The Swords of Stock (in some places being called the Brythbrigr, which can be roughly translated as Reclaimers in Orthr) have hammered home their claim to old Rothrshal, which has been refounded and christened Brynhome in honor of the dwarven armorer-god who gave his blessing to the forces making the assault.
A combined army of men of the Order of the Forge Divine, dwarves marching out of Aella's Hall, and the Swords of Stock's personal company led a three-pronged assault on the captured dwarven hold, ending with a general route of the goblins dwelling within and a slaughter of the Eye Tyrant that occupied its highest level.
Urist of Brynjar, the leader of this ragtag assemblage of dwarves and men, has declared Bryjnhome a haven for all dwarves and smallfolk who would settle there. In the following weeks, those dwarves descended from the former colonists, led by Tavaldar of Oldhome, have flocked to the Bryjnhome banner and begun a thorough cleansing of the old hall.
Rumors persist of Prince Rognvald's involvement in the capture of the fortress: some say he extracted a pledge of fealty from Urist and the Brynjarites before the conquest, others that he has a dire oath that will be broken unless the Brythbrigri venture forth to complete it, and still others that he hopes they will open the Dwarf-Road running beneath the Silverlode Mountains and permit trade to flow directly to Tailimisia as it did in days of old.
There have been some sightings of dvergrinn on the old Deep Roads again, and whispers that they have heard of Rothrshal's recapture, and seek alliance at their deep citadel of Last Hall on the road to Waysend.
Only time will confirm which of these whispers out of the Reach is true.
Showing posts with label dwarves. Show all posts
Showing posts with label dwarves. Show all posts
Tuesday, May 28, 2019
Craftsman's Reach: News of Brynhome
Labels:
10th Age,
Brynjar,
Craftsman's Reach,
dwarves,
iron dwarves,
Kjellos,
swords of stock
Friday, March 9, 2018
Locations of Interest in Craftsman's Reach: Aella's Hall
This post is under construction.
Aella's Hall is a dwarven folk-hall that honeycombs the lone peak of Mount Sirune. The central region of the Reach is the princedom of the dwarf-prince Rognvald Thorfinnsson Coalteeth Eldrbrunn, and the Thessalian princes and lords of Kjellos and the Reach have no claim to it at all. This has been dwarven territory since the end of the Wars of High Sorcery, when Aella Eldrbrunn the Smith aided the Second Empire in destroying the sorcerer Mordent the Babbler on the very slopes of Sirune.
Aella's Hall is a major city, boasting no less than 40,000 dwarves. It is visible from a great distance, as the many-layered doors of the dwarven underhalls open out all over the mountain. Above-ground, the city falls down the mountain slopes in steep tiers, stone mansions, workshops, and temples cascading over its surface. The mountain's approaches are warded by monstrously large towers built into the stone--relics from the Stone Giant kingdoms of the First and Second Age.
The southern feet of the mountain shelter a deep valley, which is ringed in by a dwarven ringwall, and in that vale is grown most of the folk-hall's food. The outer city perches on the slopes overlooking the valley, and climbs up the mountains, protected by curtaining walls and fortifications.
Prince Rognvald. Following in the footsteps of the first hall-prince, Aella, Rognvald Eldrbrunn is first and foremost a craftsdwarf and only after that a ruler. The prince's palace within the mountain is said to contain no less than five forges and three furnaces for the smelting of metal and preparation of various crafts. Rognvald applies himself to the task of governing the way he applies himself to the forge: with a fierce dedication, and wielding a hammer. He is the hall-prince, and clan-prince of the Eldrbrunn clan.
Aella's Hall is a dwarven folk-hall that honeycombs the lone peak of Mount Sirune. The central region of the Reach is the princedom of the dwarf-prince Rognvald Thorfinnsson Coalteeth Eldrbrunn, and the Thessalian princes and lords of Kjellos and the Reach have no claim to it at all. This has been dwarven territory since the end of the Wars of High Sorcery, when Aella Eldrbrunn the Smith aided the Second Empire in destroying the sorcerer Mordent the Babbler on the very slopes of Sirune.
Aella's Hall is a major city, boasting no less than 40,000 dwarves. It is visible from a great distance, as the many-layered doors of the dwarven underhalls open out all over the mountain. Above-ground, the city falls down the mountain slopes in steep tiers, stone mansions, workshops, and temples cascading over its surface. The mountain's approaches are warded by monstrously large towers built into the stone--relics from the Stone Giant kingdoms of the First and Second Age.
The southern feet of the mountain shelter a deep valley, which is ringed in by a dwarven ringwall, and in that vale is grown most of the folk-hall's food. The outer city perches on the slopes overlooking the valley, and climbs up the mountains, protected by curtaining walls and fortifications.
Prince Rognvald. Following in the footsteps of the first hall-prince, Aella, Rognvald Eldrbrunn is first and foremost a craftsdwarf and only after that a ruler. The prince's palace within the mountain is said to contain no less than five forges and three furnaces for the smelting of metal and preparation of various crafts. Rognvald applies himself to the task of governing the way he applies himself to the forge: with a fierce dedication, and wielding a hammer. He is the hall-prince, and clan-prince of the Eldrbrunn clan.
Labels:
aella's hall,
Craftsman's Reach,
dwarves,
iron dwarves
Tuesday, October 31, 2017
The Fortress of Egilsten
Population: ~5,500 dwarves
Ruler: Prince Berja Gunnirsson Egilir
Thanes: Ingrid Alfarsdottir Alring, Jari Jarisson Falengr, Agil Eivarsson Harfangr, Byrni Magrsson Steinson, Grimmir Ormirsson Jyrar
Clans: Egilir (noble), Alring, Falengr, Harfangr, Steinson, Jyrar
Egilsten stands at the extreme north end of the Goblin Country, between that awful land, the giant-haunted plains of Umbrinol, and the ruinous empire of the necromancers, Teral. It was founded in the Ninth Age by the dwarf Egil Grimmson, who still stands as a folk hero to the dwarves of Egilsten to this day. Though the fortress has no colony stone, it sends tribute to the Rikonung of the Dwarves as though it were a recognized colony.
