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Kingdom of the Dwarves interest thread [Forum game btw]

Started by Wensleydale, January 09, 2009, 02:34:08 PM

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Ghostman

Well, here goes. I tried to make them new and interesting, yet still recognizeable as dwarves.

[spoiler=Dwarves like you have never seen before]
Yavuz Clan
Although conservative in their own peculiar ways, the Yavuz are pariahs among dwarvenkind. They have always been unwelcoming, even xenophobic, and for centuries they have lived in relative isolation on the Tangri Plateau, a windswept plain nestled between snow-capped peaks of the Silffdor mountains. Only a few passes and tunnels connect the plateau to the other dwarven realms, all of them difficult and dangerous to travel. The overland passes are completely untraverseable from early winter to late spring. Earthquakes are common in the area, causing tunnels to collapse and making such underground passages dangerous. The clan is ruled by it's king/thane, though he is known amongst the Yavuz by the title Hakan. Currently reigning is Bulut-Hakan, son of Savas-Hakan.

Population
The plain is scarcely populated, owing to the harsh climate on the roof of the world. With the inhabitants being so spread out, local government directs matters from Citadels, great fortresses of stone and iron that stand high watching over the plateau. There is only one settlement worth being called a town: Kashka, the capital of the Yavuz. A far cry from a metropolis, it is a ring of houses circling Citadel Kashka, the seat of the Hakan.

Lifestyle
The clan's homeland is not very conductive to the common dwarven occupations. Mining is less profitable due to scarcity of valuable minerals in the bedrock and the danger of earthquakes. The difficulties in travel hamper both cross-border raids and trade. Faced with these disadvantages, the Yavuz have resorted to agriculture and cattle-herding for long times now. They had no choise in the matter, as the growing population had to be fed. As a result of this, the population of the Tangri Plateau live mostly above ground, though their dwelling do include extensive underground levels.

Names
[note]I'm using Turkish names for the clan.[/note]Yavuz dwarves have developed different naming customs from the rest of dwarfdom. Each dwarf's name consists of two parts: the personal name and the patronymic. Their children do not bear proper names, being called "first", "second", "third" and so on untill their coming-of-age. At that time they will choose their own personal name from a set of traditional Yavuz names. The patronymic is a reference to the dwarf's father, following a "son of" or "daughter of" after the personal name. In formal introductions, it is common to append the name with the father's patronymic, then the grandfather's, the great grandfather's and so on. This can lead to rather long and repetitive introductions, particularly so as male dwarves often choose personal names from their paternal lineage. Those whose fathers are unknown lack the patronymic part of the name, very much to their shame.

Religion
The Yavuz are quite religious, making regular pilgrimages to the many temples they have built - temples that look like pagodas but have structures made mostly of stone. They venerate the traditional pantheon, especially Moradin. What truly sets them apart from outsiders religion-wise, is that they worship their ancestors in addition to the gods. Yavuz clergy is nominally part of the greater dwarven religion, but has long since become de facto independent. The local priests pay little to no attention to any edicts from the outside world that manage to reach them.

When a Yavuz dwarf has become deceased, his heart will be carved out of his chest and placed into a jar, which is then buried. The rest of the body is left to dogs and vultures. This is because the Yavuz believe that the heart is where the soul resides. Warriors of the high nobility, as well as champions who have died in exceptionally honorable combat, will have their hearts buried according to custom, but their bones will also be preserved. Once the skeleton has been cleared of flesh and other soft tissue, the bones will be locked together with iron bolts. The skeleton will then be coated with a thin layer of some metal: gold, silver, bronze, iron or brass. Finally it will be placed into an alcove in a family mausoleum (wherein all the heart-containing jars are buried), outfitted with armour and weapons. This way, the Yavuz believe, the noble warriors will stand eternally in guard of the sacred resting places of their kin.

Bling bling
Hardly any Yavuz dwarf - male or female - will be seen without a pair of large, heavy earrings and a great medallion hanging from a chain placed around the neck. They also tend to wear many rings on their fingers and decorated bracers on their wrists. For clothes they favour furs. Warriors going to battle will mark their faces with warpaint. Diplomats sent to other dwarven courts tend to decorate themselves less flamboyantly, to make their appearance more acceptable.

