Return of the Skarrenawi, a Warhammer Fantasy hill dwarf clan.

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The poorest and least honoured of Dawi will stand up for themselves once more!
Characters
The Thane and his Clan.


You are Thane Bokri Starbolt, the new thane of Clan Rakidum. Recently elevated to leadership of your clan due to the disappearance of your father.

Description:
You are a Beardling with light brown hair, tanned skin, healthy features, striking green eyes, and a crown as expensive and priceless as entire Holds sitting upon his brow. Routinely seen wearing brown leather, dulled chainmail, and a green cloak with camouflage colours.
Age: 50
Diplomacy - 11 + 2 + 1 = 14
Martial - 11
Stewardship - 13 + 2 = 15
Intrigue - 13 + 1 + 1 = 15
Learning - 13
Combat Prowess - 12


Traits:
We are all Dawi

Bokri is a diplomatic and pragmatic Thane. He tries to encourage cooperation and unity among his people in the face of a hostile world. Outside threats are a good source of unity.
+2 Diplomacy.
+1 Intrigue.


We can settle that later:
Bokri learns that a good way to move past an existing Grudge, is to focus Dawi upon a bigger concern whose resolution warrants a Grudge being set aside temporarily. And if this results in Grudges being settled due to bonds forged, all the better.
+ 2 Stewardship.
+ 1 Intrigue.


The Beardling and his council
Bokri Starbolt has gained a reputation of surrounding himself with good advisors and listening to his Council of Elders. Which he makes very clear whenever he negotiates with Dawi, mentioning how his decisions are those of the Council of Elders. This helps assure Longbeards that the actions of the Brightstone Clans are not just 'beardling foolishness' but are tempered by wisdom and experience.
+1 Diplomacy
You gain an additional action each turn.

The Worlds Edge Longbeards will not immediately dismiss your actions as 'beardling nonsense and will at least hear you out.


Equipment:

A venerable mason's hammer:
A stone hammer with faded symbols from Karak Brynduraz worked into it. Probably older than the empire, but still reliable. The haft has been replaced many times, but the head has not even been chipped.

A buckler:
A small metal buckler for aggressive usage in combat.

A rifle:
Just over a hundred years old and still a near flawless weapon. You reckon yourself a good shot, and you're able to shoot birds from flight with a rifle. Although doing so would waste both shot and power, and the small birds. Bokri keeps a rifle as a ranged weapon

Bronzehammer breech-block rifle:
A guild-approved design. This rifle is loaded at the breech faster than a muzzle-loading smoothbore, but with the accuracy of a rifle. While not suitable for mass production, and not -as-durable as the average Handgun used by thunderers, it is nevertheless very reliable.

A crossbow:
Bokri has a crossbow if he needs one.



Bokri's Shame:
Bokri will gradually build up shameful memories that slowly begin to drag him down. Pride will outweigh shame and allow him to continue.
+1 Shame: Insufficient Gravitas while appearing at the High King's Court.
+1 Shame: You were publicly looked down upon for your wealth as a Thane.
+2 Shame: Public humiliation.
+5 Shame: Drachenfels's gift.

You have 9 Shame.

Bokri's Pride:
+10 Pride: You are a Thane of an old Clan. Your people are proud and strong. You truly care about leading them right.
+2 Pride: You represented your clan in the face of mockery and were recognized for it.
+2 Pride: You swore an oath in the name of your ancestors and your clan.
+1 Pride: You refused money from the Prince that insulted you.
+ 1 Pride: You declared your first grudge against the Copperbreaker Clan.
+1 Pride: Blood for blood. No Dawi shall hurt your kin and get away with it.

You have 17 pride.


Clan Advisors


Selgra Straightbrow:
Personal life ward. Commander of the Thanesguard.

With her cropped wound-up hair, silver necklaces and rings, and tough worn armor, Selgra strikes a very imposing figure for a Kvinn. Following the death of her father on one of -your- father's many expeditions, Sellgra took over her father's wagon to provide for her sister and four beardling brothers. Gathering a band of other Dawi from the clan, they took their wagons and found a moderate amount of wealth in travelling alongside human caravans. She has travelled the length of the Silk Road to Cathay once, returning wealthy enough to pay bride prices from her brothers, before she chose to settle down in the Thane's Village. She has refused several prominent marriage offers that would have seen her need to depart the clan, choosing family over marriage to an Everpeak noble. Instead she became your personal lifeward, with her siblings forming your personal guard.

