Impera to return to his duties, duties which led him back to Hefrumm. There he sought out an old friend, Bjor, to speak with him as it was only moments ago he left the forest dwarf. There he found Bjor standing atop a stone looking out over the village. Grogg stood before Bjor and spoke to him, but Bjor did not respond, the dwarf motionless, his eyes still like stone. In truth, what was only moments ago for the golem was actually years in reality, and by this time, Bjor cottonwood had died, turned to stone after his sacrifice to protect his dwarven kin. The golem looked upon Bjor’s stone form, the golem’s golden crown resting around Bjor’s waist like a belt, and simply watched in silence, the forest kin telling him that Bjor was dead and passed on to the grand halls of the gods. This can’t be true, not to Grogg as he was made of stone, he could walk and talk, see and hear, so clearly Bjor was still alive, still in there. From there on out, Grogg returned to Bjor every chance there was and simply watched him, forever guarding the forest chief until his return. The beginning of the end Years passed, unfelt by the stone sentinel that was Grogg, the dwarves he once knew now gone and his body slowing once more. The halls of the dwarves were silent and cold, this caused Grogg to wander in search of the life that used to surround him. In his search he stumbled into an unstable cave where he was trapped and eventually put into a deep slumber. The grounds shook and the mountains roared, waking the golem from a slumber that felt like mere moments but was actually years. The caves around him were weakened over time and so an opening was made, the golem pushed himself through and stepped out into a world he did not recognize. A large kingdom stood in the place of his home, there he found dwarves who were young, the halls filled with folks once more. Grogg entered the throne room where Utak once sat and found Jorvin who had finished fighting a great infernal war. Grogg left the mountains as they were unrecognizable, and walked his long walk into the forests. There he found Bjor who stood tall against the change of time, and so Grogg watched Bjor in silence as he usually did before he departed into the world once more, returning whenever he did and repeating this as if he were stuck in a loop. Father time arrives The world around him changed, he followed Bjor over the seas to a new land foreign to him. While the lands were new, he was not, plant life had grown onto him and his body was slowly losing function. Most of the dwarves of old are gone for good at this point, replaced by new folk who did not know who Grogg was, their cities protected by new golems that looked different to Grogg, they did not hum with the same life as he did, but a sound new to him. The old golem brought himself before the only thing that did not change, just as he did not change, Bjor. Grogg did not know what to do but to continue his task, watching over Bjor. There, a sound vibrated the air around that called his name, “GROGG.”, a new golem that was tasked with retrieving Grogg for repairs found him, Grogg had to keep watch over Bjor and denied any request to be taken away. The new golem tried to force Grogg into a submission but this only endangered Bjor, and so Grogg’s body shifted and roared with old energy, one of his arms broken off from the impact. Once the battle was over, Grogg woke up in a forge, parts of his form no longer responded to him. His time coming to an end, the ancient golem pushed off the ground and broke free from halls that contained him. He took his final walk into the forest where he looked to Bjor, the dwarf’s body covered in plant-life as much as his own stone form, “Must..” His voice rumbled with a disfigured tone as he moved himself to stand behind Bjor, setting his gaze down onto him, “De-Fend.”. Grogg knelt down to steady himself at Bjor’s side, the power in his legs weakening by the second. “Bjo..” The golem spoke his last word as he towered over Bjor despite being down on one knee. The orange light within his eyes faded along with the glow from the runes over his broken body. He felt everything slip away as the world went dark once more, he did not scream anymore. He did not speak for there would be no sound, he did not listen for there was no sound he could hear, he did not look for there was nothing to see, and he did not reach his hand out for he was where he had to be.
  17. *An old stack of parchment laid hidden within a clay jar in an unkown cave. As the lid of the jar was lifted the paper was exposed to the first light it has seen in hundreds of years. The light illuminated the dusty and worn out paper, most pages had been eroded by time, but most of the cover remained.* The Weight of a Leader’s Name -By Una Mossborn If a historian were to look through the history books of the Mossborn Clan, they would discover that all the chiefs, from the first chief Brak The Leafy to the latest Geraldine The Blooming , that they all possess titles in their names and that their clan surname is never mentioned, not in a single text. At most, you’ll see them referred to without their title. But this is the first misconception that even many forest dwedmar have about the Mossborn Lineage of Chiefs. They are not titles, but their full names. This is because the Mossborn believe in the power related to one’s name and duty. A Mossborn Chief-To-Be is normally named with Mossborn, or if the Chief-To-Be is a child, they are not referred to by any last name. Before the night of their ascension, they pray to a shrine dedicated to Anbella to receive inspiration for their title. This title reflects their character and their duty. A Mossborn Chief’s duty is always to stand by his clan, aiding and nurturing its members. Like how a name is a continuous reminder of one’s identity, the title is a constant reminder of their sacred obligation to take care of one’s people. Once one’s duty is over, either by death or retiring, they may choose to return to their old name, but they will forever be immortalised with their title. Though a title is inspired by the Brathmordkin, in the end it is still chosen by the Chief in question. It is extraordinarily poor form to pick a title that is too flattering, such as “The Mighty” or “The Wise“ as it goes against one of the core pillars of the Mossborn Clan, which is Humility. This new name must be linked to nature as well as Anbella is the patron Brathmordkin of the clan. Thus names such as “The Viney“ or “The Bear” are acceptable. Although typically a prayer is done to Anbella, it is not strictly forbidden to pray to other Brathmordkin. For example, Donachan The Cloudy prayed to Belka. What is strictly forbidden, punishable by exile, is a non-chief dwed performing the naming ritual for themselves. Such an act is a usurpation of the position of Chief and the belittling of the duty one must hold to the clan. It is an act of dishonour and disloyalty. To Conclude, a Mossborn chief’s title is not just a fancy thing to increase their prestige. It is their true name, an ever-present reminder of their obligation to the Brathmordkin and to the people of their clan. It is not something that is taken lightly in the clan.