The fortress at Egilsten's heart is built on a rocky promontory overlooking the Bluerill River. This promontory commands the fords at the southern end of Riverwood Forest, and passage is impossible for many rods to the north or south, giving Egilsten control over the river-crossing. The fortress itself is old hewn rock, cut from the bowels of the hill; granite cliffs face the river and the town below, while a winding path on the northern side of the slopes permits entry to the stronghold. It has seen little use in recent centuries, as few have been foolish enough to attack Egilsten. The dwarves, somewhat uncharacteristically, have permitted moss to grow along its walls and partially obscure it from a distance.
The town proper sits around the base of the hill, and is ringed on three sides by a mighty wall, and to the east by the river. A statue of Egil Grimmson stands athwart the courtyard of the fortress, visible from everywhere in the town. There are six major dwarven clans, and thus six clan-halls clustered within the walls. As is true of most green dwarf settlements, there are a number of temples in the town, but none so well-placed as that of Eiri Earthfather at base of the approach to the fortress, or the one to Helda Stonemother at the only entryway through the walls, on their south side.
A secondary town of some 1,200 halflings and 800 rock gnomes has grown up around the fords, outside the walls of Egilsten proper. The dwarves consider these quaint little houses to be under their protection, and visit fire and blade upon any who disturb their wards. The gnomes and halflings are permitted to elect their own mayor and do most of the dwarves' trading for them; this trade settlement is known as Tjaldgul, which means gold-market in Orthr. The halflings and gnomes generally refer to their town as Toggilford, but this is a corruption of the dwarven name.
The dwarves of Egilsten have fought for the halflings of Umbrinol in the past, and are considered consummate mercenaries. Ingrid Alfarsdottir, the Thane of Clan Alring, has been on many campaigns in the west and south.
Aurelien Greenmantle and his murderous band of goblin-killers has often made use of Egilsten as a resting and restocking point. The Toggil Inn has thus been improved with the use of stolen goblin gold, and now stands as a major traffic point between Teral and Umbrinol.
Ruler: Prince Berja Gunnirsson Egilir
Thanes: Ingrid Alfarsdottir Alring, Jari Jarisson Falengr, Agil Eivarsson Harfangr, Byrni Magrsson Steinson, Grimmir Ormirsson Jyrar
Clans: Egilir (noble), Alring, Falengr, Harfangr, Steinson, Jyrar
Egilsten stands at the extreme north end of the Goblin Country, between that awful land, the giant-haunted plains of Umbrinol, and the ruinous empire of the necromancers, Teral. It was founded in the Ninth Age by the dwarf Egil Grimmson, who still stands as a folk hero to the dwarves of Egilsten to this day. Though the fortress has no colony stone, it sends tribute to the Rikonung of the Dwarves as though it were a recognized colony.
The fortress at Egilsten's heart is built on a rocky promontory overlooking the Bluerill River. This promontory commands the fords at the southern end of Riverwood Forest, and passage is impossible for many rods to the north or south, giving Egilsten control over the river-crossing. The fortress itself is old hewn rock, cut from the bowels of the hill; granite cliffs face the river and the town below, while a winding path on the northern side of the slopes permits entry to the stronghold. It has seen little use in recent centuries, as few have been foolish enough to attack Egilsten. The dwarves, somewhat uncharacteristically, have permitted moss to grow along its walls and partially obscure it from a distance.
The town proper sits around the base of the hill, and is ringed on three sides by a mighty wall, and to the east by the river. A statue of Egil Grimmson stands athwart the courtyard of the fortress, visible from everywhere in the town. There are six major dwarven clans, and thus six clan-halls clustered within the walls. As is true of most green dwarf settlements, there are a number of temples in the town, but none so well-placed as that of Eiri Earthfather at base of the approach to the fortress, or the one to Helda Stonemother at the only entryway through the walls, on their south side.
A secondary town of some 1,200 halflings and 800 rock gnomes has grown up around the fords, outside the walls of Egilsten proper. The dwarves consider these quaint little houses to be under their protection, and visit fire and blade upon any who disturb their wards. The gnomes and halflings are permitted to elect their own mayor and do most of the dwarves' trading for them; this trade settlement is known as Tjaldgul, which means gold-market in Orthr. The halflings and gnomes generally refer to their town as Toggilford, but this is a corruption of the dwarven name.
The dwarves of Egilsten have fought for the halflings of Umbrinol in the past, and are considered consummate mercenaries. Ingrid Alfarsdottir, the Thane of Clan Alring, has been on many campaigns in the west and south.
Aurelien Greenmantle and his murderous band of goblin-killers has often made use of Egilsten as a resting and restocking point. The Toggil Inn has thus been improved with the use of stolen goblin gold, and now stands as a major traffic point between Teral and Umbrinol.
Labels:
10th Age,
aurelien,
dwarves,
Goblin Country,
goblins,
green dwarf fortress,
Teral,
Umbrinol
Friday, December 30, 2016
Pantheon Monday: Brynjar the Oakenshield
BRYNJAR
(The Armorer, Oakenshield)
(The Armorer, Oakenshield)
Lesser God, LN
Portfolio: Armor, fortifications, armorers, warriors
Aliases: Calëron, Haeron
Domain Name: Valingas, the Golden Halls
Superior: None
Allies: Eiri
Foes: Agírni
Symbol: An oak roundshield
Worshipper Alignment: LG, LN, LE, NG, NE
Brynjar (BRINN-yar) is the god of armor, order, and fortifications. He is the dwarven interpretation or aspect of the powerful mannish god, Haeron. He is known by the dwarves to be brother to Eiri and Vodulfr. Where Eiri Jorfather is the god of particularly dwarven law, Brynjar represents the dwarven conception of order.
