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  1. HIDDEN FANGS IN SELM A recollection of gruesome events, penned by Viktoriya-Marie Thérèse Adelaide Margaret Genevievé Helen Pruvia-Albarosa née Châteaudun. 1st of Horen’s Calling, 1776 T’was was a gloomy day in Helena, the clouds overhead burdened with rain. Imperial soldiers marched to & from the Bastille, patrolling their city with great endeavor. Cadet Viktoriya-Marie Pruvia & her husband, Sergeant Philip Pruvia were celebrating the former’s birth date while on patrol, when they, alongside their brethren, were called to the Assembly Point in the Bastille. “Comrades!” Cadet Augustus Helena called. ”The Wolf population in our surrounding woodland has skyrocketed – they’ve driven local game to near extinction, and our citizens to abandon their homes in fear they’ll be attacked. We must put a stop to this!” Alongside Augustus, Viktoriya, and Philip, Sergeant Jacquelyn Cenobia, Recruit Alistair Brashton, & Sergeant Matthias Stafford set out to the woods outside of the Barony of Selm, sabers in hand & crossbows cranked. As they advanced upon the territory, Sergeant Pruvia had begun to pick up tracks – that of a Dire Wolf’s. As they continued down the trail, the bodies of two Imperials had been uncovered, hidden in the thick undergrowth of the forest. When they had begun to drag them out, in order to identify & bury them, the great beast revealed itself, charging straight for Sergeant Cenobia, who’d taken the front of the patrol. Making quick work of the situation, she challenged it with her saber, while the rest of the patrol shot & shouted at the creature. With its tail between its legs, it fled: into Selm. The patrol perused the beast, until they came to a small opening in the ground – a Wolves’ Den. Bravely, they continued the chase, fueled with the determination to keep their Great City safe. The wolves inside the abandoned quarry often came in tens – feral and vicious, thirsting for blood & gore. Despite this, the Imperial Soldiers never gave way. Finally, after half an hour of fighting, they’d believed they had cleared the first floor. Yet . . . As they continued the onslaught, more & more seemed to pour into the room – fighting each individually proving to be as useless as chopping the head off a Hydra. It was then, they discovered, that there were tens of hundreds more below: and their resistance to the colony of canines became futile. Cleverly, Recruit Brashton suggested an explosion – a Molotov in his hand, aimed at the barrels of rum below. Cadet Helena gave the go-ahead, and after the other ISA had finished their shots at the wolves, Brashton threw the Cocktail. As it flew through the air, the bottom of the bottle had hit the edge of a stalactite, sending it off course – straight into the several barrels of alcohol below. Without much time to react, the patrol dove for cover. All except the brave Sergeant Cenobia & Cadet Pruvia escaped harm. Sergeant Cenobia was left with burns & a hefty chunk of wood lodged into her thigh, making it impossible to walk. Cadet Pruvia had suffered terrible burns & scrapes, along with a temporary loss of sight, hearing, and consciousness. After the explosion, the Dire Wolf revealed itself once more, a thirst for blood & vengeance for its brethren apparent in its gaze. It lunged for Sergeant Cenobia first, leaving an incredible chunk missing from her already-damaged leg. It then began to chase them out of its decimated home, now after the two Pruvians – Viktoriya narrowly escaping death’s maws as Sergeant Stafford vaulted out in front of the Cadet and began to slash at its eyes, driving it back, leaving just enough time for the rest to escape. Not long after, the patrol arrived at Stamya’s Hospital, in Helena. The Medics were quick to treat the two injured women, their conditions now as follows: SERGEANT JACQUELYN CENOBIA | Not in great condition ; Burns, scrapes, etc. have been treated ; The Dire Wolf Bite-Wood pole impalement wound was too serious to leave untreated. The Sergeant’s leg has been amputated, and the Medics highly suggest that Cenobia retires from the ISA. CADET VIKTORIYA-MARIE THERESE HELEN PRUVIA | In stable condition ; Burns, scrapes, etc. have been treated ; Burns covering upper half of body now left to heal, though will scar quite terribly ; Final verdict – Cadet Pruvia is fit to continue her service in the ISA Comrades, rivals, and all those in between – Join me in prayer that our fantastic Sergeant Cenobia returns to her family safe & well – and, that, should she be required to retire, be blessed with longevity and health. IN NOMINE DEI, Viktoriya-Marie Thérèse Adelaide Margaret Lorraine Genevievé Helen Pruvia-Albarosa, Chancellor of Culture
  2. [!] Letters of invitation are sent out to several halflings Applefoot House Party! ~A gathering in the Applefoot burrow, back in the Golden Days of the Applefoots when Rollo and Daisy were still alive!~ With a River Festival comin’ up, I cannot push myself to continue the Gaming Night tradition. I fear that doing so would tire us all out ter much! However, there should still be plenty of time available for us wee folks to gather ‘n a less tiring manner! A simple party in the Applefoot burrow ought to fit in quite nicely! As such, in the oh so empty Applefoot burrow now devoid of activity for so long, the flower of happiness shall once more bloom! Invitations: All Applefoots Our lovely Thain, her husband, ‘n all of the Elders T’a Greenholms T’a Puddlefoots T’a Sunbrooks T’a O’Connells T’a Proudfoots T’a Driftwoods (’er what’s left of ‘em, anyways) T’a Sackvilles All other weefolks from less well known families ‘er who nay have ah family at all. Gather ‘n the Applefoot burrow on The First Seed for a party that ye will never forget! ~Filibert Applefoot, local halfling know-it-all. ((Friday at 4 PM EST, 7/9/2020))
  3. MAYORAL ELECTION OF HELENA: 1776 – 1780 [!] Alongside Every Poster of Jermaine’s Campaign for Lord Mayor of Helena, there appears to be another smaller letter written on parchment nailed alongside every poster, written with quill ink and stamped with a large wax seal, it reads: “My Fellow Helenians, and by extent Orenians, I have written these letters each by hand to speak to each of you out there who desire change, those who wish to live in familiarity, and those who chose to remain impartial, I ask you now as you are, to look at yourselves, and to look amongst others in our streets what do you all share? A faith? A dream? An Empire? These are all true, but you share each other, we are together, If we were never meant to be all here in the most Glorious empire in Arcas then we would’ve all perished long ago, but it was the will of faith, No, The Will of GOD that keeps us together, binds us and holds us, it’s the sap that holds the tree together, without the sap, the tree will break in the wind, I want you to ask yourselves, Are you the tree that snaps and breaks in the wind? Or the Tree that holds itself together and stands strong in the heart of storm? You must understand that the Tree is Us, and the storm is the WAR, are we going to stand up strong against it, or are we going to break and fall? Even after the war, which it may be by the time you read this, our empire will be dealing with the repercussions of this Battle for years afterwards, If you want Helena and by extent the Empire to thrive and grow stronger, more powerful and wealthier than ever before, then I implore you to go out there, into the cold world and bring warmth with a vote for me, a vote for Jermaine. I will give you whatever I have during this time to help you out of the mess we’re all struggling through by the day, I promise the changes You all need for yourselves, yes every single one of you. Go in Providence my friends, Glory to the Empire.” - Jermaine – 1776. [!] Upon closer examination of the wax seal one would see that inscribed upon it, there are small letters reading “From The Desk of Jermaine.” There are also pen marks lining the edges of the note. GLORY TO OREN – 1776
  4. Good Canonist Lady Wanted This could be you with the wonderful Buck Dirtgrub! Apply today! Nice canonist lady wanted to court the wonderful Buck Dirtgrub Must be: Under the age of thirty (Negotiable) Able to hold a sword. Not use, just hold. Not uncomfortable with mud/dirt, or rolling around/bathing in said mud/dirt Able to drink olive oil in significant quantities Neither allergic to nor scared of: dogs, cats, rats, frogs, donkeys, mules, pigs, or any other miscellaneous pack animals or household pets Good with Children Able to cook, or eat food while raw. If you believe you fit these criteria, contact Katharina or Vorion Baruch now! ooc info:
  5. Vote Vorion A Maer That Cares A portrait of Vorion, made shortly after his return from the expedition to the ancient and mythical continent of Athera. WHAT WE WILL DO We will return Haense to prosperity, with streets filled with people, shops filled with goods, and hearts filled with joy! We will fill the calendar with well-organised, regular events to bring together the people of Haense after the strife, sweat, and toil we have faced throughout the whole Scyfling invasion. We will strive to reinforce and strengthen the great culture of Haense. We are a nation known for our arts, games, and traditions; together we will keep this love of our national identity strong ABOUT VORION Vorion ran the tavern in Haense for a decade, where it was bustling with activity every week Vorion delivered over 10,000 units of grain to the Volik refugees in their time of need, free of charge Vorion served among the soldiers of Haense, now moving to politics having received an injury serving his nation
  6. [!] A messenger sends out the invitations, each invitation sealed with red wax, bearing Darrowmere’s coat of arms. 'This missive is approved by the Rabbit of Darrowmere' 'Girls Wanted' The men in Darrowmere have been really lonely for the past few years with no one to love since, being a military city, most of the population is men. The single Damerian men have decided to host a pool party and looking for girls to hang out with. Make sure to stop by in your swim suits and maybe you'll fall in love with one of our guards Personal Invitations would be delivered to the following: to all the Beautiful Ladies who live all across arcas [!] A cartographer’s sketch of a map of Arcas can be seen, with instructions on how to get to Darrowmere Signed by Dame Athri, The Rabbit of Darrowmere Ser Jolfrey Elessar, The Marshal of Darrowmere Alli Ruse Onfroi, The Burgrave of Darrowmere [OOC July 10th 5PM EST ]
  7. a crinkled up “news” paper as been thrown at your door
  8. A long time ago, there lived a beautiful girl in a castle deep inside the forest. She was always alone, so she was lonely and bored. So one day, she left the castle to find herself a friend to play with. She offered them all sorts of amazing gifts, but nobody ever accepted her. Later on, she found out why. A monster who brings along the shadow of death. That’s what the people called her. “ She’s a monster. A monster. “ She was very angry at every living soul in the world. And she needed to take it out on someone. Ever since she unexpectedly saved the boy from dying, the scary shadow that always followed her around suddenly disappeared. And the boy always followed her around instead.He always went with her whether it was day or night and whether she was in the mountains or a field . On a clear and sunny day, the girl asked him this. “Hey, will you always stay by my side?” “Of course. I will never run away. “ “Even if I do this?” She held a butterfly, and tore it apart and the girl was all alone again, and the shadow of death came back and whispered this. “No one can ever stay by your side, because you’re a monster. Do not ever forget that. Do you understand?” “Yes, Mother.” As the story book closed, there were several feverish cries, followed by a shushing as a familiar boy with azure eyes remarked hastily to his younger counterpart only for her to bawl incessantly. He would be punished that day by their mother. In present times, as the older de Astrea explored the hustle and bustle of the city, he worried about her, but yet, knew that he could not dote and protect her. When you love something, you had to let it go, or it became nothing but the sin of obsession. Therein lies an issue, a plight exacerbated as he could do little to stop her from being pelted with food during her first visit to the city. Deliberations concluded. And as sure as the sun rises from the east, there was a foul stench of nightmares stitched into the future of the de Astrea, an unavoidable fate as the maelstrom of the realm hurled around them. Yielding to such circumstances was heretical. Therein lies a challenge for the heartlanders to struggle, to contest and resist fading into obscurity in the brief thread in time they accompanied. As the midnight oil burns, the older de Astrea reaches to rest an arm on the shoulder of the younger de Astra. “You will never be a monster. “ He tucked her to bed as a lethargic tranquility besmears them in slumber. His dreams drifting into idealizations of varying hopes for the future, of his own personal adoration of his sister manifesting to finding and protecting a proper home for the migratory family among the descendants. It was no mere feat to find a place to belong, with drifters often fading with the wind, as the relentless winds of fate blows upon all. Crucially, for the sails of his family to catch wind, it had to be patched and fixed...but, it remained so, that the very shedding terror they dread may return easily once again. Once more, his sleep was uneasy and filled with discomfort.