  18. Addendum to the Hefrumm Economic Revisionary Act With the Hefrumm Economic Revionary Act signed by the former Grand Steward Dhaen Grandaxe and the former High Chief Celeste’tol, Hefrummos’ taxes are allowed to be supplemented by produce. Unfortunately, their act did not specify directions for many other economic activities in Hefrumm and was not legally certified by any council of Hefrumm. This proposal was approved by the Folk's Council, to address these issues and give legal legitimacy to the act. Article I - Stalls and Shops Stalls and Shops shall pay no tax in Hefrumm. Forest dwarves of the Hefrumm community will receive priority for shops over foreigners. Article II - Shop Activity In order to avoid the claiming of shops and then their subsequent abandoning, an Activity Slip will be implemented. If one wishes to open a shop they must acquire an Activity Slip from the High Chief or the Steward of Hefrumm. Every year, or stone week, the activity slip must be placed into the shop’s respective Activity Box, and then a new one shall be issued. No more than 3 activity slips can be given out, and placed in a single box at a time. Article III - New Stalls and Shops The Construction of new shops and stalls must be approved by the Chief’s Council or the Folk’s Council. Shops and Stalls constructed by the Golden Magpie Ring only need approval from the High Chief.
  19. The Rings Of Hefrumm Many of the castes of Hefrumm have fallen into disrepair due to a lack of people. This has led to the diminished resources available to the community, resulting in leaving of many forest dwarves. In order to provide for and reinvigorate the community, this proposal was created. Previously, the castes provided the materials and resources needed for Hefrumm’s sustainment, but as times have changed the needs of Hefrumm have also changed. Thus the castes, must also be reformed to account for our current needs. The Folk's Council has approved this reformation. Chapter I - Rings The Castes of Hefrumm into Rings, shall be renamed into Rings. This will provide a sense of inclusion. and reflect on the unified nature of Hefrumm. As rings form a part of a tree and tell its story, so shall our Rings form a part of our community and will showcase our culture. Chapter II - The New Rings The old castes shall be dissolved and new ones will be instated to fill their roles. The New Rings shall be: THE RING OF THE TOPAZ BOAR The Topaz Boar is a symbol of joy, abundance, hardiness and versatility. This Ring will be responsible for gathering food and resources. Previously, the industries of farming, logging, fishing, butchery, hunting and so on, were scattered throughout the different castes. This Ring will refocus the efforts of Hefrumm to gather the materials needed for its construction and to feed the forest dwedmar. THE RING OF THE IVORY SCORPION Determination, skilled refining, and purity. These are the things the Ivory Scorpion represents. Just as how the Ivory Scorpion refines pure venom in its tale, so will the members of this Ring refine fine alcohols, medicines and narcotics. All of which play major parts in the culture of Hefrumm. The Ivory Scorpion takes the raw materials of the Topaz Boar and refines them into more potent forms. THE RING OF THE EBONY BEAVER The Ebony Beaver is a master of creation, wise and prudent. The members of this Ring are responsible for supplying the tools needed for Hefrumm. From wooden buckets to metal armour, the Ebony Beaver does all. They also gather mineral resources. THE RING OF THE GOLDEN MAGPIE The Golden Magpie is symbolic of wealth and intelligence. Culture often spreads through the efforts of merchants, and thus members of this Ring as tasked with running the shops and forming caravans to other settlements, to spread and teach the forest dwedmar culture through our cultural exports and crafts, as well as earn the funds to help the community of Hefrumm. Chapter III - General Ring Hierarchy The Hierarchy of the Rings will be set up in a similar fashion to the previous castes, only with more roles in order to help manage the expanded functions of the Rings. High Chief - The High Chiefs retains the power to appoint and dismiss any leader of each of the Rings. If there is no one leading a Ring, the High Chief automatically assumes the position of its leader. Primarch - The leader of the Ring. They are responsible for the management of its members, the gathering of resources, the passing down of knowledge and hosting of events. Primarchs can ban members if need be, if they receive a majority support in the Folks or Chief’s council, or more simply the approval of the High Chief. If there are no Custodians, then the Primarch by default assumes those positions. Unlike the High Chief, a Primarch cannot hold more than one primarch position. The Primarch can also create new Custodians, with permission from the High Chief. Custodian - The second in command after the Primarch. There are usually multiple custodians within a caste, responsible for overseeing the various industries present within a Ring. The order of power for appointing custodians goes to the High Chief first and then Primarch. Member - Trusted individuals are allowed to harvest and use resources of the Ring freely. They are allowed into the Ring by any of the people mentioned above. Non-Members - People who are not officially members of a Ring need permission first from a Custodian or above to utilise the Ring’s resources. As per the Constitution of Hefrumm, the Folk’s Council holds the right to decide and vote on internal legislation. Ultimately, the people of Hefrumm remain the highest authority. Chapter IV - Specific Ring Hierarchy THE RING OF THE TOPAZ BOAR Primarch of the Topaz Boar An individual who excels in gathering resources, such as through farming or logging or hunting, with enough knowledge and wisdom to not overburden nature. They transfer their knowledge down to younger generations, teaching them ways to live off the land sustainably. ❈Position currently held by Mao Blackroot | mateolog❈ Custodian