Diplomacy - 11
Martial - 15
Stewardship - 12
Intrigue - 11
Learning - 10
Combat Prowess - 16


Advisor traits:
Does not provide additional actions.
Will attempt to salvage Martial actions.


Vellna Braksdottir:
Speaker of the Council of Elders
, Vellna Braksdottir is a wise and withered Longplait that has given birth to twenty sons and seven daughters. At the venerable age of three hundred and eighty one, she is close to becoming the first Living Ancestor of your clan in a thousand years. Her role is to speak on behalf of the families of the clans, and work with them to manage the clan's larders and storehouses. On top of this, she managed the clan's barley fields and brews the clan's beer alongside her daughters and granddaughters. When work needs doing or supplies gathered, it is through her that orders pass through the Council of Elders to those who need to hear them.

Diplomacy - 6
Martial - 4
Stewardship - 16
Intrigue - 6
Learning - 9
Combat Prowess - 18


Advisor traits:
Does not provide additional actions.
Will attempt to salvage Stewardship actions.


Ansgar Thunderchortle
A deadeye marksdwarf,
Ansgar leads the closest thing to trained warriors your clan has at the moment. His band of twenty Rangers. The Dawi excels in subterfuge, diplomacy and hunting. A resourceful, adaptable, charismatic and genuinely affable dwarf. He loves a good meal and a brawl. But when the time comes for conflict, he will stack bodies like cordwood and not show a hint of regret.

He sometimes plays up his genial persona and intentionally takes advantage (mostly of humans) of the fallacy that simple and friendly means stupid. More than one Imperial has learned this, to their regret.

Diplomacy - 11
Martial - 12
Stewardship - 4
Intrigue - 19
Learning - 6
Combat Prowess - 13


Advisor traits:
Does not provide additional actions.
Will attempt to salvage Intrigue actions.


Helga Heartgold.
Helga Heartgold is a middle aged priestess of Valaya who was born in Karak Norn but educated in the Everpeak. She has brown hair bound into two great plaits that are adorned with bands of silver. The plaits wrap around over her shoulders and are woven together into a waist buckle with the face of Valaya engraved on it. Her eyes are fierce, and she rarely smiles.

Like most Valayan priestesses, she is an orphan foundling. Her life is utterly dedicated to her faith, and so she was inducted into the greater mysteries and arts of the priestesses of Valaya. She always carries around a copy of the Tome of Valaya, which is strapped securely to her back with a steel chain, the weight of which makes her stoop slightly. The tome is bound in Gromril and enclosed with a runic chain. To make up for the weight, she always has with her a staff inscribed with runes known only to the priesthood of Valaya.

Diplomacy - 13
Martial - 10
Stewardship - 13
Intrigue - 12
Learning - 17
Combat Prowess - 14

Advisor traits:
Does not provide additional actions.
Her stats are used to perform Valayan actions.
Can perform Valayan runecraft
Will attempt to salvage Learning actions.

Olaf Brokksnev.
Gunsmith. Weaver. Your uncle.
Your uncle is a large brown-bearded Dawi that leads the richest and largest family among the clan. He wears finely made woolen clothes decorated with rich blue dyes. His beard is finely braided and decorated with copper bands inlaid with silver filigree. He is always well washed and smells good.

Diplomacy - 16
Martial - 11
Stewardship - 15
Intrigue - 9
Learning - 10
Combat Prowess - 10


Advisor traits:
Olaf unlocks a new section for plan-voting. Commissioned Engineering. This is used to purchase technology from Engineers. Note, this section can be empty depending on diplomatic standing, and will be very expensive.



Clan Lesser Individuals:
Within the clan there are those who do not advice the Thane, but still provide important roles in the running of the clan.
Clan Herald:
Almok Silversinger. A well-spoken singer and lyre player. He will be the one you send out to deliver diplomatic messages.

The Master of the Hearth.
Helts Hearthshaper
is the Patriarch of the newly declared Hearthshaper Family. One of the largest families of the Clan due to its disparate elements uniting beneath the eldest members of their family upon reuniting for the migration to The Empire. Helts is an ancient longbeard who has been with his childhood sweetheart for nearly two hundred years, and equally white-haired Longplait named Ingvid. The two are inseparable, having had nearly twenty children of whom over half reached their majority.