As the most revered positions in dwarven society, Brynjar is a craftsman and worker. He is the god who embodied Eiri’s dictates in gold and stored them in the Hall of the Ancestors.
In dwarven lore, Brynjar always appears as an ancient dwarf in a smith’s garb. His long white beard is unplaited and unjewled. When he goes to war, Brynjar is depicted in full dwarven plate armor, with a face-concealing helm of the dwarven style, complete with beardplate.
The Church
Clergy: Oakenshields, smiths, warriors
Clergy’s Alignment: LN, LG
Turn Undead: Yes
Command Undead: No
The church of Brynjar is omnipresent in Iron Dwarven lands and often one of the first supplemental faiths in a Green Dwarven fortress. The temple of the Armorer is strictly hierarchical; it is governed by the Master Armorer (Aíslan) at Hilmirhol in the Arinnfal, who often sits in council with the Vísorthr, the high priest of Eiri Jorfather.
Each of the great city-temples in the Arinnfal may nominate a replacement for the Master Armorer when the previous one dies, but they always vote in a bloc for the heir that the Armorer himself has picked while alive—many of the secrets of the master smiths are passed on to the Armorer’s apprentice.
Standing below the Master Armorer are the Wardens, or Gaetta, who rule each major temple. These are chosen from the Oakenshield ranks within their constituent temples. Gaetta of the Arinnfal are known as the Aígaettrinn, the Great Wardens, and are empowered to vote on the new Master Armorer.
In each individual temple, the Gaetta is attended by a council of Journey Smiths, usually numbering ten or fifteen. These are the highest ranking priests in the temple. Each is usually placed in charge of a specific aspect of temple administration.
Below these are the rank and file of the Oakenshields. In some rare cases, Oakenshields may be detached from their mother temples in order to pursue adventure, and the interests of the dwarves, outside of their folkhall.
Dogma: The doctrine of Brynjar is twofold. One, to protect the strongholds of the dwarves, to fortify and strengthen the dwarven folkhalls, and to see the cessation of the near-constant erosion of dwarven supremacy in the mountains. The other, to preserve the ancient law, and to preserve the lives of individual dwarves.
Day-to-Day Activities: Priests of the Oakenshield often help train the all-women militias of the Iron Dwarves, bless warriors heading out to battle, repair armor for the hall prince, and help design and replace major fortification works.
Holy Days/Important Ceremonies: The dwarven Feast of the Wyrmslayers on the 25th of Hording. This is a pan-dwarven feast, celebrating the conquest of the dwarves over the foul dragons that have been the mortal enemy of that race.
Major Centers of Worship: Hilmirhol, the Princely City.
Affiliated Orders: None.
Priestly Vestments: Priests tend to wear well-made painted leather jerkins and carry smith’s hammers.
Adventuring Garb: Splint and plate armor are common for adventuring Oakenshields, as are oak roundshields.
Oakenshield of Brynjar
(Specialty Priest)
REQUIREMENTS: Strength 9, Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: LN
WEAPONS: Short sword, axe, spear, knife, dagger, hammer
MAJOR SPHERES: All, Combat, Elemental (earth), Protection, Wards, Guardian
MINOR SPHERES: Elemental (air), Healing, Law, War
MAGICAL ITEMS: The same as priests
REQ. PROFS: Weapon and Shield proficiency
BONUS PROFS: Shield specialization, engineering or armor smithing
Oakenshields are tireless fighters and are never fatigued no matter how long battle lasts. Any fatigue from long marches or long work is halved, and they can work themselves for half again the time any other dwarf would be able to work before becoming exhausted and needing rest.
At 3rd level, an Oakenshield may cast heat metal upon a hammer that he carries once per day; this spell does not injure him at all, but anyone struck by the white-hot hammer will take additional damage based on the phase of heat the spell is going through.
At 5th level, Oakenshields receive a further +1 bonus to the saves normally bolstered by dwarven constitution.
At 7th level, the Shield of Brynjar may cast stoneskin as though he were a level 7 wizard three times per week. This spell may only effect the priest.
At 10th level, as long as the Oakenshield has his shield at the ready, all hostile spells and magical attacks have a 15% chance of failing to affect him. If they do affect him, he is still allowed his save.
At 15th level, the Oakenshield is magically protected by Brynjar himself; the priest suffers only half damage from any physical attack.
Portfolio: Armor, fortifications, armorers, warriors
Aliases: Calëron, Haeron
Domain Name: Valingas, the Golden Halls
Superior: None
Allies: Eiri
Foes: Agírni
Symbol: An oak roundshield
Worshipper Alignment: LG, LN, LE, NG, NE
As the most revered positions in dwarven society, Brynjar is a craftsman and worker. He is the god who embodied Eiri’s dictates in gold and stored them in the Hall of the Ancestors.
In dwarven lore, Brynjar always appears as an ancient dwarf in a smith’s garb. His long white beard is unplaited and unjewled. When he goes to war, Brynjar is depicted in full dwarven plate armor, with a face-concealing helm of the dwarven style, complete with beardplate.
The Church
Clergy: Oakenshields, smiths, warriors
Clergy’s Alignment: LN, LG
Turn Undead: Yes
Command Undead: No
Each of the great city-temples in the Arinnfal may nominate a replacement for the Master Armorer when the previous one dies, but they always vote in a bloc for the heir that the Armorer himself has picked while alive—many of the secrets of the master smiths are passed on to the Armorer’s apprentice.
Standing below the Master Armorer are the Wardens, or Gaetta, who rule each major temple. These are chosen from the Oakenshield ranks within their constituent temples. Gaetta of the Arinnfal are known as the Aígaettrinn, the Great Wardens, and are empowered to vote on the new Master Armorer.
In each individual temple, the Gaetta is attended by a council of Journey Smiths, usually numbering ten or fifteen. These are the highest ranking priests in the temple. Each is usually placed in charge of a specific aspect of temple administration.