  9. Scribed in remembrance of those fallen in the defensive effort against the Scyfling forces. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae Zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. But behind he left, a single mortal possession. One he could not take with him and was forced to leave behind. Sojoernaal I Ve Fitsker The shouting begins and the screaming is heard, as the Haeseni holds their ground strong and true. A flood of Scyfling scum rushing out towards the stout walls of the Fort at Metterden, this would be the true test of strength. Javelin quickly flew overhead, shattering shields of the Crows one by one, sending ballista fire back in response. Their motive to take this land remains unclear to most, but this will not stop the men of gold and black as we fight until our last breath, and in response “Krause Zwy Kongzem” we shout until our voice cannot be heard any longer. We fight for the spirit of Haense and the protection of our heritage, this land gifted to us by Godani and protected by the soldiers of those who inherited it. It was not long though until the Scyfling horde began creeping in on the ravine that held our brave cavalrymen. They through everything at us, but we prevailed even lost in a daze of confusion and pain simply because the fight was not over. As javelin continued to fly towards the proud Haeseni men, we gave a constant fight back until the moment we break. Our men falling one by one and there was no telling how this would end, so what could we do but fight. My life before theres, I will not not this kingdom fall under some barbarian claiming this is his land. Bralt I pity you, thinking we will fall so easily. So hear this in fear “Krusae Zwy Kongzem”. Ser Siegmund Wick
  10. [!] Missives are hung up, all around Arcas! River Fest! [!] The Dinkle River! It’s been some time since our last festival. Let us celebrate these hot days with a river gathering! Activities: Shogging! Swimming! Fishing (careful not to catch the swimmers)! Boat racing! and the MAIN activity Swimming gear competition! Judged by Elder Goldworthy Wear your most ridiculous swimming attire. All are invited to join, so long as they cause no troubles! The partying will commence by Dinkle River, located in Brandybrook next to Aegrothond, in two elven days. (OOC: The event will be held 2:30pm EST/7:30pm GMT, Thursday 9th July) Long live the halflings! ~Elder Falco Goldworthy and Isalie Gardner, Thain of Brandybrook [!] The missive ends with the official seal of Brandybrook
  11. Drinking Medley ---------- “OF THE LOST!” ---------- [!] After the Great Battle of The North – as some would call it – against Bralt’s Scyfling’s army, Brandt Barclay, one of the soldiers who participated on both the cavalry front, and the battle near Othaman keep, suffered both the loss of his left eye, and wounds on his stomach. After being sent to Reza’s clinic from the battlefield, Brandt spent some days there... resting and recovering. Once the wounded soldier was now better, he raised from his bloodied bed, wore his clothes, and headed for the Crow’s Hearth Tavern alone, where he found just what he was looking for... alcohol to fill the newly dug hole of sorrow and woe in his chest. One bottle of Carrion went empty the man, and so did the second, the third, up until a small portion of the Barclays’ hidden sadness was filled. Being heavily drunk at this point, his mood started swinging, his mind not knowing what to feel, how to act or what to think. With his newfound and indifferent mood, out of nowhere, the young man started singing as he’d continue his drinking. More and more would he sing, the words somehow surprisingly understandable if one were to hear them, even though the man was drunk. The melodies of the drunken medley were almost celebratory, if not merry and happy, sticking to the artificially found happy mood of the one-eyed Barclay. However, was one to take note of what was being said, they’d understand the true meaning and feelings behind the songs, the narration of the last battles against the Scyfling heathens.... which he’d then take the time and write down on a piece of paper, so he could pen it down and stick it around Haense’s boards. The Melody: “OF THE LOST” by Brandt Barclay [Verse 1] Oh you can search far and wide You can drink the Empire dry But you’ll never find a drink so dark Oh you’ll never find a drink so dark As the one we chug in Reza’s town As the one we chug in Reza’s town You can keep your fancy ales You can shove them up your arses But the only drink for the brave and true… Comes from Crow’s Hearth Inn!! [Verse 2] Hey! Ho! To the Carrion I go To drink my mind and numb my woe Scyflings come and Scyflings go But there still be many Wars to flow Strong is the taste of the Carrion Black And the sound of the steel from hill to plain To numb the pain for the bravely lost Turn to the drink with speed utmost. [Verse 3] Sharp the knives, straight the blades Loosen bolts and burn the corks Mighty Hanseti go forth with haste That’s how Bralt we will defeat! [Verse 4] Ludovar, the Brotherhood Leave the sorrow on the bedroom mat For the fight that’s yet to come For there’s work for us to do Dump the rags in the molotovs Take up a lighter and fire it whole And when it’s finished allow it roll Send them down on Scyfling’s backs ... That’s how Bralt we will defeat! [Verse 5] There’s a field, there’s a field, there’s bloody old field Beneath Othaman keep And there we fought a war so bold That Godan himself would weep and cry Three nights to feel the woe! Oooooh The Scyfling has a tipsy spear Which he shoves towards my gut And up and down he swings and blows Now quickly hiiigh, now heavy lowww... Now aiming for the middle! But, brothers I have, who watch out my sides For whom I would go to the dead He grunted and he moved and he heightened his shield While the heathen attempted to make me for the dead “Niet this day!” he said Now quicker the steel Went axe-against-shield The bull began to roar The arrows and the bolts went to its head The cavalry all bounded from their mares, And marksmen they became. The scyflings pushed behind the hills As the sun raised up their heads We hardly believed our fiery eyes For they were many to our surprise ... We went back to Reza!
  12. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Grand Opening of Darrowmere -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [!] A messenger sends out the invitations, each invitation sealed with red wax, bearing Darrowmere’s coat of arms. Join us in Darrowmere for a joyous celebration of our newly built city! Come for a Boxing Tournament (Winners receive prizes!), a drinking contest in the tavern, and a grand feast accompanied with a variety of other festivities. All are welcome but there is one rule: you must crossdress or you will have to pay 50 minas. Personal Invitations would be delivered to the following: The Highlander Clans throughout the Highland Realm The Gorundyr Orvar of Vi Stige and its citizens The Highlander Eiriksson-Lunner of Lunsbeck and its citizens The Highlander Barbanovs of Haenseti-Ruska and its citizens The Dark Elven Velulaei’onn of Renelia and its citizens The Sutican Triumvirate and its citizens The Crown of Elvenesse and its citizens The Wood Elven Village of Siramenor and its citizens The Rex of Krugmar and its citizens The Grand Kingdom of Urguan and their citizens [!] A cartographer’s sketch of a map of Arcas can be seen, with instructions on how to get to Darrowmere Signed by Dame Athri, The Rabbit of Darrowmere Ser Jolfrey Elessar, The Marshal of Darrowmere Alli Ruse Onfroi, The Burgrave of Darrowmere [OOC: July 6th, 5pm EST // 9pm GMT]
  13. My Problems With Oren By Sprinkles Clownstburger, Jr. As you may know, my father, beloved children’s entertainer, and one-time parliamentary hopeful Sprinkles Clownstburger Sr., struggled with alcoholism. He fought valiantly, keeping a smile on his lips and a joke on the tongue. But, like a man stranded at sea, he eventually was overcome by the water and drowned in his vice. I believe that my father could have been saved, if not for the culture of barbaric drunkenness our empire is morassed in. But like a foul weed, this drunkenness is but a blossom from the deep root of corruption. The tavern is the centerpiece of every Orenian town. It is the most convenient place for groups to convene, slick with social lubricants, teeming with lowlives and loose women. There are no laws in place to bar children from these establishments, or even to discourage the taverneers from hiring children as cheap labor. Thus, from an early age, the youth of Oren are introduced to the low morals of the tavern. They are taught in the ways of the tavern; drinking and double-dealing, laying odds and committing usury. Despite being a popular establishment with a constant stream of revenue, the Dragon’s Rest Tavern of Helena pays less in taxes than immiserated working families. Despite her position as a landlord in fee of the most valuable property in the town, the owner of the Bed and Breakfast refuses to pay taxes. Since these establishments reap the reward of business in Helena but pay less than their fair share to the Crown, our commonwealth pays them to stay afloat. I must ask you, would you rather your tax papers go to the flophouse and the gambling den, or to the library and the courts? As an entertainer, my father felt the pull of the tavern life. He could not have avoided it. But it was the loose morals and the expectation of public drunkenness that killed him. It was the heedless regard for the appearance of prosperity, furnished by bustling taverns and glittering gambling parlors, that created a world where an innocent clown could not avoid the bottle. I must ask you, mighty Orenian commonwealth, will we let this go on? Will we allow drink to sap the mirth and vitality from our youth? Or will we dig up the problem at the root, demanding fair taxation, stronger temperance laws, proscriptions on child labor, and investments in healthier and more robust institutions of civil service? With elections on the horizon, the choice is ours. For Sprinkles’s sake, I pray we make the right choice. Yours, S. Clownstburger, Jr.
  14. [!] A newspaper is put into every Brandybrook halfling’s mailbox The Beetroot News ~Better than the rest!~ Contents: ~A Scientific Poll on Halfling Singleness~ ~Hassenfort Burrow Overrun with Sweetberries!~ ~Family Drama in MY Drinking Night???~ A Scientific Poll on Halfling Singleness For the sole purpose of scientific inquiry, I have been researching which halflings are single and which halflings are in a relationship. This demographic knowledge will help us better understand our own village of Brandybrook and allow for proper controls in further scientific ventures. Please respond to the following prompt: Name: Age: Are you single?: Please note that this poll is for the purposes of obtaining knowledge. It has absolutely nothing to do with me being lonely and trying to find love. Hassenfort Burrow Overrun with Sweetberries! Sweetberries, the most annoying plant to ever exist. It lures you in with the promise of food, only to poke you in the feet when you get too close! The burrow of the Hassenfort halfling family is now covered in these bushes, making it difficult to travel over the top of it! Honestly, has anybody even seen a Hassenfort halfling in the past few years? I sure haven’t. Of course, I don’t ever leave my burrow. Regardless, one can only hope that the Hassenfort burrow stops being covered in prickly bushes! Family Drama in MY Drinking Night??? ~A very packed tavern indeed!~ The Greenholm and Gardner families had an argument in this most recent Drinking Night. Something about burrow sizes, outfits, and Isalie’s performance as Thain. While I personally don’t think that size matters, I do agree that the Greenholm family burrow is much better than the newly renovated Gardner family burrow. One can only wait and see where this drama will lead to as time marches on. That’s all for now folks! ~Filibert Applefoot, local halfling know-it-all.
