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  1. ___________________________________________________ The Reformation of the Obsidian Guard Long before the reformation of Urguan, a specialized force that ensured the security of the crown was handed to the Legion and the Obsidian Guard. Though the name and role of the Obsidian Guard has been forgotten for many years. Due to years of foreseen inactivity of the Legion, the Grand King and his King’s Council has sought out a better fit for Urguan and its safety. Therefore the concept of the Obsidian Guard is henceforth reborn. Within this rebirth, they will be raised and charged with the protection of the Grand King and all of Urguan. Though in times of war, the Obsidian Guard shall be reformed into the Legion once again. Many of the Guard’s within its ranks shall fill in officer positions thus leading the Urguan auxiliary force to dwarven victory. ___________________________________________________ Ranks and Structure The Captain of the Guard serves as the primary and only officer of the Guard whenever the King is not present, only relaying his orders to them otherwise. Often a veteran with some prior experience commanding, or simply an individual noted for his remarkable skill in battle, as well as unwavering loyalty. Should the king fall in battle, or otherwise die before abdication, the task of protecting the relics of the Grand Kingdom falls to this individual until an election is held. The Hammerguard comprise many of the Longbeards and veterans of the Guard, and are also the fewest in number, as there are few Longbeards willing to take the oaths and sacrifices required to join, however those that do, are among the most elite warriors in the field.. The Axeguard is the most numerous in the ranks of the Obsidian Guard, and is intended to serve as the main bulk of the King’s shieldwall. Members of The Axeguard are feared and respected warriors in battle that have proven themselves in battle countless times. The Shieldguard is the ‘grunt’ rank of Obsidian Guard, though make no mistake, they are still elite soldiers in their own right, and simply have not proven themselves in the capacity of a Royal Guard. The Shieldguard operate more akin to a traditional Legionnaire than an independent warrior like their superiors. ___________________________________________________ Requirements and Restrictions The Obsidian Guard is not a simple military guild or formation that one can apply to join freely. The Throng of the Grand King himself commands two things of its members, discipline, and absolute loyalty. To be a member of the Obsidian Guard, one is required to be a full-blooded Dwarf, (preferably with traceable lineage back to Urguan himself, though this is not an inherent requirement.). No ‘foreign folk’ are ever to be permitted within its ranks, even if they are declared honorary dwarfs, nor are any halfbreeds or other folk of questionable allegiance and lineage allowed. Furthermore, a member of the Obsidian Guard is to never, under any circumstances retreat from the field of battle, unless commanded to do so by the King, or Captain of the Guard. There are few things more shameful in the eyes of the Gods than cowardice. The punishment for this utmost shameful display is the shaving of one’s beard, and subsequent exile, though this punishment may only be administered by the Grand King or Captain of the Guard. To be a member of the Obsidian Guard, one is required to be an adept fighter of some form, be they with shield and shortaxe, or with greataxe and maul. (OOC note: This means that the person be competent in either PVP, CRP, or preferably both.) As both the Legion and the Obsidian Guard ultimately draw from the same pool of recruits, (and also, to prevent the Grand King from amassing a personal army, unbeholden to the council) The Obsidian Guard shall by default never number more than a thousand individual members. (OOC note: 10 personas) Any expansion of the Obsidian Guard must first be approved by the Grand Senate of Urguan to take effect. Any potential recruits to the Obsidian Guard require the approval of both the Captain and Grand King prior to undergoing initiation into the Guard. ___________________________________________________ Initiation To join the ranks of the Obsidian Guard, one must undergo a process of several rituals and traditions before being considered a member of their ranks. To begin, an individual must bring themselves before the Grand King or Captain, and must make their case for what makes them ‘material’ for the Obsidian Guard. This individual may bring two people, both of clans besides his own, to provide a list of deeds, or testimony as to the individual’s worthiness. If no prior deeds are given, or if the King and Captain find the individual’s testimony lacking, the King may command the individual to prove himself. This may be as simple as returning with the head of a worthy foe, or a difficult task, such as slaying a greater monster with witnesses, or surviving ten days and nights in the frozen north without supplies. It is a matter of creativity on the part of the Grand King, and is why one must be ready to prove themselves, or have already done so if they wish to join the Guard. Once this individual is accepted, either through the completion of a great deed, or through prior deeds, they then must swear an oath before the shrine of Dungrimm and Anbella. These oaths must be issued with the Captain or Grand King as witness to them. As a final rite of initiation, the individual must undergo the process of acquiring a tattoo on their right arm, this tattoo being a sleeve, and shall take the shape of the individual’s oath, written in ancient Dwarvish script. Only once this process is completed may the individual don the armor of the Obsidian Guard, where they are to serve until death, or released from their oath by the Grand King. Uniform As the dwarves of the Obsidian Guard are all elite fighters they shall all wear the same uniform to symbolize their unity towards their goal. Only the Captain shall wear a cape and pass it down to the next Captain should he retire or die in battle.
  2. ᛋᛁᚷᚱᚢᚾ ᚱᛁᛉᛉ ᛗᚨᚾ DUNGRIMM’S GYM GUIDEBOOK. ᚺᛖ ᛞᛁᛞ ᛁᛏ ᚨᚷᚨᛁᚾ Bench press. To start your bench press journey you shall roll out of 100 using /roll 100. (Unless voidally weakened, you roll out of 50.) Whatever you get you add +40, this is how much you bench press in lbs. (Example, /roll 100. I get 50, I add 40 so i get 90 lbs as my first personal record.) Once you have a personal record you roll out of your personal record and add 10% of that record. (For example, I got 90 lbs so I roll out of 90, get 50 and add 9 since 9 is 10% of 90.) A roleplay example. Sigrun Ireheart attempts to benchpress more then his previous PR of 270. xMuted rolled 160 out of 270. We add 27 since 27 is 10% of 270. Sigrun Ireheart benches 187 lbs, must be an off-day. Pull-up. Pull-ups are simple. You roll out of 20 and that is how many pull-ups you are able to do. Once you roll a 20/20 you get to roll out of 25. Once you roll the new best you add 5 to your rolls. Barbells. Man I don't know just curl them and get SWOLE. Dwedmill. You roll out of 20 and that is how many miles you are able to run Once you roll a 20/20 you get to roll out of 25. Once you roll the new best you add 5 to your rolls. Punching Bag. *punches Other things. Feel free to roleplay any equipment there being in the Gym, note that these are just recommendations. If you wanna get SWOLE irp in a different way go ahead CHAMP!
  3. ᛞᚢᚾᚷᚱᛁᛗᛗ'ᛋ ᛞᚢᛗᛒᛒᛖᛚᛚ DUNGRIMM’S DUMBBELL. ᚨ ᛗᛖᛋᛋᚨᚷᛖ ᚠᚱᛟᛗ ᛞᚢᚾᚷᚱᛁᛗᛗ On the 112 of the Second Age i believe us dwarves to have been blessed by one of the Brathmordakin themselves, I believe Dungrimm has approved of Mine, Ulfar Starbreaker and Angr Ireheart’s hard work with our launching of Dungrimm’s gym and has granted us an even greater challenge. When me and Ulfar were having a nice chat about the possible expansion, we spotted quite the sight outside Urguan’s valley. We spotted what we have now dubbed ‘Dungrimm’s Dumbbell.’ inside the valley of Kal’Darakaan. It is a massive dumbbell, presumably used by Dungrimm himself for his exercise. [!] A depiction of the Great Dumbbell. As we should, I decided I shall host a contest to see what person holds hidden strength within themselves! Whoever can successfully lift the dumbbell off of the ground shall receive 250 mina for their prowess in strength, and shall gain 1/10th of the stocks in Dungrimm’s Gym. It shall be hosted in a few stone days from now! (OOC: The Event will be hosted at 28-1-2023, at 5 est. Rules are simple, whoever rolls a 19/20 or higher twice in a row lifts the dumbbell off of the ground! Location is right outside in the valley of Urguan, head to Urguan and you can’t miss it.)
  4. Year 112 of the Second Age ᚷᚤᛗ ᛒᚱᛟ'ᛋ ᛞᛟᚾᛏ ᛚᛟᛋᛖ THE DAWN OF DUNGRIMM’S GYM. ᚷᛖᛏ ᛋᚹᛟᛚᛖ ᚨᚾᛞ ᛒᚢᚠᚠ In the past decades I, Sigrun Ireheart have witnessed a drastic change in Urguan, the muscled men of the past have dwindled in number in favour of Voidal Mages and politicians who care not for their body. These people are all extremely competent in their respective fields and this is not a missive of disrespect, yet it is a missive that I have the solution for these people to improve themselves. I, Sigrun Ireheart announce the Dawn of Dungrimm’s Gym. [!] An artistic depiction of the inside of Dungrimm’s gym. Inside the gym rests alot of equipment to help better one’s body, from strength training with the benchpress, barbells and deadlift to strengthening your core with the pull-up bar. Dungrimm’s gym truly offers everything needed to better yourself physically and mentally. I have even installed a water cooler for the weak, and an ale dispenser for the dwarves. The best part of Dungrimm’s gym is that it is entirely free for everyone visiting Urguan to use. LIFT ON! Signed, Grand Master of War, Clan Father of the Irehearts, Champion of the Wilds, Grand Champion of Urguan, Master of Dungrimm’s Gym, Urguan’s chess Grand Master.