Below these are the rank and file of the Oakenshields. In some rare cases, Oakenshields may be detached from their mother temples in order to pursue adventure, and the interests of the dwarves, outside of their folkhall.
Dogma: The doctrine of Brynjar is twofold. One, to protect the strongholds of the dwarves, to fortify and strengthen the dwarven folkhalls, and to see the cessation of the near-constant erosion of dwarven supremacy in the mountains. The other, to preserve the ancient law, and to preserve the lives of individual dwarves.
Day-to-Day Activities: Priests of the Oakenshield often help train the all-women militias of the Iron Dwarves, bless warriors heading out to battle, repair armor for the hall prince, and help design and replace major fortification works.
Holy Days/Important Ceremonies: The dwarven Feast of the Wyrmslayers on the 25th of Hording. This is a pan-dwarven feast, celebrating the conquest of the dwarves over the foul dragons that have been the mortal enemy of that race.
Major Centers of Worship: Hilmirhol, the Princely City.
Affiliated Orders: None.
Priestly Vestments: Priests tend to wear well-made painted leather jerkins and carry smith’s hammers.
Adventuring Garb: Splint and plate armor are common for adventuring Oakenshields, as are oak roundshields.
Oakenshield of Brynjar
(Specialty Priest)
REQUIREMENTS: Strength 9, Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: LN
WEAPONS: Short sword, axe, spear, knife, dagger, hammer
MAJOR SPHERES: All, Combat, Elemental (earth), Protection, Wards, Guardian
MINOR SPHERES: Elemental (air), Healing, Law, War
MAGICAL ITEMS: The same as priests
REQ. PROFS: Weapon and Shield proficiency
BONUS PROFS: Shield specialization, engineering or armor smithing
Oakenshields are tireless fighters and are never fatigued no matter how long battle lasts. Any fatigue from long marches or long work is halved, and they can work themselves for half again the time any other dwarf would be able to work before becoming exhausted and needing rest.
At 3rd level, an Oakenshield may cast heat metal upon a hammer that he carries once per day; this spell does not injure him at all, but anyone struck by the white-hot hammer will take additional damage based on the phase of heat the spell is going through.
At 5th level, Oakenshields receive a further +1 bonus to the saves normally bolstered by dwarven constitution.
At 7th level, the Shield of Brynjar may cast stoneskin as though he were a level 7 wizard three times per week. This spell may only effect the priest.
At 10th level, as long as the Oakenshield has his shield at the ready, all hostile spells and magical attacks have a 15% chance of failing to affect him. If they do affect him, he is still allowed his save.
At 15th level, the Oakenshield is magically protected by Brynjar himself; the priest suffers only half damage from any physical attack.
Labels:
10th Age,
Arunia,
dwarves,
Fantastic Religion,
Gods,
Pantheon Monday
Saturday, August 27, 2016
Locations of Interest in Craftsmans Reach: Effningas
Size: 1,200 dwarves
Ruler: Prince Alred Effning
South of the Wood of Broken Pillars and the Tailimisiä Princedoms (in elvish, Daleädau) there stands a great lake that divides the Untamed Lands from the more well-settled Kjellan region of Craftsman's Reach known as the Aelfwater. On the northern shores of this lake, beyond the Icewater River, stands the dwarven fortress of Effningas.
It was settled during the Bleeding Plague of the IXth Age when the control of Tailimisiä withdrew and a general chaos ruled in the Greatwood. Green dwarves, besieged along the shores of the Untamed Lands by elf reavers, pirates, trolls, and all other manner of ills, fled southward under the leadership of the adventurer Jarri Effnirson.
Serving as mercenaries in various elvish wars, the Great Green Company of Jarri Effnirson eventually settled atop a hill overlooking the Aelfwater lake. There, they began the task of founding a new colony-fortress, and took on the name of their founder.
Clan Effning has been at Effningas for 700 years, several generations of dwarves, and seen five princes in their time. They are loosely allied with the Kjellans of Craftsman's Reach though their relationship with the Greatwood has diminished precipitously since the time of the Bleeding Plague and the Great Green Company.
Jarri's Hill is crowned by the modern Effning fortress, a redoubt of considerable size cut from the local granite and built with Tailimisiän wood. It's highest ramparts are cut in the shape of the ancestral Effning founders, each peering out from the crenels. When it is time to revere new ancestors, new towers are raised, thus causing the fortress to expand. The Effning fortress also sits atop the vast clan-tomb of the Effnings.
Surrounding Jarri's Hill is the Effning town, all hemmed in by a pikewall, complete with a stone gate. The outtown, comprising the Effning farms and holdings, is patrolled by the militia under the command of Burghaeff Thora, an ancient dwarven woman who has fought in several major battles. The banners of the Great Green Company still adorn the pikewalls and the fortress, displaying the golden setting sun against the green field.
Effningas has three major temples: one to Eiri the Earthfather, which stands before Jarri's Keep, one to Helga the Stonemother, located amongst the stone houses of the clan warriors, and one dedicated to Soeri and Skaldi, built into the stone walls of the Effning gatehouse.
Strangers and foreigners are oft welcome here, and the Effning Clan still works as a company-for-hire in the local wars and battles of the Untamed Lands. It's major import is iron, and its major exports include weaponcraft (Effning weapons are well-thought-of throughout the Reach and the Untamed Lands) and timberwork.
Ruler: Prince Alred Effning
South of the Wood of Broken Pillars and the Tailimisiä Princedoms (in elvish, Daleädau) there stands a great lake that divides the Untamed Lands from the more well-settled Kjellan region of Craftsman's Reach known as the Aelfwater. On the northern shores of this lake, beyond the Icewater River, stands the dwarven fortress of Effningas.
It was settled during the Bleeding Plague of the IXth Age when the control of Tailimisiä withdrew and a general chaos ruled in the Greatwood. Green dwarves, besieged along the shores of the Untamed Lands by elf reavers, pirates, trolls, and all other manner of ills, fled southward under the leadership of the adventurer Jarri Effnirson.
