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=== Dwarves === Dwarves are the most intellectually advanced race and are quite good at magic, especially enchantments. They highly value skilled jobs and education and the social status of a dwarf is mainly dependent on how much educated he is. Low skilled workers and farmers are the lower classes, semi-skilled are middle class and upper classes are highly skilled and scholars The dwarf government is a Republic supervised by a religious council. There is one elected Consul, 55 Senators, a representative of the lower and middle classes with a limited veto right, and a five representatives of the official cult of the Maker with a greater veto right. The religious council also has a lot of influence and is independent of the Senate for all religious matters. Dwarves still call themselves Kingdoms although their kings (and the ceremonial '''Overking''') have been mostly just figureheads after the UAC Heresy, when King Ronnac of House Morfir actually ''sided'' with the heretics. Afterwards no King has been given total power. Been allies with Elves since the War of Human Exodus. The Dwarvish calendar is solar based and composed of 19 months, each with 19 days and 4 or 5 intercalary days (depending on the year) inserted between the 18th and 19th months. Intercalation was once a practice forbidden by the Cult, but the old calendar had to be recalibrated and changed to include it after centuries of use. The Dwarves are also kind of history-altering, hypocritical, self important dicks. They just see themselves as the greatest civilization of all time, created from the essence of the true creator while other races are like animals and MAYBE get reincarnated forever in the lowest world, and even this is a very liberal belief. The orthodox cult thinks the poor are sinful because they are really not up to the standards of what it means to be a dwarf as they are individually almost useless to the dwarvish civilization and the Cult often refuses to inhume them, and many cities use their corpses for enchantments instead, something seen in a positive light by the general opinion as at least they are really helping to complete the Task in death, if not in life. ==== Important Dwarven Kingdom-Republics ==== Dwarves always write their cities with CAPITAL LETTERS. *'''GRON''': Former seat of the ceremonial Overking (now the Kinghood changes between republics) Gron is known for its massively prestigous universities of Gon and Ron.<br />It is otherwise rather poorly defended and mostly famous because of being in the crossroads of the Gold Vein and few major other roads that exist among the Republics. *'''The KAM peninsula''': (associated enough with the Dol Kam Kingdom to simply be named after it) is known for it's vast meadows with a very unique flora. <br />Most of the farming of the Dwarven Unions is done here, with a heavy focus on livestock production. It is also the main source of woods, plants and other organic materials. Fishers on the coast are also a great source of food and aquatic products. <br />The culture of the region is insular with an unusual rural and agricultural nature for most Dwarves. The nobility is strong with more than 40% of the population being serfs but free farmers are generaly seen as an skilled and respectable class here.<br />The Kam peninsula has always been peaceful as involving the region during the conflicts between the Dwarven Unions is a great political taboo, as it would cause a severe famine in all the Unions. *'''ZLUMBEN''': A small city of average wealth but highly praised by the dwarven academicians for its university and philosophers. <br />Religious authorities virtually don't hold any authority here and so philosophical developements are unhindered by the Cult of the Maker and is barely impacted by politics because of its relative isolation from the political centers. This is the reason why many intellectuals and philosophers migrate here, giving to the city and physicalist school a surprisingly strong intellectual influence on the Dwarven Unions. *'''QUEN''': A small port city on the North of Dwarven Unions controlled by generations of QUEN family with not very profitable mines several miles from it that yield high amount of iron that they have no use for. This ore they dug is later throw out into the Tahalacas Ocean. Beside stone mined the city also started their own Troll hunting after hearing of MUN success. *'''VALK''': Also called Valkenburg, this dwarven town on the The Gold Vein between COL and UR, VALK is known for its universities specializing in elven studies and their large printing presses trough which majority of translated elvish material is printed. <br />A place of ancient history: VALK is built on old Human ruins (Valkenburg was its Haumic name which even today still sometimes pops up) and was one of the first cities razed by the Dwarf-Elf Alliance: the stones of Castle Valkenburg were later used in building the Citadel of NOS. <br /> Nowadays, VALK is in the gripes of a particularly strict part of the orthodox Cult of the Maker. They are often using the printing presses to publish material opposing the goblinoid and UAC dwarves who neighbor the western elven principalities. Rumors about the Cult influencing the the lectures at the University are nonsense. ''Totally'' not the dwarven Ministry of Truth *'''HOR ''': The official capital of the UAC Dwarf Cities, although the heresy did not start there. Hor is situated southwest of the Mountains, at the small bay just before the short VIK river.