of the Soil A Custodian whose specialisation revolves around the skilful and environmentally friendly extraction of resources, such as through farming, logging, mining foraging etc. Custodian of the Animal Someone who is skilled in gathering animal products, through butchery, hunting or fishing, without damaging the local populations of such creatures. THE RING OF THE IVORY SCORPION Primarch of the Ivory Scorpion Skilled in the arts of brewing and drug-making, the Primarch of the Ivory Scorpion is a master pharmacist and brewer, knowing all the key ingredients needed to make their concoctions by heart. ❈Position currently held by Qrue Grasswhistle | MrPurplez❈ Custodian of the Brew An adept brewer, with knowledge of the most obscure brewing techniques, as well as a refined palate being able to taste the best and determine the best ingredients for their brews. Custodian of the Still This Custodian is intelligent and careful, able to determine with a glace of their eye the exact proportions needed for any given chemical. THE RING OF THE EBONY BEAVER Primarch of the Ebony Beaver An excellent smith and crafter in many different fields of art. A guide to the dwarves of Hefrumm in the ways of craftsmanship ❈Position currently held by Garedyn The Green | _RoyalCrafter_❈ Custodian of the Ore A smith and miner, with refined skills in metalworking. They provide Hefrumm with the tools it needs to work and even defend itself. Custodian of the Earth A craftsman skilled in earthly arts such as pottery, woodcarving, and carpentry. They are tasked with promoting the culture of Hefrumm through their work. THE RING OF THE GOLDEN MAGPIE Primarch of the Golden Magpie A well-spoken person, which charisma and merchant skills. They travel to many different lands to sell Hefrumm’s goods, promote its culture, and return with finances to support the forest dwarf community. ❈Position currently held by Alaric Grimgold | Hrokaz❈ Custodian of the Shop A well-liked individual capable of inducing trust in others, they help run the shops of Hefrumm, and make sure the local merchants are not exploited. Custodian of the Caravan A hardy dwarf that can organise and create caravans to travel to distant lands. They must be resilient against the road while keeping their merchant charm. Chapter V - Resource Distribution As stated earlier, the goal of the Rings is to provide for the needs of Hefrumm. Though labourers' sweat shall not go uncompensated. Members of the Rings are allowed to keep whatever they gather, but they must give at least 1/3 of their work back to Hefrumm for communal use. Though even this will not go uncompensated, labour shall be compensated through financial or other material means, by the discretion of the Primarch. Chapter VI - Center of the Rings In order to promote unity among the hefrummos, and cooperation between the Rings, a facility shall be constructed or repurposed, in order to provide a meeting area for the members of the Rings, as well as a place where they can store the communal resources.
  20. OOC: This info is only available to those that know the location of the Seer’s cave and know their runic dialect. [!] A seer walks into the hidden cave of the order. Damp and dark the only light coming from luminescent mushrooms, lamps scattered throughout the cavern, and crystals which allow the reflection of these light sources. On the walls of the cavern the seer sees carvings of their predecessors, written in their runic dialect hidden from those that are not prepared for its knowledge. The seer is preparing for an event and looks for a particular part of the cavern to refresh their memory of the process. They wander around until they finally find it. The Seer manual’s chapter of the hunt with the depictions that appear alongside its runes. The walls read as such: Seer Manual: The Hunt A hunt is an essential part of forest dwarf society. It integrates both the spiritual and the martial aspects of the community in such a way that it helps keep the social balance of the dwarves of Hefrumm and the balance of Anbella. The roles in the hunt are divided into two: Hunters and seers. Hunters Hunting is not a right nor a privilege, it is a sacred duty of the hefrumm. The forest dwarves must hunt and keep the balance of Anbella to be able to fulfill their more prominent role in keeping Yemekar’s balance. This means that hunters may enjoy the thrill of the hunt but are expected to keep their senses and not fall into barbarism in the process. Hunters are chosen by a seer or various seers for their combat skills and attitude towards nature. Attitude is by far the most important trait in a hunter, as lack of skill only harms the individual in the hunt, while a lack of proper attitude risks the wellbeing of the whole village. Attitude is one of the reasons why forest dwarves at times do not hunt with non-forest dwarves, due to the danger an improper hunt could bring. A hunter is expected to understand that the hunt is a necessary action for the balance of Anbella and acting disrespectfully towards nature will harm this balance. It is of extreme importance that hunters respect the animals they hunt, their spirits, the forest, and all which lives in the realm of Anbella. Failure to do so could lead to retribution from the spirits, and even the Brathmordakin. For this reason when one wants to go for a hunt alone they ask a seer for their blessing, only those dwarves with known skill and believer in forest dwarf morals are given a blessing to hunt alone, as they are not supervised by a seer, which means that the individual is believed by the community to be skilled enough to kill the animal without bringing it suffering. [!] Depiction of a hunter during a solo hunt. It is also expected that the hunters will treat their gains from the hunt with as much respect as possible as not to anger the spirits of the fallen creatures. Respect is shown when every part of the animal is given a use, be it practical, or ceremonial. Hunters can show respect for their slain opponents by wearing their pelts, using the