Doorkeeper:
This position is empty due to your father's expedition.

Master of the Kennels:
This position is empty due to your father's expedition.

Keeper of the Treasures:
This position is empty due to your father's expedition.

Loremaster:
This position is empty due to your father's expedition.

Priestess of Gazul:
Brienne Karaksdottir is a foundling Priestess of Gazul. She wears a black hooded cloak over a coat of blackened mail with gromril vambraces. She carries with her a large supply of ritual oils and unguents needed to perform her duty. Across her chest is strapped a bandolier of silver stakes and crossbow bolts, each engraved with a rune to be the bane of the undead. Devoid of family or clan, she is dedicated to her faith. Equipped with a runesword she wields with consummate skill, she looks closer to a monster hunter than a priestess.


Chief Prospector:
Responsible for searching for minerals and keeping accurate track of mineral wealth in and around the Clan.
Old Argonak Ironbeard: A grumpy old prospector with his two daughters as apprentices, and twelve grandchildren as assistants.

Militia Captain:
Leader of the clan's defenders in times of peace. Manages the steady flow of petty skirmishes and conflicts that are part of everyday life.
Magrak Keenaxe: A longbeard whose hair is still black and has spent a lifetime working the mines. As skilled with a mattoch in crushing rock as he is in crushing goblin skulls.
Will become the deep warden if you develop mines deep enough to warrant a permanent guard.

Umgdawi Porter and Dockworker's Union Representative.
Olaf Johannes is the leader of a band of former mercenaries that have settled down in Khazid Brynduraz. These Dawi are experienced with hardship and have criminal pasts from the dockside of Altdorf. They have established a 'Union' to represent their interests.

The young engineer.
Klarak Bronzehammer is a freshly graduated engineer who is going out into the world to put his engineering skills to the test.

Red wine and Brandy vintner:
Keeps the clan afloat in Brandy.
Urma Brandottir:
A brown-haired Longplait that leads the Brandottir family. Keeper of her family's brandy recipes. She is usually seen with a smoking pipe in hand, and some form of documentation with her. She has dreams of expanding her family's vineyards and selling her brandy and red wine far and wide. Her financial acumen and perceived irreverence for scarcity, clashes with Okri's traditionalism.

White wine and Cognac vintner:
Keeps the clan afloat in Cognac.
Okri Cognasonn
A white-haired Longbeard that leads the Brandottir family. Keeper of his family's Cognac recipes. He developed the process to produce the liquid, and is notoriously stiff-necked and hyperfixated on producing only the finest white wine and cognac. His artisanal brewing and lack of interest in bulk-selling clashes with Urma's mercantilism.

Dockmaster:
Algrin 'Mossbeard' Brookspanner, also known as 'Old Mossbeard' is an experienced fisherdwarf and a builder of boats. His somewhat eccentric family have found themselves at the forefront of the clan's growing dock and fishing infrastructure.

Personal mouser:
Snowmane, A pale white cat discovered in the clan's old iron mine, covered in Skaven blood but unharmed. Adopted and trained to keep your rooms clear of vermin.

Personal hound:
Arngrim, a large mastiff trained to guard you. Selected after the single-pawed killing of three goblins sneaking into a goat enclosure. Stoic and well-behaved.

Redbeak:
Your personal falcon. You like to take him out hunting and keep him on a perch close to your throne.




Clan population at migration's start.

307 Dawi join the exodus from the Thane's village.
278 Dawi from the Herding families join.
174 Dawi from smaller settlements arrive on time.

In total, 759 Dawi depart the World's Edge Mountains.

Clan Allies and auxiliaries​

Bugman and Wife:
Zamnil Bugman and his wife Freya Dragonback, have dreams to start a prosperous brewing business in the Empire. They have a decent amount of starting capital acquired from their clan, and are interested in putting their brewery close to the Söll river.

Gronack Hearthkeeper's smiths and forges:
A black bearded Longbeard whose hair has developed streaks of silver, and seems to be bound into a net. A former toolmaker from Averheim, Gronack arrived at the head of a group of Dawi artisans looking for a safer place to live. He and his kin have declined to swear oaths to you, instead moving in as tax-paying traders. Their smithing skills making up for the greatly atrophied skills of your Clan.

Clan Traits:
There are several traits blatant about your Clan that affects the way outsiders interact with you.