  5. ᚱᛟᚲᚴ ᚨᚾᛞ ᛋᛏᛟᚾᛖ Cultural Exchange: Chess Tournament Between Hanseti-Ruska & Urguan ᛏᛟ ᛏᚺᛖ ᛒᛟᚾᛖ ROCK AND STONE TO THE BONE 12th of the Amber Cold, in the 111th Year of the Second Age 12th of Joma Ag Umund in the Year 460th of Exalted Sigismund, As per the Renewed Iron Accord, Signed in the 110th Year of the Second Age/459th Year of Exalted Sigismund, The Grand-Kingdom of Urguan hereby Announces a Cultural Exchange Event within the Dual-Kingdom of Hanseti-Ruska. A Chess Tournament will be held within the Capital of the Dual-Kingdom: Karosgrad, upon the Palace Grounds. There will be a Trophy Handed out to the Winner of the Tournament, for those willing to test their mettle, whilst friendlier games available for the participation of all those who wish to come. CHESS TOURNAMENT I. The Chess Tournament will be held on two boards outside the Palace of Karosgrad. II: Competitors will be arranged into pairs to compete against each other, with the winner of each pair moving to the next round. III: The winner of the chess Tournament will be granted the honorific title of ‘Chess Grandmaster’, confirmed to them by the receiving of a Chess Grandmaster Trophy, as well as prize of mina. IV: If you are interested in competing, please reply to this announcement stating your name and your race. These will be compiled by the Grand Ambassador of Urguan for the Tournament. Other available games: I. Naughts & Crosses II: Hanseti Chess III: Bowling EVENT LOCATION & TIME The Karosgrad Palace grounds The Snow’s Maiden, In the 113th Year of the Second Age Msitza Ag Dargund, In the 462nd Year of Exalted Sigismund Signed, Her Excellency, Viorica Kortrevich, Grand Lady of the Morrivi Court His Lordship, Aurik Bishop, Baron of Ostervik, Ambassador to Urguan Dagmir Grandaxe, Grand Ambassador of Urguan
  6. The Ebony Beavers of Hefrumm ⌘ ᛏᚼᛁ ᛁᛒᚬᚾᛁ ᛒᛅᚢᛁᚱᛋ ᚬᚠ ᚼᛁᚠᚱᚢᛘᛘ The Ebony Beavers belong to the Rings of Hefrumm. They are tasked with the collection and distribution of materials, primarily metals and wood, to the residents of Dol’Aynm. Alongside this, it is their duty to provide Hefrumm with tools and weapons when needed, such as swords and armor during a war - or a bucket for watering crops. The overall goal of the Beavers is to ensure Hefrumms stability and independence from the capital state in terms of resources. They will build a stockpile to ensure that when Hefrumm needs, Hefrumm has. Hierarchy ⌘ ᚼᛁᛁᚱᛅᚱᚴᚼᛁ Primarch of the Ebony Beaver Ealisaid Mossborn An overseer to the entire ring. This position ensures the continued productivity of its custodians and members. The primarch also handles payment of the workers. Custodian of the Ore Vacant A position of knowledge associated with mining and metal work. This custodian provides Hefrumm with the tools and supplies it might need from times of war, to day to day activity. Custodian of the Earth Korglaz Grandaxe A position of knowledge associated with woodwork and lumberjacking. This custodian provides Hefrumm with materials for building and crafting, alongside with a consistent supply of wood. Members The members of the Ebony Beaver are the most valuable. Without them, Hefrumm will not have the supplies it needs to continue to thrive. The members are the miners and the smiths, the lumberjacks and the woodworkers. Every member is paid for their hard work in both minae and food. Joining the Ebony Beavers ⌘ ᛁᚬᛁᚾᛁᚾᚴ ᚦᛁ ᛁᛒᚬᚾᛁ ᛒᛅᚢᛁᚱᛋ The Ebony Beavers do not favor any race over the other, and all are welcome to join in our challenge, as long as you are a resident of Urguan (Not limited to Hefrumm). Being a member allows you access to the resources gathered, and allows you to make consistent income in exchange for your work. We will, however, happily make trades for resources to anyone who wishes to make coin. Payment and Income ⌘ ᛒᛅᛁᛘᛁᚾᛏ ᛅᚾᛏ ᛁᚾᚴᚬᛘᛁ The Beavers maintain a concise list of prices per crate (stack) of ore. This can be paid in full, or it can be split in halves with the other being subsidized with bundles of food. These prices will vary depending on demand. ⌘ Minerals ⌘ 64 Iron Ore: 3 Mina/2 Mina and one bundle of food, 32 Gold Ore: 3 Mina/2 Mina and one bundle of food, 64 Coal: 3 Mina/2 Mina and one bundle of food. ⌘ Wood ⌘ 64 Oak: 3 Mina/2 Mina and one bundle of food, 64 Dark Oak: 3 Mina/1 Mina and two bundles of food, 64 (any other wood): 2 Mina. Should you wish to apply to the Ebony Beavers, please do so in writing to Ealisaid Mossborn. Narvak oz Urguan Primarch of the Ebony Beaver
  7. ᚨᛚᚨᚱᛁᚲ×ᚦᚱᚢᛗᛗ×ᚢᚱ×ᚲᛟᚱᛟᛞᚨᚢᚱᛟᚲ ᚨᛚᚨᚱᛁᚲ×ᚦᚱᚢᛗᛗ×ᚢᚱ×ᚲᛟᚱᛟᛞᚨᚢᚱᛟᚲ To my fellow Urguani Citizens, Once more I have come to put my name forward for the Obsidian Throne, despite the unlikeliness for a Common Clan to rise to such a position by honorable means. Yet that is once more why I am here, out of loyalty to my fellow countrydwarves and to the Fatherland that has given me so many opportunities. I have served this nation as Clanfather, Grand Marshal, Yemekar’s Pick, Prophet of the Temple, Crafter, Senator, Bricklayer, and your Soldier everywhere. Here now too, if I am permitted, have I come now to be your King. In my history in Urguan, I have placed such legislation forward as to repair our scarred and battered landscape, restoring what we can to preserve the beauty of our nation. In more economic fields, I have remained one of the most capable smiths in Urguan, sharing the knowledge of rare materials with many of you here today. On the field of battle, I have served in every war Urguan has participated in since my arrival in this nation. I have built up the port on two occasions, now preparing for the third, and before their collapse blazed minecart lines across the entirety of our nation from north to south. I will never stop working for this nation, even if I am to lose this election I promise that I shall not surrender until one day I succeed. I will never lose faith in this great nation. Platform Section 1: Government Part 1: King’s Council It is my belief that the following positions should make up the King’s Council, and for the following reasons-- Grand Chancellor: The Grand Chancellor should be the direct representative from the Senate and should indicate which motions the King needs action for or what action might conflict with present motions. Grand Ambassador: The Grand Ambassador should be the direct representative from the affairs of Allies, and should any matters be growing amongst alliances, it should be presented to the King. Grand chieftain of Hefrumm: The Grand Chieftain of Hefrumm should be the direct representative for the Hefrummarri community to the Kingdom, bringing any motions or concerns from the forest folk directly to the King. Grand Steward: The Grand Steward should be the direct representative of the banking and tax institutions and present any problems or concerns from each. Grand Marshal: The Grand Marshal should be the direct representative of the military and defense institutions of Urguan, and present any problems or concerns that may affect the nation’s defense as a whole. High Prophet: The High Prophet should be the direct representative of the Temple and the Council of Prophets, presenting any religious issues or ideas to be seen by the King. Grand Justiciar: The Grand Justiciar should be the direct representation for laws and acts of justice throughout the nation of Urguan. If any major trials or cases are current, they should be brought to the King’s attention. Part 2: The Senate For too long Senate meetings have been disorganized and far too lengthy of affairs. Senate meetings must be able to be conducted faster and with better decorum. Further, we need a system that works better with the true size of the Dwarven nation, which at this time means smaller. Therefore I propose the following changes to be effective to the Senate as a whole-- The requirement of a sitting clan for vote shall be lowered to 3 members active. With the second vote being earned at 7 members active. And the third vote being earned with 10 members active. The Senate Chambers shall be redesigned to distinctly show who the voting Senators are for each group, with non-Senators being restricted to watching from the balconies above to not delay proceedings. Senate proposals must be submitted for public viewing with a brief summary before each meeting of Senate so the nation may be clear on what is being voted upon. Part 3: Guilds Distinctions need to be made at what clarifies a Guild and what does not. In what I believe to be the current definition, only the Worker’s Guild qualifies under this title. It functions and can function for what it is, teaching metalsmithing by me training at the bare minimum two smiths to pass on the techniques. Besides that, their Merchant section can begin to take over for the now lack of Auction House, with a site being constructed to organize monthly auctions. While this does solve a large part of Dwarven guild activity, we used to have far more options for prospective players. The Mage’s Guild for instance can once again become an option should we be able to organize some teachers to train those players in our lands with the desire to learn. Teaming them up with the Worker’s Guild for arcanium forging and magegold forging would also give reason for new mages to stay at the guild after gaining magic. We could use medics trained, even if it isn’t Dwarves who fill the role. An Explorer’s Guild for finding rare sites and quests has always been effective for places like Norland and Haense. Section 2: The Economy Part 1: Taxes It is my belief that taxes upon land held by clans are too high, and I intend to cut the cost of weekly taxes by 50%, while raising the downpayment on the acquisition of new properties by those interested parties. Taxes on houses shall be reassessed and new Dwarves who are living in Urguan for the first time shall receive a two week housing voucher to give them time to build up their bank account before being hit by taxes. Part 2: Minek Mineks shall be removed and House Tax slips shall return until the moment that we will need coinage again. Without the ability to sell Minek back to the shop, they essentially currently function as a more confusing form of tax slips. Reasons that would require a return to a Dwarven currency is an increase in bank taxes once more. Part 3: Industry With the removal of the auction house and the lessening of taxes, the nation in and of itself will need a more proper source of revenue. Investments in new mines that allow the increased production of iron, and my own willing donations of rare materials to the kingdom are a way for the Dwarves to corner a good portion of the metal market without the Auction House, people knowing to come to Urguan for metal supplies. Section 3: The Military Part 1: The Legion The Legion is undoubtedly the backbone of Urguan’s defense, and we must do what we can to familiarize new Dwarves with the ways of large-scale combat. I will be making sure they receive a proper pay each week that will not only incentivize the attending of training, but also keep more formality to the ranks by using Legionnaires in government roles for defense and parade. As with the addition of non-Dwarven ghettos to the nation, we should be working to incorporate more non-Dwarven auxiliaries into the Legion that attend training the same as the rest of the Legionnaires. Part 2: Trainings Besides the standard training, the Legion should be used to patrol our borders in search of possible interlopers. As a primarily defense force, we can ensure our nation is secure and trade and travel are protected. This would also give the Legionnaires more experience in live fighting. Part 3: Hefrummarri Militia The Dol’Anym Hefrummarri have been an independent part of the nation for such a long period that they deserve the ability to more quickly defend themselves and manage their defenses. Therefore, I believe the formation of a Hefrummarri militia solely under the control of the High Chieftain is a necessity, with the warband serving independently up until they are sent to serve as auxiliaries by the village. During war as auxiliaries, they would be under the command of the Legion Grand Marshal. Section 4: Allies Part 1: Haense, Balian, The Vale As some of our oldest allies, we should be attempting to reaffirm our alliances with them. If I win, immediately after the coronation party, I will be embarking on a diplomatic tour to meet each of our allies and renew treaties. As well, an embassy for each of these allies shall be constructed in the North wing of our Palace, and we shall make treaties for embassies in each of their capitals as well. For some we can hire foreign ambassadors to retain Dwarven activity. Part 2: Norland and the Elves I too believe it is in our best interest to seek our non-aggression treaties and trade agreements with Norland and the Elves, with possibly a lesser form of Embassy, a Consulate, being opened in their capitals. We should make sure to avoid obligations to join wars and conflicts that are unnecessary, but the more friends we can have, the more options we have for events. Part 3: Khron’Hundin I do not believe it is in either of our groups best interest to force reunification yet. There clearly are intrinsic issues that are coming between us working together long term, and they seem quite comfortable working for themself. Though, we should not give reason to push them away further. All Khron’hundinmarri