"And so Telaeus descended from Vasíleiotheón, and from Their union with Vatyatar, son of Hadacil, King of the Eiselenei, came the Divine Line of Kings."
The Great City of Eiselene stands strong! The last great city of humanity, the city of Eiselene lords over the various strongholds, holdfasts, and villages of the Isle of Avhasia. Ruled by the stalwart King Leoryx IV Telaíouyios, the Kingdom of Eiselene stands fast against the hordes of monsters and undead that seek to wipe humanity off the face of the planet. The reason that Eiselene stands while the rest of the kingdoms of humanity have fallen? The Divine Line of Eiselene, the Telaíouyios family. Descended from the god Telaeus and the first Eiselenei king Vetyatar, every monarch of Eiselene inherits the memories of the predecessor, along with the increased abilities that come with their divine blood.
However, rumors have reached the royal court that the dwarves, those mysterious allies of the Telaíouyios kings, have been pushed out of their deepest holds, and that the elves face some dark corruption within their sun-lit realm. As if that wasn't bad enough, Corrigan, Lord of Dún Thuaidh in the North and staunch ally of King Leoryx, has reported that the hill goblins have elected a king to lead them to conquer the bountiful South.
But not all news is bad, for Prince Aden Telaíouyios, fourth son of King Leoryx, has announced that through extensive searching of the Royal Archives, the location of the mythical city of Minascenae, thought sunken beneath the waves, has been found, and that he will be leading an expedition to bring back the treasures of the ancients. The fate of humanity rests in your hands, whoever you are. Will you be responsible for humanity's resurgence and ascendance, or its destruction? The choice is yours.
Hello, and welcome to the "Twilight of the Gods" fantasy RP! And while I'm loathe to be cliche, in this RP the fate of the world (or at least a few thousand lives) is in your hands! You can be anything from a Northern infantryman to a Eiselenei merchant prince, a dwarven miner to an elven lord. Defend the South from hordes of monsters intent on killing you, your family, and your dog in Dún Thuaidh, or search through the ruins of a most certainly not eldritch creature-infested ancient city. And without further ado, onto the rules!
Rules:
1. Don't be a dick (I don't think I have to state this but here it is)
2. No metagaming or godmodding (i.e. you know what someone is planning from their post but your character should not act on that knowledge if they have no way of knowing it/no "i instakill everyone in the town with this impossibly op ability)
3. A minimum of two paragraphs a post, unless you're involved in something that does not need a lot of fluff i.e. a conversation between your and another poster's character or some fights in which you are fighting but not much else is happening.
4. Proper grammar. I'm not asking for Shakespeare, but you're posts and application shouldn't have a grammatical error every other word.
5. Post at least once a week, and give notice if you won't be able to (no need for an explanation on why, that's your business)
6. My word, and any Co-OPs I may appoint, is law.
7. Have fun! (obviously the most important rule)
Lore Dumps
The Kingdom of Eiselene and the Divine Line. Two things which could not exist without the other. Ever since its founding as a colony of the Minascenae Aristocheia, Eiselene has been a city split in two. On one hand there are the old blood of Minascenae, the korónatorikoí, who believe that Eiselene, and specifically themselves, are the rightful heirs of the Aristocheia. On the other hand are the assimilated natives, the chamilókrátes, who believe that the traditions and ways of the old kingdoms should take precedent over the laws of the fallen Aristocheia.
Tensions within Eiselene itself are high, with the young korónatorikoí Calemos Laskareton, having thrown the established order into chaos with his grand speeches of "emancipation for the slaves" and "equality for the chamilókrátes", spurring violence from the lower classes and slaves against the korónatorikoí, who in turn have deployed the Kyradímonas, the Golden Guard, to suppress the threat to their power.
With the nobility divided and the people rioting in the streets, many have sought to escape across the sea with Prince Aden's expedition. Like most of the Telaíouyios family, Prince Aden can trace his bloodline back to the union between Telaeus, the Descended God, and Vatyatar, first King of the Eiselenei. As such, he has always felt more comfortable around the native Avhasians then the old families, and due to the current tension between the two groups he has decided to try and bring back the legendary artifacts of Minascenae to unite the people, and has found many who wish to join him to avoid being caught in the inevitable storm.