Serving as mercenaries in various elvish wars, the Great Green Company of Jarri Effnirson eventually settled atop a hill overlooking the Aelfwater lake. There, they began the task of founding a new colony-fortress, and took on the name of their founder.
Clan Effning has been at Effningas for 700 years, several generations of dwarves, and seen five princes in their time. They are loosely allied with the Kjellans of Craftsman's Reach though their relationship with the Greatwood has diminished precipitously since the time of the Bleeding Plague and the Great Green Company.
Jarri's Hill is crowned by the modern Effning fortress, a redoubt of considerable size cut from the local granite and built with Tailimisiän wood. It's highest ramparts are cut in the shape of the ancestral Effning founders, each peering out from the crenels. When it is time to revere new ancestors, new towers are raised, thus causing the fortress to expand. The Effning fortress also sits atop the vast clan-tomb of the Effnings.
Surrounding Jarri's Hill is the Effning town, all hemmed in by a pikewall, complete with a stone gate. The outtown, comprising the Effning farms and holdings, is patrolled by the militia under the command of Burghaeff Thora, an ancient dwarven woman who has fought in several major battles. The banners of the Great Green Company still adorn the pikewalls and the fortress, displaying the golden setting sun against the green field.
Effningas has three major temples: one to Eiri the Earthfather, which stands before Jarri's Keep, one to Helga the Stonemother, located amongst the stone houses of the clan warriors, and one dedicated to Soeri and Skaldi, built into the stone walls of the Effning gatehouse.
Strangers and foreigners are oft welcome here, and the Effning Clan still works as a company-for-hire in the local wars and battles of the Untamed Lands. It's major import is iron, and its major exports include weaponcraft (Effning weapons are well-thought-of throughout the Reach and the Untamed Lands) and timberwork.
Labels:
10th Age,
Craftsman's Reach,
dwarves,
fortress,
green dwarf fortress,
green dwarves,
town,
Untamed Lands
Friday, October 10, 2014
Dwarves of the Hammerdeep
The dwarven clans of the Hammerdeep settled in the borders of the First Empire of Miles during the reign of the Empress Lyrulan, who was the first Milean ever to meet a dwarf. As a sign of good will, the empress made a pact with the reclusive dwellers in the great gray mountains of Hârnholme and invited many to come and settle within the bounds of her kingdom. This they did, establishing the city of Hammerval in the dawn of recorded time, and marking them as one of the earliest official colonies of the home country to receive a colony-stone.
The nature of the Hammerdeep settlements is such that fresh travelers come from the Arinnfal and points north each year to settle within the comfortable structure of the imperial clans. While the life of a dwarf in the Arinnfal seems perpetually at risk (of war with the Stonemarkers, the Karlungs, and the Weyls, or at risk of slipping into civil war or war with the great underground orcish and goblin kingdoms of Middlemark), that of a dwarf in the empire is safe, protected, and well-appointed. Indeed, the dwarves of Hammerval have reached an agreement with the emperor and their duke, Darius Anarjent, that grants them essentially free reign in the Hammerdeep and the mining towns in exchange for their services as the official imperial mint of golden coin.
The largest clans in the Hammerdeep are listed below:
The Goldhar are an ancestral princely clan of the great city. Their clan name refers to the predominance of their golden hair. Many golden beards can be seen in the great city of Hammerval and its satellite settlements. They are one of the ancient noble clans of Hammerval, having lived in its walls since the city's founding.
The Goldhar clan-prince, Aedwin Thorosson Arnulfr Goldhar, is also the hall-prince of the city. He is known for his conciliatory politics with the imperial authorities and often refuses the advice of the elder thanes of his council, who were appointed by the hall-prince Thorgi Malufsson Vhítøx nearly two centuries ago.
The thanes of the Goldhar clan are:
Halgrinn Magnisson
Thorold Gurnisson
Haraldr Hadrasson
Thinga Alfirsdottir
The Vhítøx are one of the great noble clans of the duchy. Their name means "white-axe," and they are a clan of weaponsmiths who provide swords and spears to the city. They are one of the more powerful noble clans in Hammerval, having hosted a string of hall-princes in the last few generations. Their leader, the clan-prince Hurri Goroldsson Thengrist Vhítøx, stands in open opposition to Prince Aedwin.
The thanes of the Vhítøx clan are:
Tolmund Fargonsson
Grimund Berdredson
Eirik Angirson
Malgir Hurlison
Forgrinn Alaksson
Thormar Thormansson
The other noble clans, of lesser importance, are the Barsteinn (Blackstones), Drengrinn (Stouts), Eikir (Oakwood), and Fjalltind (Highpeaks). Their thanes are:
Torsti Oroldsson Magnus Barsteinn
Otha Othasdottir Horolf Drengrinn
Ledda Hengisdottir Lond Eikir
Torri Torrisson Tordir Fjalltind
The Hársmitha are the minting and smithing clan that produces the coinage for the entire empire. The Hársmith clan-prince is Ogundir Logirsson, and he personally owns many of the smelters used to melt the Auruxol gold.
The Strekdei are the mining clan that controls the mines directly adjacent to the city, including the works at Nainon and in the mountains. The Strekdei clan-prince is Agmundir Agmundirsson, and he is a very conservative dwarf indeed, little concerned with the goings-on outside the mines.
The Boerhúl clan includes most of the largest farms in the duchy.
The sign of the city is a pair of crossed hammers above a triangular mountain peak. The other sign of import, that of the Strekdei, is a mining pick with its pick side down, surmounted by a dwarven lamp. This sign marks out mines of importance in the Duchy.
