Difference between revisions of "Khazad"

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The Iron Dwarves or '''Khazad-Ur''' are sometimes referred to as The Black Iron or Dark Iron Clans. These dwarves are outcasts to the others of dwarven kind. Known as mad inventors and insane and cruel architects, creators of destructive devices and formers of pacts with fiendish forces. The Iron Dwarves initiated a war known as The War of the Three Anvils, in which they and their sorcerer leaders sought to overcome the rest of dwarven kind. They were defeated and exiled and now they live in scattered enclaves deep within the earth.
 
The Iron Dwarves or '''Khazad-Ur''' are sometimes referred to as The Black Iron or Dark Iron Clans. These dwarves are outcasts to the others of dwarven kind. Known as mad inventors and insane and cruel architects, creators of destructive devices and formers of pacts with fiendish forces. The Iron Dwarves initiated a war known as The War of the Three Anvils, in which they and their sorcerer leaders sought to overcome the rest of dwarven kind. They were defeated and exiled and now they live in scattered enclaves deep within the earth.
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Dwarf, Mountain ([[Khazad-Aul]]) Dwarf, Storm ([[Khazad-Mornir]])
 
Dwarf, Mountain ([[Khazad-Aul]]) Dwarf, Storm ([[Khazad-Mornir]])

Revision as of 23:44, 15 February 2010

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Seemingly born from the very elements of fire and stone, the dwarves of Gaea are unsurpassed crafters, runesmiths, kingdom builders and wielders of the elemental forces of the world. They are the descendants of mighty elemental lords who were called into being by Reos during the age of creation and the era of the gods. As the ages waxed onward, the ancestors of the dwarves became bound to the world and interested in the amassing of material goods and riches. In doing so they lost some of their former power and ancient heritage but became renowned for the creation of epic artifacts and devices, some of which were used by the gods themselves during the days when they walked the earth. From the chains that bound the great wolf Caracoroth to the crowns of the Five-Fold Serpent and even the Arms and Armor of the gods themselves, the legendary works of the first age was unsurpassed by other races. Even the legendary magical artisans of the elves were said to have learned from the dwarves and their art earned them accolades as well as curses of greed, covetousness and jealousy by those who wanted to see their ancient works undone. Whereas others wrapped themselves in wards against such curses, arrogant to a fault and unknowing of their own potentials for corruption, the dwarves continued on and in time the glories of their ancient days fell prey to all manner of undoing from dragons fire to infernal corruption.

Despite all of this, they remain implacable foes against The Shadow, possessing terrific strength, endurance and determination fueled by their respective affinity to the elements. In the Third Age of men, during the Great Wars, many dwarves found themselves drawn into the conflict either as merchants, mercenaries or dignitaries to the western lands. Despite this, many are still very isolationist in nature while also fiercely willing to defend themselves against incursions from nations such as Charn.

Mendorn Steamhammer is the current dwarven High King, ruling from the seat of dwarven power in Kingsforge, while the Council of Thanes themselves convene most often in Ironforge. Dun Mordren is the name of this kingdom and it sets the tone for much of the Khazad Duin region. Although many dwarves ally themselves under the High King in Dun Mordren, there are also many independent and outlying dwarven delves and cities and the people have not been truly united for quite some time. There are many dwarven clans but some examples of them are:

Dwarven Clans

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Clan Truehammer This high and noble clan of Dwarves has traditionally produced the kingly line of the dwarven people and the ruling thanes. Consisting of a number of dwarven nobility and households, they are the smallest clan in number but among the most prestigious ones with a long and high lineage and history to them. The True Hammers tend to hail from cities such as Kingsforge, Ironhold and Durin’s Delve. Their nobility is not to be mistaken for weakness for their Battlehalls and military Academies are world renowned and the members of True Hammer know that the time will soon come when they must spearhead the Holy War to retake The Axis of Gaea.

Clan Masterbuilder More often then not the Masterbuilder folk are smiths and craftsmen of world renown. Most of their attention involves the creation of masterful works of smithing and stone craft. The Masterbuilder folk tend to live almost exclusively in Ironhold though outlying holds of them exist in cities such as Gateway, the mountains around Alexandria and other lands where they are hired to construct keeps, repair and upkeep forms of technology and more.

Clan Stonesmasher Storm and Mountain Dwarves make up the majority of this clan of powerful warriors. The Stonesmashers do not have many clan holdings of their own but tend to be stationed within the holds of other clans where they act as bodyguards, security, and the warriors of dwarven kind. Deeply religious as well they follow the dwarven deities and deities of battle and warfare. They have little interest in crafting and delving but are quick to be on the front line of the many dwarven wars that take place against monsters and other threats.

