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Baruk-Azhik

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Anuire » The Eastern Marches » Baruk-Azhik

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Baruk-Azhik
Ruler Overthane Grimm Graybeard
Alignment Lawful Good
Capital Stone's Rejoicing
Population 75,000
Government Dwarven Mixed Constitution
Religions Moradin (State Religion)
Imports Clothing, coal, fruit, horses, and wine
Exports Grain, livestock, spices
GB Income GB (Province GB; Law GB)
RP Income 38 RP (Province RP; Law RP)
GB ExpensesGB (Army GB; Fortifications GB; Court GB)
Treasury40 GB
Acc. Regency 35 RP
ArmiesGuards (x4), Crossbows (x4)
Fortifications each province contains a great underground fortress
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[edit] Introduction

[edit] Life and Society

The DM has to decide how fantastic the elves and dwarves are. The original, published materials give indications that the dwarves are near humans as well as indications that they are mostly fantastic.

As near humans, the dwarves are expert craftsmen and miners, clever traders, and bold warriors. Where humans build on top of the ground's surface, dwarves build just below it. The normal world's agriculture, based on sun and rain apply, and so dwarves must look after their crops and animals just like their human neighbors. While they live underground, they dig into the earth for security and because much of their labor takes place there.

As a fantastic race, their anatomy may be so unlike that of humans that their response to bludgeoning, their metabolism, and other qualities may be entirely unlike humans. They may dwell deep, deep underground, and be capable of staying far from the sun for generations.

The amazing descriptions of dwarves can be real descriptions of the race and its abilities. Or, it could be the misunderstandings caused by different perceptions of dwarves and humans.

An Observation on the dwarves as a near human race.

[edit] Clans

Each province of Baruk-Azhik is shown below with a rough population figure for each clan, its clan name, and the primary occupations in the clan.

  • Rivenrock

5000 Rockhammer -mining, engineering, stonemasonry
3600 Earthkore -mining, gem cutting
2000 Ironvein -mining
2000 Stonefist -mining
1500 Ironsmelt -smelting
2000 Ironskin -armorer
3200 Oresmith -weapon smith, blacksmith
1200 (waiting for a good name) -locksmith, clock making
2000 Earthenbake -pottery
1500 Oakenhand -carpentry, forestry
1500 Truestrike -war, boyer, archery
3500 Ironstroke -war, weaponsmith, armorer

  • Land's Victory

1000 Ironvein -mining
1000 Stonefist -mining
1000 Earthkore -mining, gem cutting
700 Fireater -smelting
2400 Oresmith -blacksmith, weaponsmith
1600 Rockhammer -engineering, stone masonry, mining
2000 Sweetbrew -brewing, herbalism
1000 Oakenhand -forestry, carpentry
2400 Truestrike -boyer, fletcher, war

  • Bran's Retreat

1200 Rockhammer -mining, engineering, stonemasonry
1000 Stonefist -mining
500 Ironsmelt -smelting
1000 Oresmith -blacksmith
1750 Cowherd -ranching, leather working
500 Swineherd -hogs
250 Shepherd -sheep, wool
1000 Boskin -tanning, leather working
500 Shoemaker -cobbler
2000Earthtender -agriculture, herbalism, forestry, baking, cooking
1000 Earthenbake -pottery
1000 Truestrike -war, boyer

  • Cliff's Lament

1000 Ironvein -mining
1200 Earthkore -mining, gemcutting
500 Fireater -smelting
1000 Oresmith -blacksmith
750 Cowherd -ranching
250 Swinherd -hogs
1000 Shepherd -sheep
1000 Boskin -tanning, leather working
2000 Clothwirk -sewing, weaving
2000 Earthtender -agriculture, baking, herbalism
2000 Earthenbake -pottery
1000 Ironstroke -war

  • Promontory

1600 Earthkore -mining, gem cutting
1000 Ironvein -mining
1000 Stonefist -mining
800 Ironskin -armorer
600 Watershold -boating, boatwright, fishing
1000 Clothwirk -sewing, weaving
1000 Earthtender -agriculture

The Greybeard family is a cadet branch of the Rockhammer clan. The dwarves prefer to divide the offices of guild master and clan leader, so no guild master in the mining guild is both guild master and clan leader, except under exceptional circumstances. The various craft guilds are responsible for the prices, quality, and conditions of their own crafts, but are all represented "nationally" just as all the temples and provinces are represented by the High Priest and Overthane.