The nature of the Hammerdeep settlements is such that fresh travelers come from the Arinnfal and points north each year to settle within the comfortable structure of the imperial clans. While the life of a dwarf in the Arinnfal seems perpetually at risk (of war with the Stonemarkers, the Karlungs, and the Weyls, or at risk of slipping into civil war or war with the great underground orcish and goblin kingdoms of Middlemark), that of a dwarf in the empire is safe, protected, and well-appointed. Indeed, the dwarves of Hammerval have reached an agreement with the emperor and their duke, Darius Anarjent, that grants them essentially free reign in the Hammerdeep and the mining towns in exchange for their services as the official imperial mint of golden coin.
The largest clans in the Hammerdeep are listed below:
The Goldhar are an ancestral princely clan of the great city. Their clan name refers to the predominance of their golden hair. Many golden beards can be seen in the great city of Hammerval and its satellite settlements. They are one of the ancient noble clans of Hammerval, having lived in its walls since the city's founding.
The Goldhar clan-prince, Aedwin Thorosson Arnulfr Goldhar, is also the hall-prince of the city. He is known for his conciliatory politics with the imperial authorities and often refuses the advice of the elder thanes of his council, who were appointed by the hall-prince Thorgi Malufsson Vhítøx nearly two centuries ago.
The thanes of the Goldhar clan are:
Halgrinn Magnisson
Thorold Gurnisson
Haraldr Hadrasson
Thinga Alfirsdottir
The Vhítøx are one of the great noble clans of the duchy. Their name means "white-axe," and they are a clan of weaponsmiths who provide swords and spears to the city. They are one of the more powerful noble clans in Hammerval, having hosted a string of hall-princes in the last few generations. Their leader, the clan-prince Hurri Goroldsson Thengrist Vhítøx, stands in open opposition to Prince Aedwin.
The thanes of the Vhítøx clan are:
Tolmund Fargonsson
Grimund Berdredson
Eirik Angirson
Malgir Hurlison
Forgrinn Alaksson
Thormar Thormansson
The other noble clans, of lesser importance, are the Barsteinn (Blackstones), Drengrinn (Stouts), Eikir (Oakwood), and Fjalltind (Highpeaks). Their thanes are:
Torsti Oroldsson Magnus Barsteinn
Otha Othasdottir Horolf Drengrinn
Ledda Hengisdottir Lond Eikir
Torri Torrisson Tordir Fjalltind
The Hársmitha are the minting and smithing clan that produces the coinage for the entire empire. The Hársmith clan-prince is Ogundir Logirsson, and he personally owns many of the smelters used to melt the Auruxol gold.
The Strekdei are the mining clan that controls the mines directly adjacent to the city, including the works at Nainon and in the mountains. The Strekdei clan-prince is Agmundir Agmundirsson, and he is a very conservative dwarf indeed, little concerned with the goings-on outside the mines.
The Boerhúl clan includes most of the largest farms in the duchy.
The sign of the city is a pair of crossed hammers above a triangular mountain peak. The other sign of import, that of the Strekdei, is a mining pick with its pick side down, surmounted by a dwarven lamp. This sign marks out mines of importance in the Duchy.
Labels:
10th Age,
dwarves,
iron dwarves,
Third Empire
Monday, September 16, 2013
Harps and Things
In the 10th Age there are, just as in the world of real men and women and harps and things, several families of stringed instrument (many referred to as harps) that are played by the various cultures of the land. Listed here are some videos and pictures as well as brief descriptions of where each instruments hails from.
The Elvish Greatharp - Based on the Finnish Kantele. Sitting and traveling greatharps.
The Eylic Hand Harp - based on the saxon lyre known as a hearpe
The Milean Lyre - based on the Roman lyre
The Elvish Greatharp - Based on the Finnish Kantele. Sitting and traveling greatharps.
The Eylic Hand Harp - based on the saxon lyre known as a hearpe
Dwarves play a version of the Eylic Hand Harp known simply and appropriately as the Dwarven Harp.
Other string instruments of common use across all cultures include the lute, the rebec, the viol, and the hurdy gurdy.
Labels:
10th Age,
Arunia,
dwarves,
elves,
Eylic,
history,
Milean Empire,
musical instruments
Thursday, April 18, 2013
The Growth of Dwarven Folkhalls
The greatest dwarven cities are not the ringtowns with their rod-diameter walls or the staunch green dwarf clan-holds that stand like frowning stony crags upon hilltops and loom over rivers. They are the mighty Folkhalls, the bastions of iron dwarven culture since the first Sons of Stone awoke beneath the earth. These halls serve as the great political players in dwarven life, some holding hundreds of clans. Allegiance amongst dwarves ascends from below; family comes first, then clan, and then folkhall, and only lastly the great dwarven kingdom as a whole.
The folkhalls follow a fairly predictable growth pattern that we can look at as an exemplar for how dwarven settlement, law, and architecture functions. First, let us examine a folkhall in its complete state: Partially above-ground and partially below, the folkhall controls a wide hinterland outside its walls. When approaching one from a distance, for several rods in each direction a traveler is likely to find tame woodlands, farms, and other "outhall" plots of land, maintained by the "outhall" clans. These garner the least respect amongst their kin for they do not live within the safety of the wall and their crafts, while necessary, are neither honed nor beautiful.
Approaching closer to the folkhall, one will see a rough mountainside that has been brought to heel by dwarven craft. Stone manors, workshops, smelters, inns, and temples all stand along cliffs, steps, or steep inclines carved into the rock. This vast collection of buildings is always surrounded by a semi-circular wall that emerges from and joins back to the mountain's shoulders, protecting the hall from invasion. The outer portion of the city is often inhabited by the crafting clans who make weapons, armor, and sought-after trade goods. The wealthy craftsmen all dwell beneath the rock.
Towering over this city is the hall-gate, cut into the mountainside. Huge beyond imagining (and, by dwarven craft, easy to open or shut in peace time) it is guarded by the Gaethaff and her militias. Beyond it lie the public halls of the mountain, which form a central hub for all the undermountain delvings. These halls include taverns, clan-shops (run by clan-brokers, the face of the wealthy clan to the outer world), clan workshops (which only clansdwarves may enter), and the Great Temple which sits at the center of the public halls like a wheel and its spokes.
