Thursday, 4 July 2013

The Residents of Reptiliad.

The Dwarfs

The Dwarfs are a robust race; famed for their metal working and manufacturing skills. They trade with the Goblins of the mountains for the ore which is extracted by their miners. Generally speaking, the Goblins trade ore for processed metals and tools. They understand that the Dwarfs will make the best use of the ore they provide and will make tools to specific requirements so the Goblins trade almost exclusively with them.

In the main, the Dwarfs are self contained. They build strong stone castles with heavy battlements and almost impregnable keeps; close to the mountains. They have learned through experience, the need to keep their entrances small to prevent dragons getting in and also have specially designed tunnels that reach from the castle to the fields so that anyone caught in the open has a safe means of escape. Within each castle there are forges and smelting buildings; enabling the Dwarfs to refine ore, manufacture weapons/tools and create the components that the workshops need to build their machines. They rarely bother with precious metals because they have limited practical use; instead, they cast them into ingots to trade with the other races. Occasionally, there will be a Dwarf who gets asked to make jewellery and fine adornments and becomes quite adept at it. These Dwarfs are commonly known as ‘hobbyists’, a term that is quite derogatory amongst society.

Dwarfs farm cattle, root vegetables and hops. Any other foodstuff is traded from the other tribes for metal-work of some description. The hops are put to good use in the breweries of the Dwarfs and many a traveller has been brought low by the strength of Dwarf-made ale.

Many Dwarfs take the mercenary path and work hard to save up for the best of armour and weapons before going off to seek Dragons for slaying. Those that take this path are a good mix of inexperienced youth and hardy warriors who have been involved in many a Dragon attack. Often, a renowned warrior will be sponsored by a smith or foundry and will be given a suit of power-stone armour to wear. These suits of armour are extremely expensive and are highly valued for their protective ability and the strength that they provide. It is usual for mercenaries to gather together in small units so that they increase their likelihood of survival. These units will often have a veteran with a number of younger, less experienced warriors who are learning as they go.

The Humans

The humans are fairly new to Reptiliad and have had to learn quickly to survive. They are mostly farmers who grow all manner of crops; including cotton, wheat, corn and a variety of root and other vegetables. Their prime food animals are sheep but they also keep beef, goats and chickens. When they arrived, they quickly got to know the Dwarf tribes and were able to trade fabrics and food for the expertise and manpower to build small castles of their own. Although not as heavily defensive as a Dwarf castle, the human settlements are efficient and provide protection for all those in the nearby houses but lack the escape tunnels. Most of the farmers live outside the castle walls in stone built houses that have a certain amount of land attached to them. That land will normally have a mix of crops and animals that provides enough food for the owner with enough additional produce for trading.

Amongst the humans are those who risk life and limb to hunt in the forests for game. These hunters are the ones who are most likely to become mercenaries and often take the path of Dragon hunter. Occasionally, a particularly effective Human hunter will be gifted a suit of power-stone armour in much the same way as the Dwarfs although this is quite rare. Generally, a human slayer will wear Dwarf-made plate or mail armour over sturdy leather under-armour and they will carry all manner of spears, bows and swords with which to hunt dragons.

The Goblins

The Goblins live in the mountains in deep mines and caves. There are two distinct clans of Goblin; the miners and the foremen. The miners look more feral and vicious; with wide eyes, sharply pointed teeth and ears and the foremen look more reasonable; with drooping ears, wise eyes and a more approachable demeanour.

The miners scour the mountains for the ore that the Dwarfs require for their various creations. They also tend the fungi plantations and hunt for food animals in and around the mountains; everything from insects, bats and birds to rabbits and very occasionally, small deer.

The foremen are traders and leaders. They are wily and cunning; extracting the best trades possible for the various ores that the miners extract. They control their tribe fairly; distributing goods evenly and without prejudice. The foremen’s mantra is ‘everyone fed, everyone clothed and everyone warm’ but on top of this, tools and equipment are distributed to enable everyone to do their jobs.

