The oathbreakers say we are their dark mirror, all they could be if they gave into the darkness. But I say they are fools! We are not their opposite, we are their superiors! While they languish in the mountains, we march for glory and plunder! While they pray to dead liars, we worship the Father of Darkness! And while they mourn their lost past, we build our future! They are weak, we are strong! They have failed, we shall succeed! They have nothing, we shall take everything! For Hashut!!! - Unnamed Sorcerer-Prophet leading an assault on Darven Karak
The Dawi Zharr, known by themselves as Uzkul-Dhrazh-Zharr, are servants of Chaos. Even if they worship one of the lesser deities they are a blight upon the world that all good beings should strive to extinguish before they do so in turn. Yet they are also a civilisation, and all that entails. They are not the disparate Norscan or Kurgan, that raid and ravage mindlessly. Nor are they the Skaven, whose' "society" is only ever a few betrayals away from collapse. Indeed, of all the dark races, the Chaos Dwarfs are most like the Dark Elves - a comparison neither would enjoy, despite the often thriving trade between the two. The Dawi Zharr are a machine, taking in material and souls, reshaping them on the anvil of their bull god.
A dawi born in Zharr Naggrund could, theoretically, live their entire life without spilling a drop of blood. They could be groomed for the position of a clerk. Their family, or even themselves if they have the means, could pay the exorbitant bribes needed avoid conscription. They might never have the need to strike a slave, although it is likely they will not spend a day without seeing one. Yet that simple clerk can be responsible for hundreds of deaths. Slave shipments directed straight to sacrificial temples. Raids to other lands approved with the flick of a quill. This clerk is but a cog in a machine, yet their work ensures evil continues.
The web of trade, influence and corruption spread by the Dawi Zharr extends far beyond the Dark Lands. Their iron ships have sailed all but the inner oceans of Ulthuan, carrying goods mundane, magical and dark. When they return to their fortified ports, they carry riches and slaves - some taken by the dwarves' own hands, some traded for. Their caravans return with the same, having travelled the same routes the traders from east and west take. Men, whether ruled by God-Kings or ancient Dragons, are greedy creatures and will happily take a good deal, even if the one offering it is of questionable morality.
By nature the Dawi are a race
small in number, and this is doubly true for the Dawi Zharr. Conflict external and internal, "blessed" mutations and afflictions, and the general hostility of the Dark Lands ensure their population remains in the low ten thousands. At a number of times in their history they have come close to the precipice of extinction, and only drastic action has pulled them back.
Like the Ankorite Dawi, the gender ratio of the Dawi Zharr is skewed towards men, at about six-to-one. Logically, then, woman capable of breeding must be kept safe to ensure the future of the Children of Hashut. Approach a female with that argument however, and you will learn they can be just as viscous - if not more so - than their male counterparts. While some are happy to live lives of luxury, although fully aware of threats physical and political, others choose more dangerous paths to sate their ambitions. Thus, you will find women in the Dawi Zharr's military just as often as civilian jobs. And of course, due the rarity of magical talent, women are taught to become Daemonsmiths and Sorcerer-Prophets.
The natural lifespan of a Dawi is about one hundred and seventy five years. This does not take into account many things, including the Dawi's ability to indefinitely expand their life as long as they have something unfulfilled. For the Dawi Zharr, the average lifespan is closer to a mere hundred years, for the Dark Lands are a dangerous place, without even including threats like dangerous jobs and rebelling slaves. Those rich enough can afford to purchase the varying methods divided by the Sorcerer-Prophets to extended life - alchemical potions that turn back the clock, sorcerous rituals that involving bathing in slave blood, even - some whisper - entirely new bodies that minds can be transferred into. As for the Sorcerer-Prophets themselves, they can live for many long centuries - as long as they can hold back the creeping Curse of Stone.