materials they gained from the hunt, and helping with the creature's burial. It is believed that by treating an animal honorably, the slain creature’s spirit will be thankful and guide the Hefrumm. Hunters are entitled to a portion of the hunt; another part goes to the community, another to the tribunal. The heart of the slain creature must be buried so that the spirit of the creature can return to its kin and guide them, this is to be done by a seer. By allowing their dead to return to their kin the hefrumm form a connection not just to the spirits of the dead animals, but also the ones that live. For this reason, when hunting an animal, hunters must try to go for a painless death when possible. If an animal is too injured to fight back or run away, the hunters are not allowed to touch it; instead, they need to enable a seer to sacrifice it ceremonially. [!] Hunters carrying the gains from a hunt. Seers Seers in hunts serve as the diplomatic force between the spirit of the fallen animals and the forest dwarves. For such reason, they are heavily discouraged from partaking in the hunt. Their participation could lead to distrust from the spirits towards the seers which would in turn leave the hunting party and the village to the wrath of angered spirits. Seers are responsible for electing the hunting party, hunters that they know are mentally and physically mature enough to partake in the hunt successfully and respectfully. A failed hunt is as much a fault of the seers that chose the hunters, as is the fault of the hunters. Before the hunt the seers bless the hunters, ensuring there is no interference from vengeful spirits or evil entities. This is usually done by sacrificing an animal to the tribunal, usually one whose qualities would be useful in the hunt, once sacrificed the blood of the animal is used to bless three hunters which will hold the blessings of the tribunal during the hunt. These hunters tend to be the most experienced of the party and are in command of the hunt. [!] Depiction of hunters and a seer during a hunt. During the hunt, they play assisting roles such as medics, trackers, and observants. If the animal cannot fight or flee anymore due to sustaining too many injuries, it is the seer’s job to kill the creature ceremonially. This prevents the fallen’s spirit from becoming vengeful for having suffered such a slow death. Once the animal has been taken down it is the seers that skin it and remove its parts. They ceremoniously remove the heart from the animal and plant it in the earth so as to enable its spirit to return easily to its kin. After a hunt seers can also create records of hunts where something special happened, or where they faced an interesting creature or difficult adversary. These records are usually painted on the walls of the seer’s caves and are said to be a way of communicating with the spirit of that animal when there is a need for its guidance. [!] Seer recording a hunt. Seers are also to intervene if they see that the hunt has failed. A failed hunt happens when the creature has been dishonored and disrespected by the actions of the participants of the hunt. Harming the animal without care for how it dies is enough to consider the hunt a failure. Usually, this would consist of harming the creature so that it cannot fight back or run away. If a seer sees this is the goal of a hunter in the party, they must remove the hunter from the hunt, and if it is multiple hunters, it is the responsibility of the seer to end the hunt and let the animal(s) flee. If it’s too late and the animal is already doomed to death, it is the role of the seer to end its life ceremonially. If the creature has been treated without care and honor by the hunters, then the hunt has failed. Any seer present can call the hunt a failure, which would lead the hunting party to go through a process of forgiveness for their actions. [!] Depiction of a seer communicating with the animal spirits. Failed Hunts Brutality in a hunt is seen as a dishonorable action and an insult towards the natural world; hence, it is on the seer(s) that elected these hunters and the hunting party itself to repent. To repent for such actions, the seer(s) must guide the hunting party to the shrines of the tribunal; this is to say: Anbella, Belka, and Dungrimm. There they are to give away all they have gained from the hunt to the tribunal. Bones to Dungrimm, the hide(s) to Belka, and the meat to Anbella. After this, the hunting party will gather around a fire and shed their blood one by one, praying to the fallen creature and explaining why the actions of the hunting party were reprehensible. If a party member refuses to do this, they will be tainted and not allowed to join hunting parties as they might bring the anger of the spirits and the Brathmordakin upon them and the village. [!] Failed hunts, it is believed, can cause curses, and are the reason for multiple monsters that roam the mortal realm. The Tribunal in the Hunt The tribunal is the group of Brathmordakin associated with the natural balance or Anbella’s balance. They make sure life can flourish and develop. Their roles are easily discerned in the hunt. Anbella helps the mothers and the children to grow, protects them, and does not allow harm to come to them. In such a way, hunters should never target mothers or children as they are primordial for the upkeep of the ecosystem. Belka plays her part in the process of the hunt, the passionate challenge between hunter and prey, with only one winner. Then at the end of the hunt, Dungrimm is in charge, dealing with the creature's death and dividing the soul. The physical soul is shared between Anbella and the community of the hunter; meanwhile, the metaphysical soul is divided between Dungrimm and Belka; Dungrimm takes the soul to his hall to decide its fate after death; meanwhile, Belka’s part goes to guide the kin of the fallen creature so that their fallen can guide them. [!] Depiction of the Tribunal, the duality of Belka on the far left and right, Dungrimm on the left, and Anbella on the right.