In the palace itself, the Divine Line is turned against each other. King Leoryx IV, while publicly still the great warrior king of his youth, is slowly dying of an unknown disease that leaves him sapped of energy and weakens his heart. All in the palace know it is only a matter of time before Leoryx dies, and two camps have formed. The first, led by Leoryx's eldest son Prince Codarion, seek to embrace the ideals espoused by Calemos Laskareton, and finally break the stranglehold the korónatorikoí have over the kingdom's military power so that they may take the fight to the hordes beyond the North. The second is led by Prince Tharlimon, the second son of King Leoryx. He wishes to maintain the status quo, and ensure that the ancient traditions and technology of Minascenae is not lost to the angry mobs spurred on by dangerous orators such as Calemos, and focus all efforts on fortifying Eiselene itself, forsaking its allies to ensure its own survival. While the two elder princes squabble, Princess Leiana has been seeking out a power thought lost when the Aristocheia's legions conquered Avhasia; the Theurgic Order, an ancient order who could control the very elements. Founded by the god Telaeus when They became mortal, They taught the theurges the secrets of magic, but the Order was assumed to be destroyed following the conquest of Avhasia and the Sack of Eiselene.
Korónatorikoí Eiselenei Name Examples: (Greco-Roman) Serys, Nicamos, Adamios, Astoneus, Menandus, Antamedes, Uthyros, Calemos, Hylia, Penolope, Ilyros, Helena, etc.
Chamilókrátes Eiselenei Name Examples: (Ancient Greek/Generic Fantasy) Mithagor, Selciryan, Eocir, Hadacil, Vatyatar, Tharlimon, Leoryx, Leiana, Aden, Codarion, Atna, Zonia, Ataren, etc.
The Descended God, the Twin-God, the Mortal God. All these titles and more are granted to Telaeus, the principal god of the Eiselenei pantheon. According to legend, Telaeus descended from the heavenly realm of Vasíleiotheón after hearing the pleas of a tribal chieftain by the name of Vatyatar for help saving his tribe from a greenskin horde. Moved by this, Telaeus abandoned Their godhood, becoming merely an incredibly powerful mortal, and led the people who would become the Eiselenei to conquer the lands of the greenskins, founding the city of Isera, which would become Eiselene following the arrival of the Aristocheia, over the ruins of the ruins of the greenskin citadel.
Telaeus is often depicted as having two forms; a feminine form clad in midnight-black armor wielding a sword, and a masculine form wearing a long robe and holding a scroll. The feminine form is often invoked by warriors and generals for strength and battle, but also by those undergoing a trial or challenge in the hope of imitating the Mortal God's success in battle. The masculine form is the patron of administrators, jurists, authors, theurges, and all those who pursue more mental occupations. There are also two widely accepted canons of worship; the Royal Canon, which says that Telaeus is dead and that the other gods are at best apathetic and at worst malicious, and the Church Canon, which states that Telaeus returned to heaven upon Their "death" to rule as Sovereign of the Gods.
Royal Canon is the canon endorsed by the House of Telaíouyios, and is followed by the korónatorikoí aristocracy, the royal family, and some of the Eiselenei middle and upper class. While Royal Canon declares the only god worth worshiping as having already died, it states that humanity should strive to follow in Telaeus' footsteps, and work to constantly improve and to help those in need. In contrast, Church Canon is espoused by the various temples that are members of the Sýnodou Theóskópios, the Synod of Temples, and is followed by most of the chamilókrátes aristocracy (barring the royal family), the Eiselenei lower classes, and some of the Eiselenei upper and middle class. According to Church Canon, Telaeus never truly died, instead ascending into Vasíleiotheón as the Sovereign of the Gods. Church Canon declares that only through pious fealty, humble charity, and prayer to Telaeus and the lesser gods of the Eiselenei pantheon can one achieve eternal life alongside Telaeus. The struggle between the royal family and the Synod over which canon is correct has caused many temples not loyal to the royal family to quietly support various malcontents and dissidents.
Telaeus is often depicted as having two forms; a feminine form clad in midnight-black armor wielding a sword, and a masculine form wearing a long robe and holding a scroll. The feminine form is often invoked by warriors and generals for strength and battle, but also by those undergoing a trial or challenge in the hope of imitating the Mortal God's success in battle. The masculine form is the patron of administrators, jurists, authors, theurges, and all those who pursue more mental occupations. There are also two widely accepted canons of worship; the Royal Canon, which says that Telaeus is dead and that the other gods are at best apathetic and at worst malicious, and the Church Canon, which states that Telaeus returned to heaven upon Their "death" to rule as Sovereign of the Gods.
Royal Canon is the canon endorsed by the House of Telaíouyios, and is followed by the korónatorikoí aristocracy, the royal family, and some of the Eiselenei middle and upper class. While Royal Canon declares the only god worth worshiping as having already died, it states that humanity should strive to follow in Telaeus' footsteps, and work to constantly improve and to help those in need. In contrast, Church Canon is espoused by the various temples that are members of the Sýnodou Theóskópios, the Synod of Temples, and is followed by most of the chamilókrátes aristocracy (barring the royal family), the Eiselenei lower classes, and some of the Eiselenei upper and middle class. According to Church Canon, Telaeus never truly died, instead ascending into Vasíleiotheón as the Sovereign of the Gods. Church Canon declares that only through pious fealty, humble charity, and prayer to Telaeus and the lesser gods of the Eiselenei pantheon can one achieve eternal life alongside Telaeus. The struggle between the royal family and the Synod over which canon is correct has caused many temples not loyal to the royal family to quietly support various malcontents and dissidents.
