Baruk-Azhik
Anuire » The Eastern Marches » Baruk-Azhik
Overthane Grimm Graybeard
Capital
75,000
Government
Dwarven Mixed Constitution
Imports
Clothing, coal, fruit, horses, and wine
Exports
Grain, livestock, spices
GB Income
GB (Province GB; Law GB)
RP Income
38 RP (Province RP; Law RP)
GB Expenses
GB (Army GB; Fortifications GB; Court GB)
Treasury
40 GB
Acc. Regency
35 RP
each province contains a great underground fortress
[top]Introduction
[top]Life and Society
[top]Clans
Each province of Baruk-Azhik is shown below with a rough population figure for each clan, its clan name, and the primary occupations in the clan.
[top]Rivenrock
5000 Rockhammer -mining, engineering, stonemasonry
3600 Earthkore -mining, gem cutting
2000 Ironvein -mining
2000 Stonefist -mining
1500 Ironsmelt -smelting
2000 Ironskin -armorer
3200 Oresmith -weapon smith, blacksmith
1200 (waiting for a good name) -locksmith, clock making
2000 Earthenbake -pottery
1500 Oakenhand -carpentry, forestry
1500 Truestrike -war, boyer, archery
3500 Ironstroke -war, weaponsmith, armorer
3600 Earthkore -mining, gem cutting
2000 Ironvein -mining
2000 Stonefist -mining
1500 Ironsmelt -smelting
2000 Ironskin -armorer
3200 Oresmith -weapon smith, blacksmith
1200 (waiting for a good name) -locksmith, clock making
2000 Earthenbake -pottery
1500 Oakenhand -carpentry, forestry
1500 Truestrike -war, boyer, archery
3500 Ironstroke -war, weaponsmith, armorer
[top]Land's Victory
1000 Ironvein -mining
1000 Stonefist -mining
1000 Earthkore -mining, gem cutting
700 Fireater -smelting
2400 Oresmith -blacksmith, weaponsmith
1600 Rockhammer -engineering, stone masonry, mining
2000 Sweetbrew -brewing, herbalism
1000 Oakenhand -forestry, carpentry
2400 Truestrike -boyer, fletcher, war
1000 Stonefist -mining
1000 Earthkore -mining, gem cutting
700 Fireater -smelting
2400 Oresmith -blacksmith, weaponsmith
1600 Rockhammer -engineering, stone masonry, mining
2000 Sweetbrew -brewing, herbalism
1000 Oakenhand -forestry, carpentry
2400 Truestrike -boyer, fletcher, war
[top]Bran's Retreat
1200 Rockhammer -mining, engineering, stonemasonry
1000 Stonefist -mining
500 Ironsmelt -smelting
1000 Oresmith -blacksmith
1750 Cowherd -ranching, leather working
500 Swineherd -hogs
250 Shepherd -sheep, wool
1000 Boskin -tanning, leather working
500 Shoemaker -cobbler
2000Earthtender -agriculture, herbalism, forestry, baking, cooking
1000 Earthenbake -pottery
1000 Truestrike -war, boyer
1000 Stonefist -mining
500 Ironsmelt -smelting
1000 Oresmith -blacksmith
1750 Cowherd -ranching, leather working
500 Swineherd -hogs
250 Shepherd -sheep, wool
1000 Boskin -tanning, leather working
500 Shoemaker -cobbler
2000Earthtender -agriculture, herbalism, forestry, baking, cooking
1000 Earthenbake -pottery
1000 Truestrike -war, boyer
[top]Cliff's Lament
1000 Ironvein -mining
1200 Earthkore -mining, gemcutting
500 Fireater -smelting
1000 Oresmith -blacksmith
750 Cowherd -ranching
250 Swinherd -hogs
1000 Shepherd -sheep
1000 Boskin -tanning, leather working
2000 Clothwirk -sewing, weaving
2000 Earthtender -agriculture, baking, herbalism
2000 Earthenbake -pottery
1000 Ironstroke -war
1200 Earthkore -mining, gemcutting
500 Fireater -smelting
1000 Oresmith -blacksmith
750 Cowherd -ranching
250 Swinherd -hogs
1000 Shepherd -sheep
1000 Boskin -tanning, leather working
2000 Clothwirk -sewing, weaving
2000 Earthtender -agriculture, baking, herbalism
2000 Earthenbake -pottery
1000 Ironstroke -war
[top]The Promontory
1600 Earthkore -mining, gem cutting
1000 Ironvein -mining
1000 Stonefist -mining
800 Ironskin -armorer
600 Watershold -boating, boatwright, fishing
1000 Clothwirk -sewing, weaving
1000 Earthtender -agriculture
The Greybeard family is a cadet branch of the Rockhammer clan. The dwarves prefer to divide the offices of guild master and clan leader, so no guild master in the mining guild is both guild master and clan leader, except under exceptional circumstances. The various craft guilds are responsible for the prices, quality, and conditions of their own crafts, but are all represented "nationally" just as all the temples and provinces are represented by the High Priest and Overthane.