Clan Skyhammer The Skyhammer Dwarves of Anvil Peak and other outlying settlements tend to be detached from other dwarven endeavors. These barbarian dwarves have clan holdings that are located either near or on the surface itself. Consisting primarily of Mountain and Storm Dwarves, they are fierce and powerful warriors but have little interest in the politics or travails of Dwarven kind as a whole. They get along well enough with the Stonesmashers but are considered outcasts, dangerous and volatile by other clans.

Clan Bludstein The Bludstein dwarves were so named for the discovery of BloodStones, which were rich in magic and value in the now lost kingdom of Morduzum. Their greed over these stones created a schism amongst several families and nearly led to civil war. In penance, they are considered the lowest clan among the dwarven kind and tend to be gem cutters, miners and stoneworkers. Dwarven memory is long and so though it has been many generations since the Bludstein Wars, this clan often finds itself having to work twice as hard to earn power and acceptance among their brethren. They are typically Iron and Mountain Dwarves and can be found scattered in all dwarven settlements.


Dwarven Races

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Although many people are not aware of this, there are several basic dwarven types that exist upon Gaea. The most common and known variation of are simply known as The Mountain Dwarves or Khazad-Aul. These Dwarves form the political bodies, the bulk of their military forces, and their great leaders and craftsmen and religious leaders. Second and far less common types are the more barbaric Khazad-Mornir. These are also known as The Storm Dwarves and they are physically the strongest among the dwarven kind. A race of consummates warriors, griffon riders and they are even more militant then the Mountain Dwarves can be. Cultural clashes between the two have placed most Storm Dwarven strongholds actually above ground or in the mountain peaks as opposed to below ground.

The Iron Dwarves or Khazad-Ur are sometimes referred to as The Black Iron or Dark Iron Clans. These dwarves are outcasts to the others of dwarven kind. Known as mad inventors and insane and cruel architects, creators of destructive devices and formers of pacts with fiendish forces. The Iron Dwarves initiated a war known as The War of the Three Anvils, in which they and their sorcerer leaders sought to overcome the rest of dwarven kind. They were defeated and exiled and now they live in scattered enclaves deep within the earth.


Dwarf, Mountain (Khazad-Aul) Dwarf, Storm (Khazad-Mornir)

Dwarven Lifestyle

Dwarves traditionally revere Reos as the highest of the gods. Reos is known as The Wonder Maker and the World Smith. It is said that he alone forged the ancestors of the dwarves and that he continues to patron their entire race as a whole to this day. Deeply religious and mindful of their father’s desires, the dwarves have always held him highest, even if a dwarf may personally have another patron. War deities such as Kor and Angoron are popular as well as reverence of dwarven heroes who they believe are given a measure of divinity after they prove themselves in life. Valorn, a hero from the Underland Wars, is one such being and today is the patron of dwarven warriors and defenders from many different walks of life.

Dwarves on Arcania are native to the mountainous region known as Khazad Duin, which sunders central Arcania in half via the massive Sky Curtain Mountains. Here in Khazad Duin there once stood a magnificent dwarven kingdom known as The Axis of Gaea. Five hundred years ago, barely a generation or two to the dwarves, this land was destroyed and their One King slain, his family line broken. Shadow Elves allied with outcast cursed dwarves was responsible. Now the Dwarven Holds that survive, closer to the surface ring their hammers and craft their Steam-Craft in the hopes of one day returning to destroy their enemies. Dwarves today exist in scattered realms, holds and kingdoms with most concentrating in Khazad Duin and adhering to the authority of The High King and his council.


Dwarves in the Pathfinder Campaign

In The Emblem of Ea Pathfinder campaign, the dwarven alliance with humanity has undergone tremendous strain given the new season of war that grips much of the civilized world. Much of this strain comes from the inability of their human allies to truly aid them in their own struggles. Strange abominations have begun assailing the deepest portions of Kingsforge and other enclaves within Khazad Duin. These creatures are driven by masters that the dwarves invariably describe as shadow, formless, light devouring demons from the deepest depths of the earth who issue torments with the power of their thoughts alone, and the abominations driven by them are monstrosities such as to induce madness in some of the most stout of the dwarven warriors at mere sight of them. Investigations by the Magocracy of Rune have begun as they suspect possible planar incursion, but the dwarves are distrusting of human magic and not entirely helpful to the investigative efforts. Thus far these conflicts are confined to occasional invasions and incursions but may speak to a greater growing threat in the depths of Gaea.