should be granted full amnesty if they wished to return, with their leaders being granted full amnesty on the condition that the golems created with stolen Dwarven souls are humanely deactivated. Should any catastrophe, disaster, attack, or issue arise it is Yemekar’s Balance that we provide any and all aide that we can to them and support them anyway possible. The policy should be One People, Two Nations, Under Yemekar. Section 5: The Map Part 1: Old Settlements In the past, Urguan once had many separate settlements spread across the land. Now, in the waning of our power, most of these settlements have found themself abandoned and scarring our roads. These must be repurposed or removed to make way for the future. Within the first week I shall be traveling with the Grand Steward to each settlement and making a decision for what to happen with them-- whether to be marked for demolition or renovation or rent. Part 2: Infrastructure We have run into the issue of Dwarves being unable to find the capital or some of our other towns on the first couple visits to the nation, with the problem being even harder for the foreigners who visit. The roads must be made more clear with options such as boats, minecarts, or carriages also being looked at as options to make travel around our Kingdom quicker and easier. Part 3: Beautification Urguan has often too bland of an environment outside of the majesty of our mountains. My plan to change that is the institution of three National Parks, that are to be intensely natural areas to explore and run events at. As well as the creation of a detailed topographical/political map of the Grand Kingdom for new Dwarves to see. Closing Statements I have run in many prior elections. In my first, I chose to withdraw my nomination to back Norli Starbreaker over Durorn Ireheart, though I now have a different opinion on such. In my second election, I ran against two strong candidates, Levian’tol Grandaxe, who I was proud to serve under, and my own brother. In the end, my brother and I walked away with a valuable lesson learned. And in the last election, you know me as the one who ran against Ulfric Frostbeard, and who gave him a close race. I wonder how things might have been different if I had won then, but when Bakir asked me for his support, I was glad to give it to him. Now, I wish to give it another showing, and present a moderate and stable candidate for our nation. Narvok oz Urguan
  8. Qrue would Take some Parchment and a Quiver and think deeply before he starts to write down his Final Words. When I think back on my long life I sometimes wonder upon all the things that went down, as I sit here writing down my Final Tale I wonder what would be relevant and what really mattered. Was it the beginning of living a normal life like any other watching everyone around me having the times of their lives all for it to be taken by decease, death, loss… Losing my Mother was hard on all of us. I attempted to pick up where she left off, to heal the sick with herbs we had found from the forest but those herbs did so much more than heal wounds. The potential was limitless. They could make us feel really good. Perhaps it was the time when I was so high I accidentally had my Brother Qrarm killed by my own hands. Rather than face my consequences, Face my Father, I ran, Hid for so long, From days to weeks, weeks to years, years to decades. Consuming my creations of herbs, forcing myself to forget what I had done, Losing myself wandering the long distant lands until I was completely Lost.I was so lost that I had forgotten my own name. The only name that stuck in my head was that of my Brother so I took it for myself, I named myself Qrarm. And yet with all that loss and forgotten I was found after so many secluded decades I stood before another Dwarf, Bjor Cottonwood. He took me to his village where more of our kind resided. Bjor offered me a Home to live in, a place to create my creations of herbs in peace and share them with others within the village. In time I formed The Huff n’ Puff and the Puffden. All seemed well in the world and yet… Death Followed. I followed within the deep Caverns of Urguan. Perhaps I could’ve been of help but the caves were dusty, I sneezed. The Creatures, Cave Alars awoke and bit a few Dwarves, Bjor stood his ground while we escaped that cave. Was it my fault, My sneeze that had awoken those beasts. It was never mentioned within the History books. Nonetheless I Lost it once again seeing Bjor die took me back to the time I got my Brother killed. I wanted to forget, I had to forget… I spent a week within my home, consuming and smoking so many Puffs. forgetting it all without a care in the world. I even forgot my own name again, I named Myself Qrue after that time. Time went off its normal course once again Like I was reborn, Met new Dwarves, Meeting Beorn felt familiar. I looked upon the petrified corpse of Bjor Cottonwood with a strange feeling but I could not remember why the Stories Told of this Paragon Bjor felt me with excitement and sadness without really knowing why, Sometimes tears would form I assumed that was just normal after all it was usually Karl that told them with great detail. Of Course when you think all was fine, Khorvad starts knocking. The ground shook, Fire spread… I awoke Alone, Broken Arm, Half burned. How much time had passed? Where was I? Who was I? Oh I remember… Qrue. This time I did not forget my name but why was I alone, I had slight head trauma. With the few Medical lessons I remembered I patched myself up, Gathered some things and went on another long lonely wandering path. Eventually found a ship to rescue those who have been left behind like myself, I kept to myself throughout the whole journey. The ship docked on some new land unfamiliar to me. I gathered my belongings and continued on my journey. My arm battered and broken started to hurt really bad, I found a secluded Doctor, tat insane perhaps but he told me I could die if I kept my arm like that and offered to chop it off but, He had that bloodlust in his eyes so I told him I’d think about it and left him be. Still thinking of what The doctor said I built a small form of guillotine with an axe head stuck to a few rocks hung from a tree, I prepared a fire with a steel pan on top to burn close the wound after… Let's just say I was successful and It hurt allot for a week or so. I had some herbs to help with the pain. I spend a few years wandering the new lands of Almaris hoping to find my kin amongst the trees only to realise I went the opposite way and landed a city with elves, they gave me directions to New Urguan once I arrived I was met with a Familiar face that of Beorn Cottonwood, I lived within the Puffden for a while before I picked a home that suited my needs but once I did I had finally decided to start a healing process of the mind while retaining my Puffden duties. I spend most of my time travelling, reading books from libraries. From the things I’ve studied I created other things like a prosthetic arm with little cabinets filled with many useful things, To replace my missing arm. Once again years passed by like it all was right in the world. Yazmorra was the Chief at the time. We've made a fairly interesting friendship, Both shared an interest in Puffs and other narcotics. I joined the Seers with Ogradhad as my devotion. Through many meditation weeks I started to remember my past, who I really was and what I had done… It almost broke me but I kept true to myself. I wanted to move forward from it all and I did. It helped me become the Dwed I am now. When Yazmorra’s husband Levian’Tol became High King of Urguan, Yazmorra was destined to become High Queen so a new High Chief of Hefrumm was required, I offered myself in attempts to extend my Puffs to more places however while I had kept Hefrumm’s image intact I did not achieve any of goals I wanted, I had hoped Yazmorra could guide me more but her Queen duties kept her busy and when we all needed her most she vanished. It was hard but I waited until a new proper candidate could take my place and before long Celeste’Tol Daughter of Yazmorra and Levian came along. I trained her in all she needed to know and even when the Crown was placed upon her head I stuck around if she ever required guidance from me. Even if Celeste was Chief it felt more like we still ruled together for a long time until it was no longer needed. And once more all felt good. Decades passed, Life went on, Dwed came and went, Old familiar faces vanished and became new ones then some of those new ones vanished. Like an endless Cycle. Now here I am a Familiar face soon to vanish. My only Hope is that my Legacy of the Puffden will live on as long as there are Dwed in Hefrumm and consuming those Fantastic Puffs, My Lives work. I Thank all those who have talked to me throughout the decades of my Living Life. May we meet in The Halls of The Fallen. Qrue would take one last hit from his Hookah and meditate one Final time. Within his vision, Dungrimm would enter his home as The Lord extends his hand Qrue would finely accept the invitation with a smile. Qrue would let out his Final Breath as his soul would leave his corporeal form and follow Dungrimm to The Great Halls! Qrue Grasswhistle would succumb to his illness of Lung Cancer at the age of 422 on The 6th of The Ember Cold, Year 105 of The Second Age
  9. Year 105 of the second age. ᛋᛁᚷᚱᚢᚾ ᛏᚺᛖ ᛚᚨᛞ Sigrun’s campaign ᛏᚺᛖ ᛞᚹᚨᚱᚠ ᛟᚠ ᛒᛟᛏᚺ ᚹᛟᚱᛚᛞᛋ Foreword. This pamphlet is written to tell you all of my ideas and my personal qualities as to why I believe I would be the best pick for the next Grand King. First off a few of the situations myself and other dwed want to see fixed. It will be be split up in a few categories, as follows: Problems. 1: Citizen Engagement & Things to do. 2: Military 3: Reviewing Acts of the Senate. 4: Amendments of the articles. 5: Stagnation of Trade. Ideas. 1: Urguan Leadership’s reshuffle. 2: Allies. 3: Clan Encouragement. 4: Hefrumm Qualities. 1: Positive Qualities. 2: Previous Positions. Closing word. Problems. Citizen Engagement & Things to do. Urguan has recently developed a problem with keeping our loyal citizens engaged in the affairs of our city. With the Legion getting disbanded, there are not many things for our dwed to do in Kal’Darakaan. I plan to reinstate a military force in Urguan which will be detailed further in this pamphlet. Urguan has a select few guilds to be a part of in Kal’Darkaan, but not many jobs apart from being tavernkeep. Military will be one more but I also plan to have dwed be able to take up more varied jobs within our Kingdom. I plan to use Urguan’s famed deeproads for more job opportunities to those who wish to have a smithery, bakery etcetera down there. But any extravagant things will be presented to the King’s Council and Senate. Military. As of my retirement from Grand Marshal, the King’s Council at the time had disbanded the Legion in favour of a King’s Guard which would take up the mantle of keeping peace in the city and preventing crime. I believe the Legion should be reinstated with a new Grand Marshal at its head. With the current situation in the world, with the falling star and worm killing cloudbreaker we need a competent legion to handle the situation. I would appoint the Marshal myself, but would open up the floor for various people that believe they have the experience and qualities needed to take up the task of restarting the Legion. I would help them in any way I can myself. Urguan's military shall be re-vitalised and shall take it's toll on the Ibless-Uruk war machine and it's allies the necromancers and their great worm. The Great Stronghold that is Urguan will hold firm against these foul Beasts and shall act like a beacon of defense for any that may reside within. Urguan shall not be bested by a tree, nor Orcs and certainly not the foul undead. Reviewing Senate Acts. Leading up to Bakir’s retirement from Grand King, I had asked various dwed about problems they see in Urguan. One that was brought up multiple times is that the dwed wish to review and reevaluate some previously passed bills in the senate. I would like to call up any dwed to present bills they have problems with, so we can review them as a people. Amendments of the Articles. The Articles of Urguan have been outdated for a while now, i believe the King's Council and senate should take a great long look at the articles and write amendments to them wherever there needs to be updating. Stagnation of Trade. Trade has recently stagnated in Urguan, which is a great shame as dwarven goods are known and respected around all of Almaris. I would encourage trade by offering to pay the first two weeks of tax on stalls and carts any Urguani dwed may hold in different nations. Festivals of Trade and other events where dwarves would be able to sell and spread dwarven goods to various people from various nations. The workforce shall play a big part in creating these dwarven goods, and together with the government they shall spread it around the world. Ideas. Urguan’s leadership reshuffle. Urguan has long had the same positions make up its King’s council. Whilst many of these positions are vital to running Urguan, I have a select few that have recently been proven to be not necessary for Urguan, and one that I believe should be considered for the King’s council. Here is my list of positions I