Private clan-halls branch off from these central delvings in all directions. Goldsmiths, silversmiths, jewelers, architects, and even (in some cases) whole priestly clans. Noble clans as well can be found here, with their various workshops not in the public spaces but hidden away in the clanhalls, which only clansdwarves may enter. The Hall-Prince's palace, a separate and public set of delvings, generally branches from the Great Temple's delving directly.
But how are these things arranged? How are new delvings made? Firstly, each folkhall has a temple dedicated to Grafar, the Architect, where all plans and designs for diggings are kept. Land outside the mountain is limited, for the wall dictates just where buildings may be built. This land is divided into parcels or plots which cannot be broken up except with consent of the Hall-Prince and the clan who owns it. All ownership is determined by clan, and clan treasuries are used to buy up or dispose of plots.
Within the mountain, things are a bit trickier. A clan who wishes to expand their halls and delvings must submit a request to the Hall-Prince. The Prince will then ensure that several things are true:
The folkhalls follow a fairly predictable growth pattern that we can look at as an exemplar for how dwarven settlement, law, and architecture functions. First, let us examine a folkhall in its complete state: Partially above-ground and partially below, the folkhall controls a wide hinterland outside its walls. When approaching one from a distance, for several rods in each direction a traveler is likely to find tame woodlands, farms, and other "outhall" plots of land, maintained by the "outhall" clans. These garner the least respect amongst their kin for they do not live within the safety of the wall and their crafts, while necessary, are neither honed nor beautiful.
Approaching closer to the folkhall, one will see a rough mountainside that has been brought to heel by dwarven craft. Stone manors, workshops, smelters, inns, and temples all stand along cliffs, steps, or steep inclines carved into the rock. This vast collection of buildings is always surrounded by a semi-circular wall that emerges from and joins back to the mountain's shoulders, protecting the hall from invasion. The outer portion of the city is often inhabited by the crafting clans who make weapons, armor, and sought-after trade goods. The wealthy craftsmen all dwell beneath the rock.
Towering over this city is the hall-gate, cut into the mountainside. Huge beyond imagining (and, by dwarven craft, easy to open or shut in peace time) it is guarded by the Gaethaff and her militias. Beyond it lie the public halls of the mountain, which form a central hub for all the undermountain delvings. These halls include taverns, clan-shops (run by clan-brokers, the face of the wealthy clan to the outer world), clan workshops (which only clansdwarves may enter), and the Great Temple which sits at the center of the public halls like a wheel and its spokes.
Private clan-halls branch off from these central delvings in all directions. Goldsmiths, silversmiths, jewelers, architects, and even (in some cases) whole priestly clans. Noble clans as well can be found here, with their various workshops not in the public spaces but hidden away in the clanhalls, which only clansdwarves may enter. The Hall-Prince's palace, a separate and public set of delvings, generally branches from the Great Temple's delving directly.
But how are these things arranged? How are new delvings made? Firstly, each folkhall has a temple dedicated to Grafar, the Architect, where all plans and designs for diggings are kept. Land outside the mountain is limited, for the wall dictates just where buildings may be built. This land is divided into parcels or plots which cannot be broken up except with consent of the Hall-Prince and the clan who owns it. All ownership is determined by clan, and clan treasuries are used to buy up or dispose of plots.
Within the mountain, things are a bit trickier. A clan who wishes to expand their halls and delvings must submit a request to the Hall-Prince. The Prince will then ensure that several things are true:
- The Architect's priests have determined that the delving will not endanger the structural integrity of the hall.
- The clan's proposed delving will not damage the monopoly of any other clan (jewelcrafters opening a gold mine, for example).
- The delving will not open new gateways into the hall or otherwise strike into dangerous caverns where foes may dwell.
- The clan has the resources required to undertake the delving on their own—clan masons and architects—or has the money to hire these from other clans.
Still, it is traditional that only one proposal for delvings may ever be submitted by a clan in a year, and that the Prince will only entertain the possibility of making one delving each month before deciding. This is precisely why the months of each season in dwarvish are named merely "First," "Second," and "Third Delving."
Labels:
10th Age,
Arunia,
clans,
dwarves,
folkhall,
iron dwarves,
Laws of Arunia,
mining
Wednesday, October 24, 2012
The Strangeness of Demihumans
There are three common problems that I see cropping up with demihuman races. Not all settings suffer from these, so I'm not saying this is a universal issue. Rather, these are common pitfalls when attempting to depict something so strange as a race that is almost like men but not quite in some significant ways.
The first is the little men with beards/tall men with ears flaw. This is something that has plagued me personally for a long time. I've struggled to find solutions to this time and time again and I think I have finally hit on a method of depiction that satisfies me. Why bother to have dwarves and elves and halflings and trolls and orcs if they're all just people with different skins on? So I've gone through great lengths to differentiate my demihumans, to make them somewhat strange and unlike men.
The second issue is the problem of the monoculture. I have tried to address that in the 10th Age by explaining it (though even in the 10th Age there is no monoculture but rather two-five racial cultures for each demihuman race which are determined by a number of factors). Dwarves are intensely conservative and purposefully try to replicate ancient social structures. As something more-than-human (or less-than-human, as the argument may go), they have an almost supernatural ability to recreate their own societies. Their language has barely changed in centuries.
Elves, on the other hand, actively promote a mono-culture through teleportation magic (the Silver Road) and the standardization of elvish classics and grammaticians taught to all wind elves the world over.
The third issue is one that I remembered when I started writing this essay but which I've now forgotten, so maybe it wasn't all that important. Anyway, what I really want to talk about today is the first -- making demihumans a little less human.
The first is the little men with beards/tall men with ears flaw. This is something that has plagued me personally for a long time. I've struggled to find solutions to this time and time again and I think I have finally hit on a method of depiction that satisfies me. Why bother to have dwarves and elves and halflings and trolls and orcs if they're all just people with different skins on? So I've gone through great lengths to differentiate my demihumans, to make them somewhat strange and unlike men.