Dún Thuaidh was no more than a pile of ruins 50 years ago when Cormac, Chieftain of the Caraithe, together with King Osgorn, father of Leoryx IV, claimed it from the (supposedly) last hill goblin king, Morokewahn fin Laadpaalwah. Cormac then built the fortress of Dún Thuaidh over the ancient ruins, swearing fealty to his friend King Osgorn as the first Lord of Dún Thuaidh. After Cormac's death, his son Corrigan ruled and fought off the undead army of the necromancer Alfverr Ottsung, and much like his father before him he fought alongside King Leoryx, becoming fast friends. Dún Thuaidh itself is home to nearly five thousand people, as well as a sizable population of adventurers who have even formed an Adventurers' Guild to better organize expeditions into the North.
A proud people, the denizens of Dún Thuaidh pride themselves on their warrior culture and role as the defenders of the North. Therefore, it came as quite a surprise when the hill goblins surged out of their mountain holds, led by the so-called "King Aazvaaz ok Sahrot." It came as an even greater surprise when Lord Corrigan sent his daughter and heir, Maeve, south with a contingent of soldiers to speak with King Leoryx.
(All lore after this is courtesy of Ovstylap) In the lands north of the Great City of Eiselene, there are many groups of men, often living in clans and tribes, who live with myriad ties to the city. While some rely on trade with Eiselene to survive, others further north have made friends with the greenskins, or pay tribute to groups of them in exchange for mercy or protection. Collectively, these peoples are known as Northmen, with those that either live completely independently, by raiding from others, or by having good relations with the greenskins being known as Wildmen.
Of all of the tribes of the Northmen, the Caraithe came to be one of the most powerful, aided by good trading and cultural relations with Eiselene, without being completely subordinate to them. Over 50 years ago, Cheiftain Cormac in alliance with King Osgorn launched a campaign to take the old ruins from Morokewahn fin Laadpaalwah, who was thought to be the last king of the hill goblins. Once it was taken, the fortress of Dún Thuaidh was built, and Cormac swore alleigance to King Osgorn.
From this point on, the Chieftains of the Caraithe received the title of Lord of Dún Thuaidh, though in most ways they are autonomous from Eiselene. Dún Thuaidh is the capital of the Caraithe's peoples, and is their largest settlement. It is the center of administration, justice, culture, trade, faith, and raising war parties. They hold two motte-and-bailey castles, one of which has a stone keep, a hill fortress, and three hill forts. They hold several dozen smaller settlements ranging from holdfasts with attached farmsteads, to villages, hamlets, isolated farmsteads, and forest settlements which serve as areas for hunting, foraging, and gathering from, as well as preventing hunting parties from other tribes or greenskins. Around 4700 people dwell in and immediately around Dún Thuaidh, in addition to between 200-300 adventurers at any one time, of whom normally three or four in every five are in the guild. In total, with all of the other settlements and those who owe alleigance however strong to the Caraithe, there are some twenty-three or four thousand.
Leadership
Lord Corrigan is a well-regarded and moderate leader, favoring compromise and justice, as well as the keeping of internal peace. He has particularly acted to limit feuding between the various clans and tribes sworn to the Caraithe. He has shown on previous occasions that he will honor his alliance with the leaders of Eiselene, and his sent his daughter Maeve, with an escort of troops, to call for aid now that the greenskins are once again rallying under the "King Aazvaaz ok Sahrot."
As Chieftain of the Caraithe, Lord Corrigan has the ultimate say in resolving disputes and passing legal judgements, however he appoints a number of others to assist him. Typically, the Chieftain has a council of seven advisors chosen by himself, and also appoints up to thirty-five Teulus, though sometimes less are appointed. Teulus give up (nominally) for the duration of their service their loyalties to their clans and other groups, and serve as the voice of the Chieftain. Teulu's may serve as judges, leaders of war parties, or as commanders of the hill forts and any other border posts. Councillors may also be Teulus.
Society is very much organised around families, with each family having its own head, typically this being the oldest member, provided the rest of the family is willing to agree. Families often arrange into clans, with clans arranged into tribes, and these tribes typically grow to between 150-450 people before clans start to split off from them. The senior clan head typically becomes the tribal chieftain, though these may be contested by either majority votes, or direct challenges. The Caraithe are seen as the most senior of clans and tribes, and as such, Lord Corrigan also holds the title of 'Chieftain above all.'