  21. [!] While Knud sung this song, he'd play his trusty old banjo. ^ A Knud's tale song: ♫ Dwarf and gnome ♫ Through a night most eerie and dark Forest deep and over mountain far There was a duo, small of kind Of great age, they were nearly blind They set out on a mighty quest To aid the druids with their pest This was no joke nor a jest The druids needed two of the best The earth was cracked, the soil split Even the grove was torn to piece and bits The volcano laid no longer dormant Being the druids greatest torment Knud and Forest said it shall not be From these troubles you’ll be free Give us direction and a day of three And we will travel over land and sea ((0:42)) Dwarf and gnome Far from home Yet never alone A volcano to be overthrown With great haste A volcano to face Put him in his place A great peril awaits ((Chorus x2)) And so the dwarves, took their leave Commenced a journey, which would not be brief Into land, devoid of all green One would only believe, if they had seen Up the raging mountain ever steep Over cracks with a leap Weary of travel yet no sleep For they needed to fulfill this mighty deed Chorus x2 ((1:17)) Great heat, the two endured Smoke thick air, and vision blurred They passed rivers, of molten rock Yet had not finished their adventurous walk With their arrival, the mountain was displeased It roared and rumbled like a great beast But at last, the two reached the crown Yet this was no king to which they’d bow You volcano did the druids wrong The two spoke in the volcano’s tongue Stop it now, they said clear and plain Or you’ll suffer the wrath of my cane The mountain roared no, the dwarves said yes The volcano responded, oké perhaps Its malevolent rule was no more Under the threat of a cane he so swore The realm saved from great distress The dwarves had completed their mighty quest The two sailed back, in need of rest Back home again to their nest There come a day the promise be broken Had the mountain’s vow been misspoken One be reminded who to call Be they in need of company mighty small Instrumental solo followed by more chorus [!] A depiction of the two elders facing off the raging wrath of the volcano. In honor of Harold, the best halfling druid boy, rip.
  22. ♫♫♫ Sat beneath an aging tree, shrouded in shade, a beardling emitted a long-winded sigh. It dispersed into the pollenated air with little response. A few crickets chirped at the presence of the dwed however little more was produced. The perfect setting for his words to be put to parchment. So with his intentions clear, piece of charcoal in hand, and parchment set out in his lap, the dwed began to write. Dear not smelly friends, I, Porkpie Grandaxe, god of crums, grand king of bread, Sylvain of the Harmony, ajent of super secret group, belly bard and slayer of trols, am taking a breac from sity lyfe. I want to go on my own jurney like ma, and the singur lady is teaching me how to help protect the forests! So I’m going on an adventure! When I get back I’ll be ready to elp my favourite peeps of Hefrumn be safe and sound! I also want to learn how to cooc because I’m fed up with slop. Ma's stew was much nicer. So I’ll be learnin about that when I’m gone too. Then I’ll feed all my frends! Like: singa lady, blu i's, king man, chief peep, auntie yaz, banjo man, snake elf, fat peep and all the rest! But for now I’ll say goodbye! Sincerely, Porkpie Grandaxe, god of crums, grand king of bread, Sylvain of the Harmony, ajent of super secret group, belly bard and slayer of trols. (Soon to be chief of Hefrumn and Grand king of all of Urguan!) PS: I’ve begun leaving a crumb trail but I also think the trail tastes nice so it might be gone. :) And with a small smiley face to end the piece, the beardling sat down his quill. Sitting up and proudly dancing at his writing achievement. Finally handing the duped letters over to a falcon once his dance session had winded him. Though instead of the common sleek and elegant posture, this falcon was round and tubby, perhaps a reminder of a certain someone. Despite the resemblance however, the falcon would in fact not be mistaken to be Porkpie as it delivered the letter to be pinned at the notice board of Hefrumn, and a copy to Urguan. One clearly more swiftly copied over. Perhaps a tell tale of the dweds priorities and preferences. ooc:
  23. [!] A flock of wood sparrows would soar above Dol'Anym, delivering a letter with the sigil of a Grizzly Bear's face to every dwelling of the Hefrumm village. -=9th High Chief Election Speeches=- Transcribed by former High Chief Yazmorra Blackroot, below are the speeches given by all 3 candidates. May Ogradhad guide you to wisdom in this decision. Porkpie Grandaxe: https://imgur.com/a/yFDYpVF Qrue Grasswhistle: https://imgur.com/a/D0OfEQT Bodhi Cottonwood: https://imgur.com/a/788vQVX May the 9th High Chief lead our kin into the brightest days of Sun's Smile. Narvak oz Hefrumm! OOC: Voting form will be posted in the discord. Those of forest dwarf blood are able to vote, all votes to be counted will be discussed amongst the Folks Council.
