Friday, November 21, 2014

The Honourable Society of Tallow Chandlers

The Honourable Society of Tallow Chandlers, or the Lighters as they are colloquially known are amongst the most powerful in the city. Formed from a collection of merchants around the year 120, they created the guild in order to lobby the Duke of the time for public lighting in the city. Up until that point, the exteriors of buildings were not lit, nor were the streets of the city. Most people carried torches or lamps to get around and for those who didn’t, ropes were installed as guides.
Tallow Chandler
The Tallow Chandlers were successful and they split the new responsibility of lighting the public spaces of the city amongst themselves. As oil lamps became more popular and the tallow chandlers diversified, they gained the name Lighters.

Between the years 130 and 156, the Tallow Chandlers used the threat of withdrawing light many times to extort greater and greater sums of money from the city. Things came to a head in 155 when the Duchess Ketta began hiring rival lamplighters at a much lower cost. Conflict broke out and the rival lamplighters engaged in skirmishes across the city. Entire districts were left in the dark for days at a time and people began to carry personal torches again, as they did before the public lighting of 120. The Tallow Chandlers Guildmaster at the time, a halfling woman named Berrin paid a huge sum of money to assassinate Ketta, hoping her son would be more easily manipulable. She was wrong, the son Gerard was insane and ordered Berrin and the other senior Lighters to be imprisoned. The trial that followed was, experts agree, one of the most entertaining in the history of the city. Wild accusations were thrown, endless parades of witnesses questioned and three judges assassinated. Finally they were declared guilty and burned alive in their own lamp oil. The Lighters were broken, or so they thought, but Duke quickly lost interest in the issue and over the next few decades, the Chandlers were able to regain the influence they lost
lamplighter
Over 800 people are currently employed to keep the lamps of Nocte lit. Although it is not a highly paid position, the lamplighters are a respected profession and often receive a drink on the house at any tavern they wish to frequent.

The Guilden:

Pavian Morell - The head of the guild, a balding sycophant who has retained his position for over ten years by ingratiating himself not only with powerful Chandlers Guild figures but other Guildmasters as well. His wife, naturally, is the strategic mind of the pair. Irina is responsible for negotiating a new, lucrative contract with the city. A growing proportion of guild members are getting sick of Pavian and want Irina to take over instead. She is not opposed to the idea but he is. If it ever came to a vote, Pavian has been stockpiling cash, thugs and mercinaries to make the political conflict much more literal than usual.

Vannis - A almost inhumanly thin man sporting a comically large black beard. Children say he is more hair than man. Vannis is responsible for apportioning the contracts of the guild out to its various members. This position is the most powerful in the guild because he can deny families of their income, or unusually bless them with additional contracts. To date he has been scrupulous in his fairness but that will change soon. He has accrued a large gambling debt to Iryllia Revear and she has begun to call in favours.

Kyle Arran - Descended from one of the original founders of the guild and won’t let you forget it. The Arrans are one of the most respected (or at least, oldest) families in the city and one of its most arrogant. Blond haired, blue eyed they put a lot of stock in breeding and are often heard abhorring the state of the city. In recent years this attitude is getting less and less welcome amongst the becoming affluent non-human races of the city. The Arrans are spending more and more time in the country but Kyle Arran prefers to stay in the city. He is famous for his (human only) parties that overflow with excess. Last month, one of his soirĂ©es turned into a debaucherous looting expedition after running out of pheasant pate.

Some Lamplighters:

Narell “Leggy” Martock - A seven and a half foot giant, leggy is forced to walk with a stoop most of the time. He can however, light the high lamps on the main roads without a ladder.

Semtin - Known as the clumsiest woman in the city, she is famous for setting herself on fire on no less than five occasions. People in the street give her a wide birth and laugh openly at her. Semtin has almost had enough of the abuse, for some time now she has been plotting her revenge. Not so coincidentally, supplies of oil have started to go missing from the Chandler’s Store.

