- Location
- Europa, Jupiter Orbit
I thought the Clanless/Clan divide was (presented as being) about the lack of anyone vouching for them when they want to be included into the inner workings of Karaz Ankor daily life. So since Dwarves put a lot of weight into the quality of your ancestors and such I thought that, just like the offspring of high reputation non-Dwarves could have a leg up when dealing with the Dwarves (as long as they don't throw it away), so too could non-Karaz Ankor Dwarf Clans establish a good enough relation that members of said Expat Clan who want to return to the Karaz Ankor after all would be relatively welcome while even temporary visitors from those storied Expat Clans could be treated with more respect than pretty much anyone else who isn't Clan usually is.There are 'Imperial' Dwarf Clans older than the Empire and some Major Holds, but Clans that aren't part of the Karaz Ankor don't count as Clans for Karaz Ankor purposes. But it's not a judgey 'the Ancestor Gods disapprove of your lifestyle' thing, it's just how the Clan system works.
Though I don't actually know what concrete on paper benefits Karaz Ankor Clan members have that make the divide wide enough that even good standing isn't enough. Like, other than prestige, honor and respect, what did the members of Clan Huzkul gain? And what will be forever denied to Mathilde if she doesn't let any Clan adopt her?
Ah. I guess Clans that decide to live among Umgi without being officially considered as rejecting or being rejected by the Karaz Ankor are not a thing? Like, what's Clan Dourback's story?No, they were free to migrate to the surviving Holds. The Clans outside the Karaz Ankor are the Clans that deliberately left it.
Have whole Clans ever been exiled?
By the way, the big post where you share your notes on the K8P Clans and Karags is not threadmarked. I don't know if that's on purpose. I was looking for it trying to remember Clan Dourback's name and ties to Empire breweries.
Just explain that Wizard Guilds of each of the eight Winds aren't in the same Guild for the same reason that Hammerers, Carpenters and Blacksmiths aren't in the same Guild just because they all swing a hammer. Though explaining why then they all ultimately follow a single Grandmaster of Grandmasters who commands all eight even if they belong to only one will become tricky again. It would be like having river shipwrights and sea shipwrights be at the same time two Guilds with separate secrets and have the same Grandmaster.(Of course, if you try explaining the real structure to the dwarves: "there's actually eight separate Wizard's Guilds, and they're all in Altdorf, and they're independent from one another except in the ways that they aren't, and one Grandmaster from one of them gets to be in charge of all of them, but they maintain their own internal structures and Guild secrets,"
Well, if a couple of Dwarven master craftsmen from different Holds take up residence in a new Hold that has no other craftsmen of their kind, do they automatically have to found a ne Guild? And as long as/if they don't, are they Guildless? What if they are only helping out and staying indefinitely but not permanently? I'd take Kragg the Grim as an example, except that he is a terrible fit for generalization.From the Dwarf perspective, the Altdorf Wizard's Guild is weird that's it's in charge of all Wizards, and all Wizards have to be part of the Altdorf guild no matter what hold they're currently residing in, and their status in the Altdorf guild is usually more important than their status in the local guild, because of manling foolishness. Is that roughly correct?
People from a class associating virtues to themselves that they don't actually have is nothing new. "Noble" and "chivalrous" say hello.But I also have to add that, although the etymology of human and humane is linked, the meaning isn't really. Humans can act monstrously just as often as they can act humanely.
We go to Belegar for funding and eventual access in exchange for information sharing, to Thorek do gauge interest in participation and ask for references to other Runesmiths that might be interested, to the Colleges for staff and more funding and to the Eonir for information (and maybe funding) in exchange for access.2. Go to... I don't even know, it's probably a vote. Go to Belegar? Got to Thorgrim? Go to Kragg the Grim? To Thorek? We'd have to decide who on the dwarven side we want to be the one pushing this and then convince them it's a good idea, and I can see arguments for all sides. Belegar would be easiest to convince, Thorgrim is High King and knows something, and the runelords are the ones with the relevant knowledge.
3. Go to the colleges and....
Barring a major success with the Eonir, we start out with studying Waystones in the Empire proper and graduate to Dwarven Waystones if enough trust can be built and/or Belegar pushes for it.
Hmm. This project might take us further from K8P than I thought after all, at least initially.
First visit the bandit capital alone and anonymously. Instigate some kind of unrest. Assassinate the leader and make it look like an inside job.Personally, I feel like it'd be easier to take over one or both of said population center (through bribery, assassination, or military force) than to try and start a new town from scratch. Why do that when the best spots are no doubt already host to towns? Get some reliable mercs, Winter Wolves, and a few other people like Johann involved, tell the bandits to gtfo or die (or maybe just skip to die, depending), figure out what to do with the Tilean mercs (hire? Chase away? Kill? Negotiate?), boom, steps 1, 2, 4 skipped as redundant.
Then roll up with a besieging army that has been recruited in the mean time and set up a traditional siege.
Personally infiltrate the city again and assassinate whoever became the new ruler, whoever we gauged to be their main rival during the struggle of taking the previous Border Prince's place, and multiple key generals and advisors (but not all advisors).
Have the populace open the gates due to complete lack of leadership (a very scary thing in the Border Prince region). Use the existence of at least some Dwarven forces as reassurance that we didn't come here to loot.
Make sure looting doesn't in fact happen.
By the way, how does Barak Varr handle/excuse being the financiers of a war of aggression with the goal of conquest? I assume outstanding grudges against banditry.
How we deal with the mercenary polity depends on diplomatic possibilities and the sensibilities of our Dwarven benefactors. Them deciding to get hired by our enemy could be a blessing in disguise.