<br />Friendly port for almost everyone, even Lesian traders visit it. The city is surprisingly young for a dwarf one, having been built merely 300 years ago to give Dwarves a port city to the Lesian Channel.<br />The small HOR bay is known for delicious oysters and their pearls, who contain faint magical traces. *'''BUM''':BUM is a dwarven city among the Gold Vein, between GRON and Drunderburg. <br />Once a full kingdom its significance has been greatly diminished after their King chose the wrong side in UAC heresy. It is noways just a frequent stopping place for wagons of merchants and travelers and few venture inside the walled city. This barony is known among dwarves as a ''"good place to get some warm cheese on your bread before continuing among your travel."'' ==== Dwarven Religion ==== Orthodox dwarves believe in a kind of platonism or benevolent gnosticisme where a creator god, '''the Architect''', created a Demiurge called '''the Maker''' and charged him to subcreate the world under his direction. Dwarves considered themselves to have been chosen by the Maker and charged by him to multiply and create civilization as the Demiurges within this world. They believe they will be reincarnated in this world until they accomplish their task, and then will ascend to the Realm of the Architect with the Maker as a reward, while the other races will live forever in this world, but transformed into a terrestial paradise. There is no dogma about whether or not non-dwarves have an afterlife, the most traditionnalists thinks they cease to exist after while moderates thinks they reincarnate as non-dwarves for all eternity. Altough this is mostly folklore, most dwarves thinks bad dwarves will have to expiate their sins before being allowed in the Realm of the Architect. "Before The Architect there was only void." It has been said that before The Architect the Dwarves worshipped The Void, the destroyer, whose emissaries they believed to be the proto-goblins. When proto-goblin society began to fall into anarchy the emergent cult of The Architect overtook the worship of The Void, allowing its leaders to take control of dwarvish society and eventually drove its few remaining worshippers underground, along with what little remained of goblin-kind. ====Dwarven [[Heresy|heresies]]==== *'''Universal Adoration of the Creators''': Major heresy born from the most liberal movements within the Cult of the Maker and the ressentiment of the lower classes towards the classism of the Dwarvish Republic. Differences to orthodox branch: **All beings are equal in the eyes of the Architect and of the Maker. **Members can include non-dwarves (all those working as "Demiurges within this world" will ascend to the Realm of the Architect and not only dwarves) **Dwarves and non-dwarves alike need a time of purification after a bad life before being reincarnated. **The works of all "Demiurges within this world" are important and not only the greatest, the important is to do as much as you can and those with less opportunities and capacities shouldn't be seen as lesser. **The Maker already ascended to the Realm of the Architect and both the Maker and the Architect should be directly worshiped. (Unlike the main branch where the work of the Maker is not finished until the one of the dwarves, and the Maker is the only one to directly supervise them) *'''The Goblinoids''':Small but powerful sect of wizards with both dwarvish, elvish and even halfling members.<br />Vaguely based on the metaphysics of the Cult of the Maker, the Goblinoids upholds magic as the supreme principe in the universe and matter as entirely caused and enslaved by it.<br />Both magic and matter are without consciouness or personhood and there is no gods, life and the intelligents races emerged from natural magical and matter processes.<br />Non-magicals beings are purely material beings and their consciouness ceases after physical death.<br />The consciouness of magical beings persists in magic after death but quickly dissolves within it unless they are powerful enough and initiated to the magical exercices allowing the wizards of the sect to indefinitely retain their consciouness in the magical principle.<br />Just as magic enslaves the matter, the natural order is for the most magically gifted to enslave the less gifted and to treat the unmagicals as the animals they are.<br />And the natural duty of the gifted is to explore the possibilities of magic in their fullest.<br />The Goblins were the noblest race to have walked on this earth, supremaly talented with an unegaled knowledge of magic and only small minds ressent them for the collateral damage infliged on lesser races, for why should giants care about ants they are on the greatest quest ?<br />Yet they failed, but failure is not unavoidable and that's why we should take example on them, both to emulate their greatness, and for not repeating their errors.<br />The sect of the Goblinoids don't care about race but only magical, the hierarchy is divided by layers of initiation but the more talented you are, the more you can go up.