  24. [!] A flock of wood sparrows would soar above Hefrumm, delivering a letter with the sigil of a Grizzly Bear's face to every dwelling of the village. ~A Passing Wind~ I look out upon the village of my kin today, the eve of Armakak’s smile warming the woodland of Hefrumm. From atop my tree trunk dwelling, I watch; Sailors rowing home with fresh sand skippers, Hunters turning a roasting boar over the fire, Brewers harvesting barley and berries, Beardlings dashing about the fields, Seers scaling the mountain for wisdom, Snails keeping a watchful, beady eye, And farmers tending to the first seeds of Sun’s Smile. It was then, as the earth concealed that single seed, a passing wind came. It was the same brisk and warm call that guided me to Hefrumm long ago, the same wind that urged me to lead my kin. A breeze sent by Anbella herself, that has called me to serve once more. Just days before I first embraced the wooden throne, I met a humble, honorable, and quick-witted brewer. He stood by my kin and fought hand in hand with me for everything Anbella’s Hearth deserves. It is now that I stand alongside him, and serve as Grand Queen to the newest Grand King of Urguan, Levian’Tol Grandaxe. I think back on my journey as High Chief, remembering how I gazed upon this quiet village with wide, naive, and eager eyes. I look now at the Village of Hefrumm with pride, honor, and the warmest of Anbella's love. Even through the silent winters and sparse tavern nights, I would go back and do it all again if I could. I hope I have served you well my kin, for a passing wind has led me to a new journey. One, that I believe, will guide all of Urguan to Yemekar’s glory. May you forever nourish Anbella’s seed of Hefrumm, for it has only just begun to grow. Narvak oz Urguan. Narvak oz Hefrumm. Ulro Anbella’s ival, akhoral khazadmar oz kahiv,
  25. Da Seers Eron Hefruth ᛏᚺᛖ ᛋᛖᛖᚱᛋ ᛟᚠ ᚺᛖᚠᚱᚢᛏᚺ ~=~ Origins & Belief of the Order Da Seers eron Hefruth act as the religious guides of Hefrumm, bestowing knowledge, hosting festivals, and teaching rituals of the Brathmordakin to their kin. Although they vary from Da Kirkja Dverga in practice, beliefs of the Brathmordakin are identical between the groups. In practice, Seers focus much more on seeing the everyday signs and messages the dwarven gods bestow upon them in little ways. The very first known Seer dates back to Ru Firebeard, a dwarf that taught Baldin Frostbeard all he knew about the secrets of the world. Baldin would with time become the High Preceptor of the Kirkja Dverga, however left the order after a disagreement with newer religious leadership figures, and made an oath never to teach again, retiring to Athera for the life of a hermit. As a result, Baldin’s son Karl Blackroot began to instruct his folk on the teachings passed down in his family, building upon the existing traditions of Hefrumm with the unique ideology of the Seers. One of the core beliefs of the Seers was a resurgence of Divination, although an admittedly weaker form of the ancient art that made no claim to Prophetic Ability, placed a greater emphasis on experiencing the Brathmordakin through rites that specifically were designed to conjure visions, semi-controversially utilizing psychedelics. The Seers as we know them came to be through Karl Blackroot, who became Chief of the Blackroot Clan and later went on to be elected to High Chief of Hefrumm. His unusual founding ceremonies and rituals quickly fell under scrutiny by da Kirkja Dverga, due to the use of psychedelic herbs that he declared gave him visions of the dwarven gods. Even so, the message of the Seers spread quickly through Hefrumm and Karl ascended his first few members into the religious leadership. Since embarking to the new land of Almaris, da Seers eron Hefruth and da Kirkja Dverga have cooperated in teaching all dwarves of Urguan, hosting together the Feast of Paragon Bjor Cottonwood. History of Divination Divination is a complicated and confusing art of the dwarves, an art so ancient that its history is filled with holes and contradictions. The earliest dwarf to possess the ability of divination is often attributed by modern Seers to Urguan Silverbeard. Using this ability they say he was able to look beyond the mortal planes to have deep and meaningful encounters with the Brathmordakin, and such is how he received the powerful craftsmanship magic of Runesmithing and achieved other supernatural feats. It is largely understood by all creeds of dwarves that with the art of Runesmithing, runic relics were made that allowed all dwarves to have direct encounters with the Brathmordakin, and the earliest forms of the clergy took shape to spread this knowledge, their rituals being the first form of what can be attributed as widespread divination. This art continued to grow overtime, notable encounters being the visions of Silverbeard kings, however just as with any growth there became a cancer; the Khorvadic Cult. Today it is believed by the Seers that it was through the heightened powers of ancient runic divination that the Ironborn began contact with Khorvad and began their mad claims for power. At the height of Ironborn rule, the Runelords stood against the empire and were severely punished, virtually all ancient dwarven lore on Runesmithing, runic divination, and traditions of the Brathmordakin were lost, the period dubbed the Great Collapse. With the Great Collapse that brought about the destruction of the ancient art of Runesmithing, the ancient and more true forms of divination were lost. Most of Urguan’s sons gave up on any divination and dedicated themselves only to practicing what traditions and powerless rituals they could recover from their past as instructed. However the ideals of the practice remained, and dwarves would often teach that one could feel the powers of the Brathmordakin through their everyday actions, and to no group of dwarves was this more important than the simple folk of the forest, the Sons of Gloin. While the dwarves above and under the mountain busied themself with trade and complex infrastructure, the forest dwarves maintained a heavy focus on the connection to the