would have in my King’s Council. Grand King. The grand king needs no introduction for the King’s Council. He is the agreed upon representative of the people of Urguan. Grand Chancellor. The Grand Chancellor has recently become a vital part of Urguan’s leadership with the introduction of the Senate. The Grand Chancellor is the one that represents the Senate’s views and should be the direct representative of the Senate towards the King. Grand Marshal. The Grand Marshal is the head of the Military in Urguan, they are the Military’s direct representative to the King. Dealing with defending the Kingdom and notifying the King’s council of any threats to Urguan’s sovereignty. Chief of Hefrumm. As with the meteoric rise of Hefrumm during Bakir’s reign as Grand King, it makes sense that there should be a position to represent Hefrumm in the King’s Council. With Garedyn The Green at the helm, they have proven themselves to be a wonderful people that form the bulk of Urguan’s activity. Their importance in the current Grand Kingdom of Urguan cannot be understated. Grand Steward. The Grand Steward is the representative of Urguan’s economy including stewardry, housing and banking and would represent all problems regarding such. High Prophet. The High Prophet is the one representing all religious matters in the King’s council, as they deal with the council of prophets of the Kirkja Dverga. Lord Justiciar. The Lord Justiciar deals with all legal matters in the Grand Kingdom of Urguan, and should be the representative to all legal matters and justice throughout the nation. Scrapped position. King’s hand. The King’s hand position has long overstayed its welcome in the King’s Council, as it has its duties changed multiple times and never once has worked out. No longer shall upper leadership work in secrecy, and it shall truly have Urguan's people best interests at heart. Allies Haense. The Haeseni government and people have proven to be an incredible ally for the Grand Kingdom of Urguan, and we should do everything in our power to keep them as an ally. Balian. As with the recent dissolution of Oren after our victory against them, the people of Balian have proven to be a faithful ally to the Grand Kingdom of Urguan. Petra. The people of Petra have clearly grounded themselves between the nations of Almaris. They are a proud people and an even fiercer ally in combat. All of these allies have proven to be incredibly important to the Grand Kingdom of Urguan, and all measures should be taken to ensure our future cooperation with these nations. Clan Encouragement. The clans of Urguan are the ultimate backbone to the future of Urguan, and I believe the government should do everything to ensure the prosperity of these clans non-directly. Each clan should have a clan leader that isn’t afraid to ask the King’s Council for any help regarding problems they may have, and I will ensure no expense shall be spared to ensure this. Hefrumm. As seen during Bakir's reign, Hefrumm has experienced a meteoric rise with Garedyn The Green as it's spearhead. As they form the bulk of Urguan's people i believe they are long overdue for more granted autonomy and appreciation from the government of the Grand Kingdom of Urguan. Their importance to the Grand Kingdom cannot be understated. They are the lifeblood that fills our valley and city's halls. Hefrumm should be granted full autonomy over their valley. The King's council with the Chief of Hefrumm as one of it's positions will draft up a renewal of the articles to favour the renewed and reinvigorated Hefrumm people. Qualities. Positive Qualities. I, Sigrun Ireheart, am a dwed that carries all the passion and fire that our previous king had, but I assure the Urguani people that I will be a comprising king, and will strive to represent the dwarves of Urguan in the best way possible. I promise that I will carry all of the energy in Urguan on my back and would make sure every dwarf with a problem would be represented dutifully. Urguan is in a tough spot as of this moment, but with all of our heads stuck together we will come up with a solution to any problem our proud people face. Previous Positions. Grand Marshal. I have served as Urguan’s Grand Marshal for over two decades and have done everything in my power to ensure victory with the minimal loss of dwed life. The energy and vigour I had as Grand Marshal would be transferred over to my reign as Grand King. Clan Father of the Irehearts. As Clan Father of the Irehearts, I have ensured our clan’s position in Urguan as a famed elder clan, as I plan to do the same with Urguan on the global stage. Priest of Dungrimm. As Priest of Dungrimm, I have ensured the word of Dungrimm’s spread in the Kirkja Dverga, and have even constructed a statue in his honour. Closing Words. I thank every dwarf in Urguan for taking the time to read this pamphlet. I truly believe I have the qualities and ability to take Urguan into the next age bountifully. I ensure that every dwarf would be represented dutifully in the King’s council and Senate. We shall all make sure that Urguan becomes the stronghold and activity centre it previously has been. I hope you have the faith in me to vote Sigrun Ireheart as next Grand King of Urguan. [!] A picture has been affixed to the bottom of the pamphlet.
  10. Belka’s Fleet The Grand Fleet of Urguan’s goal is to defend Urguan from seaborne threats, patrol the waves, protect trade and explore the great blue. Operations on the ocean require strict discipline and cooperation from multiple different working bodies in the navy. From builders and sailors to medics and cannoneers, the navy is home to many different specialities and professions. But one goal unites all these talented and dedicated dwedmar, to protect Urguan with Belka’s guidance! [source: faviobolla] General Organisation Grand Admiral The Grand Admiral is the head of Belka’s Fleet, only answering to the king. This is the highest rank in the Fleet and thus the Grand Admiral commands all of the Fleet’s ships and men. Quartermaster The Quartermaster is the 2nd hand man of the Grand Admiral, offering them council, and leading in their stead when the Grand Admiral is unavailable. Additionally, The Quartermaster handles the disciplining of sailors as well as their housing. Normally the Quartermaster can appoint Captains for each of the Grand Fleet’s corps. Commander A commander is the leader of their corp, of which there are three. Commanders are generally able to command fleets of ships but since not all corps involve themselves with ships or vessels, not all actually do so. Captain A captain is in charge of a single ship within their Commander's fleet. They are in command of the crew of their ship and they use this power to fulfil their Commander’s strategic decisions as best as possible. Lieutenant Lieutenants are low-level officers in charge of Sailors and Ensigns. They are responsible for leading small squads of people and performing tasks given to them by their captains. Lieutenants have proven their loyalty and skill by working for years as sailors upon vessels. Sailors The backbone of any ship or naval corps, sailors are the standard rank for the navy. They are tasked with anything from preparing ships for leave, battling the enemy or performing reconnaissance jobs. Ensigns This is the lowest rank given to those who have just joined the navy, their responsibilities are little but not insignificant. They mainly help handle the logistics of the navy and can pitch in during a fight. Special Naval Positions These are special ranks given as a reward to those who have performed excellently in the field of duty or those exceptionally skilled in a given area. A sailor bearing a special rank is well renowned in the navy for their loyalty and experience. Their status is the same as that of captains, but they do not hold the same duties. Their duties and powers are more similar to that of Lieutenants. Flag Lord: A sailor with the highly honourable duty of waving and raising flags on ships, and ports during celebrations, to announce the navy’s presence and to declare victories. This rank is only given to the most respectable and venerable sailors as their face becomes often associated with the navy itself. Rum Lord: A navy isn’t a navy without rum, and a dwarf isn’t a dwarf without alcohol in their belly. The Rum Lord is responsible for lifting morale of the navy by providing rum to the crew! A most honourable position indeed. This rank is usually given to veterans of the navy, or those who have became disabled due to service, as a way of thanks for their service and sacrifice. Beacon Lord: All sailors need a lighthouse to guide them in the darkness of night, hence the Beacon Lord. They serve upon lighthouses, honouring Anbella and Belka through their labour. A Beacon Lord serves just as much a spiritual role as they do a military one. [source: Ivan Stan] Corps Organisation Marine Corps The Marine Corps handles heavy-duty conflict with enemy parties. They achieve this by either sending out elite and well-trained sailors to engage with the enemy or through the tactical bombardment of them through artillery. The leader of the Marine Corps is the Marine Commander. Port Master Corps Just as an army cannot march with an empty stomach, neither can the Fleet swim with one. The Port Masters are responsible for the logistics of Belka’s Fleet. Whether it is supplying food, building ports, forging cannons or making ships, the Port Masters do it all, all under the leadership of the Port Commander. Wayfarer Corps Led by the Wayfarer Commander, the sailors of this corp are tasked with the healing of the injured, navigation and route planning, as well as performing rituals to Belka and Dungrimm. Without these selfless sailors, the navy would be sick and lost in the open sea. Special Corps Positions Special Positions are unique ranks held by troops in the navy. They have the same authority as Captains but do not command fleets, instead, leading squads of their own people tasked to perform that squad’s unique function. Marine Corps Cannoneer Captain: A position responsible for training and maintaining the canon firing squads of the marines. Corsair Captain: A rank that is given to those who excel in leading attacks on the enemy, either through boarding enemy ships or assaults through beach landings. Port Master Corps Engineer Captain: A person responsible for research and innovations in the field of engineering, whether it's researching new boat designs or sturdier cranes. Harvest Captain: A captain whose job is to manage the farmland, crop yield and fisheries of the Port Master Corps in order to provide a sufficient food supply for the navy. Wayfarer Corps Cartographer Captain: A position granted to those who possess exception navigational and map reading skills. A cartographer captain can never lose their way at sea and always be able to chart an efficient and safe route, either through gut feeling or star reading. Soothsayer Captain: Granted to those with expert medical skills, and a deep knowledge of the Brathmordking, in particular Anbella, Dungrim and Belka. A Soothsayer Captain is someone who can perform lifesaving surgeries in the bowels of a ship during a raging storm, all the while reciting prayers to appease the waves. [source: Aleksander Leskinen] Promotions Naval General Grand Admiral: Appointed by the Grand King Quater Master: Appointed by the Grand Admiral Commander: Appointed by the Grand Admiral, must be a captain beforehand. Captain: 500 Honour, Appointed by Quarter Master with Grand Admiral’s approval Lieutenant: 300 Honour, Appointed by Quarter Master with Grand Admiral’s approval Sailor: 100 Honour, Appointed by Quarter Master with Grand Admiral’s approval Ensign: No promotion needed. Naval Special Flag Bearer: 500 Honour, Appointed by Quarter Master with Grand Admiral’s approval Rum Lord: 500 Honour, Appointed by Quarter Master with Grand Admiral’s approval Corps General All Corps Commanders are appointed by Quarter Master with Grand Admiral’s approval. Corps Special All Corps Captains are appointed by their respective Corps Commander, with Quater Master’s and Grand Admiral’s approval Payment Hard work never goes unrewarded, sailors that work diligently shall receive benefits in accordance to their contributions and rank. Ensign: Rum and Food Sailor: Minor payment for basic duties Lieutenant: Room and Board Captain: Moderate payment. Naval Penal Code A good navy requires disciplined sailors, and discipline requires strict adherence to the rules. When a sailor breaks the Navy’s laws, the following punishments will apply. Improper address of superior officers while on duty or in an official setting: Janitor Duty Failure to complete an assignment: Demotion Conduct unbecoming of a sailor (harassment, hazing, bullying, cowardice): Lashing Disobeying the orders of higher ranked sailors: Lashing / Demotion Assault of fellow sailors: Lashing / Demotion / Expulsion Assault of innocent civilians: Stoning / Demotion / Expulsion Non malicious sabotage: Stoning / Demotion / Expulsion Treason: Stoning / Demotion / Expulsion / Execution Heresy: Execution
  11. It has been quite some time since i joined LOTC for the first time, i have mainly been part of Urguan as the Grand Marshal three times, but have made many characters and enjoyed alot of roleplay the varying nations have to offer. Ask me anything.