Leadership of Dún Thuaidh also has two other components- the role of the Druids and that of the Stewards. The druids choose to adopt whom they will, if those people are willing, and often take on orphans. The druids are responsible for the running and maintaining of the temples, and the running of festivals. The Stewards are administrators, and they look after and update the records, collect taxes, and attempt to determine what is established has been established as legal precedent.
Lord Corrigan's Council therefore will usually consist of at least a Teulu, a Steward, and a Druid, as well as other trusted persons, though he may favour the Teulus in times of war, the Druids in time of cultural uncertainty, or the Stewards in times of poverty for instance.
Class System
Although the society of the Dún Thuaidh under the leadership of the Caraithe roughly has what one might describe as a class system, it is not necessarily hierarchical. People may marry between the classes, and they are not necessarily hereditary, although most children do follow in the footsteps of their parents.
Overall, the society can be described as being arranged in this way:
Lord Corrigan --> Council --> Teulus, senior Druids, Stewards, and Chieftains --> Other remaining rulers and leaders, the remainder of the Druids and Stewards, Senior Warriors, senior merchants and artisans --> The Oathsworn --> Professional warriors, artisans and craftsmen --> Farmstead owners, village elders, holdfast rulers etc --> remaining peasants, hunters, and the like.
Military
Sworn to the Chieftain of the Caraithe and their immediate clan are the Oathsworn, who are sometimes known as Oathkeepers. These full-time warriors are selected from among volunteers or those whom they believe have the potential to be one. No Oathsworn may be less than 24 years of age, but those who are likely to join may be Oath-Seekers. Oathsworn may stay directly with the Caraithe clan, or be assigned to the various Teulus. In total there are usually less than two hundred Oathsworn, with perhaps fifty Oath-Seekers. These Oath-Seekers have to undergo various trials and selections before they are able to join. The nature of these are only revealed to the Oath-Seekers.
In exchange for placing their loyalty first to the Caraithe and to one another, the Oathsworn are granted a place to live in the Hall of the Trusted, which only they, the Caraithe, and those they select able to enter. They are granted a mail vest, a horse, and a sword. After four years of loyal service, they begin to receive a salary too. Their granted items are typically returned when they step down from their oaths and move into other roles- and so each vest and weapon may have a great amount of history behind them.
Often, the Teulus who run the various hill forts and watchposts may hire men to be professional warriors, and in the larger of the villages and the holdfasts, there may even be someone who is a permanent professional warrior- referred to simply as Warriors. Likewise, Clan leaders often have their own household warriors. Others still are part-time warriors, and are referred to as Watchmen. In total however, all able-bodied men are eligble to be called up as militia, though as 80-90% of the population is needed for food production, this pool is highly limited for most of the year. If in theory, all garrisons, clans, tribes, and those sworn to Dún Thuaidh were summoned, around 150-250 Oathkeepers/seekers, 500-750 warriors, and 700-1500 Watchmen, and 3600-4800 militia would be available. This would only happen in the most desperate of circumstances, as it would cripple food production.
Therefore, if one were to say that things were not desperate, and that the harvest had been brought in and was healthy, perhaps 5% of the population would be called together under arms. This would provide perhaps 1100-1200 men. Given the requirements of many of the various troops to be garrisoning, patrolling, and guarding various places, alongside other obligations, the force might consist of a dozen Teulu, 100-150 Oathkeepers/Oath-Seekers, 500 Warriors/Watchmen, and 500-650 militia. Of course these proportions might vary.
In terms of how the people of Dún Thuaidh fight, this might be seen as follows:
Teulu: Typically serving in positions of leadership, the Teulu might fight as heavy cavalrymen, as they are often wealthy enough to have mail armour.
Oathsworn: Typically, many Oathsworn are capable of fighting either mounted or dismounted, but predominantly tend to fight in melee. Though a few bows and javelins may be used here and there, predominantly they get up close and in the faces of bandits and greenskins, either holding the line so that the more numerous lighter troops can outflank the enemy, or breaking through their opponents. They thus tend to fight as either medium cavalry, or heavy infantry.
Oath-Seekers: Those who seek to join the Oathsworn are often professional warriors by origin, and thus fight in their preferred style, though it is much less likely for them to have mail or swords than those they seek to join. As such, they fight as medium infantry.
Warriors: Those who are able to be warriors full time, whether as household warriors of chieftains and clan leaders, or as guardsmen hired by the Teulus, often equip themselves, or have been given some equipment by those they serve. A few might fight as longbowmen- Saethwyr. A handful may have secured mail, perhaps from the dead, or as rewards for valour. The majority however will fight as medium or light infantry, depending on their equipment. That said, there are some who are scouts, borderers, and the like, used to patrolling the borders and fighting off any raiders.
Watchmen: As part-time warriors, used to defending settlements, a good number of the watchmen fight from range, as skirmishers perhaps, or archers, especially as many may be hunters. Other fight as light infantry, or the very lightest of cavalry. They are a mixture, but are predominantly lightly equipped.