Brathmordakin any dwarf has just in everyday life, and it became a core tenant of their culture, the forest dwarves carving powerless runes into many objects in reference to the origins of their beliefs. Ranks of the Order Adhering to the value of Hefrumm's unity and seeing the Brathmordakin as their ultimate guides of leadership, the Seers only vary in ranks from those enlightened and those yet to be. Council of Seers The order of the seers is not led by any one individual. Influenced by the forest dwarf way, the seers act as a group with one voice. The ones that dictate what that voice says is the council of seers, a council composed by all the seers of the order. At the end of their meetings one of them is chosen to announce what they have discussed. Seer A Seer is declared as such when they have undergone The Journey of The Brathmordakin, Ceremony of Ascension, and have been recognized as enlightened by other members, now capable to host rituals of their own. Already established Seers are guides for those still in training. All Seers are granted a seat in the Seer’s Council where beliefs, ideas, and theories are discussed and valued. Seer in Training Those that would like to join must seek guidance of enlightened Seers. To help further their progress, they should be sure to attend every ritual and festival hosted by the Seers, until they are decidedly ready by the council to undergo The Journey of The Brathmordakin and Ceremony of Ascension. Trials Journey of the Brathmordakin A test of will and devotion to the Brathmordakin, Seers in Training will embark on a psychedelic journey through the mountainous Path of the Gods with a Seer as their guide. By consuming “Anbella’s gift,” they will be granted sight to admire visions of the Brathmordakin appearing before each alter, telling a story of their existence through images. If any of these visions begin to appear other than they should, the Seer in Training will fail the journey and must repeat it after making amends with themselves for whatever they perceived wrong on their first attempt. Ceremony of Ascension Once successfully enlightened from the Journey, the final step for Seers in Training is the Ceremony of Ascension. With every Seer in attendance, the dwarf must undergo a final test of devotion, The Trial of Shadows, facing their deepest fears by the shadow of Khorvad. This Trial is only meant for Seers in Training who have proven to be insanely strong of will, for a failed Trial of Shadows could result in wounds left on the mind, and at times, even death. When the Seer in Training has successfully surpassed their greatest fears by Khorvad’s shadow, the Seers will allow them to ascend and become a member by marking them with the blessing of the Brathmordakin that guided them to the light. This can be shown by placing flowers of Anbella in their hair, tattoos of any Brath’s symbol on their body, or any other marking of devotion the dwarf prefers. In extreme cases, dwarves can even undergo full physiological changes as a way to show devotion towards a particular Brathmordakin. Traditions of Anbella Gifts of Anbella The Seers regularly hold rituals of storytelling, aided by the use of psychedelic herbs, or “Anbella’s gifts,” as they’re referred to by the forest dwarves. Typically uniting beside a fire in the center of the village, these rituals consist of strikingly realistic, at times overwhelming, visions of the Brathmordakin and all stories associated. The Seers act as guides to the forest dwarves that partake, whatever they may be experiencing, as the visions can be very unpredictable. Festival of Anbella Anbella being the most cherished of the Brathmordakin to the forest dwarves of Hefrumm, the Seers kick off the year with a celebration of life, nature, and family. Finely woven banners and decorations cover the village; a day full of laughter, ale, and kinship. Typically beginning in the tavern of Hefrumm, The Sugary ***, the festival calls every forest dwarf clan to bring an offering of Anbella with them. From finely baked bread to freshly hunted boar, the day concludes with a great feast in which Seers thank Anbella for their most personally valued gifts of hers. Be it family, forest, home, or peace, every dwarf gathers to say their thanks for what the Hearth Mother has bestowed to them. Rescue Ceremony The spirit of the wild needs to be in all creatures owned by dwarves, in this way their animals never lose their connection to The Tribunal. To do this the seers prepare rescue ceremonies where dwarves go out into the wilderness to capture animals to bring back to their farms. This allows the dwarves to have strong, energetic, and meaty animals for their feasts, races, and armies. An animal of every species collected needs to be sacrificed to be sent to Anbella’s realm as a sign of respect to the deity. Anbella’s Pact Ever since their discovery of epiphytes, they have been noticed to be individuals with close ties to nature. In the ways of the Seers, the process of becoming an epiphyte is a self sacrifice to Anbella. One willingly sacrifices their body sending it to Anbella’s realm, encasing their soul that remains behind into a body composed of natural elements more attuned to her call. Despite its higher spiritual elements this new body makes the individual completely infertile. It is said that the pact only lasts around one century, after which the soul of the individual returns to the body in Anbella’s realm. In exchange for one’s sacrifice and a century of service Anbella grants the individual one offspring which is born in Anbella’s realm and whose soul is sent into the mortal realm in the same form as their parent. Despite being able to be done in natural circumstances the likelihood of woodmadness to kick in is more likely as the mind of those individuals tends to not be trained in any way and are just individuals that are attuned to nature. The best way to avoid woodmadness is by doing Anbella’s Pact under guidance and supervision of a Seer that has done it in the past. Traditions of Yemekar Festival of Creation In honor of The Father and Creator of the dwarven race himself, this festival