Caravan guards for hire.
Your clan has experience in hiring out its rangers as mercenaries and caravan guards. Every other turn you can send out a band of Rangers to guard a Caravan, while you will also naturally provide escort services for traders passing through your lands.

Working for humans.
The established clans look down on you for working predominantly for human traders. You are barely seen as better than the Umgdawi(Imperial Dwarfs) that live in the Empire. Oftentimes you must exchange your earnings for Dawi coinage, often at crooked exchange rates.

Love of music and song:
Your clan loves singing songs not of battle, but of labour and prosperity. Harps and violins are used to play quintessentially Dawi music.
Your celebrations and feasts are not very popular among Dawi outside your clan, who complain that they are often too quiet.

Universally tanned:
Your Dawi all have a very tanned and sun-touched complexion that you see no issue in bearing around. To most Dawi, you look downright deranged.
Your clan are seen as potentially deranged by most Dawi.
Hearthshaper Homes.
Clan Brightstone homes are fairly wrought, with an exterior of stone and hardened lumber, with windows that are equal parts delightfully elegant small portholes and firing ports. The interior is homely, but easily defensible with large bulky furniture that can be used for barricades, even including several holes near the base of the door to allow for table-legs to be put inside for an improved barrier.

A pillar of granite supports the roof, with the stone carved like branches to cover the ceiling with thick well-supported stone. The heat of the kitchen and the hearth is redirected through an interior channel, to heat the floor of the bedrooms reserved for the eldest and the youngest Dawi of the family.

The homes come in variations, ranging from multi-generational family halls, to expandable homes for a newly married couple. Home expansion is described through stages, with the option to start with an underground home of stone bricks, on the surface of which new homes can be dug out.

Each home has a designated dog kennel, and comes with a cat (for whom finding a designated sleeping spot is pointless. Cats do not listen). And the family Wagon is integrated as a shed. Even the less wholesome parts of homes are well thought through. With each toilet having the ability to remove the night soil bucket or clay vat from outdoors, so night soil collection does not need to come indoors.


Appreciators of trees:
Unlike most dwarfs, who think of wood as merely kindling for forges when coal isn't available, your clan likes trees. Cozy log cabins are popular among your clan, and meanwhile trees are a popular motif and design inspiration for your underground carvings.
Your clan are seen as definitely deranged by most Dawi. Although your sculpting and carving skills are impressive.

Builders of Wagons:
While travelling abroad, your clan utilizes large wagons with plenty of storage space, which are also equipped with an abundance of firing ports. More than one goblin wolf rider horde has broken upon a laager of your wagons. These wagons are pony or even horse-drawn, oftentimes functioning as homes for travelling Dawi.

Contempt of The Empire:
All Dawi lament the state of the Empire of Man. Sigmar's people have declined from greatness and seemingly forgot all but the most warlike lessons that the Dawi tried to teach them. They destroy their own realm and dance among the ruins.
Your Dawi are near-universally extremely pessimistic and suspicious of humans. Trust needs to be proven in an age where man slays man.
The Clan's opinion of the Empire is currently:
-100

Sigmar's Empire is dead.

The clan does not recognize any human ruler as the true successor of Sigmar's Empire, and (for now) no humans as worthy of the patronage they are supposed to grant the people of said Empire.
 
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Economy and Treasury
Clan Economy
Clan Economy explanation

The economy of a Dawi Hold is complicated, and consists of many overlapping and cooperating components. The internal economy of a dwarf hold is best compared to a well regulated market economy, with families and guilds competing and cooperating inside the hold.

The economy is competitive, but with a very firm social safety net in the form of guaranteed employment for each Dwarf, and the right to a basic standard of living. All Dawi are entitled to clothing, a mug of ale each day, and a safe space to sleep.

The economic system of a single clan like yours is mostly self-sustaining with only a little being siphoned off by the Thane due to the practical nature of most dwarf's labours, and the fact each family seeks to be mostly self-sufficient and perform a great deal of barter.

Resources and materials: are the resources and materials gathered within your clan. This includes livestock and hunting.

Finished Goods: Are the finished goods produced within your clan.

This represents the material wealth and prosperity of your clan and what they have available to them.

Clan Treasury Explanation
Clan Treasury

No clan can be entirely self-sufficient. Trade is the lifeblood of civilizations, and for trade you require wealth. Wealth is also a symbol of status and renown. So spending your entire treasury at a time is frowned upon. One should always have some form of wealth to enjoy looking upon.