  12. Khron’Hunmar and Kal’Darakaan Miners speak of a tale as they sit in a tavern and enjoy a good Miner’s ale. They speak of a starbreaker they helped within the mines, but escaped before the tragedy. Deep within the caves of the Kal’Darakaan mountain, this starbreaker chisels away at the stone walls. Strike after strike, on a mission to find a gem worthy of becoming the apex of all stones. Why? Well the thought came to him upon a request, a thought that brought him back to the books of Silverbeard history. The first, Urguan Silverbeard, plucked a Star from the heavenly night skies and carved it into the most beautiful gem. Now this starbreaker ponders his possibilities, to pluck a gemstone from the earth and carve it into a Star. A gem to carve into a star, a star to set into a crown, and a crown to dawn the head of a queen. That is the task given to him, a quest to challenge himself beyond what is known as a limit, to show that the prime blood of the Silverbeard is not diluted, but thriving into the creativity of the Craft. Deep within the caves, there he stands, the starbreaker. Strike after strike, the stone breaking away until finally a light breaks through the cracks; light only the starbreaker can see, see with the eye of his mind as his eyes set upon a gem worthy of the Craft. Carefully, he chisels away at the curves and shape of the gemstone, to pry it out of the rough stone walls, but each strike brings him closer to his doom, for he dares challenge the greatest rival, the heaviest idea, the entity of himself. Perhaps this is an attempt to stop him, the Gods and Ancestors declaring him unfit for the task, or perhaps it is The gemstone that wishes to trial him, a gemstone which knows that he dares pluck it not for his own greed, treasure and hoard, but for a purpose, to serve a need. So the walls crack from a thundering strike of the chisel, powered by the determination of the starbreaker. Cracks grow, they travel and migrate across the caves like the rams that run across the mountain sides. Hooves beating against the mountain surface, the cracks spreading deep within the caves. A rumble shakes the starbreaker, but like a pillar standing against the tides of nature, he remains to chisel and chisel away until finally, the final strike against the stone of the earth collapses the cave around the starbreaker, or maybe on the starbreaker. From this point on, it is unknown if Ulfar Starbreaker survived the collapse in search of the most glorious gem in service of the Craft. Perhaps this is the beginning of the Gemstone’s trial or maybe Ulfar Starbreaker is no more.
  13. 3rd of The Deep Cold. A DAY OF IRE ᚨ ᛞᚨᚤ ᛟᚠ ᛁᚱᛖ This stone month, our people have had their fill of festivities, with weddings occurring every other week and new dwarves arriving from the treacherous mountains, reuniting with their kin. Our people thrive and our Kingdom flourishes with peace around the realm. To celebrate such an occasion, The Grand Kingdom announces two great events to take place in the coming weeks. A GRAND WEDDING ᚨ ᚷᚱᚨᚾᛞ ᚹᛖᛞᛞᛁᚾᚷ The Grand King announces with great pride, a ceremony of the ages to officialize two dwarves in marriage before the Gods. Grand King, Bakir Ireheart shall be married to Ealisaid of Clan Mossborn, and officially be crowned as the Queen of Urguan. With such an occasion, the finest mead shall be brewed with the look of gold to present to the guests of this great feast. A GRAND TOURNAMENT ᛏᚺᛖ ᚷᚱᚨᚾᛞ ᚲᚺᚨᛗᛈᛁᛟᚾ ᛏᛟᚢᚱᚾᚨᛗᛖᚾᛏ To honor the newly crowned Grand Queen of Urguan, and the guests from around the realm. A royal tournament shall take place for all guests to enjoy. To heighten the stakes, a prize of 1,500 Mina shall be given to the winner of the tournament. The Grand Kingdom formally invites its closest allies, friends, and kin, to each ceremony to celebrate and feast amongst the halls of Kal’Darakaan. The following Kingdoms and peoples are invited. The Kingdom of Haense The Kingdom of Balian The Kingdom of Malinor The Principality of Sedan The State of Lurin The citizens of Khron’Hundmar Event Date 10/30/2022, At 4 pm EST.
  14. ۞ On the 16th of the First Seed, year 96 of the Second Age, a great debt has been lifted of the shoulders of the Grand Kingdom of Urguan. ۞ A depiction of a typical dwarven hoard [source] When the currency of mineks were introduced, many had aspired to invest their savings into this new coin. Such as Davli of the Golden Path, who had purchased nearly over 8 thousand mina worth of Mineks. Unfortunately the Stewards of the past did not manage to invigorate the Urguani economy enough to promote the use of Mineks in daily life, so many early investors were disappointed and wished to return their coin. The task of repaying this monumental debt was passed from steward the steward, barely chipping away at it, while the economy remained stagnant due to the persistence of this debt along with other economic woes. Eventually, the position of Grand Steward of Urguan fell into the hands of Garedyn the Green, who was determined to repay this debt, to untie the millstone weighing upon the neck of of the Grand Kingdom of Urguan, to make the dwarves prosper in the name of the Brathmordkin Armakak. Garedyn was well within his right to simply turn the debt away and ignore it, but a dwarf always keeps his word no matter what. He worked tirelessly to make sure the hoard grew, that all dues were payed, that the vassals were landed appropriately and that the dwarves were housed. With his efforts, the treasury of Urguan grew to the highest point is has been in years, and the burden of the 8 thousand mina has been payed off. With this Great Debt lifted, there are few impediments left to affect the economic growth of Urguan. The coin flows well, the dwarves are happy, the lands are well tended. Narvok oz Urguan.
  15. ᛋᛏᛟᚱᛗᚺᛖᚨᚱᛏ A SURGE OF STORM. ᛋᛁᚷᚱᚢᚾ 'ᛏᚺᛖ ᚠᛟᛟᛚ' The Stormheart clan has been wrongfully merged with the great Ireheart clan, for we simply wish to establish our own culture and traditions once more. We mean the Ireheart no ill-will and believe this does not harm them in any way or form. After the passing of the great Kronk ‘The Grand’ Stormheart his uncle, and a trusted leader at the time took over. Sigrun Stormheart sadly decided to foolishly merge our clan with that of the Irehearts. Whilst the Irehearts are a mighty clan, historically the greatest. However, they are not compatible enough with our beliefs and culture. We recognize all the great Sigrun Ireheart has done for the Grand Kingdom of Urguan and mean him no disrespect. But we do believe Sigrun Stormheart made the wrong decision. I wish to declare the Stormhearts as an independent clan once more. As with the current tensions with the new dwarven group known as Khron’Hundmar we wish to reestablish our full and undying loyalty to the rightful Grand Kingdom of Urguan. I, Skogrum Stormheart truly hope this can be settled with the great Irehearts peacefully, as we are blood related. Though i do believe our cultures differ too greatly for us to stay in the Irehearts, we simply seek what makes us proud and happy. I am willing to meet with any Ireheart who seeks to know my further reasoning. The Irehearts have not wronged us in anyway, we simply wish this for the better of ourselves. I have not yet reached out to all my kin, but i am sure they share my wants and needs. I wish to meet with the great Gror Ireheart and await his reply with great hopes. =================== Signed, Restorer of the Stormhearts. Dungrimm's special needs one. Stormheart clansman. Stormheart clansman. Stormheart clansman.
  16. Bojakk Frostbeard, whilst keeping to hismelf while aloof among the mortal realm, traveling through mountains and hills within the lands of Urguan, Haense, Norland, Talon's Port, Oren, and Suitica, softly hums shanties and other songs to himself. After being inspired by his father Ajax's most recent song contribution, he penned up a song himself, for people much like him who travelled the land. This was especially the case for the soldiers and hunters whom traveled the snow topped peaks of Urguan, near where his father lives. He'd deliver this new song promptly to the various mountain holds and townships around Urguan. The land touching the sky Come all ye young dwarven men, keep your ears high and I'll sing you a song of the land touchin' the sky And it's snowy weather boys, stormy weather boys When the wind blows, we're all together boys Away ye winds westerly, blow ye winds blow Begone fowl weather so steady we'll go Out soars the eagle with his feathery tail Soars out aloft by the grandest of gales And out jumps the wolf with his mighty sharp teeth Saying "You eat the bread boys and I'll eat the beef" And it's snowy weather boys, stormy weather boys When the wind blows, we're all together boys Away ye winds westerly, blow ye winds blow Begone fowl weather so steady we'll go Up jumps the rabbit, with his fluffy eared head He dashes through brambles, oh he drops out the lead And Out jumps the Stag, with his cunning and grace saying "Behold you small creatures, I'm king of this place" And it's snowy weather boys, stormy weather boys When the wind blows, we're all together boys Away ye winds westerly, blow ye winds blow Begone fowl weather so steady we'll go Out jumps the boar, the fiercest of all "Mess with me and you'll be gored to the wall!" And up jumps the huntsman, stalwart and grim and with his crossbow he'll bring them all in And it's snowy weather boys, stormy weather boys When the wind blows, we're all together boys Away ye winds westerly, blow ye winds blow Begone fowl weather so steady we'll go And it's snowy weather boys, stormy weather boys When the wind blows, we're all together boys Away ye winds westerly, blow ye winds blow Begone fowl weather so steady we'll go
  17. TO THE HORDE A Joint Declaration from the Eastern Almaris Treaty Organization Our patience grows thin Rex Borok. The declaration of you taking the Jindle bandits under your protection was unwise. For a race that proclaims themselves as an honorable people, you aligned yourselves with bandits that are from an age of dishonor and greed. As you allied with the Jindles you proclaimed that they shall not bandit unless given your explicit permission. Not too long ago, you attempted to extort The Kingdom of Norland into paying tribute, breaking your alliance with them. You then banditted, raided and killed the citizens of not only the Kingdom of Balian, but the Kingdoms of Urguan and Haense. We gave you mercy when you disowned these brigands and banished them from your volcanic lands. But this was just a front. Not a stone day ago, scouts returned to the Grand King reporting that the Jindles were actively helping, living and assisting the orcs still, and that they rallied with your warriors when Malinor asked for a meet. Considering you have lost two wars and have been driven to bankruptcy, we would've thought that The Horde would have learned their lesson. It seems clear that you have not. Your failures are known throughout all the lands and we wonder if the citizens of Krugmar ever get tired of dealing with a spineless monarch. These offenses will not go unanswered. In order to avoid the annihilation of The Horde, Rex you must agree to the following. I. Allow the EATO alliance to establish a fort on your lands as well as access to your city to ensure no more wrongdoing occurs. II. Issue a formal apology to the EATO alliance for attacking its citizens and violating its sovereignty. III. Pay a collective sum of 6,000 minas to the EATO alliance for compensation of life lost. You have until the day ends to make your decision. Signed, Grand King of Urguan, Bane of the Orcs, Bane of Philip III HIS ROYAL MAJESTY, John I, by the Grace of GOD, King of Balian, Viscount of Eflen, Baron of Brucca, Lord of Atrus and Monterosa, Prince of the Holy Orenian Empire, and Protector of the Heartlanders, etcetera. His Royal Majesty KARL III by the Grace of Godan, King of Hanseti and Ruska, Grand Hetman of the Army, Prince of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duke of Carnatia and Vanaheim, Margrave of Korstadt, Rothswald and Vasiland, Count of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscount of Varna, Baron of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Thurant, Venzia and Astfield, Lord of the Westfolk, Protector of the Highlanders, etcetera
  18. ᛁᛏᛋ ᛟᚡᛖᚱ A FINAL RESIGNATION ᛏᚺᚨᚾᚴ ᚤᛟᚢ Fellow dwarves, an ancient saying reads all good things must come to an end. It is with a heavy heart that I write to you all that I shall resign from my position as Grand Marshal. I wanna thank every legionnaire for putting their full trust into me as Marshal. I also wanna thank Grand King Bakir Ireheart for granting me such an important position. We've enjoyed a lot of victories, and even won a war. Though my fuel tank ran out, and i wish to not burden the Legion with inactivity. A weight has been lifted from my shoulders, and i believe this is truly for the best. Narvak oz Urguan, Narvak oz Legion. =================== Signed, Champion of The Wilds, Elder of Clan Ireheart. Defender of Dungrimm.