[edit] The Land

[edit] Bran's Retreat (4/1)

[edit] Cliff's Lament (4/1)

[edit] Land's Victory (3/6)

[edit] The Promontory (3/6)

[edit] Rivenrock (5/4)

[edit] History

[edit] Political

The realm of Baruk-Azhik is a complex mix of powers. The Overthane has some monarchial power. The clans assemble often and their voice carries considerable weight, since this is essentially the voice of the people. The thanes are a power in the realm, not only because their bloodlines are as strong as the overthane's, but because it is ancient tradition that a thane is master of his province. There is also the temples of Moradin's Forge to consider, for the priests exepect that the rulers of the people will not only respect tradition, but the wisdom of the Soulforger. Dwarven sensibilities are very conservative, and so power is diffused widely to make innovation difficult.

Ruling Baruk-Azhik
Generally, if an overthane acts like the people think an overthane should, he'll be expected to consult the clans, thanes, and the temples, but will otherwise be able to act with some latitude. Any radical departure from traditional policy, or any act by a new, untested ruler, will be closely scrutinized by the clans, thanes, and temples. This will certainly slow down the implimentation of any policy, but the dwarves prefer to patiently consider their options and produce the best polciy. Governance is a craft just as smithing a hitch or carving a granite block. Haste makes waste, while judgement, care, and experience produce the most excellent results. Even a trusted Overthane like Grimm Graybeard keeps his thanes, the clan leaders, and the temples close by and fully informed of his actions. This demonstration of trust and cooperation is highly valued by the dwarves and produces a greater trust in the Overthane himself. The Overthane who wants to mine a new vein but doesn't share his plans will endure more resistance than the Overthane who wants to intervene in Rohrmarch or Osoerde but includes the clan leaders, thanes, and temples in his thinking from the begining.

[edit] Important Figures

Overthane Grimm Graybeard (MD; Noble 3/Fighter 4/Cleric 8; Scion of Anduiras, major, 38; LG).

Guildmaster Diirk Watershold (MD; Rogue 10; Scion of Anduiras, minor, 29).

High Priest Ruarch Rockhammer (MD; Cleric 11; Scion of Anduiras, minor, 41).

Thane Wulfram Wainier (MD; Noble 4/Fighter 6; Scion of Anduiras, great, 48).

Thane Hadassah Endrede (FD; Noble 4/Cleric Cleric 6; Scion of Reynir, major, 38).

Thane Bayard Laccolith (MD; Noble 8; Scion of Vorynn, major, 32

Thane Cairn Ahan (MD; Fighter 7/Dwarven Defender 1; Scion of Brenna, minor, 22).

High Judge Bain Earthkore (MD; Noble 7; Scion of Anduiras, minor 12) Hailed as the most brilliant of all the dwarves, Bain is a contraversial figure because of his advocacy of absolute monarchial power for the Overthane. He is the friend of Ruarch Rockhammer and Hadassah Endrede. The three socialize together and discuss the most learned subjects frequently. Nevertheless they oppose his politics. Bain can be considered a loyal and devoted servant of the Overthane, supervising his law holdings.

[edit] Plots and Rumours

The Foil of Baruk-Azhik:

The Lost City of Kheleb-Izhil:

A Cry for Help:

Mystery in Rax Doxik:

[edit] Domain Holding Table

Province Law Temple Guild Source
Bran's Retreat (4/1)GG (4)RR (4)DW (2)-
EL (2)
Cliff's Lament (4/1)GG (4)RR (4)DW (2)-
EL (2)
Land's Victory (3/6)GG (3)RR(3)DW (3)-
The Promontory (3/6)GG (3)RR (3)DW (3)-
Rivenrock (5/4)GG (5)RR (5)DW (2) -
ML (3)
Abbreviations: GG=Grimm Graybeard (Baruk-Azhik); RR=Ruarch Rockhammmer (Moradin's Forge); DW=Diirk Watershold (Royal Guild of Baruk-Azhik); EL=Elamien Lamier (Points East Trading Company); ML=Moerele Lannaman (Maesil Shippers).
  • Law: Grimm Graybeard, the overthane, is universally acknowleged as the holder of all of the law.
  • Temples: The Dwarves all pay reverence to Moradin, all other dwarven dieties are within Moradin's Forge.
  • Guilds: Guildmaster Diirk Watershold is not only the chief merchant of the realm, but is they realm's spymaster. His network of spies stretches far and wide. Elamien Lamier and Moerele Lannaman are human guilders who have proven themselves to the dwarves and bring goods to and from Baruk-Azhik.
  • Source: Currently there is no dwarven wizards in Baruk-Azhik, and no human or sidhe wizard has won the confidence of the Overthane or his people.

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