The primary population centre is Zharr-Naggrund, purpose built by ancient Sorcerer-Prophets as a fortress-factory. Second is Uzkulak, birthplace of the Dawi Zharr and often seen as their holiest location. Despite this, much of the ancient city is abandoned, home only to exiled criminals and rogue monstrosities. The rest of the population is divided between lesser cities, such as the Black Fortress, and outpost and military camps.
Each Dawi Zharr must spend at least sixty-six years within the military. Their conscription orders can come at any time, and the system is often abused to send rivals from the centres of power. On the other hand, the Conscriptor's offices accept sizeable bribes for a person's orders to be "lost" in the system, or withheld indefinitely.
A conscript spends a number of years in training, where their aptitude and skills will be assessed. Should they be possessed of a keen eye, they would be inducted into a ranger formation. Should they have engineering skills, they would serve in a weapon team. Most, however, become simple warriors, the backbone of the Dawi Zharr's forces, ignoring the legions of slaves and hobgoblin clans.
Should a dawi prove worthy, or should he have the influence and money to buy it, they will ascend through the ranks. Many find military life to their liking, and stay after their mandated years.
The military is supported by a number of Warrior Cults, which are vaguely analogous to religious knightly orders, although with a great deal of diversity. The largest, wealthiest, and most widespread cult is the Infernal Guard, who were originally just the defenders of the Black Fortress, yet their skill made them very in demand. There are also the Bull Centaurs, who only serve Hashut's priests.
Our lying ancestors had abandoned us, and the winds brought madness. We dug deep into the darkness, seeking safety. And the Darkness itself reach back to us. - Writings of Khul Scornchild, early Prophet of Hashut
The Dawi Zharr worship Hashut, not simply as their God but as their savior, their leader, their guiding example and stern master. The entirety of their empire is a great, endless prayer - the gears of factories grinding away, oiled in blood; the stamp of warriors intent on claiming slaves and plunder; the screams of bound deamons slaved to engines and weapons. This is what Hashut finds good, and he rewards his followers with power, should they be strong enough to claim it.
Dawi Zharr citizens are expected to pray to Hashut at least twice a day - once in the morning, at a household or local shrine, and in the evening at an official temple. Once a week they attend a lengthy service at the temple, where they observe slave sacrifices. Usually the sacrifice is chosen from the local workforce, although some special sacrifices are saved for holidays. Of religious holidays, there are a number - but it is important to remember Dawi Zharr doctrine states that hard work is itself worship to Hashut, so "time off" is exceedingly rare.
The most popular holiday celebrates the Rebirth, when Hashut first appeared to the dawi. At a lengthy church ceromony, each devote bring forth a gift - usually some valuable, handmade, or a good quality slave - and throws it into the sacrifical fire. Children are especiallyfocused upon, each having spent the last month working on their offerng. Afterwards, their is often a feast, although it's duration and ammount of food available depends on the social level.
Ancestor's Burning occurs on a day Ankorite Dawi celebrate as a holy day of Grungni, which is intentional - the holiday was oringally done in mockery of that god, but has grown to encompass all the ancestors. Large effigies are made from cloth and fiber, sprayed with flamable oil then lit in front of a roaring crowd. A variation practiced by the militray sees the effigies shot by massed firepower, be it blunderbusses or mortars, although officers try to disencourage such waste of ammo. Sometimes, when the opportunity presents itself, captured dawi replace the effegies, garbed in mockery of the Ancestor Gods.
The holy text of Dawi Zharr is known as The Book of Hashut, or the Krun Hashut. It is part history of their race - starting with the Abandonment, and updated regularly - prayers and ritualised forms of worship, commandant and laws. The primary copy is made of bronze plates quenched in slave blood and carved using the finger bones of a Karak Ankor High King.