  19. Art from Laputa: Castle in the sky The beginning of a new life The world was dark and he could feel nothing but emptiness. No sight, smell, touch, sound nor time blessed his presence. No matter how much he tried to reach out into the abyss, he was met with stiffness for he could not move. Suddenly he felt his form expand and pour out into something, as if he were a body of water filling up a tankard, a person fitting into armor, and then within a blink of existence, the blazing halls of the runeforge made up the world around him, beneath him was the anvil he laid upon. One old dwarf, the creator Bolgnir Irongut, stood before him surrounded by kin, Korallon and Utak among them, who all watched with curious eyes. “As your Impera, oi name yeh, Grogg.” The old dwarf spoke, and for the first time in a long time, a vibrating monotonic sound released from the runes that made up the dwarven masonry of his body as he spoke in response, “Gr-Ogg”. It had been many years since a golem walked the halls of the dwarven kingdom, so the dwarves watched Bolgnir’s work in awe as Grogg stood from the anvil, towering over all with a soft hum that naturally radiated from his runes. Once more the golem spoke as his gaze was set upon Bolgnir and Bolgnir alone, “Imp-Era”. The Mountain dwellers In Grogg’s beginnings, he met the dwarves that lived under the mountains and watched over them, as he was tasked with not only defending them, but also learning from them. There he met many dwarves that spoke with the golem frequently, among them was Gimli, a dwarf who shared in Grogg’s essence, the dwarf’s arms and legs humming with a similar life as his, and Reghor who was a fine chef that made food from stone. Another was Korallon, a dark dwarfess who looked after Grogg from time to time, making sure his body was well oiled. The young golem became well known among the dwarves, as they watched him monitor the kingdom and lay waste to the enemies on the battlefield. One day, out of fun and jokes, the dwarves forged a few ingots of gold into a glorious golden crown with an emerald set at its center. They gathered around and sat the crown upon Grogg’s head, there they cheered a new name Grogg hadn’t heard before, “Grogg! King ov the golems!”. While they were mostly joking and celebrating victory of battles, Grogg believed he had been made king of all stone-kind. Once the mountains fell during a great war, the dwarves migrated from one mountain to another, and so Grogg followed, settling among them in their new home. A powerful dwarf made himself present to Grogg, Kazrin, who cared for Grogg and mended his stone form in Bolgnir’s absence. The two became strongly bonded and there Grogg continued on his duties, a king who stood among newly forged golems. . The Spring and Winter of the forest Throughout the adventures of Grogg’s new life, he found himself commonly interacting with the dwarves that dwelled within the forests that surrounded a gargantuan tree. There he found someone who would become almost a brother in spirit to him, Bjor Cottonwood. The young forest dwarf showed Grogg the ways of the forest kin, the feasts, the drinks, the battle and the stories. Grogg witnessed life all around the forest dwarves, different from the mountain homes below, spring with color, color which he fought to protect as he was the wall between the enemy and the dwarves of the mountains and forests. What felt like nothing to Grogg, time passed, and his body became slow as it carried the damage of battle and time. The aged golem had seen what happened to the dwarves and humans who grew old and slow, under the idea that he too would perish, he met with Bjor and set beneath Anbella’s tree. The golem, in his unique nature, understood what it was to feel sad, but could not express it when he spoke to Bjor, so Grogg lifted the golden crown that sat upon his head and gave it to Bjor towards the end of their conversation, “Good. Bye.” he rumbled before he rose above and walked off into the distance, disappearing over the large hills from the forest dwarf’s view. Bolgnir called to Grogg and set him down in his workshop, the old dwarf wielding a hammer that hummed with the same life the golem hummed with. “You look loike yeh need a new body, Grogg. Good thing oi made yeh a better one now, ain't et?”. Grogg did not know what his Impera meant by such words, but he sat still and watched. The hammer tapped against his chest and then nothingness. He had returned to a state he thought would never return, his voice tried to speak, but could not be heard, his hands reached out, but not in sight, the whole world black and empty. He roared out into the darkness, a roar he could not hear, until the flash of life stuck him once more. He felt himself pour out and fill a space once more, but this time larger, as if it was a barrel compared to the tankard before. The world around him returned to his sight as his muted roar was no longer muted, echoing out in a thunderous boom throughout the chambers around him. Before him stood once more his Impera, “Shut up yeh dramatic lump o’ rock.” Bolgnir spoke. Grogg felt different, the world seemed smaller and his body better. The golem was sent off by his Impera to return to his duties, duties which led him back to Hefrumm. There he sought out an old friend, Bjor, to speak with him as it was only moments ago he left the forest dwarf. There he found Bjor standing atop a stone looking out over the village. Grogg stood before Bjor and spoke to him, but Bjor did not respond, the dwarf motionless, his eyes still like stone. In truth, what was only moments ago for the golem was actually years in reality, and by this time, Bjor cottonwood had died, turned to stone after his sacrifice to protect his dwarven kin. The golem looked upon Bjor’s stone form, the golem’s golden crown resting around Bjor’s waist like a belt, and simply watched in silence, the forest kin telling him that Bjor was dead and passed on to the grand halls of the gods. This can’t be true, not to Grogg as he was made of stone, he could walk and talk, see and hear, so clearly Bjor was still alive, still in there. From there on out, Grogg returned to Bjor every chance there was and simply watched him, forever guarding the forest chief until his return. The beginning of the end Years passed, unfelt by the stone sentinel that was Grogg, the dwarves he once knew now gone and his body slowing once more. The halls of the dwarves were silent and cold, this caused Grogg to wander in search of the life that used to surround him. In his search he stumbled into an unstable cave where he was trapped and eventually put into a deep slumber. The grounds shook and the mountains roared, waking the golem from a slumber that felt like mere moments but was actually years. The caves around him were weakened over time and so an opening was made, the golem pushed himself through and stepped out into a world he did not recognize. A large kingdom stood in the place of his home, there he found dwarves who were young, the halls filled with folks once more. Grogg entered the throne room where Utak once sat and found Jorvin who had finished fighting a great infernal war. Grogg left the mountains as they were unrecognizable, and walked his long walk into the forests. There he found Bjor who stood tall against the change of time, and so Grogg watched Bjor in silence as he usually did before he departed into the world once more, returning whenever he did and repeating this as if he were stuck in a loop. Father time arrives The world around him changed, he followed Bjor over the seas to a new land foreign to him. While the lands were new, he was not, plant life had grown onto him and his body was slowly losing function. Most of the dwarves of old are gone for good at this point, replaced by new folk who did not know who Grogg was, their cities protected by new golems that looked different to Grogg, they did not hum with the same life as he did, but a sound new to him. The old golem brought himself before the only thing that did not change, just as he did not change, Bjor. Grogg did not know what to do but to continue his task, watching over Bjor. There, a sound vibrated the air around that called his name, “GROGG.”, a new golem that was tasked with retrieving Grogg for repairs found him, Grogg had to keep watch over Bjor and denied any request to be taken away. The new golem tried to force Grogg into a submission but this only endangered Bjor, and so Grogg’s body shifted and roared with old energy, one of his arms broken off from the impact. Once the battle was over, Grogg woke up in a forge, parts of his form no longer responded to him. His time coming to an end, the ancient golem pushed off the ground and broke free from halls that contained him. He took his final walk into the forest where he looked to Bjor, the dwarf’s body covered in plant-life as much as his own stone form, “Must..” His voice rumbled with a disfigured tone as he moved himself to stand behind Bjor, setting his gaze down onto him, “De-Fend.”. Grogg knelt down to steady himself at Bjor’s side, the power in his legs weakening by the second. “Bjo..” The golem spoke his last word as he towered over Bjor despite being down on one knee. The orange light within his eyes faded along with the glow from the runes over his broken body. He felt everything slip away as the world went dark once more, he did not scream anymore. He did not speak for there would be no sound, he did not listen for there was no sound he could hear, he did not look for there was nothing to see, and he did not reach his hand out for he was where he had to be.