is a day of creativity, innovation, and balance. For forest dwarves, this means woodworking, brewing, branch weaving, and several other products made by the dwarves of Hefrumm. Each dwarf should bring a handmade creation to offer to Yemekar at the altar in Hefrumm. Traditions of Dungrimm Ceremony of the Ancestors A ceremony hosted by the Seers to honor the dead. In the ceremony of Dungrimm dwarves gather to commemorate their ancestors. It is a time to ask for blessings from them and wisdom. During these ceremonies there also tends to be tournaments of strength and valor to entertain those in Kaz’a’Dentrumm and in other realms of the Brathmordakin. Festival of War In times of war captured enemies can be given an honorable death by fighting each other as a sacrifice to Dungrimm in the arena. Those that die honorably in the arena are said to be reincarnated as dwarves in the next life, their soul returning to Yemekar’s forge to be reshaped into a better quality of life. Ceremony of the Dead After the burial of a dwarf has taken place, the ceremony of the dead has to proceed. In this ceremony the friends and relatives of the fallen dwarf gather to talk about the exploits of the fallen. This is done after the burial of the individual so that the Brathmordakin can witness the ceremony before bidding on the soul of the dead. The hope is that after hearing of the achievements of the fallen they will be more inclined to bid for him/her. Dungrimm’s Pact Saprophytes, similar to epiphytes, can appear naturally, but to avoid woodmadness the guidance of the Seers is recommended. Those that choose to become Saprophytes understand the need for decomposition and death in the balance of the tribunal. Like with the epiphytes, saprophytes are infertile, and after a century of service to Dungrimm their soul returns to their body in his realm and a son/daughter is given as a reward. Traditions of Belka Ceremony of the Roses This Ceremony is meant for a dwarf to find a partner. When a dwarf seeks to find a partner they are able to go to a Seer for help. The Seer will take notes of the desires of the dwarf, and will call for the ceremony. All contestants will come to the single dwarf and they will have a conversation for a limited amount of time, in turns. If the single dwarf likes the contestant he/she will give that contestant a rose, which the Seer will hand out. If a proper partner is found the Seer will sacrifice a rabbit to give good luck to the couple. Lover's Brawl To commemorate Belka’s passion the ceremony of the Lovers Brawl can be organised by a Seer. In this event couples take turns in the arena beating each other up until one wins. This duel is meant to represent the passion and strength of their love. Two rabbits tend to be sacrificed before the ceremony to summon the attention of Belka. Parade of Joy To celebrate the survival of the dwarven race despite Khorvad’s attempts to destroy it, the Seers organise a parade. In these parades the dwarves dress up and march around the continent, expressing the might of the dwarven race in a non-aggressive, cheerful manor. Traditions of Ograhad Ograhad’s Day of Study For the wisest of dwarven kin, this occasion is focused on educating the village on the traditions of Hefrumm. Each Seer will be expected to bring a piece of ancient knowledge to bestow in Ograhad’s honor. Following each lesson, said traditions will be taught and participated in. Assimilation Ceremony When a way/ceremony/festival or any other activity has shown results in bringing people closer to the Brathmordakin the Seers’ Council meet and give offerings to Ograhad, then they discuss this new activity and how it works. The council after reaching an agreement decides whether the activity should be added to the list of ceremonies practiced by the Seers. The Ceremony of Tales In this ceremony dwarves bring any tales they wish to the gathering. Once there they will each take turns telling and enjoying each other's stories. These tales can be song, read out, or acted. At the end of the day the goal is to entertain Ograhad with great tales that he can add to his great library. Traditions of Armakak Sun Festival In the Sun festival dwarves come to the gathering bringing their oddities. Once there dwarves trade and barter with each other for the items in their possession. Despite this being aimed at dwarves, all living beings are welcomed if they come to barter. Legends claim that before the creation of the mina there were yearly festivals where folk bartered and traded each other's goods in honor to the Sun God. Traditions of Grimdugan The Brothers’ Rivalry The Brothers’ Rivalry is a tradition dedicated to Grimdugan and Armakak. In this event dwarves are divided into two teams. One representing Armakak, and one representing Grimdugan. Both teams have a stone week to gather as much wealth as they can. Both teams are allowed to mine for it, but the team of Armakak is allowed to use their shops to gain wealth, and the team of Grimdugan is allowed to steal from non-dwarves for theirs. When the end date arrives the wealth of both teams will be placed in the chests of their respective team. The team that has the most wealth in their chest will win. Those that lost will have to give half of what they have gained to the winning team. The Wild Hunt When the dwarves are at war with another nation the Council of Seers can call for the Wild Hunt to take place. This bloody event can last for years, depending on the conflict the dwarves are in. During the Wild Hunt dwarves are invited to swarm the territories of their enemies, raiding, and stealing the wealth of those that inhabit that land. For the Wild Hunt not to just be a call for personal enrichment, part of the collected wealth needs to be burned as an offering to Grimdugan. ~=~ "In dedication to Karl Blackroot, may he forever rest in Anbella's embrace and da Seers Eron Hefruth thrive in his honor." High Chief of Hefrumm, OOC: For more information regarding the Seers of Hefrumm or to join the Order, contact: Yazmorra Blackroot (Lady_Dietz) or via discord; Dietz#2343
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