  15. Hangman’s promise “Big Tony, Big Money.” - Big Tony My figureheads have grown quite the liking of the people of Haense, I even allowed them to teach the HRA a couple of things on the fields of war. I’ve been sending my prayers to up above ever since I got word about the war, blessing the blades of the Haensemen and cursing the arrows of the Suticans, hoping their projectiles would miss the throats of my comrades. Sadly enough, the leadership of the Orenian Empire did not have the sufficient funds to buy us out of the Sutican war. May my brothers coated in green watch my back as I take up the mantle of a leader in this war, may my friends from Haense toss their weapons to the side when I face them on the battlefield, for then they will be spared. Gold and glory, my comrades… gold and glory Once this contract is signed, my men will raise their blades alongside the poor folk of Sutica, who just want to protect their land. It saddens me, the biggest fish going after one of the weakest fish. The Agreement The Suticans: -The Sutican leadership will hand 70 000 minas to The Hangmen. (50% up front) -The Sutican leadership will hand The Hangmen a simple plot of land for when they are forced to move out of this realm. -If there is any way to spare The King of Haense and his people, an effort must be made to make sure that there will always be an option for the Haensemen to get out of the war, safely. The Hangmen: -The Hangmen will aid Sutica and their allies in any militairy exercises against the Holy Orenian Empire. -The Hangmen Keep will serve as an outpost for the forces of Sutica and their allies. -The Overseers of The Hangmen will lend Sutica all of their knowledge regarding waging war, becoming a part of the core of the leadership of the conflict. “I’m sorry, comrades of my people. coin comes first. May our paths never cross during these troubling times.” Signed,
  16. [!] One of many flyers scattered about in the world would wander and find its way to you. Upon closer inspection it seems to be an invitation, reading as follows: “Greetings traveller. I hereby extend this to you, being the occasion of the inaugural event of a town away from the rest of known settlements of all races. A peaceful place where one may find shelter and opportunities at a more fulfilling life should it be what you have sought, a second chance, a new beginning or simply an adventure in far off lands. There will be much to see and do within these walls. I wish for beings of all kinds to come together and co-exist, form bonds that elsewhere may have not been possible, and find oneself more comfortable with the world we inhabit as a whole. I hope to find you at the gates of town in due time and you will be welcomed with open arms. May fate guide you here safe and swiftly. -Rowan S. Mistvale”
  17. The Dream of Elvenesse A brief overview of the Almenodrim; by Olórin Telemnar. Consider the children of Malin in their awakening. Proud and untarnished; yet to be afflicted by the Arch-Deceiver, Iblees and his curse. What is most apparent about the elves of that age was a singular concept of unity, under their forefather and progenitor. Now, conceptualise those who cherish that image; their motivation - to unite their fragmented kin in all their breadth. This desire harboured amongst the Almenodrim was not conceived through great acts of valiance, or legendary heroism. It is a tragic lament, laced with an age-old regret and failure. Such is the Dream of Elvenesse to be considered an expression of remorse; a wish right the wrongs committed in ancient history. Yet, what wrongs could be considered so sickening that they’ve lingered in peoples' minds since the marring of the old world? Why, it is the act of spilling the blood of one’s kin in an age of strife and hardship. Though considered what is in truth primarily responsible for the long-term polarisation of Malin’s descendants and the partition of Old Malinor, the true details of the crimes attributed to the first son of the King have since been lost from the annals of time. None have pinned, and quite possibly will be forever unable to pin exactly when Sylvaen’s hands were stained with blood, or when his own people fled into exile. But it is considered fact nonetheless, for though scripture may have decayed, grief has lingered. In exile, the Almenodrim truly marked themselves as ambitious but somber people, reflecting on the wrongs they had inflicted upon their kin. Yet, they did not linger in depression, instead channelling their grief into crafts and an everlasting desire for stewardship. Even in disgrace, the wayward children of Malin sought to follow the legacy of their sire, and proof of this was etched eternal into the stones of their citadels upon the distant shores. Centuries came to pass, and their eventual return to the lands of old was met with unease. Naturally, the descendants of those whose blood was spilt displayed justified skepticism, and such was recognised by the lords of old Aegrothond. No artefact, gift nor craft held then and there could suture the wound Sylvaen’s hand had carved. So, his sons, under the name Sylvaeri, offered their hearts instead - an exchange of oaths and hymns of repentance. Such words again, scattered into obscurity, but known to have lit a beacon of hope and inspired a dream. As a people, the Almenodrim are not completely defined by a right of blood and legacy, but rather they are a people who accumulate their membership through similar idealism. Thus, as the ages have passed, identities perhaps once not attributed to Sylvaen’s folk have come to stand beneath their crimson banners. The Dream of Elvenesse has proven to unite the elves, regardless of origin, for the purpose of forging a greater, unadulterated Malinor. What is keenly attributed then to the dream is not only a desire then to craft such a realm, but also the stewardship so maintain and make it a reality. Perhaps that is the truth behind their vast populace of artisans; folk who hone their skills at the forge and mast, so to temper their minds for the looming task ahead. People are then often swift to criticise the idealistic, for sometimes a dream may prove to be unrealistic and bear ill-fruit for the aspirant. Yet, to linger in what is a definite hovel would be to subject oneself to a fate of stagnancy. As the saying goes - nothing ventured, nothing gained. The Almenodrim take this to heart, for even as the ages have yielded hardship, still they have strived to atone for past grievances. To usher in a new golden age for the children of Malin. So to conclude this brief study, we can take away perhaps a clearer picture of what exactly defines their dream, the Dream of Elvenesse. Shaped clearly by their grief and ideals, this scholar could argue there are perhaps few more stubborn in their conviction amongst the children of Malin than the Almenodrim. Still, many paths linger ahead, and one should be curious to see where they may next lead. Perhaps something to be elaborated upon further, when the next chapter in this world unfolds.
  18. IMPERIAL TREASURY (IT) Est. Anno Domini 1732 PREFACE The Imperial Treasury, known alternatively as the Imperial Office of Finance, is the division responsible for all matters of a financial or logistic nature within the Holy Orenian Empire. The department also encompasses all warehouses, trade companies, and banks, placing each of these under the administration and oversight of the Imperial Treasurer and his department. THE SECRETARY OF THE TREASURY HIS IMPERIAL EXCELLENCY, PETER VICTOR SARKOZIC First & Fourth Secretary of State for the Treasury, c.1731 The duties and powers of the Imperial Secretary of the Treasury, as outlined in the Council of State Establishment Act, are listed below: The duty to maintain and monitor the Imperial Treasury, including all incomes and expenditures, and to draft a report of the budget on regular intervals. The duty to develop and draft the fiscal, excise and tax policy of the Empire, with consultation with the Council of State. The duty to collect tax and rent revenue from within the Crown’s direct dominions, and to ensure that these finances are delivered in full to the Imperial Treasury. The duty to collect, process and allocate resources and materials for use by other Imperial departments. The duty to uncover and report irregularities in financial gains or losses in the Empire and its subjects. The duty to oversee the collection of taxation revenue from within the greater Holy Orenian Empire, including the provinces. The power to inspect and audit the finances and stockpiles of all subsidiary entities to the Empire The power to staff his office, the Imperial Treasury, in such a way as to provide assistance in his duties. DEPARTMENT STAFF UNDERSECRETARY OF STATE FOR THE TREASURY Isaac Ypsa The Underecretary of State for the Treasury is the second-in-command of the Imperial Treasury and the Secretary of the Treasury’s right-hand official, tasked with assisting the Secretary in its duties and filling in for it when Necessary. COMPTROLLER OF FINANCES George Casimir Sarkozic The Comptroller of Finance is the chief accountant of the Imperial Treasury and the Treasury’s auditor, charged with monitoring the Imperial ledger, overseeing audits, and supremely supervising the expenditures of the Empire. He is also a member of the Imperial Financial Advisory Committee. UNDERSECRETARY OF LABOR Alexander Joseph The Undersecretary of Labor is tasked with the management of the Imperial warehouses, ensuring that other Cabinet departments, the Imperial Free Cities, and the Imperial military are well-stocked with raw and processed materials. He is also tasked with the logistics of any other Imperial operations. UNDERSECRETARY OF TRADE Sylvester Voronov The Undersecretary of Trade works closely with not only the Treasury staff, but also the Department of Foreign Affairs, to establish state-owned domestic and foreign trade relations. Imperial markets, tariffs, and trade companies all fall under its purview. UNDERSECRETARY OF MUNICIPAL AFFAIRS Red Roger Carrington The Undersecretary of Municipal Affairs is tasked with the financial management of the Imperial Capital, ensuring compliance with Imperial finances law and verifying that the requested amount of their revenue streams reach the Imperial Treasury. WARDEN OF THE IMPERIAL RESERVE Sir Veikko Harjalainen The Warden of the Imperial Reserve is responsible for the upkeep of exactly that, the Imperial Reserve. 5%-10% of Imperial revenue is placed into the Reserve to guarantee the financial stability of the Holy Orenian Empire in times of crisis. In addition to these given prerogatives, the Warden is tasked with supporting the Imperial economy with a standard amount of wealth centered in raw resources and regulating it. SENIOR LEGAL COUNSEL VACANT The Senior Legal Counsel to the Treasury is tasked with upholding the Imperial code within the Treasury and ensuring all Treasury proceedings adhere by it. Additionally the Senior Legal Counsel is responsible for the legal defense of the Treasury, while working closely with the Judiciary but ancillary to the Solicitor-General at all times. It is appointed with the advice and consent of the Solicitor General. CITY CLERK OF HELENA Red Roger Carrington The City Clerk serves the distinct function of being a Liaison between the Municipal Government and the Departments of Treasury and the Interior. Appointed and Confirmed by the Secretary of the Treasury, the Clerk oversees the residential and commercial properties of the city and ensures all transactions occur properly and diligently. Among his tasks include creating and maintaining an updated ledger of all properties, appoint and oversee an active stewardry force within Helena, as well as set and collect taxes on all properties. He, along with the Lord Mayor, oversees construction and renovation works within Helena to ensure safety and proper housing for the citizenry. LABORER Reporting to the Undersecretary of Labor, laborers collect, process, and organize the materials that the Holy Orenian Empire needs for such matters as construction, defense, or land management. TREASURY AIDE Treasury Aide serves as a junior catch-all role for those inexperienced members of the Imperial Treasury, who assist the Secretary, Deputy Secretary, and Undersecretaries in administrative duties. This could mean drafting financial ledgers, collecting taxes, protecting treasury officials during excursions to foreign lands, or much more. STEWARDRY In tandem with oversight on the financial spendings of the Empire, the Treasury also facilitates the income and taxation seen within the capital of Helena, as well as various other vassals. The Stewardry subsection comprises the City Clerk, as well as all other stewards that operate beneath. The role of the stewardry is a broad one, encompassing the sale, maintenance, taxation and repossession of Helena’s residential and commercial property. THE IMPERIAL FINANCIAL ADVISORY COMMITTEE (IFAC) The Imperial Financial Advisory Committee is a group of Treasury officials, Imperial bureaucrats, and vassal stewards and treasurers, dedicated to setting financial policy throughout the Holy Orenian Empire. When the Secretary of the Treasury drafts new tax plans, trade agreements, and significant financial projects, the members of IFAC are usually the first to be consulted. CURRENT MEMBERS Secretary of the Treasury: Peter Victor Sarkozic Comptroller of Finances: George Casimir Sarkozic Warden of the Imperial Reserve: Sir Veikko Harjalainen City Clerk of Helena: Red Roger Carrington Province of Kaedrin: Anton Rovin II Province of Curon: Edmond Green Kingdom of Hanseti-Ruski: Hana Kovachev THE IMPERIAL RESERVE From within the halls of the Treasury, the Imperial Reserve serves as a repository for funds stored by the civil servants of the Holy Orenian Empire. Under the care of the Warden, money and resources allocated to the reserve can either be locked away for safe-keeping or distributed to one of the Imperium’s numerous bureaucratic agencies, or perhaps distributed for some miscellaneous purpose Furthermore, the Imperial Reserve functions as the Imperial regulator on the Orenian economy ensuring the stability and prosperity of the Empire. EMPLOYMENT The Imperial Treasury is always searching for additional employees to assist in its duties. Should one find themselves interested in upkeeping the financial engines of the Holy Orenian Empire, they should submit the attached application to the Treasury office in Helena: Employment under the Imperial Treasury boasts a range of both personal and professional benefits, TREASURY EMPLOYMENT APPLICATION Name: Age: Gender: Race: Position Applied For: Relevant Experience: Additional Notes: [[Username & Discord]]:
