Haerkglar

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Dwarves

This race is currently considered rare in the lands of Eramere, and must be unlocked by a DM to be playable at this time. Please contact Ast'aera, or DM Faergol if you wish to do so.

Stats

+2 Constitution
+1 Strength
-2 Dexterity

Darkvision: Dwarves can see in the dark up to 60 feet.
Stonecunning: +2 bonus to search checks when inside.
Skill Affinity (Lore): +2 bonus to Lore checks.
Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.
Hardiness vs. Poisons: +2 racial bonus to saving throws against poison.
Battle Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations.
Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and giants).
Bonus Feat: Fearless

Favored Class: Fighter

Rwokglar - Stone People

The Rwokglar used to live in the Hrasqueel Arhrael (Silentfire Peaks) where they had built extensive tunnels and halls beneath the mountains. After the construction of their massive tunnels the Rwokglar built a massive coalition based on trade with the peaceful races of Eramere. Many races were apart of the coalition and the Dwarves openly traded goods with their allies. There was no governing body, only allies trading and sharing goods and culture. The Rworkglar brought the races together and offered their military might to protect any within the coalition that could not defend themselves.

The Dwarves worshiped the actual mountain they resided in, Hrasqueel. Long ago Hrasqueel suffered a massive volcanic eruption killing all the Rwokglar within the deeper tunnels and driving out the rest. The Dwarves that were still alive banded together, no longer Rwokglar but now Zvarkglar (Shattered People). The reason for this eruption is suspect, though many of the Zvarkglar blame their own failings and greed. All that remains of their ancestral home is a caldera where no life grows.

Zvarkglar - Shattered People

With the death of their mountain the Zvarkglar roamed the lands suffering from their great loss, forcing them to band together, their racial determination drawing them together to survive and overcome. After the Great Loss the Dwarves called upon their allies for aid as they had lost everything of value and had no supplies. Their allies responded with sympathy and granted the Zvarkglar what aid they could. All but the Gnomes. For some reason, the Gnomes did not respond, although the reason for such has always been mysterious and unclear. This occurrence sits heavy with the Zvarkglar, forming a mild and curious resentment that manifests whenever the two races meet.

Arn Zvar'Clahoon - The Shattered March

Two decades ago the Zvarkglar were a wandering people slowly trying to make their way through the world as tradesmen and keep what remains of their once great civilization from dying out completely. The Zvarkglar still maintained several mines as their primary trade-good. They may have been wary of going underground again, but they couldn't deny their need of steelwork for their survival. When the empire was strong, they had no trouble keeping the mountains clear of anything hostile, but now, with nowhere near as much protection and patrols, wolves, mountain lions, bears, and other dangers were moving in to the area and even dwelling in old structures and tunnels that survived the cataclysm. Arn Zvar'Clahoon usually moved with the seasons so they could stock up, work, and trade their goods. All of these surviving mines are well known to the Zvarkglar as they were a big part of the Old Empire and were well documented on maps that survived. The arrival of the new race called Humans opened up new trade possibilities, but also new challenges. The Zvarkglarens still craft some of the finest works seen in the world to this day.

The Reforging of the Zvarkglar

"We spent three hundred and forty two years wandering the continent of Eramere after the near extinction of our race. But we did not lose hope, we forged ahead and kept as true as we could be to our past. We had been shattered but true to our nature we did not quit. Our allies we had spent so many years assembling came to our aid and together our people's story continued.

"Now we have found Her again. Our guardian and protector for generations gave of Herself to shelter us and allow at least some of our race to survive. Through an ultimate sacrifice we have given something of ourselves to return Her boon from so long ago. We stand upon a precipice and all of us will determine whether we stand firm once more or fall utterly to ruin forever."

~ An except from the teachings of Hakkar of Clan Khazad


Over twenty years ago, the Zvarkglar say that Hrasqueel was reborn, just before the Sundering and the destruction of Atalan. It was then that they rediscovered the Skolden'fel Stand Fortress, which they have since reclaimed as their permanent home.