While the Sorcerer-Prophets are the undisputed masters of the Church of Hashut, both they and the Deamonsmiths are too few in number, and likely too busy, to attend to the spiritual needs of all Dawi Zharr. Thus, Lay-Priests; dawi without magic potential that are indoctrinated with Hashut's truths, and act as his lesser servants. They can be found tending to smaller temples, ensuring proper rites of marriage and cremation are observed, and listning for any sign of heresy among their flock. Highest among their number is the High Deacon, who sits upon the Conclave.
Uzkulak Temple Stones, get ye Uzkulak Temple Stones here! Taken from only the oldest temples of Hashut beneath our oldest city! Ten Blazes a chunk! What's that lord, these look like any old rock? How dare you, I'm honest business dwarf! Tell you what, I'll you one for five Blazes, but that's smashing a hand with my own hammer. - Enterprising Dawi Zharr street trader
The old Guilds of the Karak Ankor were dissolved after the Dawi Zharr come to be; how could knowledge and craft be easily shared between the greedy and paranoid? However during The Reforging, something else rose to fill the gap; private enterprises. Cunning Dawi would be beholden to no one, not even their customers. Competition was of course fierce, and remains so.
The monetary system used by the Dawi Zharr has two coins - a Blaze, roughly equivalent to a gold coin, and Embers, equivalent to copper piece. It's a hundred Embers to Blaze. Both coins have the symbol of Hashut on one side, while on the other Blazes have a depiction of the Tower of Zharr, and Embers a fire. The value of currency is tightly controlled by the Brimstone Bank, which is also the Dawi Zharr's primary loan organisation, for which they charge high interest.
Factories are often cramped affairs, with slaves chained to their work stations while overseers watch from hanging bridges. Final products go through stringent quality checks, for while the Dawi Zharr have abandoned the quality over quantity mind set of their cousins, there is something called pride in your products. Should a fault be found, the blame will quickly be passed down the line; from factory manager, to section chief, to individual overseers to the work slave, who usually suffers the worst, becoming a sacrifice at the workplace's mandated altar to Hashut. There are always more slaves, of course.
Many businesses produce more esoteric items. Alchemical substances, large steam engines, holy talismans. While it does not take a magic user to produce all of these, they are often involved on some level; while Sorcerer-Prophets often own the businesses, Deamonsmiths have to settle with being hired as advisors and designers.
Dawi capable of utilising Hashut's magical gifts are rare. Sorcerer-Prophets, the ultimate expression of Dawi Zharr might and power, only number around a hundred at anytime. Their junior Deamonsmiths are more common but come in varying levels of skill; from inept apprentice to lords in all but name. Even the weakest to bear that title are afforded respect and privileges above any other. They are the Priests of Hashut, the divinely impowered tools sent to guide and drive the Dawi Zharr forward.
The magical potential of a Dawi Zharr is usually discovered as an infant, when their parent(s) take them to be blessed and catalogued by a Sorcerer-Prophet. Almost immediately, their family will be inundated with petitions from prospective masters. Some will be offers of monetary reward or advancement in statement, while others will be threats or blackmail. If the parent(s) are direct underlings of Sorcerer-Prophets, they can be ordered to hand over the child with minimum fuss or reward.
The ultimate fate of the child depends on their level of power. Those strong enough will be taught directly by the Sorcerer-Prophet, learning the mysteries of Hashut, secrets of engineering, and everything they care to share. Often a Prophet shall have multiple Apprentices at once, of differing level of tutelage and skill, so that they may compete for their favour and knowledge. Duels or challenges are common, although any deaths are harshly punished. The Prophet will always seek to drive wedges between their students, so they do not plot against them together.
For a Dawi Zharr whose' magical potential is too low to be of any use, they are doomed to a life of servitude. The Sorcerer-Prophet shall only give them the most basic knowledge, and have them serve as an Acolyte. They shall help perform rites and perform basic mechanical work, and their master shall send them on tasks they cannot trust to slave or other dwarfs. Such a state is rarely tolerable for an ambitious young Dawi Zharr, and they attempt to increase their standing. Some attempt to prove their worth, so their master shall take note and permanently assign to a better role. Some study the sorcerous arts, attempting to increase their power, although many suffer terrible fates. And some sell secret to the rivals of their master. Such fools are dealt with harshly when caught, although a Prophet may let them think themselves undiscovered for a while, perhaps to fed them false information or to simply toy with them.
