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====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.
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