Ginna - A plump and jolly woman, she delights in handing out cheap candles to the children who follow her on her route. Occasionally she manages to lure one of them back to her room but only for the company, the children are unharmed.

lamplighter

Havin - An sandy haired, broad chested, honest looking man that is nothing of the kind. He makes a significant income on the side by threatening to burn down peoples shops unless they pay protection money. Although he has never followed through on his threats he is quick to take credit for the occasional small fire the breaks out in the city.

Tuesday, August 26, 2014

The Reformation of the Orlick Goblins of Atmos



So legend goes, the Goblin race was born of a contradiction. Graak forged the Goblins from fire and darkness, law and chaos, a cacophony of screams and absolute silence.  

The goblins grew quickly, not only numerically but technologically. The human tribes that occupied the coastal regions of the island of Atmos co-existed peacefully with the goblins initially, until the expansion of both cultures began to cause tension. Both cultures traded with the orcs that sailed the great oceans. The Orlick Empire, as the goblins styled their disparate holdings, grew rich and decadent based on the commands Graak issued his spawn: Build empires, accumulate wealth and power, enslave and exploit the weak.

Despite calling themselves an empire, the Orlick goblins were anything but. With no central government, ruler or bureaucracy even calling it a kingdom would be a stretch. This changed as conflict erupted with the humans downriver. On the island, huge amounts of rain fall on the western mountains, but very little on the side of the island that is habitable. Both the goblins and humans depended on the rivers and lakes that flow from the western mountains to the ocean so when the goblins began to dam the rivers, war erupted soon after. This created a problem for the Orlick goblins as their human foes were vastly more organised despite being technologically inferior. An accord was reached whereby each landed goblin would provide troops and supplies to the newly formed army. Until the Reformation, this military structure was as much government and bureaucracy as the goblins would need at a national level.   

A decade after contact with Nocte, an aristocrat named Klaas took the typical cruelty of the Atmos goblins a step too far. His slaves which numbered in the thousands by and large worked in despicable conditions in the coal mines of Gildenof. Goblin and human slaves permanently shackled together worked 18 hour days without break, slaves were expected to eat, drink and crap on the go. If a slave collapsed or died they weren't removed until sleep time. This changed when a friend of Klass visited the mines and was horrified by what he saw. The friend, Unger, did own slaves and no one could have accused him of kindness toward them, but it is certainly true that something changed in him when Unger visited the Gildenof mines.

Since almost the beginning of time, there had been 'defective' goblins who rejected Graak and his cruelty, small cells of resistance occasionally sprung up but amounted to nothing. Unger became one of these defectives when he visited the mine and saw the atrocities his friend committed upon his slaves. Returning home, Unger sold his slaves and assets. With the proceeds he began a campaign with the stated aim of freeing the goblins from the hatred and cruelty that bound them. Unger's earliest attempts were met with ridicule, then mounting derision as people realised he was serious. Despite several early assassination attempts Unger's movement spread openly. Goblin society, despite its political and social machinations, did not really know what to do with a movement so ideologically different from mainstream society and lacked the governmental structures to deal with it. In a society with few laws but a massive bureaucracy, a strong military but one entirely engaged in the constant warring with the Arant humans downriver, the Goblin Temperance League (as they became to be known) was able to grow relatively unchecked. Early growth was driven mainly by Edda, a rich merchant who had quietly been building her own network of goblins that sympathized with Unger’s cause. She built her business as a trader in seeds and dyes her fortune came from her second concern, the largest network of messengers in Orlick. These messengers allowed her to deliver the revolutionary message across the empire and also hinder the communications of her rivals such as the priesthood.

The Priests of Graak, did see the threat of the Goblin Temperance League but the many factions were too fragmented and unwilling to join forces. Their communications and attempts at organisation had previously not come to much and with Edda’s runner network able to disrupt their attempts at organisation, each faction was simply too small to pose a threat to the League. Still, many key figures were assassinated by the priesthood. Unger survived many attempts however, and his followers built his image to that of a saviour of the entire goblin race.