  20. The Rings Of Hefrumm Many of the castes of Hefrumm have fallen into disrepair due to a lack of people. This has led to the diminished resources available to the community, resulting in leaving of many forest dwarves. In order to provide for and reinvigorate the community, this proposal was created. Previously, the castes provided the materials and resources needed for Hefrumm’s sustainment, but as times have changed the needs of Hefrumm have also changed. Thus the castes, must also be reformed to account for our current needs. The Folk's Council has approved this reformation. Chapter I - Rings The Castes of Hefrumm into Rings, shall be renamed into Rings. This will provide a sense of inclusion. and reflect on the unified nature of Hefrumm. As rings form a part of a tree and tell its story, so shall our Rings form a part of our community and will showcase our culture. Chapter II - The New Rings The old castes shall be dissolved and new ones will be instated to fill their roles. The New Rings shall be: THE RING OF THE TOPAZ BOAR The Topaz Boar is a symbol of joy, abundance, hardiness and versatility. This Ring will be responsible for gathering food and resources. Previously, the industries of farming, logging, fishing, butchery, hunting and so on, were scattered throughout the different castes. This Ring will refocus the efforts of Hefrumm to gather the materials needed for its construction and to feed the forest dwedmar. THE RING OF THE IVORY SCORPION Determination, skilled refining, and purity. These are the things the Ivory Scorpion represents. Just as how the Ivory Scorpion refines pure venom in its tail, so will the members of this Ring refine fine alcohols, medicines and narcotics. All of which play major parts in the culture of Hefrumm. The Ivory Scorpion takes the raw materials of the Topaz Boar and refines them into more potent forms. THE RING OF THE EBONY BEAVER The Ebony Beaver is a master of creation, wise and prudent. The members of this Ring are responsible for supplying the tools needed for Hefrumm. From wooden buckets to metal armour, the Ebony Beaver does all. They also gather mineral resources. THE RING OF THE GOLDEN MAGPIE The Golden Magpie is symbolic of wealth and intelligence. Culture often spreads through the efforts of merchants, and thus members of this Ring as tasked with running the shops and forming caravans to other settlements, to spread and teach the forest dwedmar culture through our cultural exports and crafts, as well as earn the funds to help the community of Hefrumm. Chapter III - General Ring Hierarchy The Hierarchy of the Rings will be set up in a similar fashion to the previous castes, only with more roles in order to help manage the expanded functions of the Rings. High Chief - The High Chiefs retains the power to appoint and dismiss any leader of each of the Rings. If there is no one leading a Ring, the High Chief automatically assumes the position of its leader. Primarch - The leader of the Ring. They are responsible for the management of its members, the gathering of resources, the passing down of knowledge and hosting of events. Primarchs can ban members if need be, if they receive a majority support in the Folks or Chief’s council, or more simply the approval of the High Chief. If there are no Custodians, then the Primarch by default assumes those positions. Unlike the High Chief, a Primarch cannot hold more than one primarch position. The Primarch can also create new Custodians, with permission from the High Chief. Custodian - The second in command after the Primarch. There are usually multiple custodians within a caste, responsible for overseeing the various industries present within a Ring. The order of power for appointing custodians goes to the High Chief first and then Primarch. Member - Trusted individuals are allowed to harvest and use resources of the Ring freely. They are allowed into the Ring by any of the people mentioned above. Non-Members - People who are not officially members of a Ring need permission first from a Custodian or above to utilise the Ring’s resources. As per the Constitution of Hefrumm, the Folk’s Council holds the right to decide and vote on internal legislation. Ultimately, the people of Hefrumm remain the highest authority. Chapter IV - Specific Ring Hierarchy THE RING OF THE TOPAZ BOAR Primarch of the Topaz Boar An individual who excels in gathering resources, such as through farming or logging or hunting, with enough knowledge and wisdom to not overburden nature. They transfer their knowledge down to younger generations, teaching them ways to live off the land sustainably. Custodian of the Soil A Custodian whose specialisation revolves around the skilful and environmentally friendly extraction of resources, such as through farming, foraging etc. Custodian of the Animal Someone who is skilled in gathering animal products, through butchery, hunting or fishing, without damaging the local populations of such creatures. THE RING OF THE IVORY SCORPION Primarch of the Ivory Scorpion Skilled in the arts of brewing and drug-making, the Primarch of the Ivory Scorpion is a master pharmacist and brewer, knowing all the key ingredients needed to make their concoctions by heart. Custodian of the Brew An adept brewer, with knowledge of the most obscure brewing techniques, as well as a refined palate being able to taste the best and determine the best ingredients for their brews. Custodian of the Still This Custodian is intelligent and careful, able to determine with a glace of their eye the exact proportions needed for any given chemical. THE RING OF THE EBONY BEAVER Primarch of the Ebony Beaver An excellent smith and crafter in many different fields of art. A guide to the dwarves of Hefrumm in the ways of craftsmanship Custodian of the Ore A smith and miner, with refined skills in metalworking. They provide Hefrumm with the tools it needs to work and even defend itself. Custodian of the Earth A craftsman skilled in earthly arts such as pottery, woodcarving, and carpentry. They are tasked with promoting the culture of Hefrumm through their work, as well as logging. THE RING OF THE GOLDEN MAGPIE Primarch of the Golden Magpie A well-spoken person, which charisma and merchant skills. They travel to many different lands to sell Hefrumm’s goods, promote its culture, and return with finances to support the forest dwarf community. Custodian of the Shop A well-liked individual capable of inducing trust in others, they help run the shops of Hefrumm, and make sure the local merchants are not exploited. Custodian of the Caravan A hardy dwarf that can organise and create caravans to travel to distant lands. They must be resilient against the road while keeping their merchant charm. Chapter V - Resource Distribution As stated earlier, the goal of the Rings is to provide for the needs of Hefrumm. Though labourers' sweat shall not go uncompensated. Members of the Rings are allowed to keep whatever they gather, but they must give at least 1/3 of their work back to Hefrumm for communal use. Though even this will not go uncompensated, labour shall be compensated through financial or other material means, by the discretion of the Primarch. Chapter VI - Center of the Rings In order to promote unity among the hefrummos, and cooperation between the Rings, a facility shall be constructed or repurposed, in order to provide a meeting area for the members of the Rings, as well as a place where they can store the communal resources.
  21. THE GOLDHAND TRADING COMPANY PRECEPT A name lost to the ages, once the principal business venture of the Goldhands under Clan Lord Finian Goldhand, the famed name of the Goldhand Trading Company has been lost to time; but now under the leadership of Conan Goldhand of a renewed clan itself the company of old shall be restored once more. HIERACHY OF THE COMPANY Coinmaster: The Head of the Company, this position is usually held by a senior member of the Goldhand Clan; typically the Clan Lord himself. It is the coinmaster who handles all executive decisions, such as promotions or deciding the direction or management of the company. Gilded Merchants: The most senior merchants within the Company, these are Dwedmar of exceptional mercantile ability entrusted with handling the Company’s more expensive stock to sell. Merchants: The rank and file of the Company, given an array of items to sell on a stone-weekly basis. Merchants of exceptional ability may end up promoted to the rank of Gilded Merchants. Supplier: Suppliers of the Company’s goods, these may include internal or external labourers, or even entities such as guilds or other companies. Company Suppliers can expect a share of total profits for whatever goods the Company sells on their behalf. ETHICS OF THE COMPANY The Goldhand Trading Company believes ‘autoshops’ and ‘auctionhouses’ to be unethical, all business with clients shall be done face to face, if found guilty of using ‘autoshops’ and ‘auctionhouses’ employees may find themselves terminated. Using displays in shops is permitted, however. Merchants must keep a detailed log of profits and expenses in the Book of Trades. Merchants must not steal company stock to hoard for themselves. PAY IN THE COMPANY Gilded Merchant: Gilded Merchant’s receive 50% of all profits they make for the company and are trusted to trade high value items. Merchants: Merchants receive 50% of all profits they make for the company. HOW TO JOIN THE COMPANY Suppliers Any tradesman or woman, entity or nation seeking a fair price for their goods without the need of the auction house - speak to Coinmaster Conan Goldhand, contactable at the Company’s Base of Operations (located next to the Goldhand Clan Hall). Merchants Hopeful employees may attach their resume or seek an audience with either the Coinmaster or a Gilded Merchant, and at the Coinmasters discretion shall be offered employment in the company.
  22. ᛋᛟᚾᛋ ᛟᚠ ᚢᚱᚷᚢᚨᚾ DUNGRIMM’S LEGION. ᛋᛏᛖᛖᛚᛒᛟᛞᛁᛖᛞ ᚹᚨᚱᛗᛟᚾᚷᛖᚱᛋ The Sons of Urguan have forever relied upon Dungrimm’s legion should any conflict arise. Dungrimm’s Legion, defenders of Urguan, protectors of the Faith, guardians of the people. The sole purpose of the Dwarven Legion is to protect and serve the Grand Kingdom of Urguan. It is the main military force underneath the Grand Kingdom, and also one of the most prestigious and oldest militaristic guilds. The Legion is known for its notable order and discipline, excessive training and precise execution. Under Sigrun Ireheart, the legion is bound to prosper once more with these changes. The Commanding Ranks. Grand Marshal. The Grand Marshal is the disciplined and experienced leader of Dungrimm’s Legion, second only to the Grand King himself. He is expected to be the Grand leader all the legionnaires and dwarves look up to. He shall lead with courage and gallantry and shall be devoid of any cowardice. Disobeying the Grand Marshal is to be considered a terrible insult to the experience he has gathered. Commander. The Commanders of the Legion are the most confident, brave and cunning Thanes handpicked by the Grand Marshal himself. To be promoted to the Commander rank is a promotion of highest honour and courage. There shall be no more then two commanders at any given time. They are considered the Grand Marshal’s right hand men, and are the ones in charge if the Grand Marshal is absent. They are to be in charge of running their own trainings and events for the Legion, and are fully trusted to host them on their own. Lieutenant. Lieutenant is the lowest commanding rank in the legion, nonetheless it is a rank of great martial ability and prowess. Lieutenants have the duty of leading soldiers should the Grand Marshal and Commanders be absent. It is the Lieutenant's duty to make sure to lead the ranks of Dungrimm’s Legion and keep the Legion functioning. Brigadiers may also command cohorts if they desire to do so. The Soldier Ranks. Pridebearer. The Pridebearers of the legion are true veterans of Dungrimm. They are the most skilled and hardened warriors of the soldier ranks. It will often take Legionnaires decades to reach this rank, making it a position of true excellence in the Legion. Often Pridebearers are the first ones to be considered for Lieutenant. They are the ancient and undying defenders of Dungrimm’s Legion. Longbeard. Longbeards are proven soldiers and are amongst the most experienced and disciplined within the legion. Longbeards are chosen to become officers if there are no suitable Pridebearers ahead of them that can be chosen. Former officers or those who have held the Longbeard rank and above within the legion can return to this rank if they decide to re-join the legion either after retirement or if they were previously an officer who has been demoted. Ironguard. Members of the Ironguard are