As a Thane, growing the treasury comes primarily from the following sources.
-Precious Metals and gemstones
These are valuable goods produced by your clan. Think Gold Bars, Gemstones, Jewellery.

- Trade Deals.
Setting up trade deals with nations or even rich individuals beyond your Karak, allows you to trade directly. The wealth produced is abstracted from the process of you buying your goods from clan members/taking them as tax, and then selling them.
- Tithes.
Be it an outpost from another Clan, a human merchant colony, or representatives of a Guild, anyone who operated within a dwarf ruler's territory is required to pay taxes to the lord of the land.

This system is inspired by the descriptions of how a dwarf lord's wealth is dependent upon their supply of precious metals, even if the people within the hold are prosperous.



Known Trade Goods:

Zornian Spelt.

Clan Brightstone has managed to maintain old strains of Spelt grain which have due to millennia of selective breeding, become unable to crossbreed with other grains. The grain makes for strong hardy bread which lasts for a long time. The plants grow slowly and have smaller yields than modern foodstuffs. Most of the Karaz Ankor lost their Zornian grains during the Time of Woes, with most focusing all their remaining fields for the growth of barley and crops with a higher return. Refusal to give humans seedstock of these ancient grains, and loss of low lying farmlands, resulted in the extinction of this ancient crop to most Dawi. While less efficient and not as useful as modern grains, it makes a bread that seems perfectly suited for the Dawi palette in terms of toughness, heartiness, and taste.
A taste of better times.
Luxury: Relative.
Demand: None.


Red clay earthenware:
The Earthshaper family produces a steady stream of bricks and tiles, finding it amusing to have contests to see who can create the most of these while still matching the quality standards. In an empire of constant conflict, quality building materials are very much in demand
Luxury: Universal. (All homes need bricks and tiles)
Demand: High

Dawi-Made Furniture:
Chairs, benches, desks, and beds. With their history of needing to travel constantly, storing furniture has generally been difficult for the Clan, and so the Oakshaper family assembles each component on-site. It is only the start, as the Oakshapers have shown interest in refurbishing some wagons.
Luxury: High
Demand: Low. Potentially high if advertised.
Brightstone Wagons.

Finely made wagons of Albian oak, now reinforced with Karak Norn steel, and designed by Dawi who have gotten exceedingly skilled at travelling around on the surface via wagon. Your wagons are superior to the carts used by most Dawi.
Luxury: Medium.
Demand: High.
Azurite Pigment:

A rich blue pigment of high quality and purity. Only the purest is sold to traders to uphold standards.
Luxury: High.
Demand: Medium.
Malachite Pigment:

A rich green pigment of high quality and purity. Only the purest is sold to traders to uphold standards.
Luxury: High.
Demand: Medium.
 
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Clan Military
Clan Military

There are few professional Dawi soldiers, with nearly every fighter being a militia member raised to fight when the time calls for it. And a community like yours is especially disorganized when it comes to fielding military formations.

As a mostly nomadic clan beforehand, you have little if any experience with open field battles. Most rangers are still organized as bands led by charismatic or familial leaders from their old community.

However, it is said that before any of your Clan can learn to walk, they have already been taught to reload a Crossbow, even if its to remain in cover and reload the crossbows of their parents. Each Dawi is required to own a crossbow and a weapon at all times, and many own weapons and armour on top of that.

When the call to arms is sounded, all Dawi that are capable of fighting are called to war with whatever equipment they are able to provide. This is a mishmash of leather, mail, crossbows, the odd handgun, axes, maces, and hammers. Most of them also being their daily tools.

Military stockpile
30 Zhufbarak Rifles:
A brand new design sold 'cheap' because nobody else trusted it. These rifles fire conical 'Menhir' bullets at a range up to two to three hundred meters. The rifles reload slowly and can easily get fouled, but they can take the head off an Orc at two hundred meters. Their utility is hampered by the expensive nature of the ammunition and spare parts.

Arnold's Wallbreakers.
An Umgdawi mercenary company that has had a windfall and settled down in your territory. In times of war, they'll equip heavy shields, crossbows, and picks, serving as sappers and siege infantry.
38 Umgdawi
 
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Clan Treasures and Grudges.
Any Clan will want a treasure vault to be proud of. It is here that any treasures are stores.