  19. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. Ser Siegmund Wick
  20. The Clan of Ireheart is an elder clan of Urguan, hailing from a fearsome and war torn background. The Ireheart’s are legendary in dwarven culture, known for their ferocity in battle, savagery in culture, and battle-smart tacticians. Irehearts are renowned for their fierce combat abilities and honor on and off the battlefield. Founded by Yavok Ireheart, and reborn by Kjell Ireheart during the Aegisian era, the Irehearts follow Dungrimm as their patron god, yet hold a great respect for the controversial Patron known as Kjellos. CLAN APPEARANCE The emblem of the Irehearts is a dragon soaring high into the sky. Ireheart banners are half green and half white with the emblem of the dragon in the middle. Men within the clan typically wear pelts and warpaint as a way of worshipping Dungrimm, it is not uncommon to see them without outerwear even in extreme conditions. As devout followers of Kjell, many Irehearts show traits of imperialistic behavior and will stay true to the Throne of Urguan and whomever may sit there. Their beards are generally unkempt and left to grow naturally, as to honor the gift Yemekar granted their race. Women within the Clan, although rare, are generally adorned with hides and pelts of exotic animals and their hair is ceremonially braided and pushed back. CLAN LORE Pre-History Yavok Ireheart, the founding Lord, one of the eight sons of Urguan. Yavok believed greatly that the honor and respect he would gain from staying loyal to the rightfully crowned King would cement his legacy in Dwedmar history. A Clan he built on the ideals of honor and loyalty, the founding Lord strived to instill a disciplined and controlled belligerence in his sons, his line would be one of warriors and leaders. Yavok was scrutinised greatly by the Wives and mothers of the Ireheart Clan that the beardlings were committed to the hardships of survival and hunting in such youth. In a time where Dwarven culture lay almost entirely secluded in the deep of mountains, it can only be assumed that the Clan Trials of Yavok’s sons were facing considerably more terrifying trials in the caves of Kal’Urguan than the Clan Trials of today.. Many King’s had risen and fallen as Yavok reached his latter years. Following the eternal winter, Velkan Ironborn began to build a new Empire from the ashes of the first Kingdom. It seemed all Dwedmar would soon succumb to the yoke of Ironborn rule, but regardless of the monstrosities enacted by the Ironborn dynasty, the Irehearts had sworn themselves to the throne and held oath to serve whomever sat there. Persecution and genocide ensued and Yavok sat conflicted between his morality and his honor; The Irehearts marched among the Legions that heeded Velkan’s command but despised much of what they carried out. After Dwain Irongut spoke against the execution of the Runelords, he was executed and martyred forcing the Irongut's to rebel and splinter the Empire Velkan’s reign soon ended as the Old Dwarf went mad and eventually died, his Heir Khallax Ironborn was considered apathetic compared to his Father’s autocratic rule. Although, some believed this beneficial to the Empire. Many Dwarves, including his brother, thought it was an insult to Velkan’s legacy. Khallax’s Brother, Thorgarn, ousted his Brother with little resistance. Yavok, being unable to protect the King, generally kept his distance from the politics of the Thorgarn’s Empire. He offered little help to the new Emperor as he believed Thorgarn’s crowning to be false and illegal. Much like many of the other Clans, the Irehearts fled sometime during the “Great Collapse.” in response to the Hunting and Execution of Mountain and Forest Dwarves. A tyrant slaughtering his own and a society in ruin, all that was recorded of before was lost. News reached the Ireheart camp that the last Bastion of Dwarven hope, Simmpa, a Dwarf in the Northern Mountains was gathering a resistance. It took little convincing to the Clan Elders before Yavok rallied every able Ireheart to join Simmpa’s resistance and the rest of the Mountain Dwed. The assault on Kal’Urguan was a bloodied success, with the Ireheart warriors once again serving by the true King’s side. The Liberator Simmpa had restored Urguan to its glory and all was content within the Kingdom. After Simmpa’s departure, not much is recorded of the Irehearts, it is unknown what happened to Yavok, although it is thought he was permeated with grief and guilt, suffering with insomnia and burdened with trauma. This is no doubt the consequence of his service to the Ironborn. Despite this, Yavok supposedly found peace in serving the Brathmordakin and eventually passed to the halls of Khaz’A’Dentrumm at a ripe old age. Aegis After Yavok’s disappearance, much of the clan's members and relics was lost due to the lack of a suitable leader and organization. However a young dwarf known as Kjell Ireheart, the grandson of Yavok, re-appeared in order to restore the former great clan to glory. Alongside his first cousins, Urir and Kragor Ireheart, the three Irehearts were known as ruthless and fearsome warriors all around the land. However towards the end of Aegis, Kragor was killed by Khorvad (Iblees) in a terrible act of defamation and insult in order to send a message to the descendant races, in response to this Kjell and Urir alongside Valen Grandaxe ventured into the Nether to confront Khorvad. Wielding the Axe of Krug, Urir sacrificed himself to save the descendant races from destruction and ensure their safe passage to the Verge, also allowing Kjell and Valen to escape back onto the mortal plain. It was for this sacrifice that Urir was named a Paragon, specifically the Paragon of Sacrifice, the highest honor given to those in Dwarven culture. After this event the descendant races would flee to a new land, however Kjell Ireheart was nowhere to be seen upon the islands of the Verge. Asulon After quite some time, Kjell Ireheart was presumed dead which would’ve meant the total end of the Ireheart’s as a clan. However, Kjell was found to be alive after riding to Asulon on the back of a Dragon which he subsequently slew, one of six. Upon his return to the Dwarves, Kjell Ireheart became the first Emperor of Urguan creating the first ever dwarven empire. Turning the dwarves into the most powerful faction in all of Asulon, it was during this time that Kjell also bore three sons with his wife Empress Eliff Goldhand, Igor, Dreek and Midgor. Kjell’s nephews, sons of his long lost brother also reappeared during this time, Roggar, Olaf and Spriggar. Due to Kjell’s success as Emperor and his feats such as the slaying of multiple Dragons and conquering Salvus and other lands, he was named as a Paragon of the Dwarves, specifically the Paragon of War. After quite some time, Kjell disbanded the Empire as it was then broken up into a Dwarven coalition of holds. It was during this time many Ireheart’s referred to themselves adopted the name Stormhammer, this was in response to Kjell’s fierce rivalry with Hiebe Irongut, as Kjell wished to recruit non-blooded Irehearts into the clan as to help create a ‘brotherhood’ to fight against the actions of Hiebe. Anthos As the descendant races left Asulon, the Ireheart clan began to rise to true prominence, becoming the most powerful clan in the Grand Kingdom, this is due to Kjell’s sons and nephews all coming of age, beginning to start lines of their own within the Clan expanding its influence throughout the known world. Many of the Irehearts held high ranking positions within the dwarven legion and even the dwarven government, with them controlling many different many different fortresses and holds throughout this time. Towards the end of Anthos, the Daemon Ondnarch, who had been corrupted by the power of Khorvad, threatened to destroy the dwarves, during this he took the life of Dreek Ireheart, son of Kjell and brother of Igor. In response, Igor Ireheart wielding the Hammer of Barradin led an assault on the now corrupted Kal’Azgoth in order to slay Ondnarch and release his true form, Wyrvun. During the battle, Kjell sacrificed his life fighting the Daemon in order to give Igor the chance to deliver the final blow to Ondnarch. Igor slew the corrupted Ondnarch, but not before giving his own life in order to do so. In doing this Igor freed Wyrvun, the pure form of Ondnarch, who then named Igor his Paragon, specifically the Paragon of Purity. Soon after these events, during the coronation of Hogarth Irongut as Grand King of Urguan, Kjell descended from Khaz’A’Dentrumm to the mortal plane, declaring that upon death he had ascended to god-hood and became the new Patron, Kjellos. This ascension was revered by the Ireheart clan as the most famous Ireheart in the history of the clan, truly became a god. Athera When the dwarves arrived in Athera, the Ireheart clan was in disarray. With the death and disappearance of many of the clan’s leading figures, the clan was left in disarray and once again was close to extinction. However, Bastion and Drynn Ireheart, sons of the brothers Igor and Dreek, returned to the clan and began to restore the clan to prominence once more. Like their fathers had done before them they made the clan into one of the most powerful in the Grand Kingdom. During this time the realm of Athera saw two Ireheart kings. Midgor Ireheart son of Kjell, ascended to the Obsidian Throne and had a tumultuous reign, he constantly quarreled with his great-nephew Lori Ireheart, who had been abusing his power as a Runesmith and Golemancer. Vorstag Ireheart, originally a Grandaxe, had a short reign as Grand King, (his second ascension to Grand King, he had previously served as Grand King in the Fringe) this was because he sacrificed himself to fight against a corrupted Urir Ireheart, who had been turned into an Undead by Khorvad. By doing this, Vorstag reclaimed the Armour of Urguan, one of the most important relics in dwarven history. In doing so he was named a Hero by the clergy, forevermore known as Vorstag the Reclaimer. Vailor Soon after the Ireheart’s re-emergence within the Grand Kingdom, the descendant races once again moved land, this time to Vailor. Due to the Ireheart’s strength as a clan, they were granted a hold beneath the dwarven capital of Kal’Akash, known as Khaz’A’Kazak. Shortly after this however, Bastion Ireheart disappeared which led to the Ireheart clan’s strength diminishing by some amount. The clan still remained relevant and did have a plethora of members throughout Vailor, however the strength and influence they once had was no longer there. During this time Midgor Ireheart would once again rise to the mantle of Grand King, becoming the second ever dwarf (the first being his great-nephew Vorstag Ireheart) to be Grand King twice. His second reign was also as tumultuous as the first however and he was once again removed from the position by his council. Axios During the time of the Isles of Axios, the Ireheart clan began to grow in prominence once more. Drynn Ireheart returned to the Grand Kingdom and ascended to the position of Grand King, during this time he formed an alliance within Oren in order to protect the dwarves from the threat of invasion. However after a multitude of successors after Drynn, the dwarves ended up in war with Oren. It was during this time that Bastion Ireheart once again returned and became Kingsguard to Algoda Frostbeard, the new Grand King. After Algoda was assassinated by a Norlandic-Orenenian knight, Bastion was elected to become the new Grand King in his place, against the odds as he was in competition with Kerwyr Frostbeard and his kinsman Wulfstag Ireheart, both prominent dwarves at the time. Bastion solidified the Grand Kingdom’s position in the Axionite Coalition and helped deliver the final blow to destroy the Holy Orenian Empire. Bastion’s reign was long and during it he enacted numerous reforms and mandates for the betterment of the dwarves, he also solidified many alliances and non-aggression pacts with the other nations of Axios. Bastion’s fall would come during the war against the Kingdom of Norland, after large pressure from the Frostbeards to go to war, he was ultimately unable to conquer the Krag, the seat of the Norlandic Kingdom. He ultimately took his own life by jumping off his own balcony (although some say that he was pushed). After this a major event occurred known as the Slaughter of the Senate, as during the process of nominating a new Grand King, the Frostbeards murdered the dwarven Senate and took control of Kal’Omith, the capital of the Grand Kingdom. In the neighbouring hold of Tal’Azmyr, Gror Ireheart was then elected to become the new and rightfully appointed Grand King. Gror had been the Clan Father of the Irehearts all throughout Axios, and he had made the clan far more relevant than they had been in Vailor. Gror’s biggest feat however came as Grand King, he crushed the Frostbeard rebellion, executing Kerwyr Frostbeard himself, before restoring Kal’Omith as the capital of the Grand Kingdom. Atlas However when it was time to move to Atlas, the Grand Kingdom of Urguan had been conquered by the dwarven traitors of Kaz’Ulrah. During this time the Ireheart clan, refusing to live or serve the upjumped dwarven nation of brigands and murderers, decided to go into self imposed exile, until a day returned when a true dwarf would return to bring back a Kingdom in Urguan’s image. It is noted though that Dreek Ireheart II, the son of Drynn Ireheart and grandson of the original Dreek Ireheart, would ascend to the throne of Kaz’Ulrah as High King, however his reign was short lived as he was assassinated within a year of being elected. Arcas After the fall of the Kaz’Ulrah, and the