Vodka
Dwarves are known for their love of alcohol, and the Yavuz are no exception to this. However, even their drinking customs distinguish them among the race. There is only one kind of drink that they care for, and that is vodka. Drinking is always accompanied with loud music, laughter and dancing. 'Moderation' is not part of Yavuz vocabulary, at least not when the subject is drinking. It is an unwritten law that all feasts must continue untill every guest has passed out. Though the Yavuz can be gruff and melancholic, they certainly know how to throw a party.

Misogyny
Yavuz society is far from egalitarian. The lot of females is to cook, tend to the household, give birth and take care of the younglings. Males plow the fields, herd the cattle, toil in the few mines or work at the forge. Females may become priestesses but not warriors.

Military
The warriors of Yavuz draw their prowess from long, honorable traditions, shaped by the unforgiving environment of the Tangri Plateau. Their favored weapons for outdoor combat are bow and naginata. Indoors and in close-up situations they favour short swords and daggers. Elite warriors are primary mounted combatants, riding sturdy war ponies. The military has a feudalistic structure, with warlords sworn to serve the Hakan, drawing troops from their fiefs and commanding lesser nobles further down the chain.[/spoiler]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Wensleydale

Quote from: LlumHmmm, is there no God of Mining? Seems that mining would be a mix of Dugmaren (God of Innovation), Dumathoin (God of Secrets) and a bit of Abbathor as God of Ambition.

Dumathoin and Dugmaren would be the main gods of mining, particularly Dumathoin because he's the Under-Mountains god. You'd pray to Dugmaren (and possibly Marthammor) for help finding/following a seam, Dumathoin to help with the construction, Dugmaren to help find ways past problems, Vergadain for aid with the economic side, etc. Mining is far too important to be entrusted to one God alone, but Dumathoin is probably the patron of it.

Loch Belthadd

MINE!!!!!!!!!
[spoiler=Panzjaeger]
The Panzjaeger clan has been the wall between the beastwoods and the kingdom since it's founding. Because the other clans do not truly support the clan, it has become very self-sufficient, developing strange combat techniques. The clan specializes in guerilla tactics, assassinations, and speciallized flanking manuevers (Dwarf Ninjas!!!). Besides it's main fortress the clan has many outposts along the Western front. Because of the lack of attacks from the woods, many of the clan are nervous, even though the number of guards in the outposts have nearly doubled and scouts have been sent into the woods(all of which have returned, reporting nothing more dangerous than an occasional bear).

Weapons unique to the clan are: Lucerne Hammers, barbed daggers, and crude gunpowder rifles. Besides those the military uses shortswords, shortbows, and handaxes.

[spoiler=human training to use a lucern hammer] [/spoiler]
 [spoiler=barbed dagger] [/spoiler]
[/spoiler]
a.k.a. gnomish cheetos
[spoiler=siggy]
[spoiler=gnomes]
Rock Gnomes:good
Lawn Gnomes:Evil[/spoiler]
 [spoiler=have a smiley]                    [/spoiler]
My Unitarian Jihad Name is Brother Rail Gun of Reasoned Discussion.

I am a (self-appointed) knght of the turtle. Are you?

Do not meddle in the affairs of dragons...for you are crunchy and taste good with ketchup...

 Make something idiot-proof and someone will invent a better idiot.
 [spoiler]Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!

fi yuo cna raed tihs, palce it in yuor siantugre.
[/spoiler]
[/spoiler]
  [spoiler=badges]= Elemental Elf's kamalga and the murkmire badge
 = Nomadic's quick play badge [/spoiler]

Llum

It appears that Dwarves have a very eastern flavor :P

Wensleydale

Indeed so. Not what I was expecting, though cool. Hope someone comes in with some more traditional-like dwarves at SOME point, but if necessary I can play those :P

Ghostman

Looking at the map, I think the Yavuz would be well placed bordering the Panzjaeger to the south or southeast. We could have the west side of the mountain range be the "eastern" flavoured area.

BTW Gnomish Cheetos I love that picture! :ninja: Did you draw it yourself?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Wensleydale

Quote from: GhostmanLooking at the map, I think the Yavuz would be well placed bordering the Panzjaeger to the south or southeast. We could have the west side of the mountain range be the "eastern" flavoured area.

BTW Gnomish Cheetos I love that picture! :ninja: Did you draw it yourself?

It certainly seems to be headed that way. The Eastern end is certainly the conservative, strange end that's cut off from everyone else and heads off the orcs on a regular basis, so...