The Hearthshaper Almanac
A large tome of nearly imperishable troll leather and orcskin pages, this book contains detailed schematics and building plans for Clan Brightstone's homes. A product of over a century of travelling between the clan's many disparate elements, and even visits to distant Dawi holds. Unlike many Dawi treasures, visitors to the Clan are allowed to see the contents of this book, provided they ask respectfully and swear an oath to not construct these homes out of a strict profit motive.



Inter-Clan Grudges:

The Cognasson and Brandottir families have cut all ties with each other over the allocation of resources and finding the best places to create their vineyards.



Any Clan will want a few prominent Grudges to strike out, or just to have a good moan about.
Bretonnian Grudge
Grudge for the destruction of property, theft of herds, and ruination of horticulture.

Let it be known that Clan Brightstone, the Rakidum of Karak Brynduraz, hereby records a grudge against the Bretonnian Duke of Couronne for the destruction of property caused by the foraging of his crusade in our territory.

Upon his army passing through our lands, they informed us of their mission to recover the bodies of fallen Grail Knights and an unnamed sacred artefact to the Lady of the Lake. They claimed they required provisions, and we were willing to provide these at cost, due to the promise of slaying greenskins.

However, the base

DISRESPECT

Shown by referring to us as 'peasants'.

Showing an insulting amount of understanding of the value of the provisions they took and insisting they would 'pay' with a pittance of gold and silver not worth a fraction of the goods they took, insulted our clan gravely.

The act alone of tossing a bag of gold at our feet and saying 'that will cover the costs, my dwarf friends! It is a great deal of gold indeed, I believe.' with a smug smile devoid of the slightest understanding of basic economics, insulted our labours!

We therefore demand compensation for:
-The cutting down of three old growth oak trees for firewood. Included is the descent of each tree and the original planter, and the family demanding compensation for the loss of their specific tree.
-The mutilation of fifty trees of their lower hanging branches, resulting in tree rot and diseases.
-The theft of ten thousand five hundred and seventy eight acorns.
-The theft of twenty thousand eight hundred and thirty one cranberries.
-The theft of thirteen thousand eleven hundred and seven apples.
-The theft of five thousand peaches.
-The theft of eight hundred and seven cords by standardized weight.
-Theft of twelve Auroch heifers.
-Theft of twenty-nine calves.
-Theft of six Auroch Bulls.
-Theft of a hundred and fifty-one goats.
Included is a list of monetary damages to cattle rearing and loss of genealogy.
-The theft of five beehives of honey racks
-The theft of three truffles.
-The intentional death of one bee belonging to the Mountainbearer family.
-The kicking of a dog guarding our acorn storage. To be repaid through kicking the offending soldier's closest living descendant who is of age.

We demand full compensation and an apology from the Bretonnian Duke for not showing an appreciation for our labours.
Copperbreaker Clan Grudge:
Grudge for disrespect.
Let it be known that the Brightstone clan has levied a grudge against the Copperbreaker clan for their Reckoner drawing a weapon in the presence of Thane Bokri Starbolt.

-The Copperbreaker clan stole from the Brookspanner Family, and led to the death of a longbeard. For the theft of property and the death of our Longbeard, Ansgar has killed the leader of the enemy hammerers and took his helmet as a trophy for one summer, before returning in accordance with Dawi customs.
The Fallen
A grudge against the Beastmen of Sudenland for the deaths of five brave Dawi in battle. Fifty Beastmen hides!



Any Clan will want a few mighty oaths to uphold:

Oath on the founding of our realm:

"By Valaya, I shall build a new home for my people and all who choose to live under the unending sky. By Grimnir, I shall safeguard it, and oppose the Enemy who does us harm. By Grungni, I will create something new yet old*. A hall bright, glittering, and as defiant as the stars in the dark of night. By my Ancestors, By our Ancestors one and all, they shall bear witness that I am not a lesser son of greater sires."
 
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Diplomatic Contacts
Dragonback Clan:
A formerly royal clan from the rich mining holds of lost Ekrund, currently settled in Everpeak This clan have remained skilled miners of ore and gemstone. While they are hesitant about associating with someone as sun-touched as you, your association with Bugman has made them willing to at least listen to you.
The Dragonback Clan could be willing to provide mining and/or smelting expertise should you require it.
Diplomatic Relations with Karak Norn 8/10:
An appreciated neighbour. Karak Norn is happy to have you around. Although they won't say so. Open displays of such affection are not the Dawi way. Nevertheless, they are happy to cooperate.