return of the nation known as the Under-Realm of Urguan, many Irehearts began to return in order to serve a true kingdom in Urguan’s image. Utak Ireheart, son of Gror Ireheart and former Grand Marshal of the Under-Realm, would soon be unanimously chosen to become the new Under-King. This marked a new era for the Ireheart clan, hoping that soon they can return to the prevalence they formerly had in the dwarven nation, and the world. Utak eventually declared war upon the Rexdom of Krugmar due to their crimes against Urguan and installed his kinsman Axel Ireheart as Grand Marshal to lead the Legion of Urguan against the orcs. The war was a flawless victory for Urguan which culminated in Utak restoring the Grand Kingdom of Urguan as a result of the victory. Axel Ireheart resigned as Grand Marshal and took over the position of Clan Father within the clan in order to restore the clan to it’s former glory. He successfully returned many beardlings to the clan using the Book of Lineages and made the clan one of the most powerful in the newly reformed Grand Kingdom. Eventually, Utak resigned as Grand King after doing everything he had hoped to do in his reign. CLAN POSITIONS AN IREHEART BEARDLING is one who has not come of age and completed their initial trial, as outlined in the clan’s traditions and further set by the Clan Elders. They may not partake in meetings or votes. They must always have a beard. AN IREHEART is one who has come of age but has yet to have completed the Blood Trials. They may be partake in clan wide meetings, but may not vote nor partake in elder meetings. A BLOODED IREHEART is one who truly follows the ways and traditions of the clan, having completed the Blood Trials. They may partake in clan wide meetings, votes, but may not partake in elder meetings. AN HONOURED IREHEART is a blooded member who currently does or has held a position in the Government of Urguan during their time as being a blooded Ireheart, including but not limited to Grand King, Lord, Thane, Jarl, Liard, Cortier, King’s Councillor, Clan Councillor, Justice, Legion Officer, High Prophet, or Guildmaster. This position is also granted to previous Clan Elders and previous Clan Fathers. They may partake in elder meetings, but may not vote. A CLAN ELDER, whose count in the clan may not exceed three, is one who has proven to be a highly honourable Ireheart, having been blooded and either hand picked by the Clan Father, or by beating an Elder in an honour duel, in which case he replaces said elder. They may partake in all clan meetings and votes and be eligible for Clan Father. They may modify the criteria for the Blood Trials with approval from the clan father and a 3/4 vote. Any blooded member may challenge an Elder for his position via Honour Duel. An elder may only be removed by a vote of 3/3 from the other Elders, as well as the Clan Father’s approval. They may challenge any voter in an Honour Duel to maintain the position upon learning of their removal. THE CLAN FATHER is the one who represents the clan’s view to other clans and handles internal affairs of the clan. He is to consult the Elders before making any major decisions for the clan. He is the only one who may blood members of the clan. He is responsible for picking elders when one resigns or perishes, as well as leading clan hunts, pilgrimages, meetings and votes. He may be challenged for his position as Clan Father at any time by an Elder, and upon losing he assumes the position of Elder. If he resigns he shall choose his successor. If he perishes his successor shall be decided by the Elders, any disputes being settled by Honor Dueling. CLAN VALUES Honour - Honour is the pillar on which a Dwarf builds his moral compass, Irehearts greatly exaggerate this ideal. In conflict and politics, the Clan holds to oaths and shows great honor. Loyalty - The Irehearts are known to have been loyal to Throne and Kingdom since their creation. They believe whoever sits there earns the right to rule unless they break the articles, in which case the King is not fit to wear the crown. Devotion - The clan has worked tirelessly for their Kingdom and have built many fortified vantage structures for the Kingdom in the past. Many members have held high positions in dwarven society and are praised for their often successful reform and progress. Bravery - The Irehearts are a benchmark in Dwarven society in regards to their heroism and prowess in conflict. Many blooded Ire’s are fabled for their deeds in many of the Great War, some considered the greatest combatants in modern society. Kragor, Urir, Igor and Dreek just to name a few. Respect - Ireheart culture is true in the belief of Brotherhood and mutual respect. Almost all actions taken and words spoken by a Blooded is in the ambition to better society's perception and respect of the Clan. CLAN TRADITIONS IREHEART TRADITIONS are considered unorthodox amongst the Dwarves due to their ‘savage’ nature. Irehearts are also commonly known to enter a blood frenzy, a state where they act upon bloody impulse. Therefore, most of the Traditions in this section are often created from these events and may seem to be the work of a Stark Raving Mad Dwarf. HONOUR DUELS An honour duel is an official brawl which shows one’s honour and skill in combat. They are to be fought without armour, and golden pickaxes (the favorite weapon of Kjell) as the only weapon. The challenger must be ready to supply the weapons. The duel shall be best one of one. One person may not challenge another clan member to a duel more than once every two stone weeks. Any unfair play ((hacking, glitching, exploiting etc)) shall render the duel void, with the offending kinsman being dishonoured and executed by tying their limbs to boars and having them quartered, with their remains being fed to the clan’s dire wolves. ((Perma Kil)) ADORNING OF WAR PAINT Painting of ones body for war and any other militaristic event is a popular tradition among the Irehearts, painting one’s body can strike fear within the enemy hearts and is a great factor of war for the Irehearts. DIRE WOLVES The Irehearts are known for keeping the ancient dire wolves as pets for war purposes or for every day companionship. Throughout the ages the Irehearts have learned how to bond with such large beasts and have come to earn their trust. They usually reside in the snowy dwarven mountains and the Irehearts have learned to track them down and raise baby dire wolves or even earn the trust of the fully grown ones by treating them as equals to the Irehearts, whilst also learning how to breed them. The bond between Irehearts and Direwolves is a complicated thing.Tracing its roots back to Yavok, the tradition of taming and maintaining a mutually-beneficial relationship with these creatures has always had its place within the clan. Direwolves are tamed for many reasons, but their significance to the Irehearts goes far beyond simple companionship. For members of the Ireheart Clan, a bond with a Direwolf is almost spiritual. It is for this reason that beardlings are often instructed to venture out and tame one of their own; this is a sanctifying rite that proves the legitimacy of the beardling’s lineage and honour. When an Ireheart’s first Direwolf passes away, it is often skinned in a highly-respectful and deeply-sorrowful ceremony in such a way as to honour the deceased creature, which is then worn as a cloak by its master so that it may continue to watch over and protect them, even in death. Direwolves are often chosen by their Ireheart master based on shared traits; such as a beardling deemed as an “underdog” choosing the runt of a litter, and other such things. They will shelter and guard their companion with their life from its taming, and expect the same in return. Direwolves are utilised by the Irehearts as playful companions, and also as allies in combat scenarios. They are often given roles within formal ceremonies and other events of a similar nature. So close is the link between master and beast, that many owners will refer to their Direwolf as "Brother" or "Sister". They are traditionally given names in the dwarven tongue relating to a physical trait of the Direwolf in question. Direwolves, however, are also associated with symbolism by the Irehearts. To see a snow-white wolf is seen as an extremely lucky omen, while a jet-black wolf signifies danger. A Direwolf with scars, particularly around the face, is considered a prophecy of imminent bloodshed. Direwolves and their masters are viewed as being almost two-halves of the same being. When death or illness befalls a wolf, the Irehearts are quick to stand by and protect its master. It is believed by many members of the clan that whatever affects a Direwolf directly affects its owner, and vice-versa. THE SKINNING OF ORC HIDES One of the few most ancient traditions, the skinning of Orc hides stems from the first Orcish invasions upon Dwarvish soil where Yavok Ireheart had initially scraped the hides of his fallen foes and fashioned them armor as an effective intimidation tactic. Later the famed Clan Father Kjell Ireheart would utilize Orc hides for interior decorating after he coined the phrase, “I need a new Carpet!” THE CUTTING OFF OF HUMAN FINGERS One of the traditions involved in becoming a full blooded Ireheart. The tradition originated from the many long years fought with Oren. THE CLEAVING OF ELVISH EARS An old age tradition that comes of time when Yavok Ireheart walked the land. Typically Ireheart take elf ears as trophies once they have defeated them in combat. Most Irehearts take the ears and place them on a necklace to show off their kills. THE UTILIZATION OF A MAGE’S ROBES FOR BED SHEETS A rather new tradition of collecting mage robes for bed sheets was thought of by Midgor Ireheart and approved by the Clan Elders at the time. THE SKINNING OF MEW MEW PELTS AND CLIPPING OF CLAWS The skinning of kha pelts and collecting their pelts about about in the time of Anthos when Urguan had a peace treaty with the orcs, the Irehearts being forbidden to slay any orc. The Irehearts being rather bored they decided to hunt mew mews instead and incorporate the sport into the blooding trials. CONDEMNING OF ARMOUR AND UNNECESSARY CLOTHING Often seen as peculiar amongst the Dwarves, the Irehearts strongly believe in wearing no armor or top wear. This is due to the numerous fates Yavok may have encountered during his exploits as a renowned Slayer of Beings including: drowning, falling, immovability, and not looking muscle bound. Armor and Clothes are a restriction to the expression of an Ireheart’s pride, their glorious abdomen and beard. THE “GIMME YER BELT” Since the days of Asulon the Ireheart clan has practiced the time honoured tradition of “Gimme yet Belt”. This peculiar battle for belts initiated when the Orcs stole Kjell’s Belt, from the statue of Mt. Ire, initiating a grand war to claim the sacred artifact. Since then the Irehearts, after finally claiming the relic, have taken to claiming the belts of their enemies as a way to prove they are the strongest. Once an Ireheart has defeated their foe they bear the right to take possession of all their adversaries’ belts and adorn them with pride. BLOOD OATHS A blood oath is an ancient oath said using the words of our ancestors, which binds an individual to the clan through blood. The ceremony is binding when the words of our ancestors are said while the Clan Father has his cut palm joined with another Ireheart at the Shrine of Dungrimm. Breaking the Blood Oath, which involves betraying the clan results in execution by formal impalement through the heart by the Clan Father using the Evidence of Kjell in witness of the Elders ((Perma kill)). RELIGION The Ireheart clan are strict followers of the Brathmordahkin and are mostly devout followers to their patron god Dungrimm, whilst some also choose to pay respects to Kjellos. Many Irehearts are known to be very zealous and have on multiple occasions killed in the name of Dungrimm. Due to the great sacrifice involved in the fight against Ondnarch, many Irehearts have a respect for the Aengul Wyrvun, while thoroughly detesting the corrupted Ondnarch. KJELLOS It is believed that the Emperor Paragon Dragon Slayer Kjell Ireheart was chosen by Dungrimm for being his most loyal follower, and ascended in a blaze of fire and explosions to godship among those of the Brathmordakin, bearing the new name of Kjellos, who is the God of Justice, and guardian of the Legion and the clan. Although not a member of the Brathmordahkin, Kjellos is considered a Patron amongst the realm and assists Dungrimm in guiding the dead souls to his plain. Whilst also enacting justice as a spirit acting against those who commit crimes against dwarfkind. CLAN CEREMONIES AND TRIALS THE BIRTHING CEREMONY The sight of a Dwarven birth is a glorious one indeed, and must be held very carefully and with precision. When ready to give birth, the women will begin to strain as to exert as much force as possible until the majestic beard of the newly born beardling is in view. The father of the beardling shall then proceed to tug it out by it’s beard until the head is visible. The women shall then squat above Kjell’s Belt (not any belt, but the artifact) and exert as much force as possible, launching the beardling into the relic head-first. If they survive the blunt force trauma they are true Irehearts, if they die then they are failures from birth. These trials prove they are willing to be a true Ireheart, and it is sealed with a festive meal where family and friends offer gifts. THE IREHEART TRIALS In order to become a full Ireheart, a member must complete the following tasks and the final rite in the presence of an Ireheart: Skinning three different coloured Orc hides. Cleaving of a wood, high, and dark elf ear, and making them into a necklace. The obtainment of the bark of a dryad’s life tree, a druid’s spirit tree or the largest druid tree in the land, preferably with the dryad or druids present. THE FINAL RITE The Ireheart then must climb to the peaks of the highest mountain and seek out a Gryphon’s Eyrie, here it is up to the Ireheart to claim the Gryphon’s feather which will act as the mark of their passage into true Blood-Hood. IRE BLOODING Ire Blooding is a