Kharadron Overlords

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A brand new race for Age of Sigmar, the Kharadron Overlords are the dwarfs (duardin for lawyerspeakers) who survived the Age of Chaos on Chamon by going straigth into the sky. Powered by Aether-gold (meaning valuable gas and adding yet another meaning to the word gold in the Khazalid lexicon) their technology is straight lifted from Jules Verne's works, mainly Captain Nemo's. Their only special character wears a TOP HAT for god's sake!

Origins:

The Kharadron Overlords' were born with the fall of the last of the Mountain Kingdoms. They fled to the small skyforts and outposts that floated around, hiding in the clouds. During this time, their society grew but resources in that limited space ran scarce. They mined the same resources and thus fought against each other for them. This marked the beginning of the Time of Reaving, where the Kharadron almost plunged in a civil war. In order to avoid this, the nascent sky-ports (also known as Baraks) decided to convene a meeting on the floating island of Madralta. In this Conference of Madralta, the Kharadron Overlords agreed finally on nine artycles (yeah, no joke, Olde Englische Butcherede) and a boatload of ammendments and footnotes to those artycles. These would become the Kharadron Code. Or the Code. And thus their society would be shaped forever into what was to become.

The Code acted like a set of laws, a constitution, and a set of guidelines: governance both of the ports and ships, how to trade, when to fight and retreat. All guided on the increase of the personal wealth and profit of the Kharadron. Things like emotion and supersition were seen as detrimental, remnants of an old age that had almost brought them into extinction. The Kharadron wouldn't be ruled by gods nor kings, but by wise men who knew what to do and transmited the confidence.

Military forces and fleets:

Placeholder.

Society:

Kharadron society is a plutocracy, where money is power, with a fullblown meritocracy as a system of social promotion. You go places by being good. Grudges are still a thing but they are only pursued if its actually beneficial and not detrimental to their society (which again is to avoid disgraces such as getting into wars with your former prime trade-partners for getting a shave and a misunderstanding, like in the War of the Beard). Grudges are added to the "Log of Grudges" and how they are filled depends on the port. Barak Nar's is almost untouched, as traditions such as this are against progress, but Barak Thryng's is heavily used.

The Kharadron overlords live in skyports, massive air-fortresses teeming with countless vessels floating around and an unending flow of cash. Hundreds of trade-routs go and pass by these holds of the sky. Kharadron Overlords are a fairly loose confederacy but ultimately they all, up to a degree, pay heed to their ruling body: the Geldraad. The Geldraad doubles as a board of directors parliaments, with a grand total of nineteen seats adjudicated by port on a wealth basis. It is where the code's ammendments and footnotes are added. Currently there's six ports in, it, "The Six", who are also the most relevant ports:

-Barak Nar. The city of the first dawn. The mightiest of the skyports, having over 7 delegates. Barak Nar is called many things, amongst them the city of progress. It's citizens are many scholars and scientists and they are very obssesed with innovation and knowledge. They aren't fond of wizards, mainly because they view science as the answer to everything and they view progress through technology better. Its commanders are famous for being considerate tacticians when needed and brash oportunists when it's the best occasion for it, the prime example of this duality being Brok Grungsson, the most successful man of the city and its Lord Magnate.

-Barak Ziflin. The second most powerful of the sky-ports at 4 delegates. It's fleets are the farthest reaching and they are amongst the finest navigators.

-Barak Zon. Oldest of the skyports. It's famous for being the most militaristics of the skyports and its military might have helped greatly in the earning of 3 delegates in Geldraad.

-Barak Zubar. The shrewdest merchants, infamous for ruleslawyeing, bargaining with them is more dangerous than fighing killer beasts. Currently they have 2 delegates.

-Barak Mhornar. The city of shadow. The people of Barak Mhornar are very schewy in their interpretation of the Code, and are known to be scoundrels with very shady tactics and strategies. Have 1 delegate.

-Barak Thrying. The staunchest conservatives of the Kharadron who are very anal about keeping with old dwarven tradition and keeping on with the grudges, basically old school dwarfs IN THE SKY!. The weakest of The Six, just 1 delegate and most likely because the other Baraks don't want to get a mark on their Log of Grudges, considering they just try to veto new amendments and footnotes.

Also, their cities' streets seem to be inspired on Shadowrun and Bladerunner.