Once an Apprentice has advanced sufficiently for their master, they shall be given the title of Daemonsmith. They will be given their own holdings and servants, and allowed to purse their own works - but they must always be aware the Sorcerer-Prophet shall be watching them, ensuring they do not stray to far from their teachings. From time to time the Daemonsmith might be sent tasks, orders, or even "requests"; it is up to them how well they obey them. An Apprentice is costly to train, and Sorcerer-Prophets shall always wish for a return on that investment. Sometimes, once they have received it, or have concluded they will not be - and have prepared alternative ways - they will cut the majority of their support, forcing the Daemonsmith to survive on their own merit. Other Prophets remain close to their former students, forming multi-level dynasties that allow them a great deal of influence. The oldest Sorcerer-Prophet, Astragoth Ironhand, maintains a network that spreads from his place of power in Uzkulak, down to the port of Ruin's End.
Once a Daemonsmith believes they have the breadth of knowledge and skill required, which can take up to a century, they may petition the Conclave to be granted the position of Sorcerer-Prophet. To do so, they must undertake a number of tasks, which can vary in number and type but often include: proof that they command the Thrall Winds and can channel Hashut's Divine power. The induvial creation of a
useful machine or device. The creation of a particularly fine example of weaponry. And so on, so on. Should they fail to impress the Conclave, a Daemonsmith must wait a decade before they try again. To improve their chances, they often bribe Conclave members - indeed, it could be said to be part of the challenge.
It is not uncommon for a additional title to be given to magic users, depending on they specialised or are best known for. However it would be wrong, and dangerous, to assume that discipline was all they were capable of. Deamonsmiths and especially Sorcerer-Prophets must be multitalented to survive.
- Engineer - One who focuses on the production of machines, be they mundane factory systems to infernal Daemon-Engines
- Warsmith - One who studies the cold mathematics of war, or who leads armies regularly
- Armourer - One who crafts armour and weapons, forging unique and deadly personal implements of war
- Architect - One who plans and oversees the construction of forts, factories, entire cities
- Fleshcrafter - A rare title, given to one who warps life itself
- Summoner - One who specialises in summoning and binding Daemons & elementals
- Alchemist - One who blends magic and science to create potions and powders, and other wonders
Viewed as gifts from Hashut, physical mutation is extremely common among the Dawi Zharr, even wider-spread than the Northmen. Almost everyone of them have tusks, small protrusions that set them apart from their Dawi Ankor cousins and add a fearsome cast to their appearance. Also common are horns of varying kinds, hoofed feet to some degree, and stone or metal like skin. While some are born as such, mutations can still occur across a lifetime, marking the bearer as favoured.
Bull Centaurs are of course the most famed of the Dawi Zharr's mutations. With the upper body of a dwarf, but the lower form of a bull, they are terrifying site on and off the battlefield. On birth, their parents instantly hand them over to the Priests of Hashut, as laid down in ancient law. They are trained as guardians, both of temple grounds and priests. It is common for the most zealous Sorcerer-Prophets to surround themselves with cadres of Bull Centaurs. As they grow older, Bull Centaur's skin becomes like living metal, and often require the attention of their master or their bound smiths to mend wounds, tightening an already unbreakable control.
Although the examples of such are rare, it has been known for practically faithful and violent warriors to undergo a change into Bull Centaurs, usually in the midst of battle. Such Ascended are held above their naturally-born peers, and are often given command of legions to persecute war in Hashut's name. If they do not die in battle however, they will likely die to assassination. Many of the great and powerful of Zhar-Naggrund don't wish for an Avatar of their God to return in glory, and potentially upset the balance they profit from.