ceremony that creates the bond between Irehearts which occurs after the completion of the Ireheart Trial. Once he/she has completed the trial the elected clan father will announce that the ceremony is to be committed which then after preparation the following will occur. The beginning of the ceremony starts with the clan father addressing the Ireheart with the following phrase: "You are here today to partake in the pact of blood where you shall join your essence and mortal spirit with the like of those before us through me and by doing so you will promise by blood oath that you shall follow the ways of Irehearts or seek banishment from the Dwarves, do you choose to take this honor?" The Ireheart will then say to the clan father his/her decision of either yes or no. Upon saying no he/she does not take the honor of becoming an Ireheart and is asked to leave. Upon saying yes the clan father will cut the palm of his right hand with a dagger whose blade is made of pure dragon bone before the young brother/sister commits the same act with the same hand. This is then followed by the clan father and Ireheart joining their bloodied hands as the Ireheart binds his/her blood with the clan father which in turn symbolizes the adoption of the new Ireheart as he/she has bound his/her mortal spirit with the blood of those before the clan father as well. Upon completion of this act the Clan father will recite the last verse of the Dwarven Anthem: "And may yer honor and yer heart shine bright like the forge ye'll be remembered as always Brother (or Sister) O' the Dwarves" Upon completion they will have become a true initiated Ireheart to the clan as they have taken the blood oath thus completing the blood pact with the clan and showing his will to commit to his family and the kingdom. In order to celebrate the occasion, a feasting ceremony will occur afterwards where family and friends will gather to present gifts to the new fully blooded Ireheart. WEDDING CEREMONY Typically the wedding ceremony is conducted within the holy halls of the Brathmordakhin. Yet before the wedding happens the Ireheart male goes on a week of drinking and slaughtering elves, orcs, mew mews and humans. At the end of the week they must bring their most prized possession they’ve obtained from the week long of hunting and present it to their wife to be. FUNERAL It is a sad day when one Ireheart dies, but also a day of celebration. A feast is held in their honour to remember their great deeds before ending with the ritual. The body must be placed upon a sled along with his/her valuables, set a light and pushed down a mountain side. CLAN TENETS I. The Blood brother/sister is to treat his/her peers within clan Ireheart with kindness and shall not commit any ill towards one another unless followed by a duel of honor. II. The Blood brother/sister is to only birth a child with the likes of his or her kin not the likes of elves, orcs, humans, or any other being that bears no pure Dwarven blood save for the Halflings and Doomforged. III. The Blood brother/sister must bear the colors of the Clan in any manner upon his or her person, though this may be excused under certain circumstances. IV. Kinslaying or wishing death upon the likes of a Blood brother/sister's kin is forbidden, this includes wishing such on the likes of other Dwarves who aren't clan bound. Threatening physical punishments such as beating are not restricted by this tenet. V. Breaking of any of these tenets can result in punishments such as manual labour, exile and even death. [[By joining the clan you are agreeing that if your character breaks the clan tenets or by judgement of a different criminal deed deemed by the Clan Father that they can be PK'd by the Clan Father only with sufficient RP]] CLAN HOLDS Kal’Mugdor Kal’Mugdor (City of Mines) was a city made by Kjell Ireheart during his reign. It was one of the main dwarven cities and was the spearhead for most legion business. It was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Mount Ire This city was created by Kjell Ireheart during his reign and he made it the capital city of his Empire. Construction was never finished, however, the city had great obsidian walls that could fend off the undead itself. It also was lost to the many natural disasters that led to the Dwarves fleeing Asulon. Storm’s Peak Storm’s peak was a mountain fortress built atop the Dwarven Mountains of Anthos, it oversees the harbor city of Vaerhaven. It was owned by the Irehearts until King Thorin Grandaxe seized it from them and renamed it Drake’s Peak. Storm’s Crossing Storm’s Crossing was a former Orcish fort taken over by the legion a few months after the four races arrived in Anthos. It was taken by the Grand Marshal Kjell Ireheart and was turned into the dwarves first line of defence. It was built up heavily and some say it was near impenetrable. Eventually it was taken off the Irehearts by King Dizzy Irongrinder so that it could be turned into the new capital city of Kal’Ithrun. However because of the fact the Irehearts built up the fort and worked a lot on it, Kjell Ireheart was made Lord Protectorate of Kal’Ithrun. Khaz’A’Daar Khaz'A'Daar (Hall of Might) is a hold originally made as a mining camp by Vorstag Ireheart in the Fringe. When Vorstag obtained Kingship, ownership was transferred to Bastion Ireheart, who then made it an official Clan Hold for the Irehearts. It was originally named "Rasterly Cock", however at a meeting of the Clan Elders, Odin Ireheart thought of its current name. It had undergone many renovations under Roggar Ireheart, and was a key fort for the Kingdom during Khorvad's Plague of 1461. Khaz’A’Kazak Khaz’A'Kazak (Hall of War) was a fortress built at the docks of Kal’Akash in Vailor. Grand King Balek Irongut granted Bastion Ireheart the land to build a fortress to protect the dwarven seas, and also to build siege weaponry in case of war. The fortress was built by Falent and Agnar Ireheart. Kal’Arakh Kal’Arakh (City of White) was the reclaimed former city of Yolwin in Axois. Initially a hub of activity built by members of Urguan’s navy very close to the capital of Kal’Omith, it was primarily populated by navy members, goblins and Frostbeards. The Treachery of the Frostbeards in Axios left the city deserted often and when Kal’Omith was retaken for the dwedmar, Grand King Gror Ireheart named Aldal Ireheart “Lord of Yolwin”. CLAN RELICS Gutbuster Mail Gutbuster Mail is a specific type of spiked armor forged by Lord Farren Starbreaker. The armor itself was designed by Dreek Ireheart and was distributed to the four founders of Ireheart bloodlines. The armor is spiked all around and instead of using a weapon the armor is equipped with claws. A common tactic while wearing this armor is to run at a person so as to impale them onto your own body. Kjell’s Belt This is the golden belt that was put onto the statue of Kjell Ireheart that stood at the entrance of Mount Ire during Kjell’s reign. The belt is lined with gold and other gems and is held with great value amongst the Irehearts. The Evidence of Kjell This is a dagger made with the bone of a dragon killed by Paragon Kjell, the dagger is used during the Ireheart blooding ceremony to cut the beardling’s hand and to join blood with the clan father so the beardling can become a full Ireheart. Dragon Tooth The tooth of one of the dragons Paragon Kjell slew. The tooth is the size of four dwarves and is often held within the armory of the Ireheart. Its weight is monumental and has been a staple decoration of numerous Ireheart holds. Draknakavir Draknakavir, meaning "Dragon Death" was crafted by Kjell from the bones of the first Dragon he slew. Since the death of Kjell it has been reforged using the Frozen Core of Ondnarch's champion, giving it an icy coat. Upon it the following inscription was written. "When Injustice mocks the heavens he shall rise When the axe vanishes he shall rise When the foe of the the Dwarves meets in battle he shall rise He the god Kjellos shall rise" Book of Lineages The Book of Lineages is an ancient Ireheart book that's history is traced back to Yavok Ireheart himself. The Book has every record of every Ireheart born since the days of Yavok and is used in finding the lineages of lost dwarves. It is passed down to each Clan Father and has remained a sacred item in the tiny library kept by the clan. CLAN LEGENDS Throughout the clan’s history many Irehearts have stood apart from the others and earned themselves a place in the history books with their legendary deeds. Clan Founder Yavok Ireheart The founder of the Ireheart clan, Yavok was one of the eight sons of Urguan. He built the clan upon the ideas of strength, loyalty and bravery and was the creator of many of the Ireheart traditions and trials still followed to this day. He was the first dwarf to breach the walls of Kal’Urguan during the assault to depose the Ironborn tyrants. He personally slew 7 of the Ironborn kingsguards so that Simmpa could deal the final blow to Thorgarn Ironborn. Paragon Kjell Ireheart Kjell, practically a God amongst the Clan, was the Emperor and founder of the modern embodiment of the Irehearts. Kjell won countless battles and built many cities, he slayed dragons and rose to become one of the most celebrated leaders in Dwarven history. He perished against the Aengul Ondnarch, giving his son Igor the chance to deal the final blow and avenge both his father Kjell and his brother Dreek. There are theories which suggest he was the manifestation of the God of Justice, Kjellos. Paragon Urir Ireheart Urir is amongst the most revered Dwed in modern history. Urir sacrificed himself to save all mortal races from the Undead, locking himself in the Nether and allowing Valen Grandaxe and Kjell to escape. Along with Kragor, the two are widely considered the greatest fighters ever in dwarven history, and possibly even world history. Paragon Igor Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was proven to have be a dedicated member of the clan who is capable of defeating hordes upon hordes of enemies alone, due to this and his tactical superiorty he was named Grand Marshal of the dwarven legion. He perished by slaying the Aengul Ondnarch with the Hammer of Barradin, avenging the death of his brother Dreek. Following this he was named a Paragon by the Aengul Wyvrun. Hero Dreek Ireheart A major figure in the clan Ireheart during its time of blooming, he is one of the four founders of the Ireheart bloodlines. He was slain by the Aengul Ondnarch while defending Kal'Azgoth. Whilst he was alive he was known to be able to decapitate Uruks in battle with a single swipe of his weapon. Whilst the Irehearts spent their time in Kal'Azgoth, Dreek purchased both of the clan's Clan Halls as well as maintained their commerce. During his life he was a Lord twice and the Grand Marshal once, as well as Clan Father for a brief time. Roggar Ireheart A well known figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He was well known as the Grand Marshal of the legion. He was proven to be a dedicated member of the clan who could decapitate elves in a matter of seconds. Whilst him and his sons tended to be quite skilled with a bow and crossbow. Olaf Ireheart A major figure in the clan Ireheart during its time of blooming, he was one of the four founders of the Ireheart bloodlines. He holds a great respect for Dungrimm, known as a traditionalist in all walks of life, he often flung himself into fits of zealotry for Dungrimm and strove to be closer to the Gods through combat. Many dwarves likened his behaviour to that of a Stark Raving Mad Dwarf. Midgor Ireheart Midgor was the third-born son of Kjell Ireheart like his father he rose to the title of Grand King but was impeached after feuds within the Kingdom. He rose a second time and endured another tribulus reign, eventually getting removed once again. Some people referred to midgor as Kjell II, due to his striking resemblance to his father. He is the only living dwarf to have been crowned Grand King of Urguan twice, for this he is known as the ‘Twice-Crowned’. Hero Vorstag Ireheart Formerly a Grandaxe, Vorstag was known for leading his troops into battle as Grand King, he was an accomplished military commander having previously been Grand Marshal. After being shunned by the Grand Kingdom, he travelled to find himself, tracing his lineage he found that he was more Ireheart than Grandaxe (being the son of Igor Ireheart’s daughter Eileen) and thus chose the path of Kjellos. Eventually, he ascended to become Clan Father. Vorstag became Grand King once more yet his reign was short as he died reclaiming Urguan's armor from a corrupted Urir Ireheart. In doing so he was named a Hero of the Brathmordakin, as his sacrifice recovered one of the most important relics in dwarven history. Drynn Ireheart The son of Dreek Ireheart, Drynn was a very well known figure in the clan during its time of dominance in the Grand Kingdom of Urguan. A dwarf of considerable combat prowess, much like his father he was a Grand Champion of the dwarves and later was crowned Grand King. His skills in diplomacy repaired the rift in relations between the Empire of Oren and the Grand Kingdom and ushered in a time of peace at last for the Dwarves. Bastion Ireheart The son of Igor Ireheart, Bastion was a very well known figure in the clan during the time of it's dominance in the Grand Kingdom of Urguan. He was crowned Grand King of Urguan and lead the legion successfully against the Empire of Oren, restoring Yemekar’s Balance. His leadership in wartime and accomplishments to save Dwarven honor will make him forever be remembered. Gror Ireheart The grandson of Roggar, Gror was a prominent Ireheart during their less influential years in the Grand Kingdom of Urguan, he at one point was the Grand Marshal of the dwarven legion. After Bastion’s death he ascended to the mantle of Grand King and successfully crushed and defeated the second Frostbeard rebellion, personally executing the traitor Kewyr Frostbeard himself. Dreek Ireheart II The son of Drynn Ireheart, Dreek II was named after his grandfather. He was a dwarf of Kaz’Ulrah, being one of the few clan members to openly accept the umjumped Frostbeard kingdom. He eventually ascended to become the High King of