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 New
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 = 13
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.


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

A crossbow:
Bokri has a crossbow for if he needs it.



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.

You have 4 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.

You have 16 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.



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.

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.

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.

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.
Provides Cognac
Okri Cognasonn is a 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.

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.

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.

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 New
Clan Economy

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

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.



Clan Resources and Goods:

Animal herds:
With a very strong tradition of animal handling and ranching, your clan has built up several populations of animals, which are of great value to you.

-Auroch herd:
Unlike the cattle of the empire, these Auroch are able to drive off disorganized hunting by goblins, and outrun orc warbands. While not a source of milk, their meat is a delicacy, their horns are prized, and their hides give your leatherworkers a lot of work.

-Goat Herd:
Large ornery and supremely grumpy goats known for kicking goblins to death. Their attitudes match their dwarf owners, and they produce a lot of milk for the creation of many beloved cheeses.

- Herding, hunting, and guard dogs:
Large mastiffs whose heads sometimes match if not tower over their masters. These dogs are painstakingly trained in guarding the fields and herds of their masters. Their pedigree is exceptional, with the lineage of the entire population of dogs ever bred by the clan tracked to a mastiff bought from a trader in Karak Brynduraz.

- Forest cats:
Huge hunting cats that follow your clan around. They hunt down vermin, and serve as a warning system against the Skaven. These cats are massive, and strong and aggressive enough to fight off Skaven.

Materials produced by your herds:
Milk.
Cheese.
Cream.
Goat leather.
Goat horns.
Goat meat.
Auroch leather.
Auroch horns.
Auroch meat.
Skilled mousers.
Skilled guard dogs.

Trade goods produced by your herds:
You have no market for goods produced by your herds.


Managed woodlands:

While settled down, your clan are able to make the most of the forests near your homes, turning them into great sources of food and wealth. It is in the woods that much of the clan's food and drink production can be found.

-Brightstone managed woodland:
A stretch of forest that is maintained by Clan Brightstone provides an abundance of berries, fruit, nuts, sap, nuts, honey, wax, and sustainable hunting. However the way the rescources are managed and processed are primarily for internal consumption and use. While the clan is never hungry, their usage of the woods will need work if they wish to make money from it.

Materials produced by your forests:
Light game meat.
Light game hides.
Albian Oak Lumber.
Acorns.
Truffles.
Resin
Nuts.
Berries.

Trade goods produced by your forests:
You have no market for goods produced by your woods.

Brightstone Clan Vineyards:

An unusual sight in a Dawi realm. The layout of these vineyards is still undeniably Dawi in its geometric layout, and the square design of the trellises. Each vineyard is designed with efficient irrigation and drainage, with the same layout for the grapes and most of the production processes.

Only the finest grapes are used in the making of their distilled drinks, with the rest used to create table wines for casual consumption.

The great differences are only seen going forward. The Cognassons use only oak in the production process. The Brandottir's age their wines in clay Amphora.

The pomace left over by both production processes is then combined and used to create either Grappa by the Brandottir's, or Marc by the Cognassons. Named after the original drinks they improved upon. The majority of production is for personal use. These drinks are primarily consumed by the Dawi, who distill either drink to within an inch of their destruction and use it primarily to get drunk quickly and cheaply.

Drinks produced by your vineyards:
Brandottir Brandy
Cognassons Cognac
Brandottir Grappa
Cognassons Marc


Potential Trade goods produced by your vineyards:
Brandottir Red Wine
Cognassons White Wine
 
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Clan Military New
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.
 
Clan Treasures and Grudges. New
Any Clan will want a treasure vault to be proud of. It is here that any treasures are stores.




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.



Any Clan will want a few mighty oaths to uphold:

"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 New
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.
 
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The Legality of Dwarf Settlement in the Empire and the State of the Umgdawi. New
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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