Relations with Karak Izor 6/10:
You're weird. But you have good hearts and you're fair traders. With the roads in southern Sudenland cleared of foes, and travel being more reliable, Karak Izor is open to setting up trade relations. While dubious at first, they tried some of your Brandy and Cognac, and found it to be agreeable.

Diplomatic relations with Karak Hirn: 4/10
Karak Hirn tries to avoid too much contact with outsiders beyond what they consider the Karaz Ankor proper. They are happy to trade with you. But have noticeably not treated your envoy with the respect due to someone arriving on the behalf of a fellow king, instead treating them as one might a respectable merchant or trader from human lands.
 
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The Legality of Dwarf Settlement in the Empire and the State of the Umgdawi.
Legality of Dwarf settlement:
Legally speaking, Dwarf settlements which are not built into human cities within the Empire, are independent realms. Dawi can legally find a spot and build an independent town, mine, (technically a city, but nobody ever did that.). But the land they are on, is granted on two conditions -from the Emperor-.

1: They must actively be teaching humans crafts.
2: They must maintain and support local infrastructure

Now, in the millenia since then, you have had Emperors changing requirements, cities changing the laws on the Dwarfs among them, and the general confusion that came along with the civil war. They have largely become insular and try to avoid conflict around them.

But in essence, if there are no humans living where they settle, then can do what they want. And without a recognized Emperor, nobody can take their land away, so long they uphold their vow to Sigmar.



Umgdawi in the Empire
The Umgdawi arrived in the Empire in two general phases.

The original migration.
-1500 IC to -1000 IC
Dawi survivors from the fall of Karak Varn that settled among the Belthani and taught them to work with copper and lived among the pastoralists. These communities formed the foundations of what would become the many Dwarf Quarters of Imperial cities. Without their royals, they switched to each community being led by a Council made up of Clan Elders.

When the Teutogen and other warlike human tribes moved into the Empire, they drove out the Belthani, with the Dawi unable to stop this, and largely just allowing the conflict to rage around them. (Starting to see a pattern?).

Alaric the Mad's uplifting:
After the original wave of settlement by Dawi ended, and a split developed between those who lived there since the Belthani, and those who were sent by the Everpeak to teach the newly arrived human tribes iron metalworking and masonry. But these groups sent to help the Umgi rarely stayed very long.

Sigmar's invitation.
-50 IC to 100 IC.
Continuing on from his father and grandfather, Sigmar aggressively encouraged Dawi settling among the empire. Offering them functional independence for their settlements in exchange for the above noted conditions, and them owing military aid to the Emperor. This offer was largely taken by impoverished clans and holdless Dawi. They moved in to find there already being the original Dawi settlers, and they moved in with them. This meant that many of these settlers switched away from the original Dawi ruling system with a royal clan, to each community being led by a Council of Elders.

Current state:
The Umgdawi are all over the Empire. They have their own guilds, master crafts, and largely serve as the backbone of the Empire's engineering and mining industries. There's at least single digit percentages of Umgdawi in all the major cities of the Empire, and a lot of them spread out through the rest of the Empire.

Most Umgdawi do live in fortified Dwarf Quarters, and often need to aid in the defense of the human settlements in which they live. Due to the disdain towards them from the Karaz Ankor, they do not really have an option to return to the Holds.
 
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Clan Brightstone named families. New
These are the named families of Clan Brighstone. Families which are dedicated to the performing of a singular task, instead of the itinerant families that move around as need be.

Population as of 2203

The Cognasson
Brewers of the finest Cognac and white wine.
21 Dawi

Brandottir.
Brewers of the finests Brandy and red wines.
23 Dawi.

Oakshaper family:
A family of carpenters and tree tenders.
34 Dawi

Hearthshaper family:
Newly split off from the Oakshapers. Architects and planners.
18 Dawi.

the Ironbeard family:
Miners and prospectors.
15 Dawi

Keenaxes:
Magrak's family of tin miners and fighters.
30 Dawi

Earthshaper Family
Potters and shapers of clay.
31 Dawi

Brookspanner family.
Fisherdwarfs and boatbuilders.
35 Dawi

Mountainbearer (Honeybeard).
Apiarists
24 Dawi

Seedtender.
Horticulturalists
13 Dawi

Goldenblossom family.
Herbalists.
29 Dawi

Glassbeards.
Glassblowers.
5 Dawi.