Militia: They come with what they bring. The hunters bring their bows. Some bring their tools. Others bring hand-me down equipment, or that which they purchase when they are levied for campaigns or war parties. Of course, a good number have some weapons or equipment, especially those who live outside of Dún Thuaidh itself, due to the threat of raiders, rivalries with clans, or Greenskin incursions.
Economy
Overall then, many of the people of Dún Thuaidh survive on a subsistence-based economy, with much exchange occurring through sharing, barter, and requisition and redistribution. They trade smithed goods, furs, skins, meat, amber, mead, ale, honey, herbs, and their mercenary services with Eiselene, in exchange for grain, clothing, wine, luxury items, coin, and metals.
Northern Name Examples: (Brythonic/Gaelic) Corrigan, Cormac, Logan, Teagan, Maeve, Morrigan, Maric, Osric, Andraste, etc.
Greenskins in General: Goblins, orcs, trolls, and ogres; all of these creatures are labeled as greenskins. While they obviously share the characteristic green skin that gave them their names, they are also labeled as such because of their ability to regenerate any non-fatal wound. Even dismembered limbs will regrow if given enough time.
Goblins: The most civilized of the greenskin races, goblins inhabit the mountains and hills around Dún Thuaidh. Though smaller than their hulking cousins, goblins stand at about the size of an average adult man, with small tusks jutting out of their otherwise human-like mouths.
Orcs: Hulking and savage, the orcs roam the Northern wilderness in groups ranging from a few young warriors to rampaging hordes numbering in the thousands. Considered barely sapient by the scholars of humanity, orcs organize themselves loosely around warlords and chieftains based on their pure physical strength. Things such as "tactics" and "strategy" beyond throwing howling masses of orcs against anything and everything is considered un-orclike at best and a death sentence at worst.
Trolls: Trolls are great and terrible beasts, but luckily for everyone they are solitary creatures. Considered descendants of the ancient titans and giants, young trolls are around the size of a small house, while the eldest troll yet recorded (Tarolk the Mountainous) was around 1,500 meters tall. While trolls often live deep underground in caves or hidden away in ancient forests, when other greenskins happen upon them they often leverage their immense size to rule over their smaller cousins. This has led to several conflicts between troll-kings and their orcish and goblin subjects over the years, much to the benefit of the people of Dún Thuaidh.
Ogres: Perhaps the most brutal of the greenskins, ogres are infamous for devouring anything they can get their grubby hands on. From humans to dead trolls, ogres eat to satiate their near endless hunger. Fortunately for the world, ogres are rarely seen outside of the Far North. Because of this, their appearance is unknown.
Goblins: The most civilized of the greenskin races, goblins inhabit the mountains and hills around Dún Thuaidh. Though smaller than their hulking cousins, goblins stand at about the size of an average adult man, with small tusks jutting out of their otherwise human-like mouths.
Orcs: Hulking and savage, the orcs roam the Northern wilderness in groups ranging from a few young warriors to rampaging hordes numbering in the thousands. Considered barely sapient by the scholars of humanity, orcs organize themselves loosely around warlords and chieftains based on their pure physical strength. Things such as "tactics" and "strategy" beyond throwing howling masses of orcs against anything and everything is considered un-orclike at best and a death sentence at worst.
Trolls: Trolls are great and terrible beasts, but luckily for everyone they are solitary creatures. Considered descendants of the ancient titans and giants, young trolls are around the size of a small house, while the eldest troll yet recorded (Tarolk the Mountainous) was around 1,500 meters tall. While trolls often live deep underground in caves or hidden away in ancient forests, when other greenskins happen upon them they often leverage their immense size to rule over their smaller cousins. This has led to several conflicts between troll-kings and their orcish and goblin subjects over the years, much to the benefit of the people of Dún Thuaidh.
Ogres: Perhaps the most brutal of the greenskins, ogres are infamous for devouring anything they can get their grubby hands on. From humans to dead trolls, ogres eat to satiate their near endless hunger. Fortunately for the world, ogres are rarely seen outside of the Far North. Because of this, their appearance is unknown.
History
Dwarven history prior to the “Great Retreat” is largely relegated to myth and legend, with some pieces of truth scattered here and there. What is known is that the Dwarves were one of the dominant races with longstanding alliances to humanity, controlled vast tracts of the underground portions of the world, and had substantial settlements above ground. A Greenskin invasion, supported by large numbers of elder trolls, would change all that as the settlements above were destroyed, the Dwarves inside routed or slaughtered, and the Dwarves forced entirely underground in the Great Retreat.