<br />They are very interrested by magical knowledge, ancient goblin artifacts and wisdom, and ways to make them more magically powerful. *'''Physicalist School''': The physicalist school of thought believes everything is physical phenomena. They don't believe everything is material as magic and maybe minds are immaterial but they think both material and immaterial things are physics and part of this world. They reject any notion of spiritual reality, don't believe in worlds outside this world and highly value empiricism and non-theological philosophy. <br />They ''do not believe'' in the Maker, the Architect and other gods and are generaly skeptical of religion even if they don't reject reincarnation within this world and some spiritual concepts non involving supposed realities outside of this world and think they could be misinterpreted actual magical phenomena.<br /> The only "stronghold" of the Physicalist School is Zlunben near the eastern shore, a small city of average wealth but highly praised by the dwarven academicians for its university and philosophers. *'''Astrology''':Despite not being endorsed by the Cult of the Maker (but far to be considered an heresy), many dwarves believe in a form of astrology : Dwarves are under the influence of the constellatation associated with the month they are born in. *'''Quen family''': they hold small port city on the North of Dwarven Unions with not very profitable mines several miles from it that yield high amount of iron that they have no use for. This ore they dug is later throw out into the Tahalacas Ocean. Beside stone mined the city also started their own Troll hunting after hearing of MUN success. Parties of hardened sailors leave the port with abundance of food as said in guidline for "Troll hunting for dwarves" on ships and after week return with more dead trolls than same number of elves could hunt in twice the time, another victory for dwarves! This hunting also is much, much safer than those MUN teams, as almost all the time dwarves with no loses.What is not known for anyone but ruling family and sailors that go hunting is that they haven't killed single troll in years. Under cover of night they fill ships with food and iron ore and sail to place known as "Smugglers cove" an island close to shores of Trolls, there they trade their food and ore with human mercenaries for troll remains they hunted. This is such a huge secret as most of the time weapon smithed from ore turns back on other dwarves, and most of the hunting casualties are men who are deemed to be untrustworthy and sent to sleep with the wishes lest they tell someone else about this deal *'''The Alchemical Botanists''': These mages from the Dol Kam Kingdom are known for their flora-based magic.<br />Strangely enough, most of the flowers and plants they use are not magical in nature, something that puzzles most outsider mages.<br />The truth is that they use plants-based potons as an extremely subtle medium for spellcasting instead of movements or incantations.<br />Mastering this art takes decades but allow the Alchemical Botanists to cast extremely precise spells.<br />Many of their imitators instead believe the potions themselves are magical, and the Alchemical Botanists are glad to pretend is it indeed the case as a form of red herring.<br />They are somewhat considered as druids in the Kingdom and they are deeply involved with the royal family.<br />Religiously, altough they recognize the authority of the Cult of the Maker, they believe their tradition is a secret knowledge and perspective about the natural allowing them to have some glimpses of the plan of the Architect, justifying how they can use nature as a medium for changing the world. ==== Baseless Rumors ==== Not every dwarf is highly educated, so many of them hold stories heard at the pub as truth: They say some dwarves are trading with humans, on regular basis. Trolls are moving closer to our land each year. Is something drives them out from their lands? Or it's invasion? You know why we didn't killed all humans in Human Exodus war? Because we maked a deal with them. They say necromancers found a way to make a spitits from rocks. Crazy, huh? Gnomes are preparing for a war - but against who? Can we trust them so they don't invade our lands? For every "for the good of the realm!" spoken from leaders, a ten dwarves dies. These words are sacrifice to something sinister, I say! There is secret ingredient Elves keep us from making a cheese with infinite lifespan. We must kill them all steal these secret for us! Orcs are actually evolved Goblins. Trust me. Humans? Bah, they all dead. Nothing can live on a North, really. It's a trolls wearing a human skin Elves are sure crazy. One day I traveled to one of their city and I saw how their buildings are MOVING, with legs and all. Why? Because they wanna find a spot "just right". You wanna marry Elf? Didn't you know they all are male only race? Their females are animated dolls. All Roads lead to Ur. One way on another, everyone in civilized world was in Ur. UAC dwarves and their ideas! What next - Maker was not a God?! Architect are fake?!? Government actually not destroy Goblins artifacts - they a selling them to someone else for gifts. What gifts? Who knows. When you see a sober Halfling, kick him - it's a shapeshifter! Orcs wanna steal our jobs and secrets! We must build a wall against them! And orcs must build it for us! Don't eat cheese with elves - your beard will fall out. Dip your fingers into a special ink, and you will see a many,many secrets. Books are holding such power because they ARE magical. All of them, even most worthless ones. Dogs was bred from humans. Or it's humans was made from dogs? Most delicious soup is made from hardened cheese, a soft cheese, herbs, breadcrumbs and a single Lesian tear.
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