Ironhorn family.
Butchers and dissectors.
18 Dawi.

Skycaller.
Ornithologists.
6 Dawi.

Tenderfingers family.
Weavers.
80 Dawi.

Hidetenders family.
Leatherworkers.
11 Dawi.

Blacksoil family.
Night soil collection and soil experts.
16 Dawi.
 
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What technology is available? New
Note, this does not account for steampunk technologies, steamships, zepelins,etc. This is a rule of thumb for boring simple infrastructure..

In terms of what technology is almost certainly available, I use the following list.

Empire technology: early 16th century IRL.
Karaz Ankor (Lesser holds): 17th century to early 18th century.
Karaz Ankor (Major Holds.):18th century to early 19th
Zhufbar (Guilded): 1850's max
Zhufbar (Renegade/Outcast): late 19th Century.
 
Dwarf population growth and why its so stagnant. New
Unlike the High Elves, the Dwarfs are not a species that has trouble reproducing. In fact, Dawi women are able to bear children more easily and with a great deal less of a burden than human women, even if it takes fifteen months for them. Queen Kemma of Karak Eight Peaks was fighting a battle as she was going into labour, and only needed to stop fighting at the very end. She didn't even let out a single scream.

The Dwarf population has, since the time of Sigmar, actually been positive compared to the depths of the Time of Woes. It only starts decreasing again following the Great War Against Chaos, when Chaos began to meddle in the world more actively than before, and greenskin populations began hitting critical masses more often under the likes of Gorfang Rotgut, Skarsnik, and Grom the Paunch.

The following things get in the way of the Karaz Ankor achieving population growth beyond a replacement rate.

1: Attrition.
The constant need to protect The Deeps. In the oldest holds of the Karaz Ankor, these are the massive mines dug in the Golden Age, which are massive and need to constantly be patrolled and cleared of Greenskins and Skaven that love to sneak into those places. The majority of Dawi deaths happen in this constant grinding war of attrition. If they stop fighting, then the Skaven or Night Goblins in the deeps will quickly reach a critical mass and launch an attack on the Hold, probably causing even more deaths.

2: Food insecurity.
Not to say that the Dawi are all starving. But they do have to aggressively keep track of food supplies, ration barley for usage with beer, and aggressively maintain trade and supply lines to either their own surface settlements, or those of the Umgi. This is the second of the attitional conflicts the Dwarfs engage in. Securing food supplies.

3: Stress and fear.
When its unclear if a Karak will survive the next few decades, it becomes a daunting prospect to have children. Many Dawi just wait for what feels like a time of peace where they can safely have children. Or they wish to have as few as possible, due to concerns of passing along daunting grudges to too many children.

Ungrim Ironfist only had the one son, because IMO, he couldn't bring it upon himself to have more than one son with the potential of the slayer's oath hanging over their head like the sword of damocles.

This reason mostly affects the wealthiest clans and rulers.
4: Marriage customs.
Its just hard for a Dawi man to get a wife when he's still young, due to the need to pay a large price for their bride. This means that unless their family or clan is footing the bill, a Dawi who wants to marry, is probably going to do so later in life. When they have trouble fathering children. Belegar only married when his beard had begun to go grey!

Then there's the fact that some Karaks, had the women declare that one could only marry, if a man's bear can be wrapped around their bride's waist. This results in a lot of Dawi men only marrying when... they are too old to have more than a few children. Or clans wait a long time, until they get someone they believe is worthy of them.

And lastly and mostly as a joke. Older clans like to fatten up their daughters so grooms have to pay a larger bride price. And sometimes this results in a wife that's so big that uhhh... well let's just say that it can be a daunting prospect if all the remarks of Dawi men fearing the thought of bedding their wives in canon, are anything to go by.



Umgdawi and poorer dwarfs from the mountain villages and communities meanwhile? They marry younger, more easily, and more often do so out of love because they and the other Dawi whose communities they share, are all not -that- rich and so set very modest bride prices. Maybe a few goats. A hogshead of ale for each parent. Your Karak, is the first time in a long time a group of Dawi from these poorer communities has cut itself loose from the Karaz Ankor, but not allowed itself to be absorbed into the Empire and be subsumed into its larger population.

Nevertheless, you run into the danger of one day hitting a plateau of attritional conflicts and growing stresses, that might cut off your population growth.
 
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