to be considered the true core of the Legion. True warriors that are dedicated to Dungrimm’s Legion and that have sworn their oath to it. They have been trained to the point of competency in their position and are on the path to hardened warriors. These legionnaires are expected to carry themselves with more composure and dedication then the Grunts below them, and should carry a presence that is not to be trifled with. Grunt. Grunt is the beginning rank of Dungrimm’s Legion, any dwarf can sign up and start their journey through the ranks as a Grunt. They will be trained in combat and discipline, leading to a quick experience as to how true Legion life will be. Once competent enough in listening to orders, combat and discipline Grunts will be promoted to the Ironguard after swearing their oath. Classes. There are various Classes a legionnaire can select to gain extra experience to their liking. Whether that be a Medic, Ranger, a Mage or a Beastslayer. These legionnaires get drilled and trained in their class, making them into an elite force used for specific duties alongside their standard issue legion training. Medic. Medics get trained to be an on the ground, hands on surgeon in the heat of battle. Medics are trained in their field to surgical precision. Their training is considered the most mentally straining due to the extreme multitude of scenarios they need to be prepared for, and for that reason they are heavily respected within the legion. Ranger. Rangers are the main scouting and stealth force of the legion. They are primarily trained to be self-sufficient archers who can whittle down an opponent from far away with arrows. They have been given the duty of scouting out the enemy ahead. Mage. The Mages of the Legion have been given training in general use of their magic, usually behind the main force in a more supportive role. The Mages are given the duty of targeting out the more powerful enemies with their spells, or using their spells as cover for the other legionnaires. Beastslayer. The Beastslayers of the Legion are an elite fighting force specially designed to slay unnatural and rare monsters ordinary legionnaires aren't trained for. The Beastslayers excel in fighting anything supernatural that may come their way. The Legionnaires Oath. Step forward, grunt [“Grunt’s Name”], and swear by the gods of Urguan, the manes of your ancestors, and your own honor an unbreakable oath that you will follow your commander wherever he may lead you. You will obey orders enthusiastically and without question. You will promise to serve under the standard of the Legion with honour. You will serve Urguan faithfully, even at the cost of your life, and will respect the law with regards to civilians and your comrades in arms.” “Congratulations. You are now a member of the Ironguard.” Legion benefits. While the Legion itself is an entirely selfless organization, focused on the protection of Urguan without expecting reward, there are nevertheless several benefits which come from joining the Legion. Equipment: Gear for combat and traversing the land is available to the forces of the Legion. Upon reaching a new rank a legionnaire will be given a brand new set of armour alongside a weapon, shield and ranged weapon of their choice. Gear is obtained from an officer and a member of the Legion may use his armor and weapons in whatever manner they wish after it has been provided for them. During times of war, equipment will be handed out on the eve of a battle if a legionnaire does not have their own gear to battle. A member of the Legion is entitled to keep whatever ‘spoils of war’ are obtained during battle. Free Barracks Housing: A new recruit may gain free housing within the barracks indefinitely should they stay active within the ranks, the recruit that partakes in this bonus will lose their lodging after purchasing a home of any type within the capital or in the kingdom’s surrounding lands. Legion Pay: The commanding ranks of Dungrimm’s Legion are expected to be grateful for the chance to lead the Legion, and are given no pay. This is the pay given to active Legionnaires judged by rank. Pridebearer: 20 Mina per year. Longbeard: 15 Mina per year. Ironguard: 10 Mina per year. Grunt: 5 Mina per year. Legionnaire of the Year: Legionnaire of the year is a rank granted down by the Grand Marshal himself, such ways to obtain this honour is by acting appropriately and showing discipline ((both in roleplay and out of character)), whilst performing diligently and accordingly within the Legion. Legionnaires of the week will be granted double their wages for that year’s payday.. For instance, if you are awarded Legionnaire of the Year you will get double pay for that year’s pay day. Legion Hall of Fame: The most decorated Legionnaires will have a chance at earning a spot in the Hall of Fame, located in the Legion’s Grand Hall. This is no easy feat, for a spot in the Hall of Fame is extremely difficult to obtain. A soldier who accomplishes something worthy of such an honour must receive a unanimous nomination by the Grand Marshal and both Commanders. Afterwards, the Grand King himself determines whether the achievement is considered legendary and historical. If successful, the legendary soldier will be granted a spot in the Hall of Fame. Traditionally, a ceremony is held in the Legion Hall to initiate a legend who will be eternalized in the Hall of Fame. Enlistment Requirements One must be at least eighteen years old. One must reside in Urguan. One must not be banished. One is expected to have a good grasp of Urguanic Law. Promotions. Every two years. (two weeks) the Grand Marshal shall host a promotion ceremony based off of the performance by the Legionnaires the past two years. The current ways to gain recognition by the officers are: Gate Duty Outpost Duty Patrol Guarding Meetings/Feasts Completing tasks assigned by officers Saving a fellow Legionnaire Attending a Training Guarding an important figure within the Kingdom Being critical to a successful mission Recruiting a Dwed into the Legion Winning a Legion organised tournament Attending Raids Attending Skirmishes Wear the Legion issued uniform Attending Battles Donating any of the following materials: Iron Gold Coal Leather Meat Golden Carrots Feathers Wood If Legionnaires want to get promoted, these are the things they should especially avoid doing. Refusal to address an officer or Legionnaire of higher rank with proper decorum while on duty or in a formal environment in the Legion Hall Cause the mission failure Misuse of Legion issued equipment: Speaking against an Officer during serious matters Harassment/Assault of fellow Soldiers Disobeying the orders of the Commanding Ranks Going Stark Raving Mad Refusing to wear the Uniform on duty Uniforms: (New skins will be posted here, wear the old ones for now.) Enlistment: Legion form.
  23. Year 82 of the Second Age, 5th of Amber Cold. (IRL Date) ᚨ ᛞᚹᚨᚱᚠ ᚱᛖᛏᚢᚱᚾᛋ ᛏᛟ ᚹᚨᚱ A RETURN TO THE CALL OF DUTY ᚨ ᛞᚹᚨᚱᚠ ᛋᚺᚨᛚᛚ ᛋᛚᚨᚤ ᛏᚺᛖ ᚷᚱᛖᛖᚾᛋᚴᛁᚾᚾᛖᛞ An Ireheart returns to the duty of leading the Legion. On Year 82 of the Second Age on the 5th of Amber cold a war was ignited. With the fury of the dwedmar and the foolishness of the orcs of The Iron’uzg. One dwed was killed, and for their sins one orc was killed, with two more captured. I, Sigrun Ireheart cannot simply standby as a soldier whilst this war goes on without my nation, my old soldiers going unled without a Marshal. For the reasons I had previously resigned have been rendered void by the ignition of this new war. I vow to return to the duty of being Marshal with vigour, should Grand King Bakir Ireheart accept me as his Grand Marshal once more i shall return to duty next stone year. Should any of my old commanders disagree and see themselves fit for the Grand Marshal role, i will accept the adversity and pray to Dungrimm they shall lead us with vigour and glory during this conflict. I shall leave the role for someone else after the war has ended, for someone else to lead the legion to glory. I ask you, brave dwed to let me lead us into victory this war, and trust me with the duty i had previously lost the appetite for. For the ancient saying goes, there's no better feeling then killing an orc. Signed, Clan Father of the Irehearts, Champion of the Wilds.
  24. ᛞᛖᚨᛏᚺ ᛏᛟ ᛏᚺᛖ ᛞᚱᚨᚷᛟᚾᚴᛁᚾ “A dwarf never forgets.” CLEANSING OF THE DRAGONKIN No descendant has come close to the combined feats of Yavoks kin. Yavok Ireheart, the founder of the clan, purged dark beings haunting the caves of his home. Kjell the Dragonslayer, slaying multiple dragons himself, set the precedent for the later generations of khronammoruk. With a Dragon attack on the capital of the dwarves, and the attack on the King of the Dwarves in the Haense tavern, the threat of the Dragonkin and Azdromoth grows greater. The Dragon-worshippers taint the land they touch and associates of Khorvad and Iblees cannot be ignored as they move to undermine the ideals and places we’ve all fought for. The Irehearts grow tired of the repeated slights by the sons of Azdromoth by tainting dwarven lands and the repeated attacks on Urguans kin, the repeated seizing of Urguani land from the Paladins and the deals with Iblees. For this, the combined Elders of Clan Ireheart and the Clan Father of the Irehearts make a bloodpact to fully cleanse this land from the spawn of Iblees. To those who live in the old ruins of Dol’Gorix at the foot of the volcanic mountains. You will have two stone days to remove your belongings off our sacred land or blood will once more be split in reclamation. Kav un anakrun yol zahere. Do not test our patience. Signed, Clan Father of the Irehearts, Champion of the Wilds. Elder of the Irehearts, Bane of the Orcs, Bane of Philip III Elder of the Irehearts, Commander of the Legion. Elder of the Ireheasrts, Certified Dragon Tracker
  25. THE EASTERN ALLIANCE Agreed on the 10th of the First Seed. Between the Kingdom of Hanseti-Ruska and the Grand Kingdom of Urguan SECTION I: DEFENSIVE ALLIANCE The Kingdom of Hanseti-Ruska and the Grand Kingdom of Urguan, hereby referred to as ‘the signatories’, sign a new defensive alliance between the two sovereignties henceforth known as the Grand Alliance to replace the current pact of non-aggression. I. The signatories agree to a defensive military alliance. II. The signatories agree that an attack by a third party against one of them is an attack against both of them. III. The signatories agree to settle any dispute between them or in which they may be involved through peaceful means in such a manner that this alliance and the laws of the signatories are not endangered. IV. The signatories agree to consult together whenever, in the opinion of either of them, the territorial integrity, political independence or security of the signatories is threatened. V. The signatories agree to keep the option available to expand this defensive alliance into a full military alliance whenever deemed favorable by both parties. SECTION II: MILITARY COOPERATION The signatories agree to engage in military cooperation in light of Section I. I. The signatories agree to engage in the occasional shared military training. II. The signatories agree to host wargames in both of the signatories’ sovereign lands. III. The signatories agree to keep military correspondence for these trainings, wargames and any other militant affairs such as rallies that are of interest to the other signatory. IV. The responsibilities for these forms of military cooperation lie with both the Haeseni Lord Marshal and Dwarven Grand Marshal. SECTION III: TRADE The signatories agree that a pact of free-trade shall begin between both parties, with each agreeing: I. That nation-affiliated merchants shall be allowed to trade in the other signatory’s nation without unnecessary tax or harassment. II. That each signatory shall receive one untaxed stall to sell whatever goods they see fit, so long as they do not break said nation’s laws. SECTION IV: DURATION The signatories agree to be bound by the terms of this Treaty for a period of twenty years. IV JOVEO MAAN His Royal Majesty KARL III by the Grace of Godan, King of Hanseti and Ruska, Grand Hetman of the Army, Prince of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duke of Carnatia and Vanaheim, Margrave of Korstadt, Rothswald and Vasiland, Count of Alban, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscount of Varna, Baron of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Thurant, Venzia and Astfield, Lord of the Westfolk, Fidei Defensor, Protector of the Highlanders, etcetera. Grand King of Urguan, Bane of the Orcs, Bane of Philip III His Excellency the Aulic Envoy, Matyas Joren Baruch Ambassador to Urguan, Erika Renate Barclay
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