In the end, it was Klass, Ungers' friend who made the movements victory assured. He made a martyr of Ungers by personally striking him down while Ungers was giving a speech on morality to over ten thousand goblins. The news spread like lightning. Assassination was not uncommon in goblin society but Unger was different. His death sparked a violent uprising of millions of slaves and free goblins that gradually overthrew the priests of Graak, powerful opposing goblins and what little there was of the military left in the empire. The buildup of mostly non-violent speeches, influence building and moralising happened quickly, over the space of five years the goblin society transitioned from one that had no comprehension of morality, to one where such a discussion was possible. The violence triggered by Unger’s death would last for over a decade. During this period tens of thousands of goblins fled through the portal to the world beyond and many even settled in Nocte. The Reformation, bloody though it was remained committed to basic freedoms and rights for all goblins, basing many of their new ideas on the orcs they traded with and the humans they met through the portal. The orcs democratically elected a captain and leader of their ships so the goblins modelled their own new government after the orcish custom.

Although the early democratic experiments of the goblins were wildly inequitable, despotic at times and at best chaotic, it had its own influence on the city. The refugees that settled in the city quickly became foundational members of the blossoming guilds of the city. Many of the rituals and organizational structures of today’s guilds have their origin in these early Orlicken experiments in democracy.

A goblin today will speak of a new age of goblin enlightenment. The goblin race has transcended its origins as the spawn of an evil deity. Of course, centuries of cultural conditioning are difficult to overcome, many underground cults still exist that worship Graak and his servants. The city its self is not a utopia. Massive cruelty, inequality and poverty exist, but at least the goblins believe that all is not right and strive to improve the world around them.



Tuesday, July 29, 2014

Small Gods



As the meeting point for numerous cultures and even worlds, the religions present in the city are as numerous as the rats that infest it. Ancient religions mix with spontaneously erupting cults and everything in between. 

Irati - A swamp deity of fertility, she has over a thousand mortal sons and daughters who make up her clergy. By her word, she protects her family from harm and spurns outsiders. Irati's protection is real and powerful, as such, her children are in huge demand for marriage or even casual couplings as the Irati’s protection would be extended over any progeny of the relationship.

Urugu - Lives amongst reed beds, he is the maker of papyrus for the book of records and although he doesn't have direct worshippers, Urugu is venerated along with the Keeper of the Book of Records as the provider of materials.

Keeper of the Book of Records – Has never had a proper name, and her small cult claims that it would be unwise to try to name her. Oddly enough the Keeper and Urugu are originally from different pantheons, Urugu being a Kobold swamp deity and the Keeper, a Dwarven ancestor spirit.

Castor - A deity unique to the city, Castor is principally a repeller of mould and fungi. No construction is done in the city without a prayer to Castor. He only has one priest however, a dwarven woman named Gloran. Oddly enough, for a cleric of a fungicidal deity, she grows mushrooms in a set of rooms she keeps moist for the purpose. When asked about this dichotomy she merely smiled and says "know your enemy".

Arxan - A demon god that was originally subservient to Graak but since the reformation has been mostly worshipped in secret in his own right. Several different cults of Arxan exist in the city with wildly differing beliefs, here is a selection of some:

1.       When a believer dies, they must be boiled and consumed. Everything but the spleen must be eaten.
2.       Power is born in the suffering of others. If you can make another suffer without consequence to yourself, that is power and those with power are most respected by Arxan
3.       To bring wealth to your children, insert coins under the skin. Old, rich goblins can get quite chunky.
4.       Those with power have a duty to exploit those without.
5.       Power is useless if not used, own slaves, demonstrate your dominance of them publicly.
6.       Power can be transferred from one to another by means of the former inflicting pain on the latter.

Chrisa - About 300 people follow Chrisa, a goddess of infinite kindness and wisdom. She promises those who follow and serve in her interests will be taken from this world to a better place of light, clean air and abundance. Indeed, under the leadership of Groot (a charismatic young elvish woman), a number of people have managed to leave the world behind and transcend. At least, that's what Groot claims and no one can prove her wrong.