A schism would soon follow among the various strongholds. A rapid influx of refugees forced many of those closer to the surface, soon referred to as the Rhor Muror or Trade-Kin for their proliferative activities with the surface and humanity, to rapidly expand their walls and structures or face starvation and overcrowding. A rare few of the Rhor Muror strongholds would outright refuse entry to the refugees, declaring all not within their gates to be outsiders. The Rhor Agat, the Deep-Kin, were those dwarves who dwelled deepest in the mountains and tunnels, who had only concerned themselves with mining and trading with their fellow dwarven kin, and these were deeply angered by the Great Retreat and the failure of the Rhor Muror to support their above-dwelling folks. They were further angered by the failure of humanity, who the Rhor Muror had always said were friends of dwarvenkind, to halt the greenskin plague before it had overrun the dwarven settlements. Relations further broke down when some of the Rhor Muror, led by Khor Valguhr and Khor Kalduhr, continued to trade with the city of Eiselene.
Communication between the strongholds would slowly deteriorate until one of the Rhor Agat strongholds, coming under hard times and desperate for foodstuffs, began to attack Khor Kalduhr caravans. Accusations, increased security, tensions, and breaking of trade agreements soon followed left and right until relations completely broke down between Khor Kalduhr and the Rhor Agat. Religious zealots on both sides would call for war on a variety of bases and eventually outright war, the Long War, would follow.
For hundreds of years, a shifting series of wars would follow between the Rhor Muror and the Rhor Agat. Both sides would develop a number of weapons and sciences, intending to gain the upper hand, while the mages on either side would suffer extreme casualties during the first few decades as they were placed upon the vanguard, always intended to break the enemy, and always targeted by that same enemy. The World Above, as it was slowly known, would become an afterthought to many on both sides, only the initial casus belli of the Rhor Agat and the rare trade partner of the Rhor Muror holds, and while a class of its own was formed by those willing to traverse the lands there were many who would have such a place pass into legend and rumor. The wars between the Rhor Muror and Rhor Agat were far more pressing to both sides, the latter of which found itself further under sporadic attack by enemies deeper in the dark from corrupted elf-kin to monstrous spiders to eldritch abominations who had breached the gulfs between worlds. Massacres between all sides would become fairly common, though seldom boasted about.
Eventually, however, much of that changed with the rise and travels of Yalgurd, Prince of Khor Kalduhr, apparent Restorer of Dwarvenkind.
Military
In terms of formation, Dwarven units are organized in Undir of around four to five hundred, commanded by a Dwere Unguhr who is often a lord of considerable experience, and are often drawn up along geographic lines. These are then organized in Cadir of a hundred, commanded by Dwere Caguhr who is universally a military professional. Cadir are further divided for specific tasks in Boir.
Highly specialized, Dwarven military might is focused on tunnel fighting, destruction of enemy morale, and rapid movement through difficult terrain. Well motivated volunteers and zealots, Dwarven fighters universally wear heavier plate, either of steel or a chemically treated basalt equivalent, enclosed helmets, and often bear stylized Kin-Masks. Short-hand polearms make up the majority of their equipment, such as glaives, with longer pikes and halberds scattered in the ranks. Falchions and war cleavers are often also carried. In terms of ranged equipment, such are rare due to the more cramped conditions of Dwarven cave systems though can be found in the form of war darts, weighted javelins, and crossbows. Cavalry is not seen in Dwarven formations.
Notably however, Dwarven forces often field esoteric pieces of technology from the Long War. Intended to change entire battles in the blink of an eye, disorient and disperse expectant enemies, and annihilate the unexpecting foe, these have never been fielded against any foe in the World Above. Due to the dangers they present when used, specialist, professional troops are only ever seen employing them. They are as follows:
Drake-Spits
Mounted either in a large, steel-reinforced carriage or on foot, drake-spits act as the premier terror weapon for tunnel fighting. The carriage consists of a number of barrels in the carriage, a two-man pump, a director atop the carriage which is often fashioned into a drake’s head, and at the end of that director a lighting system. The foot system consists of a singular barrel on wheels, a one-man pump, a long steel pipe with heavy insulation along its length which is held, and at the end of that pipe a similar lighting system. They utilize an alchemical solution of part processed oils, which when lit burns exceptionally well. Via the pump, drake-spits send burning jets of fire out at good distances, with the carriage system able to achieve a hundred foot range and the foot system able to fire at ranges of forty to thirty feet.
Bursting Charges
Combining a long-burning torch, flint, and a flask of processed oil, the bursting charge is struck against a steel surface, such as a shield, to ignite before being thrown. Bellowing large amounts of black smoke, on impacting a hard surface the flask is propelled along the length of a tube, shattering onto the lighted torch and creating a substantial fireball.