Kaz’Ulrah, however his reign would be short lived, being assassinated by the infamous Charles the Bald only a year after he was elected. Utak Ireheart Utak was the son of Gror Ireheart, and much like his father he also rose to prominence as Grand Marshal of the legion due to his unparalleled skill in battle and tactical warfare. Soon thereafter he was unanimously elected the Under-King of Urguan. He later led a successful war against the Rexdom of Krugmar in what was a resounding victory. Following this he restored the Grand Kingdom of Urguan before resigning from the throne. Odin Ireheart A well known figure in the clan Ireheart during its time of blooming in the Kingdom of Urguan, he was well known as a Grand Marshal of the legion. He had shown himself to be a follower of the berserker way of fighting, prevailing at even the worst odds against a host of Orcs. Being the grandson of Olaf Ireheart, he followed in his footsteps and was also known for his zealotry and rage in combat. Axel Ireheart Axel was the son of the late Grand King Bastion Ireheart. After his fathers death he fought for Urguan in the second Frostbeard rebellion and successfully captured Kerwyr Frostbeard before handing him over to his kinsman Gror to be executed. After that Axel disappeared for many years from the Grand Kingdom, only returning in Arcas after the return of the Under-Realm. He was promoted to Grand Marshal of the Legion of Urguan due to his years of experience in battle and successfully defeated the Rexdom of Krugmar in the War of Honor. Following this he resigned from his position to take over the mantle of Clan Father and successfully restored the clan to it’s former glory by returning many of it’s old traditions and finding many Irehearts through the use of the Book of Lineages. Belegar Ireheart Belegar was the son of Ognar Grandaxe and Digrora Ireheart, making him the grandson of Midgor ‘Twice-Crowned’. Belegar was Grand Marshal of the Legion of Urguan for many years and even successfully led them during the 18 years war. He restored the legion after the previous failures of the old Grand Marshals and made the legion a feared army throughout all of Vailor, with discipline, determination and honor. Belgor Ireheart Belgor also the son of Ognar Grandaxe and Digrora Ireheart, grandson of Midgor and brother to Belegar. Much like his older brother, Belgor served as Grand Marshal of the Legion of Urguan in early Axios under the rule of his kinsman Drynn Ireheart. Following this he disappeared from the Grand Kingdom for many years only to return to take his place in the command of Axel Ireheart’s Legion of Urguan in the War of Honor against the Rexdom of Krugmar. Following Urguan’s victory he took Axel’s place as Grand Marshal after the former’s resignation, before officially resigning himself some years later. Aldal Ireheart A well known figure in the Clan during its dominance in the Kingdom of Urguan, Aldal was one of the few if not the only Ireheart who preferred book and quill to sword. Aldal was the High Prophet that led Da Kirkja Dverga during Anthos. He was known as an extremely kind and pacifist dwarf. He would try to retire as a leader of the clergy, however, because of the incompetence of some of the dwarves that came after him he had to return multiple times to revive the clergy once more. Aldal became High Prophet again in Axios. He was one of the last High Prophets before the schism. CLAN BLOODLINES Throughout the Ireheart's time in history, four dominant lines have existed. Line of Igor: Skin tone: Light Eyes: Black Hair: Brown Beard style: Natural, occasionally decorated with dual orange bands Other: Long beards and hair are common. Line of Dreek Skin tone: Light Eyes: Brown Hair: Jet Black Beard style: Undecorated, natural, very bushy. Other: Beards are often bushy enough so that they may be used as a storage device. Line of Roggar Skin Tone: Light Eyes: Amber Hair: Bald, ones who are lucky enough to have hair have very little Beard style: Natural, undecorated Other: Baldness is very common. Line of Olaf Skin tone: Light Eyes: Blue Hair: Reddish ginger Beard style: Natural, braided, bushy Other: Beards are bushy yet braided. CLAN MEMBERS Clan Father: Axel Ireheart (Lefty_Bojengles) Clan Elders: Utak Ireheart (Mickaelhz) Bianca Ireheart (EnderMaiashiro) Gror Ireheart (Pancakehz) Thorgrim Ireheart (GMRO) Clan Members: Wilhelm Ireheart (implicitlypug) Bakir Ireheart (Gorkil_) Durorn Ireheart (masouri) Dreek III Ireheart (TheBulter) Grimnir Ireheart (BellesSimp) Urist Ireheart (Juhti) Frittigern Ireheart (DwarvenDaddy) Thromr Ireheart (MypleSyrup) Thravrum Ireheart (NewdurHoff) Fisteth Ireheart (indiana105) CLAN FAMILY TREE https://www.familyecho.com/?p=DI9R3&c=r7ui0g8hgh&f=286223249458410638 APPLICATION MC Name: Character Name: Character Age: Appearance: Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help: Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: What is your Discord?: Image of the skin you intend to use:
  21. Heavy rain, thunder, neighing, the stifled thudding of hooves skipping along a blanket of fallen leaves. The duo of riders galloped fast through the ongoing storm. The rain, made worse by a harsh gale, would have any other passerby seek shelter at the nearest inn, wait out the downpour with a bellyful of mashed potatoes and thick gravy with a warm hearth for the feet. And for that reason precisely the pair decided to ride this night. They came upon a large clearing, the wet grass glistening under the full moon’s light, which gleamed even through the thick gloomy clouds, distant overhead. The moonlight made it suitable enough to see one’s track, but also dim enough to allow one to hide in the wood’s thicket, relatively undetected. However, there was no time to gawk. The foremost rider stood up on his stirrups, eyes keenly peering towards the center of the meadow, where several large willows and bushes protruded. He then skimmed through the border of the clearing at the opposite side, shifted back to his saddle and the pair continued uphill, towards the group of trees. The wet mud made their way messy, but they made it through to the copse. They came to a synchronized halt and the second rider whistled, like a cricket, loud enough to not be stifled by the storm’s teem. Each laid a hand on their scabbard, and for a few seconds all they could hear was the rain and their own cold, nervous breaths. A similar whistle then answered. They gave each other a reassuring nod and trotted inside. The copse’s overgrowth was not enough to block all the rain - the drops still sliced through the leaves at the top, but it offered a secluded atmosphere. Before them was a wagon, covered by a grey blanket, raindrops sliding off of it. Under it stood two men, hoods covering their faces - yet given the circumstance, were just as nervous. “You tardied another minute, we’d have frozen!” rasped the irritated wagoner, then nudged and overtaken by his accomplice. “We’s got it here, all is well.” he turned around and lifted a bit of the tarpaulin. “This arsenal’s been through many hands, goodman. They say a pair of officers nicked it in the chaos of some attempted coup at Kaedrin.” he eludicated, eyes trailing to the two horsemen with a sly smile. “Oh, Ja, Ich know zhese intricacies of yesteryear all-too-well.” replied one of them with a visibly greying beard. The combination of his thick accent and a miniscule yellow-and-black checkered shield hanging from his right shoulder made his ancestry obvious. “Lieberman.” he shot his confrere a courteous nod and the two dismounted and bore closer to the wagon. Lieberman produced a heavy coin pouch from his belt, fiddling with it in his hand. The merchant’s grin plastered onto him like a statue, eyes almost balefuly following it. The first rider, Martin, ungloved his right and ran a hand through the cold metal of a sword. In his finger was a large, shimmering golden ring. Saint Robert’s. They examined the arms with clicking tongues, scrutinizing the weaponry closely, and Lieberman remarked calmly, “You are not lying, friend. These are Kaedreni-made indeed.” He extended the pouch to the merchant, yet following a reluctant moment, he withdrew. “We will pay when we part ways, actually. Let us keep this promise amicably, in goodwill.” he commented. The merchant glowered, growled and then rasped. “Fine. We’s lead the cart, though.” he added with a frown, clicking his tongue and then he and the wagoner climbed the transport. Martin and Lieberman mounted their steeds. The cavalcade left to the clearing, then to the causeway, and back the way they came. The riders’ hands still clenched their scabbards. DIE HEUSSTANDARTE KOMPANIE THE HEUSSEN REGIMENT 7th of Owyn’s Light, 1772 MISSION The Heusstandarte is a band of Waldeno-Kaedreni freelancers and sellswords who found themselves bereft of a home in wake of the thirty-year-long war of Nordling Aggression. Clad in full sombre tinted steel, the core of the Heussen company are a heavy shock cavalry, having mastered equestrian combat in a renditioned fashion of their contemporary and distant ancestors. Upholders of the Vander code, the company maintains a strict disciplinary ethic and vow to earn their keep by cross and lance alike. CONTRACTS The Heusstandarte company excels in a variety of duties, be they combative or conciliatory, to any presentable contractor. A decorated past experience of commando work amongst the company’s senior members and a thorough proficiency in law (accredited in large thanks to the company’s private business attorney, Tomas B. Fitzgerald Esq.) comes to ensure an incontrovertibly professional commitment in any contract. Among the company’s fields of expertise are namely garrisoning and police work, the conducting of causeway checkpoints, patrols and scouting, construction of fortifications befitting Kaedreni siege-masters, custody of persons (penal or otherwise) as well as wartime security, offense and foray depredation. Prices vary depending on circumstance, and may be privately negotiated with the company’s legist. RANK STRUCTURE Commandant (Commander) The de jure head of the Company, the commander maintains incontrovertible ultimatum in affairs both civil and martial, as well as ratifies contracts, promotions and military decisions. Currently Martin Heusmann [@Trenchist]. Oberhauptmann (Chief Captain) The commander’s second-hand, he sees to the execution of orders and assignment of duties to his lieutenants, as well as the readiness of arms, armor and victuals. Hauptmann* (Captain) These chief officers correspond directly to the Oberhauptmann and administer their respective specialised units. By their advice enlisted may rise the ranks but also receive punishment. As well as in charge of recruitment, a captain’s guiding principle is discipline and his conduct must fully reflect it. Current Haupt Johann Betzler [@Pokantu1] and Friedrich Müller [@Semihilyus]. Sergeant* Battle-tested and seasoned soldiers, these wield the whip of discipline as well as the standard. By their nous they see to the indoctrination of recruits and are entrusted with maintaining the company’s esprit de corps. In addition, Sergeants may be assigned specialized duties by their captains, such as drillmaster, horsemaster, head scout, liaison officer and so on. Corporal Exemplary soldiers with whom lies the responsibility of enacting their seniors’ commands, they thus wield mild officer power between soldats and recruits and may, voluntarily, be assigned to a sergeant - in order to learn his specialization in preparation for their own. Soldat The most numerous of rank in the company, these riders have been drilled thoroughly yet do not yet possess battle prowess. Although their pay is meager, it is in this rank that soldiers are expected to exhibit discipline and talent for future promotion. Recruit Yet to be sifted by body and spirit, these new additions to the company must pass through training and indoctrination of the equine field before they may earn their keep. RECRUITMENT Should any able bodied man seek enlistment in the company, they ought to further a notice to the company’s address. In advance, however, it is recommended to ensure one’s eligibility or face rejection. In our age’s zeitgeist, the company is deemed strict in its required preconditions, which follow; One must be of full Human lineage. One must profess the Canonist Faith. One must be of the male gender. One must be disabused from degenerate vices and their connotations. Full name: Age: Experience: Ethnicity: [OOC] Username: [OOC] Discord:
  22. Brandybrook Gaming Night! (The second!) ~The fantastic new sport of Push-Off-Pumpkin (AKA King Of The Pumpkin)!~ I, Filibert Applefoot, the greatest halfling to have ever lived, am bringing this village yet another wonderful night of FUN, ACTION, EXCITEMENT, and more games then you know what to do with! So come on gather ‘round the village once more this year to have another time of your life! Every year, on The First Seed ((Friday)), us halflings will gather together and be merry ‘till the sun sets and has risen anew! It will be a joyous occasion! Push-Off Pumpkin! A wonderful game where you try and slap your opponents off of a pumpkin! The person who stands on the pumpkin the longest is the winner! There is no official method for keeping score, so whoever brags the hardest afterwards is said to be the winner! Darts! A game of skill, luck, dexterity, and luck! Everybody takes turns throwing a dart at a dartboard until everyone has thrown three, then we count up the points and see who wins! Shogging! The traditional halfling game! Try to knock your opponent off of their log before you are knocked off of yours! Hide & Seek! Can you hide from the watchful eyes of the seekers? The last person to be found is the winner, and must be the new seeker in the next round! Come on down to Brandybrook on The First Seed for a blast of a time! -Filibert Applefoot, local halfling smart alec. ~A halfling game of Spleef!~ ~Halflings waiting to throw their dart in an orderly queue!~ ((3 PM EST, this Friday on 7/3/2020. Located in Brandybrook, the main halfling village in Arcas. You can get to Brandybrook by heading to Aegrothond and then taking a right after you’ve gone off of the main road.))