Tuesday, July 22, 2014

Some things about Orcs


The Orcs of the great oceans of Atmos:
  • are a seafaring race, they ply the seas in great generation ships, touching land less than once a year.
  • have skin like seals (although green), it is slightly oily to the touch and covered in a fine layer of hair.
  • do not experience curglaff (the shock felt on plunging into cold water).
  • smell of brine and fermented fish.
  • diet consists mostly of fish and seaweed, although orcish fish sauce is highly prized in Nocte.
  • most never set foot on land and only a tiny percentage venture farther than a few miles from the sea.
  • will always have upon their person a small phial of salt water.
  • give birth to live young. A mother can control the length of the pregnancy from four to eleven months. A four month orc baby is very immature but an eleven month old will be crawling within a week or two.
  • dissolve quickly in their own acids juices upon death, leaving behind a lot less bones than expected and a small brownish pearl that, when ground, forms a heady intoxicant.
  • have personal gods. Each family has a god that protects them, must be sacrificed to etc. Some of the gods have become popular since the families came to the city and are worshiped by thousands. Public shrines are not unusual, even if no one outside the family worships the god, they still want everyone to know about them.
  • never anthropomorphize things, they would never say the "the ocean is a cruel mistress" or even "that cloud looks like your mother".
  • have no ocean, land or animal gods as the orcs believe themselves to have souls and no one else. Animals are free to be slaughtered and fish to be caught. The ocean is not personified either. It is just the world, random, capricious, sometimes calm, sometimes angry (although an orc would never ascribe orcish emotions to the ocean, they would use kalmeren and bous respectively).
  • never speak their own language on land, it being sacred of the sea.
  • always refer to themselves as aboard a ship, even when on land.
  • when on land, visit a bathhouse daily at a minimum.
  • cherish fresh water. Although not sacred, wasting fresh water is a moderate crime.
  • that live in cities are lonely folk, usually apart from their families, that like to join communities of like-minded individuals such as guilds.

Tuesday, July 8, 2014

The Halflings of Blonks


Blonks is one of the many Dukedoms formed in the Sutland after the fall of the Tikreti Empire. On its collapse, over 300 years ago, Blonks was formed from one of the Duchies of the Empire.

 

300 years ago, the relatively unmolested halflings of Blonks were conquered by the Tikreti Empire. Empyric practices at the time were to appoint a local related to the previous system to govern and so a halfling was appointed the first Duke of Blonks. Under the duke, three barons were each appointed a portion of the dukedom. A century later the empire falls but the Duchies under it remain. The former empire splits into thousands of independent realms, some fell to conquerors, others saw sense to ally with their neighbors to form new kingdoms. The disparate groups of the Barden plains and Stallem hill valleys that form the Sutland mostly remained small and independent.

 

Life ruled by nobles never really suited the halfling way of life, theirs being a much more equitable and equal society than existed in most other places in the empire. For this reason, the dukes and barons that rule are mostly ignored by the majority of halflings. Their tithes are small and the barons know not to push too hard, else they find themselves completely ostracised from Blonkian society. This society is almost entirely made up of small hamlets and villages, consisting of very few large (albeit low ceilinged) communal living huts surrounding a Home Hearth of Anwyn. All food preparation and consumption is done within the Home Hearth, as well as being the common gathering place and workspace for the village. The huts surrounding the home hearths are also communal space, up to twenty people will live in a hut that has no internal walls or separations of any kind.

 

Halflings are not private people at all, their communal living prevents it, to extremes that other cultures may be shocked by. A Blonkian will happily defecate in front of people, as well as fornicate. Although halflings are mainly monogamous, the participants, nor or any onlookers would feel slightly uncomfortable engaging in sex in a communal sleeping area. Pre-marital sex is not uncommon, the older folk just smile at the youths and their emotions, knowing that soon they will be adults and ready for marriage. Children are brought up communally and although a child will know who their parents are, no particular affection or attachment is normal in Blonkian society.