The second issue is the problem of the monoculture. I have tried to address that in the 10th Age by explaining it (though even in the 10th Age there is no monoculture but rather two-five racial cultures for each demihuman race which are determined by a number of factors). Dwarves are intensely conservative and purposefully try to replicate ancient social structures. As something more-than-human (or less-than-human, as the argument may go), they have an almost supernatural ability to recreate their own societies. Their language has barely changed in centuries.
Elves, on the other hand, actively promote a mono-culture through teleportation magic (the Silver Road) and the standardization of elvish classics and grammaticians taught to all wind elves the world over.
The third issue is one that I remembered when I started writing this essay but which I've now forgotten, so maybe it wasn't all that important. Anyway, what I really want to talk about today is the first -- making demihumans a little less human.
Labels:
10th Age,
demihumans,
dwarves,
elves,
Hounds,
iron dwarves,
theory,
wind elves
Thursday, October 18, 2012
Conlang Congo
I'm not a linguist. Yet, my first meaningful encounter with fantasy was through Tolkien. I studied linguistics in high school you know, sort of on the side. My first settings were all based around conlangs. Why? Because that's how Tolkien did it and I love Tolkien. I'm sure I'm not the first and I know I won't be the last.
I've moved away from pure linguistics and into medieval studies (with a dash of the classical) but that doesn't mean a good deal of my work hasn't been spent making conlangs for the races of Arunia. Varan, Solia, Orthr, and even a little Eylic have all been codified.
Varan is a franco-latin tongue, built on medieval french and classical latin. Solia is, of course, the elvish language that I based on Finnish (a distant relation to the Eldarin of Middle Earth? No, just another Tolkiensian effort). Orthr, the dwarvish tongue, is an anglo-norse language which fits the anglo-norse culture I've given them as well as all the grim names such as Hrunir and Olfr.
I love making conlangs and if I can integrate them into the 10th Age, even better. There's something magical about language, probably because its both the way we interact with the world and also the way we perceive it. Language colors everything, intermediates everything. I don't mean to say that every fantasy setting needs a scad of conlangs... but every one that I work on will. It helps inform about culture and character.
For example, dragons have no word for love. Or rather, the word for love and the word for ownership are one and the same in the Wyrmish tongue. And as I look out over the sea of orange and red trees, gazing across the neogothic buildings of Yale, I know that beyond the horizon of high wooded hills there lurk the dragons of my imagination. For I know their tongue, and I know their mind -- in essence, I hold them inside me, a microcosmic force.
Weird, ain't it?
I've moved away from pure linguistics and into medieval studies (with a dash of the classical) but that doesn't mean a good deal of my work hasn't been spent making conlangs for the races of Arunia. Varan, Solia, Orthr, and even a little Eylic have all been codified.
Varan is a franco-latin tongue, built on medieval french and classical latin. Solia is, of course, the elvish language that I based on Finnish (a distant relation to the Eldarin of Middle Earth? No, just another Tolkiensian effort). Orthr, the dwarvish tongue, is an anglo-norse language which fits the anglo-norse culture I've given them as well as all the grim names such as Hrunir and Olfr.
I love making conlangs and if I can integrate them into the 10th Age, even better. There's something magical about language, probably because its both the way we interact with the world and also the way we perceive it. Language colors everything, intermediates everything. I don't mean to say that every fantasy setting needs a scad of conlangs... but every one that I work on will. It helps inform about culture and character.
For example, dragons have no word for love. Or rather, the word for love and the word for ownership are one and the same in the Wyrmish tongue. And as I look out over the sea of orange and red trees, gazing across the neogothic buildings of Yale, I know that beyond the horizon of high wooded hills there lurk the dragons of my imagination. For I know their tongue, and I know their mind -- in essence, I hold them inside me, a microcosmic force.
Weird, ain't it?
Sunday, October 7, 2012
The Sunday Sneak: History of Pinehall
More of the Heart of Darkness module to look at? You got it!
Pinehall (section header)
The dwarven settlement known as Pinehall (Granarholl in Orthr, but dwarves are notorious for not wanting to speak their own language around outsiders) was founded in the 8th century of the 9th Age and eventually destroyed in the late 4th century of the 10th Age.
It’s rise was responsible for bringing a great number of dwarves from their mountainous holds in the Arinnfal to the north; nearly all of the dwarven settlers in Culcomb were survivors from the destruction of the old hall or their descendants.
While the conflicts that beset Pinehall early in its history were generally between dwarves and elves, it is the Dorls who the Pinehall dwarves are truly wary of: Alphonsar and Tiriodar, the two men most directly responsible for the fall of the old halls were both Dorls and so was the army that followed them.
Having long memories and longer lives, those who survived the siege and slaughter of their kin are unlikely to look kindly upon Dorls again. Their natural distrust has been compounded, and even menfolk of non-Dorlish descent can expect a cold greeting in Culcomb.
Labels:
dwarves,
halloween,
Heart of Darkness,
history,
iron dwarves,
module
Friday, September 7, 2012
Troubling the Dead: Dwarven Draugr
Today we have a discussion of the dwarven draugr, or tomb-spirits, that can sometimes be found guarding the treasures of their clans or even their personal wealth. It's important to note that dwarves of all stripes (but particularly iron dwarves) are buried with great stores of money. Their bodies are generally not interred into the earth but rather placed into sacred sarcophagi or otherwise bound up and preserved.
Wednesday, August 29, 2012
Dwarves and their Tombs
I had to go to a job interview this morning, which is why the hasty blogpost. As a reward for sticking through thick and thin and over 100 posts, here's a look at the Dwarven Catacombs of the ruined folkhall known as Pinehall that will be featured in the Halloween module Heart of Darkness:
Labels:
10th Age,
adnd,
adventure,
catacomb,
dwarves,
Heart of Darkness,
iron dwarves,
module,
tomb,
undead
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