Gas Charges
Similar to the bursting charge, gas charges instead feature a plug of fungi surrounded by a steel band, in which it was specially grown, a separate long burning torch, and a flint. The torch is similarly struck and ignited before being fitted to the bottom of the plug, fire against the fungi, at which point it is rapidly thrown. The burning fungi produces vast amounts of a neurologic gas which is heavier than air.
Insular, largely self-sufficient within each stronghold, and geared towards warmaking, Dwarven economics can be characterized by its strong centralized planning and lack of an overall, separate merchant class from the nobility.
Economy
Foodstuffs are produced via fungi farms, limited domesticated creatures, and hardy underground vegetables and tubers. Generally speaking, Dwarven diets are limited in meats, in large part due to the scarcity of land and graze for herd animals as well as the ferocity of other creatures in the underground, while the diets are made of a large part by grown foods. A minority of Rhor Agat utilize semi-domesticated large arachnids for foodstuffs, though this is a rarity and considered unusual even among other Rhor Agat.
Dwarven economics is far more well known for its industry which is substantial. Utilizing forges often driven by geothermal movements, techniques long lost in the World Above, and a hereditary lineage of expertise and pride, they are able to craft fine arms and armors in quantity. Such expertise is known to outsiders by virtue of the trade by the Rhor Muror with the city of Eiselene. Dwarven stoneworks is likewise of notably high quality, though modern stoneworks are rarely as artistic or ornate as those from the long past.
Society
Isolated, insular, and demanding, Dwarven society draws distinctive lines between the kin, Rhor, and those who are not kin, Dimir, while drawing no lines that Rhor must be Dwarven or that Dimir cannot be a Dwarf. Most actions which can only be taken when comfortable or at ease such as removing one’s armor, eating, drinking, and even as simple as showing one’s face cannot be taken in the presence of a Dimir. In their minds, Dimir cannot be trusted in any way and a sign of trust towards one merely invites treachery and deceit from them while also tempting the gods with hubris. To transition from being Dimir to Rhor in the eyes of a Dwarf is expectedly hard, as they are not at all fast to trust.
Dwarven society places emphasis on the family unit, which is not necessarily by blood, on personal honor, and on fulfillment of one’s duty to the stronghold as a whole by whatever job they may occupy.
Dwarven history prior to the “Great Retreat” is largely relegated to myth and legend, with some pieces of truth scattered here and there. What is known is that the Dwarves were one of the dominant races with longstanding alliances to humanity, controlled vast tracts of the underground portions of the world, and had substantial settlements above ground. A Greenskin invasion, supported by large numbers of elder trolls, would change all that as the settlements above were destroyed, the Dwarves inside routed or slaughtered, and the Dwarves forced entirely underground in the Great Retreat.
A schism would soon follow among the various strongholds. A rapid influx of refugees forced many of those closer to the surface, soon referred to as the Rhor Muror or Trade-Kin for their proliferative activities with the surface and humanity, to rapidly expand their walls and structures or face starvation and overcrowding. A rare few of the Rhor Muror strongholds would outright refuse entry to the refugees, declaring all not within their gates to be outsiders. The Rhor Agat, the Deep-Kin, were those dwarves who dwelled deepest in the mountains and tunnels, who had only concerned themselves with mining and trading with their fellow dwarven kin, and these were deeply angered by the Great Retreat and the failure of the Rhor Muror to support their above-dwelling folks. They were further angered by the failure of humanity, who the Rhor Muror had always said were friends of dwarvenkind, to halt the greenskin plague before it had overrun the dwarven settlements. Relations further broke down when some of the Rhor Muror, led by Khor Valguhr and Khor Kalduhr, continued to trade with the city of Eiselene.
Communication between the strongholds would slowly deteriorate until one of the Rhor Agat strongholds, coming under hard times and desperate for foodstuffs, began to attack Khor Kalduhr caravans. Accusations, increased security, tensions, and breaking of trade agreements soon followed left and right until relations completely broke down between Khor Kalduhr and the Rhor Agat. Religious zealots on both sides would call for war on a variety of bases and eventually outright war, the Long War, would follow.
For hundreds of years, a shifting series of wars would follow between the Rhor Muror and the Rhor Agat. Both sides would develop a number of weapons and sciences, intending to gain the upper hand, while the mages on either side would suffer extreme casualties during the first few decades as they were placed upon the vanguard, always intended to break the enemy, and always targeted by that same enemy. The World Above, as it was slowly known, would become an afterthought to many on both sides, only the initial casus belli of the Rhor Agat and the rare trade partner of the Rhor Muror holds, and while a class of its own was formed by those willing to traverse the lands there were many who would have such a place pass into legend and rumor. The wars between the Rhor Muror and Rhor Agat were far more pressing to both sides, the latter of which found itself further under sporadic attack by enemies deeper in the dark from corrupted elf-kin to monstrous spiders to eldritch abominations who had breached the gulfs between worlds. Massacres between all sides would become fairly common, though seldom boasted about.