 

A typical village will be surrounded by many wind chimes and other noise making paraphernalia. Loud instruments and many bodies close together keep away Malkalin, the dark stalker. A god of darkness that takes lone halflings at night, Malkalin also has influence in The city in Darkness. Halflings in the city do not live communally and there is some debate as to whether this has drawn Malkalin to the city.

 

The head of the village is a member of a mystery cult of Yashan. Although they still live communally, only the heads of villages and their eventual replacement are indoctrinated into the Yashani (as they are known). The followers of Yashan meet secretly every full moon to discuss leadership, perform protective rituals over the villages of Blonks and make the sacrifices Yashan demands for his protection. At every meeting, an animal born since the last full moon is sacrificed.

Monday, June 30, 2014

The Home Hearths of Astre


One of my favourite books of the early D&D 3e era was The Book of the Righteous by Aaron Loeb. The Home Hearths of Anwyn was my favourite church, I loved how integrated it was into the society. It seemed like a church with a real purpose, something useful for people to believe in and be a part of. My equivalent god, Astre, is directly influenced by Anwyn but both fortunately and unfortunately, my memory is terrible and I haven't read the book in over 10 years. It is packed in storage somewhere literally half a world away but in a way that's a good thing. It will force me to be less plagaristic and more creative. I also have to point out the fantastic coincidence that astre means hearth in old french. I swear I made the word up, but I will forgive the reader for not believing me.

Astre is not an interventionist god, she never dabbles in mortal affairs, even to protect her church and most devout followers. Prayers to her go unanswered, her priests claim no influence over her, nor that they can even send or receive communicatons with her. Yet, Astre is the most widely worshipped god on both the rock and her original world, Benoch. 

The reason for this is simple, the church of Astre, the Home Hearths, is not only the largest charitable organisation in the worlds, but also the largest individual provider of sustenance to the people that live in communities with a Hearthen presence. Although the nature of the Hearths differ wildly across the different cultures Astre is worshipped, Blonks (the region directly beyond the Benoch portal) provided the basic template for the city church, although the dwellers on the rock take it to great extremes. In the small villages of Benoch that fall under the influence of Astre, the centre of the village is usually dominated by a plain hall large enough to seat the entire village. Kitchens and ovens line the walls of the hall and all bread is baked therin. Although in the villages most homes have cooking facilities, the first meal of the day is always had at the Hearths. Villagers will bring their dough, made the night before and set out to rise, to the ovens of the Home Hearths. While it is baking they socialise and have their first meal of the day provided by the hearths. Usually a porridge with fresh bread, a little honey and some fruit. Once the bread is baked (and some of it consumed), the villagers will begin their days work. 

In Blonks, the communal nature of the halfling inhabitants (more on that next week) makes the Hearths even more dominant. The only building in the village with cooking facilities is the Home Hearths and all meals and most social activities take place within.

In the City in Darkness, the Home Hearths are still a large part in the day of it's inhabitants. The first meal of the day is always had at the Home Hearths.
Breakfast is usually made up of porridge, bread and unique to the city, jellied eels. Rich and poor alike will attend one of the many Home Hearths scattered around the city. As there is no specific rich district in the city, each Home Hearth will play host to people of all social classes. The nobility, merchants, workers, paupers and even priests of other gods attend the Hearths every morning. The poor attend out of necessity, the rich out of obligation. Neglecting the Hearths is sure social suicide for even nobles with their own cooks and kitchens. Meals are served from 5 bells in the morning, to mid-morning (9am), the earlier you attend the more pious you are. Workers will typically stay only a short time before hurrying to work, but for merchants and nobles, the mornings are spent talking business, doing deals and socialising. 

Attending a beautiful Home Hearth gives its patrons prestige and so the patronage of artists, architects and artisans is common. Sculpture, and other works of art are especially prized and popular artists are in constant demand. This beautification is not just a competition between different Hearths and families, there is a genuine belief that exulting Astre in this way will bring her closer to them and, despite all evidence to the contrary, make her look more favourably upon the members of the Hearth.