The Goblins are small creatures and as such, don’t turn to mercenary work unless they have a particular need to leave the mines. As unlikely as it sounds, there are times where the odd Goblin becomes claustrophobic and has to leave the safety of his home. Most of the time, a Goblin like this will live in Dwarf society; helping a grateful farmer with planting and sowing but there have been extremely rare occasions where a particularly adventurous Goblin has joined a human hunting party and ended up as an archer in a mercenary band; usually these individuals are treated as mascots but there have been unconfirmed accounts of a particularly accurate Goblin archer bringing down a dragon with an arrow to the eye.

The Dhurni

The Dhurni are very similar in appearance to their distant relatives; the Mhurni but have fur over their bodies instead of bare hide. This has helped the Dhurni survive the cold wastes of the northern territories. The Dhurni are primarily nomadic hunters who roam the wild areas in mounted caravan trains; living off the land. Occasionally, they have small herds of food animals that join them on their travels but mostly they rely on what they can hunt or gather from the wild.

The Dhurni live in round tents made of hide and usually have one sturdy building that is used for communal meetings and feasting. These sturdier buildings have walls made from rolled up strings of wired-up wooden posts that are surrounded by hide and a roof that is made from wooden panelling that breaks down into small chunks for transportation. The Dhurni need to remain mobile so they ensure that whatever they carry is both essential and transportable; having little need for luxuries. There are two exceptions to this; ale and jewellery. The ale comes from the Dwarfs in return for some of the furs and skins that are collected on their travels but the jewellery is made by the Dhurni from various bones, beads and antlers; with the occasional gemstone or piece of precious metal.

No mercenary has ever come from a Dhurni caravan train but that does not mean that they are not skilled warriors. They are extremely effective with bow and spear and they are much stronger than a Human so can wield a sword or club with little effort. The Dhurni are family centric; living for the good of the family and to leave it would bring great shame to them. A lone Dhurni would soon perish through lack of purpose so any that become separated from their families (through dragon attacks) join others as ‘adopted’ family members. There have been occasions where a Dhurni has joined a mercenary band but only as an ‘adopted’ family member and it will take no part in the slaying of dragons but will hunt for food and look after the needs of the group. If attacked, a Dhurni in this situation would defend the group fervently but killing a dragon is not something a Dhurni would actively seek because they aren’t able to be eaten or used for trade and are considered a waste of good hunting energy.

The Mhurni

The Mhurni live near the forest, mountains and fields so that they have the best access to the herbs and wild flowers that are essential to their lore. They are mostly healers and herbalists who forage for their ingredients as well as growing them. As they are the primary healers in Reptiliad, they are an integral part of all of the tribe’s lives and they are visited often for cures and remedies. Their curative gifts are traded for all manner of things from food to cloth or even ale and jewellery. In addition to their healing abilities, the Mhurni are able to convert silver-stone into power-stone by means of alchemy. They are the only tribe that is able to do this and the Dwarfs are particularly protective of them as a result. Sometimes, when the Dragon population near a Mhurni settlement gets a little bit too large, a Dwarf hunting party will actively hunt them down in a bid to protect their allies and will often have a small garrison of troops attached to a Mhurni settlement for this very task.

The Mhurni tend to be peaceful creatures that live in wattle and daub huts with thatched roofs. They will have a small garrison of warriors at hand for defence but they play no active part in the hunting of dragons. On many occasions, the Dwarf tribes have tried to build them more effective defences but the Mhurni are happiest in their own dwellings so are prone to moving on if the Dwarfs intrude too much.

The Mhurni are shamanistic creatures who worship the earth and all that is in it and the skies above. They are partial to various hallucinogens and are quite often drunk. They are always placid and well natured and this has helped them to deal with the sick, traders and politicians in an equally effective manner. Many of the Mhurni become alchemists who work closely with the Dwarfs to create machines that use power-stone to come to life. Sometimes the alchemists become so caught up with the various Dwarf-made machines that they trade power-stone for their own machines. Often, these machines will be little more than powered pin-wheels or automata but occasionally, more purposeful machines are traded. Sometimes, injured Mhurni alchemists will obtain powered limbs to improve their abilities or replace those lost in an unfortunate explosion; creation of power-stone can be quite dangerous, especially when the alchemist is drunk or under the influence of hallucinogens.

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