Eventually, however, much of that changed with the rise and travels of Yalgurd, Prince of Khor Kalduhr, apparent Restorer of Dwarvenkind.
Military
In terms of formation, Dwarven units are organized in Undir of around four to five hundred, commanded by a Dwere Unguhr who is often a lord of considerable experience, and are often drawn up along geographic lines. These are then organized in Cadir of a hundred, commanded by Dwere Caguhr who is universally a military professional. Cadir are further divided for specific tasks in Boir.
Highly specialized, Dwarven military might is focused on tunnel fighting, destruction of enemy morale, and rapid movement through difficult terrain. Well motivated volunteers and zealots, Dwarven fighters universally wear heavier plate, either of steel or a chemically treated basalt equivalent, enclosed helmets, and often bear stylized Kin-Masks. Short-hand polearms make up the majority of their equipment, such as glaives, with longer pikes and halberds scattered in the ranks. Falchions and war cleavers are often also carried. In terms of ranged equipment, such are rare due to the more cramped conditions of Dwarven cave systems though can be found in the form of war darts, weighted javelins, and crossbows. Cavalry is not seen in Dwarven formations.
Notably however, Dwarven forces often field esoteric pieces of technology from the Long War. Intended to change entire battles in the blink of an eye, disorient and disperse expectant enemies, and annihilate the unexpecting foe, these have never been fielded against any foe in the World Above. Due to the dangers they present when used, specialist, professional troops are only ever seen employing them. They are as follows:
Drake-Spits
Mounted either in a large, steel-reinforced carriage or on foot, drake-spits act as the premier terror weapon for tunnel fighting. The carriage consists of a number of barrels in the carriage, a two-man pump, a director atop the carriage which is often fashioned into a drake’s head, and at the end of that director a lighting system. The foot system consists of a singular barrel on wheels, a one-man pump, a long steel pipe with heavy insulation along its length which is held, and at the end of that pipe a similar lighting system. They utilize an alchemical solution of part processed oils, which when lit burns exceptionally well. Via the pump, drake-spits send burning jets of fire out at good distances, with the carriage system able to achieve a hundred foot range and the foot system able to fire at ranges of forty to thirty feet.
Bursting Charges
Combining a long-burning torch, flint, and a flask of processed oil, the bursting charge is struck against a steel surface, such as a shield, to ignite before being thrown. Bellowing large amounts of black smoke, on impacting a hard surface the flask is propelled along the length of a tube, shattering onto the lighted torch and creating a substantial fireball.
Gas Charges
Similar to the bursting charge, gas charges instead feature a plug of fungi surrounded by a steel band, in which it was specially grown, a separate long burning torch, and a flint. The torch is similarly struck and ignited before being fitted to the bottom of the plug, fire against the fungi, at which point it is rapidly thrown. The burning fungi produces vast amounts of a neurologic gas which is heavier than air.
Insular, largely self-sufficient within each stronghold, and geared towards warmaking, Dwarven economics can be characterized by its strong centralized planning and lack of an overall, separate merchant class from the nobility.
Economy
Foodstuffs are produced via fungi farms, limited domesticated creatures, and hardy underground vegetables and tubers. Generally speaking, Dwarven diets are limited in meats, in large part due to the scarcity of land and graze for herd animals as well as the ferocity of other creatures in the underground, while the diets are made of a large part by grown foods. A minority of Rhor Agat utilize semi-domesticated large arachnids for foodstuffs, though this is a rarity and considered unusual even among other Rhor Agat.
Dwarven economics is far more well known for its industry which is substantial. Utilizing forges often driven by geothermal movements, techniques long lost in the World Above, and a hereditary lineage of expertise and pride, they are able to craft fine arms and armors in quantity. Such expertise is known to outsiders by virtue of the trade by the Rhor Muror with the city of Eiselene. Dwarven stoneworks is likewise of notably high quality, though modern stoneworks are rarely as artistic or ornate as those from the long past.
Society
Isolated, insular, and demanding, Dwarven society draws distinctive lines between the kin, Rhor, and those who are not kin, Dimir, while drawing no lines that Rhor must be Dwarven or that Dimir cannot be a Dwarf. Most actions which can only be taken when comfortable or at ease such as removing one’s armor, eating, drinking, and even as simple as showing one’s face cannot be taken in the presence of a Dimir. In their minds, Dimir cannot be trusted in any way and a sign of trust towards one merely invites treachery and deceit from them while also tempting the gods with hubris. To transition from being Dimir to Rhor in the eyes of a Dwarf is expectedly hard, as they are not at all fast to trust.
Dwarven society places emphasis on the family unit, which is not necessarily by blood, on personal honor, and on fulfillment of one’s duty to the stronghold as a whole by whatever job they may occupy.
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