Loch Belthadd

a.k.a. gnomish cheetos
[spoiler=siggy]
[spoiler=gnomes]
Rock Gnomes:good
Lawn Gnomes:Evil[/spoiler]
 [spoiler=have a smiley]                    [/spoiler]
My Unitarian Jihad Name is Brother Rail Gun of Reasoned Discussion.

I am a (self-appointed) knght of the turtle. Are you?

Do not meddle in the affairs of dragons...for you are crunchy and taste good with ketchup...

 Make something idiot-proof and someone will invent a better idiot.
 [spoiler]Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!

fi yuo cna raed tihs, palce it in yuor siantugre.
[/spoiler]
[/spoiler]
  [spoiler=badges]= Elemental Elf's kamalga and the murkmire badge
 = Nomadic's quick play badge [/spoiler]

Nomadic

Clan Relorag

Society:
The Relorag Clan has developed into a well rounded group due to its location in the northern Dwarven heartlands. Acting as a guard against anything that might come through the mountain passes (often Orcs) their central location has allowed them to take on mixed aspects of both Dwarven and human culture (their common contact with Orcs has even given them some Orcish customs). They freely speak both their native tongue as well as the tongue of Zangia and a fair few are fluent in the Orcish speech. Indeed, any commander worth his salt learns such speech as fights against the Orcs are quite common (whether in raids or in defense of the border). The clans love of warfare and proving oneself in battle has had its own influence on their society. Music tends towards the grand with blaring horns and large animal hide drums while art often depicts mighty clan victories or Dwarves crushing their foes. The most popular pastime though is gladiatorial fights in the local arenas. Crowds often gather to watch the strongest dwarves fight with staff and cane until their opponent gives in. Winners of these fights become well renowned among the clan and are often showered with awe (and quite a few love letters from hopeful girls).

Military:
Military is the ultimate pride of Relorag. In an all out war they are the first to jump into the fray and the last to leave should a retreat be called. Dwarf boys are taken at a young age to be trained in the art of warfare as a part of the clan militia. They will maintain their position in the militia until they die. As a part of that pact they are required to spar and train with their fellow Militia Dwarves on a weekly basis. Dwarf girls are likewise trained in the art of fighting. However their training is much more brief and they do not become militia members. Instead it is they that are tasked with the last defense of the clan hold, should the men fall in battle.

Religion:
Clan members have adopted both dwarven and human beliefs. However, the clan as a whole looks to Moradin and Clangeddin as the most important gods and prays to them regularly. Clangeddin is prayed to before a great battle, that he might bring them victory over their foes. Moradin is prayed to after, that he might guide their dead to an honorable afterlife.

Appearance & Dress:
Clan dwarves tend towards functional clothing. Both the men and women wear simple hide and cloth pants and shirts, often with vests (complete with plenty of pockets to store things in). Dresses and more fancy clothing is almost unheard of as it hinders their movement in a fight (something they detest). For a similar reason, men keep their beards short, though they often adorn them with rings and charms. Women meanwhile braid their hair back behind their heads.

Names:
Clan naming is a mix of traditional dwarven and human customs. When born they have only a single name Roram Relorag (son of Relorag) for boys and Nisa Relorag (daughter of Relorag) for girls. After six months they are given a proper name by their father. At 12 years of age they begin using their fathers name (for example: Storam son of Drugar of Clan Relorag). If they acquire titles they will generally add them on to the end of their name.

Alcohol:
The more the better, that's all I have to say about that (though their favorite tends to be ale). It's a common Relorag saying that you can't have morale without more ale.

LD

Bumping because I thought this was interesting board lore, given Steerpike's current forum game.

LoA

Steampunk Dwarves! Steampunk Dwarves! I want to play as Steampunk Dwarves!

Can I play as steampunk dwarves please? There like regular dwarves.... But with SCIENCE!!!

Also that image link is broken so I can't see the map.

Polycarp

Quote from: Newb Again..Also that image link is broken so I can't see the map.

Considering that the thread is 4 years old, I don't find that terribly surprising.

I wonder how I managed to miss this thread back in the day.  I have no recollection of it at all...
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

LD

Sorry Newb; the thread is dead- I was just bumping because I thought it was interesting given our recent forum game run by Steerpike, which also involves nation building and (some) dwarves.