The priests of Astre do not make showy use of miracles, divinations or other such divine powers, nor do they claim to have any special connection wih Astre. They focus instead on providing nourishment for the vast majority of the population of the city. The food provided is donated and not all by the rich, most attendees of the Hearths will, a few times a month, purchase a sack of flour or oats to bring to the hearths. Only the truly destitute are excused from the shaming that comes with being miserly and uncharitable. 

Although the Hearths at first glance seem to be an equitable paradise, not all is as equal as
it seems. The rich, especially patrons of the Hearth are treated favourably; they never wait for food and are served the best whitest loaves, the youngest, most tender morsels of eel as well as fruit, something normal city dwellers cannot usually afford. That said, the daily meeting of all cultures, races, religions and classes is the major reason the city has so little racial tension. Any city of Nocte's size and cultural diversity would expect serious problems but thanks to the mixing influence of the church of Astre, the Home Hearths, these problems are minor.

Wednesday, June 25, 2014

Moving on from the original version


I started this post way back in January and planned to publish it before it fell through the cracks. It references my first post, The Original Vision, so you should probably go back and read each section along with its companion here. I am posting this now, because I do need to say what I plan to change from the original vision. I want to write a few posts about the power structure in the city from a very high level so revisiting what I have already written about them is obviously important.


 

I want to read over my original draft again. I am going to take this section by section and go over what I like and what I dislike. You can find the original overview here and then read my comments on each section below.


I like the first paragraph. 'Nuff said, now onto the real sections:

Overview:

I think the opening is strong. Nine worlds however, says too much. For my new version, I am going to cut that down to two or three (not including self-contained worlds like the Day Palace). Nine worlds is just too chaotic for me, marrying the cultures of just a few worlds is going to be difficult enough, there is no need to go over-board.

Power Centers:

Whoops, I don't know what happened there. Obviously, that is terrible writing. Somewhere along the way, Count Vanus has turned into a Duke but I don't really care. In my palaces post I didn't name the duke. This is a problem of mine in general, I don't really do people well and it is a struggle to add a bit of life to my locations. The general idea here is good though, a powerless, insane ruler and scheming guilds. I have hinted at that already, with the Night Palace playing host to several Guildhalls. I will have to remember to add in some religious organisations as well.

History:

Some good and some bad here. Although I like the general plot, some details will need to change. The discovery of the extra portals will have to go. To replace the xenophobic invaders, I have some swamp kobolds from the second world lined up. I am going to ditch the mines. There are plenty of other reasons that the pits could be built.

People:

I would like to up the population a lot. I will have to do some research on the population density of Victorian Edinburgh and London. I love the idea of seafaring orcs ever since I read Louise Lawrence's Llandor Trilogy so I must find a way to keep them.

Economy:

I will get rid of the adamantine mines, but I need to come up with some more trade goods that would be traded between the two worlds. I can see a Dungeon Dozen style list coming on!

Military:


I am fairly happy with the military section, although it slightly contradicts an earlier section. The military power of the city has to be enough to fend off potential invaders, although not necessarily the invaders themselves.

Religion:

The Book of the Righteous was one of my favourite books of the early 3.0 D&D era and the home hearths of Anwyn was my favourite church. Not being religious myself, but a lover of history, religious architecture and art, I still like the idea of fantasy religions being a big part of every-day life. I think this is missing from many campaign settings, so including it here should be fun. The mad, frenzied priests and cultists of Greek mystery cults and sword and sorcery novels must also be included.

Magic in Nocte:

I now prefer a low magic, gritty approach to magic; but I still want mages in the city. I guess what I want to avoid is the magic as technology approach. Magic should be dangerous, risky and unpredictable. I have experimented with different mechanics in various roleplaying games to attempt to simulate this, mostly unsuccessful.

Underworld and Security:

Merging the Underworld and Security section with the Military section would probably be wise. They seem to be talking about the same group of organisations. I am sick of the concept of thieves' guilds, the concept seems mostly to cater to rogue/thieves who want to join an organisation. I hope I can come up with something a little more original that would motivate these characters to get involved. It also stretches my suspension of disbelief too much to have a 'city wide thieves guild'. Dinji is a hilarious name for a goblin though, so I will have to use him elsewhere.