The Zvarkglar nation is finally settling and laying down roots for the first time since the explosion of their mountain home nearly 400 years ago. Tensions and uncertainty about the future are strong. There is a distinct division between the typically united people about abandoning the ways of traveling and returning to being stationary folk. Caravans still embark to trade with their Allies but they are no longer moving homes but highly defended supply wagons vital for the rebuilding, upkeep, and revitalization of the Skolden'fel Fortress.

Clamor among the people is especially strong on two fronts. The first is between those that believe the Zvarkglar people have reached a transition as their ancestors and as such they should adopt a new name, whereas, those of the older traditions believe they are still the Zvarkglar. Those believing in a new name are proposing Haerkglar, meaning The Reforged People.

The second is over the return of Hrasqueel. All of the Zvarkglars have been forced to reconsider their view of things as their old patroness has been returned. Debate rages over almost ever aspect of Zvarkglaren life and how Hrasqueel should be taken into account from worship to governance. But as expected the largest debate rages over how or if the Overseers and Hrasqueel can co-exist. Many cite the Syl'vae as an example but tempers are still high among the various sides of the argument. It will likely be some time, if ever, before all sides are sated.

An interesting phenomena has struck the youth of the Zvarkglar. Now that the people have elected to settle a trend among the younger generations is becoming apparent. Nearly four centuries of traveling the land has induced a need to explore and wander during the early portions of life. An almost undeniable need to see the open road strikes nearly all of the young Zvarkglar and lasts well into their first century of life. Perhaps it is just an odd twist of fate or some sort of cosmic intervention but it seems that wandering is, in part, now in the blood of the Zvarkglar.

Society and Government

The Zvarkglar society is made up of three separate Houses. The House of Battle, the House of Prayer, and the House of Commons. These houses generally comprise the division between the Zvarkglarens but not all Zvarkglar fall under one single house. The houses make up the seats on the Vaerglar that govern all of the Arn Zvar'Clahoon. A Zvarkglar may operate under more than one House, however, he or she may only swear official allegiance to one House for the purposes of voting members to the Vaerglar.

The Vaerglar (Voice of the People) has nine members is broken down as follows:
5 from House of Commons
2 from House of Battle
2 from House of Prayer

The House of Commons holds sway because they are the ones that have to rebuild and sustain the civilization while wars and holy crusades are not necessarily good for the whole. While not an official member, the Speaker always attends meetings of the Vaerglar.

Religion

The destruction of Hrasqueel forced the Zvarkglar to turn instead to both Memnos and Luscient of the Eight. The Loss of everything made some Zvarkglarens turn inwards and focus on protecting the whole group. They became the watchers of the traveling group, seeing to the needs of their people. They embraced Memnos sternness and sense of purpose, and mixed with old Rwokglaren training they swore to defend all Zvarkglarens. The Loss drove others mad with rage. They embraced Luscient's heat letting it boil their blood. They became the most fierce battleragers seen throughout Eramere. They are typically anti-social to all but their fellow kin and even have trouble getting along with their fellow Zvarkglarens.

Rwokskold (Stoneshield)

Rwokskold are often times revered as relics of the old empire. This brings both respect and fear of the past from many of the Zvarkglar. The proud and vast military, structures, and infrastructure of the Rwokglar is now a shadow of it's former glory. Their training stems directly from the powerful warriors of the fallen Empire that were dying before their eyes. The secrets were passed on hurriedly to the youngest recruit, Hamir Crownshield. Having little time to learn all of the secrets many of the forms and stances were lost, but not all, notably those of defenders of the noble clans and leaders. With the Zvarkglar hard pressed in the times ahead, a new generation has taken up the mantle of protecting ALL of the people, vowing to never again let harm come to the remains of their people.