  23. The Irongut Clan History of the Irongut Clan The Ironguts are among the oldest of the Dwedmar clan. Since the reign of Urguan, many Ironguts have held positions of great influence and power, including Kingship, Lordship, and some are even numbered among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons, the exploration of cavernous ruins, and the deep investigation of the arcane, the Ironguts have become highly regarded among the Dwedmar. Ancient History: Modern History of the Clan: Clan Culture and Tradition: Forging of Weapons: It is tradition that those with the skills to use the forge will often make their own weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. The Creation of Personal Relics: For the Irongut clan, written history is often closely tied to physical artifacts, called relics. While every Clan of Urgan holds relics important to their own clan history, the Ironguts often create personal relics to commemorate important events or personal turning points. These personal relics, though not valuable to the clan as a whole, hold great sentimental value to the creator and his close family or friends. For instance, an Irongut might forge a new axe to commemorate his appointment to Clan Elder. This axe, though not a relic of the clan as a whole, still holds great sentimental value. Beard Braiding: For the Irongut clan, the beard is a symbol of wisdom and prowess. Because of this, members of the Irongut Clan take great pride in their beards. Members of the Irongut clan grow their beards long and are careful not to burn them in the forge or tear them in battle. Furthermore, Ironguts will arrange their beards into braids, which they adorn with rings of metal or other decoration. Bearers of Magic: According to Legend, Ironguts are the direct descendants of the goddess Belka, which has given the Ironguts the unique ability to use voidal magic. Whether or not this is true, it is an undeniable fact that Ironguts have a natural affinity for voidal magic, and every member of the clan is encouraged to learn some type of magic. Any member of the clan has the right to learn magic, so long as the member is within good standing of clan law. Funeral Customs: The Irongut Clan has a long and unpleasant history with necromancers. In order to prevent the defilement of the dead, members of Clan Irongut are cremated after they die. Irongut funerals generally take place in two stages: First comes the wake, where the body of the deceased is laid out and people are given the chance to speak of the deceased, say their goodbyes, and celebrate the life lost through song, food, and drink. Following the wake, the body is placed on a pire, doused in oil, and burned. After the body is completely burned, the ashes are gathered and placed in the Irongut Urn. Clan Crest and Colors: The Irongut crest is composed of a sword and a mug of beer, and the clan colors are silver and blue. It is not unusual for the Ironguts to incorporate the Irongut crest or colors into their decoration. Everything from weapons to books of knowledge, if they are the product of an Irongut, can be expected to bear the crest and colors of the clan. Ironguts take great pride in their clan identity, and will not hesitate to show it! The Clan Trials: The Irongut Clan trials revolve around the three major pursuits all Ironguts seem to share a love for, often referred to as the clan pillars: Knowledge, Adventure, and Craftsmanship. Iroguts of any age have pursued at least one of these three pillars. The trials work to prove that an Irongut has the capability to uphold their clan’s legacy by pursuing one of these three sacred goals. The Trial of Knowledge: The trial of knowledge is the first of the three Irongut Clan trials. In this trial, a beardling must prove they are capable of contributing to the Irongut trove of knowledge by writing three books. The clan father or clan elder overseeing the trials will determine if the quality of the books contents is enough to pass the trial. The Trial of Adventure: The trial of adventure is the second of the three Irongut Clan trials. In this trial, a beardling must go out beyond the lands of the Ironguts and partake in some grand adventure. The adventure itself may be of any nature, but it usually involves some kind of long journey. When the beardling feels like they have undergone a satisfactory adventure, they will return to their overseer and the overseer will determine if their adventure is sufficient enough to pass the trial. The Trial of Craftsmanship: The Trial of Craftsmanship is the last of the three Irongut Trials. In this trial, a beardling must craft for themselves a beard ring. This ring can be made of any material and hold any design, but it should contain some personal symbolism of the crafter. Once the beardling has finished their ring, they present it to the overseer and explain the symbolism behind it. Once this task is completed, the beardling is promoted to a full member of the clan. Clan Organization Clan Hierarchy and their Rights: The Irongut Clan is based on a hierarchy. Each position in the hierarchy comes with certain obligations to the clan, but is also granted certain rights. Clan Father: The Clan Father is the leader of the clan. He is charged with representing the clan in all political matters and acting as the head of the clan for internal matters. Within the Irongut Clan, the Clan Father is the highest authority. Clan Father Rights: Clan Fathers enjoy all the rights of a clan elder Right to Final Say - Clan Fathers have the right to pass judgement on any matter of dispute within the clan. Their word is final in nearly every matter. Right to Adopt - Clan Fathers have the right to accept outsiders into the clan, making them clan beardlings, at their own discretion. Right to Relics - Clan Fathers have the right to hold all clan relics, or to entrust them to the elders, at his own discretion. Right to Treasury – Clan Fathers have the right to dispense funds from the clan treasury as they see fit, so long as those funds are put towards the betterment of the clan. Clan Elder: The title of Clan Elder belongs to the wisest among the Ironguts. Elders are usually older dwedmer, who have shown great dedication to the clan through their actions. They function as trusted advisors to the Clan Father and help work to better the clans standing. Clan Elder Rights: Clan Elders enjoy all the rights of a clan member Right to Represent - Each elder has the right to speak for the Irongut clan whenever the Clan father is unavailable. Right to Remove - Each elder has the right to call for a vote to remove the Clan Father. Right to Initiate - Each elder has the right to oversee a beardlings clan trials and accept or reject their efforts. Right to the Armory - Each elder has the right to access the Irongut Armory in order to arm themselves and their clansmen Clan Member: The Clan Member is the most common rank in the clan. This title belongs to Clan Beardlings who have passed their clan trials and earned their place in the clan. Clan Member Rights: Clan Members enjoy all the rights of a clan beardling Right to Speech - Each member has the right to speak at clan meetings and participate in clan votes of any nature. Right to Materials - Each member has the right to take any materials they may need, either from the Irongut Farms or from the clan’s stockpiles, provided they do not steal away all of one resource. Right to Facilities - Each member has the right to make full use of the facilities offered by the hold, including the forge, library, and magic workshop. Clan Beardling: The Clan Beardling is the lowest tier on the Clan Hierarchy. Beardlings are either young dwedmer born into the Irongut clan, or dwedmer that have been accepted into the clan by right of adoption. Though they bear the Irongut name, beardlings are not yet full members of the clan. Clan Beardling Rights: Right to Hearth - Each beardling has a right to housing in the Irongut Hold Right to Food - Each beardling has a right to take their own food from the Irongut farms. Right to Free Pursuit - Each beardling has a right to pursue whatever trade he wishes, so long as that trade is not illegal in nature. Right to Trials - Each beardling has a right to undertake their Clan Trials in order to become a full clan member. Clan Roster: Clan Father: Falk Irongut (TheFirstShroom) Clan Elders: Dwain II Irongut (Hiebe) Dimlin Irongut (Beamon4) Balek Irongut (Hobolympic) Hogarth Irongut (Jordan1917) Clan Members: Sharr Irongut (lordbobby123) Grandor Irongut (SaltyVibes__) Dwalin Irongut (Cordial__) Almaic Irongut (Volous) Clan Beardlings: Dverga Irongut (Clayphish)
  24. babyluxx

    Lacies music.

    “SHEET MUSIC” Lacie Lyons This isn't the ‘actual music’, this is what Lacie is envisioning. This is what she hears inside her brain, the textures of instruments. Synths aren't actually synths, they're written as strings. The drums are written as orchestral drum sections, but this is just what she hears when she's composing the music.100 Percent original songs. Written, recorded, and produced by my roommate and I. I play doublebass, he plays violin, we both play piano. this is inspired by a roleplay experience in lotc. Est-ce une erreur https://www.indiesound.com/index.php?a=track&id=84564 Journey to Helena, First movement. https://www.indiesound.com/index.php?a=track&id=84565
  25. A VOICE FOR HAENSE Vote Lukas Rakoczy, 1774 A Fresh Face A newcomer to campaigning, Lukas has always taken an active role in the politics of the Empire. From attending campaign rallies to encouraging citizens to vote, he has bore witness to the rise of many Haeseni greats: Terrence May, Sir Konrad Stafyr. These great men have spent decades fighting for Haense in the Imperial Diet, but the time has come for a newer generation to take up the torch of leadership. A vote for Lukas is an investment in the next generation of leadership, one which will take Haense and the Empire to never-before-seen heights. Primary Issues A vote for Lukas guarantees focus in the following areas: Provincial Rights: Lukas Rakoczy SHALL work with provincial governments and the Imperial government to properly define the rights and obligations of provinces and royal vassals, a relationship which has always been problematically murky. In doing so, this shall allow for greater efficient internal governance, more government work in the provinces and greater political unity; Budget Balancing: Lukas Rakoczy SHALL work to balance the Imperial budget and cut unnecessary spending to halt the current push for increased taxation, instead obliging the Treasury to minimize their own spending before imposing additional taxes upon the hard-working people of our Empire; Haeseni Recovery: Lukas Rakoczy SHALL liaise closely with the Aulic Government of Hanseti-Ruska and the House of Commons to ensure the Kingdom of Hanseti-Ruska recovers quickly from the devastating Scyfling invasion by providing economic reliefs and aids to the lands most damaged and a naval initiative to rebuild the destroyed Haeseni fleet to secure our northern sea-borders; Employment: Lukas Rakoczy SHALL work to support non-governmental organizations (such as the Northern Geographical Society) in the advancement of science and to provide employment for the citizens of the Empire. VOTE LUKAS RAKOCZY | VOTE JOSEPHITE The Josephite Union For the Dignity of All Vote 2 Konstantin Wick Vote 3 Angelika Bykov
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