The Pits:

Inspired by the caves and passages beneath Edinburg, the pits are one of my favourite things in the city. I can't wait to revisit this idea in a bit more detail. There is an abundance of information about Victorian slums, and I will draw heavily on these sources. I have no intention of pulling punches here and ideally, my audience should be a little disgusted by the inhumane conditions of the pits.

The Aqueduct:

I am pretty happy with the Aqueduct. Water sources are rife for intrigue and sabotage. Given the Aqueduct's importance to the city, I think a militia dedicated to protect it would be interesting, not to mention being used by one guild or another for their own political purpose.


The Guildhouse:

Should that be Guildhall? The headquarters of the guild of merchants and traders is obviously going to be an important building in the city. That said, it is not inspiring me at the moment and so I fear I will not return to this building any time soon.

Ten Thousand Tavern:

I am toying with the idea of creating a 3d model in order to map the city. A 2D map will never be able to capture the many layers and higgledy-piggledy nature of the place. A good practice run would be to map this place, I can image corridors leading through other random buildings to yet more rooms of the tavern. I will probably ditch the gladiatorial style battles. I think sublimating the violence of the city behind a veneer of civility will be more effective at highlighting its brutality. Having open battles in a pub takes something away from this approach.

Through the Portals:

Benoch is the name of one of my homebrews, have you noticed yet that I am terrible at naming things? Look out for a post on naming in the near future! I will probably ditch these worlds and start again. I mentioned swamp kobolds above, and seafaring orcs. I also need some human civilisations on each world to trade between. I also have the option of only using one prime world, with the portals sufficiently far apart to encourage trade.

 

Well, there it is, a little analysis of a ten year old bit of writing I did. Clearly it needs work, but that is a good thing given I have dedicated a blog to this.

Tuesday, June 10, 2014

The Dwarves of Csarnok


Far beyond the plains of Blonks and it's surrounds near the source of the river Skoll lies the mountainhomes of the Csarnok dwarves. Once a mighty empire that spanned the Hegek mountains that form the spine of the known world, they are now a dying race, fractured and defeated.

No war brought the Dwarves low, no famine nor pestilence, yet brought low they were. No baby has been born in the mountainhomes for a century and their halls echo emptily. The dwarves left their mines, crafthalls and smithies and fell into a maliase. Now they barely speak to each other, most of the time they can be found sitting staring at nothing. With no new produce, the dwarves barter away their heirlooms and prized possessions in exchange for the minimal food they need to survive. The dwarves don't even particularly seem interested in that survival, a fact that various monstrous races have used to their advantage. The dwarven Csarnok populations have halved in a century, no new babies have been born in that time. Old age and one-sided conflict have hastened the dwarves demise.

The dwarves of the city of darkness talk often of this maliase as they are seemingly unaffected. In fact, almost none of the dwarves who have left the mountainhomes are similarly afflicted. Some of these dwarves attempt "rescue missions" back to the mountainholmes but almost all are failures; the rescuers either falll into the depression of their intended rescuees and never leave the mountains, or return unsuccessful. One successful expedition was mounted recently however, led by Butusov Feargehar. He and 12 other dwarves ventured to Crajeholde and brought back almost 50 fellow dwarves. In their words, they felt "a great weight lifted from my shoulders, something in those halls is pushing the dwarves down and I for one, will never go back to the accursed mountainhomes."

The successful foray by Butusov Feargehar has inspired massive enthusiasm for the "plight" of the dwarves. Charities have sprung up founded by poor and wealthy dwarves alike. Posters adourn every wall advertising rallies for the dwarves as well as new charities and charitable organisations.

As yet unnoticed by the dwarves of the city, they too are affected by this curse, their productivity is slowing and the quality of the work they do is declining. They may survive another century, or another millenia; only time will tell.