The Rwokskold take the stance of stubborn and relentless protection of their kin. They believe in putting the safety of the majority above their own. They are intensely honorable, and dutiful in their tasks. They believe that if they should fall, it should be giving the chance for hundreds of Zvarkglar to get to safety. They train themselves to near-legendary toughness and use secret shield training, tactics, and stances, so that they may take the brunt of whatever threatens their kin and make their enemies pay in kind. In battle, when they pick their patch of land to defend, to move them from that spot is like trying to move a mountain. They plant their feet, assume a solid stance, raise their shields, and will not let anything past them. Their kin has lost so much, the Rwokskold will not give any more to anything, hence their motto "Not an inch". When fighting in groups geometric phalanxes are formed, ranging from wedges to simple squares. In dire circumstances a circle may be formed to protect the center, but only in the case that they are unable to move to a more advantageous position or are drastically outnumbered. Dwarven Runes symbolizing death often form circles; this is no coincidence and the formation is often called the Stance of the End or Dela Fangir to represent being surrounded and assailed from all sides with no chance for escape until the enemy or they themselves fall.

When not being threatened, the Rwokskold defend the caravan, marching along side the moving carts keeping an silent and ever-vigilant eye out for danger. They also guard the outposts, elders, and mines with unflinching attention and duty. They are expected to make a sweep of the mines their kin will be working at that season, just before the caravan arrives, to make sure it is clear of all danger. Rwokskold will even protect races of the Old Alliance if it means not leaving any of their kin to danger. Their honor and duty demands that the old empire still gives its due diligence to old edicts. But the protection of Zvarkglar come first, always.

Rwokskold are born, not made. Every member is a volunteer, and know what is expected of them, even to the bitter end.

Hran'fel - Battleragers - Firehearts

Few can stand the loss of a friend, a home, or family. The Zvarkglar have endured it all to the extreme. Seeking to never let any outside outside force ever threaten their people, there are those that let their wild rage at the Great Loss fuel their every step through life. The smallest of gestures and hunches can set off triggers in their minds unleashing waves of wracking anger. Often times appearing as homely warriors outside of a fight, these mighty berserkers will fly into a fury at the merest threat to their traveling clan, often times leading to tense situations with the other races. Rarely seen in good humour around other races, they accept the need for trade with them. Callous and easily brought to anger, they are impulsive by nature, opposite of their more calm, stoic counterparts the Rwokskold. Many of them have taken oaths to die in battle against whatever may threaten the Zvarkglar, leading to a disregard for consequences in skirmishes. While the enemy death toll is generally catastrophic, the loss of any one of their scattered people is a brutal loss. Most clans tolerate them for their skill in battle but some see such reckless, outspoken kin to be a hindrance to the whole.

Once in full battle-lust a Hran'fel is nearly unstoppable, his attacks tearing through multiple opponents at once, and his incredible rage shatters shields and sunders armor. There is little defense against such a tower of anger. Simply being in the presence of the Hran'fel in battle can inspire those around him to heights of rage they little knew they had. Some have been seen to fight through what would be deadly injuries only to finally fall when all enemies have been slain.

Rituals

Burial
Most Dwarves will be carried outside to a hole carved in the ground, the oldest son will trade something with the father (their weapon, their helm, their armor, ect...) to send the father off with a token of his successor, and for the son to carry on with something of his fathers legacy (if its a woman being buried, the oldest daughter does this with her). The dwarf is laid in the hole with his personal equipment, and a large boulder is rolled on top. those attending the funeral, leave small smooth stones with messages carved into them around the base of the boulder. the boulder may just have the buried dwarfs' name carved on it, or a stone smith will be hired to carve something out of it AFTER it has been placed over the grave. Heroes and Kings had a custom sarcophagus made, and their likeness was carved into the lid. Historically they were laid in the hall of legends back in Hrasqueel , but since then, they are sealed within the deepest reaches of Skolden'fel Stand Fortress in the southern part of the old empire.


More information on the Zvarkglar people, government, caravan routes and more are available in the Dwarven forum.

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