1000 Ironvein -mining
1000 Stonefist -mining
800 Ironskin -armorer
600 Watershold -boating, boatwright, fishing
1000 Clothwirk -sewing, weaving
1000 Earthtender -agriculture
The Greybeard family is a cadet branch of the Rockhammer clan. The dwarves prefer to divide the offices of guild master and clan leader, so no guild master in the mining guild is both guild master and clan leader, except under exceptional circumstances. The various craft guilds are responsible for the prices, quality, and conditions of their own crafts, but are all represented "nationally" just as all the temples and provinces are represented by the High Priest and Overthane.
[top]The Land
[top]Bran's Retreat (4/1)
[top]Cliff's Lament (4/1)
[top]Land's Victory (3/6)
[top]The Promontory (3/6)
[top]Rivenrock (5/4)
[top]History
[top]Political
The realm of Baruk-Azhik is a complex mix of powers. The Overthane has some monarchial power. The clans assemble often and their voice carries considerable weight, since this is essentially the voice of the people. The thanes are a power in the realm, not only because their bloodlines are as strong as the overthane's, but because it is ancient tradition that a thane is master of his province. There is also the temples of Moradin's Forge to consider, for the priests exepect that the rulers of the people will not only respect tradition, but the wisdom of the Soulforger. Dwarven sensibilities are very conservative, and so power is diffused widely to make innovation difficult.
Ruling Baruk-Azhik
Generally, if an overthane acts like the people think an overthane should, he'll be expected to consult the clans, thanes, and the temples, but will otherwise be able to act with some latitude. Any radical departure from traditional policy, or any act by a new, untested ruler, will be closely scrutinized by the clans, thanes, and temples. This will certainly slow down the implimentation of any policy, but the dwarves prefer to patiently consider their options and produce the best polciy. Governance is a craft just as smithing a hitch or carving a granite block. Haste makes waste, while judgement, care, and experience produce the most excellent results. Even a trusted Overthane like Grimm Graybeard keeps his thanes, the clan leaders, and the temples close by and fully informed of his actions. This demonstration of trust and cooperation is highly valued by the dwarves and produces a greater trust in the Overthane himself. The Overthane who wants to mine a new vein but doesn't share his plans will endure more resistance than the Overthane who wants to intervene in Rohrmarch or Osoerde but includes the clan leaders, thanes, and temples in his thinking from the begining.
Ruling Baruk-Azhik
Generally, if an overthane acts like the people think an overthane should, he'll be expected to consult the clans, thanes, and the temples, but will otherwise be able to act with some latitude. Any radical departure from traditional policy, or any act by a new, untested ruler, will be closely scrutinized by the clans, thanes, and temples. This will certainly slow down the implimentation of any policy, but the dwarves prefer to patiently consider their options and produce the best polciy. Governance is a craft just as smithing a hitch or carving a granite block. Haste makes waste, while judgement, care, and experience produce the most excellent results. Even a trusted Overthane like Grimm Graybeard keeps his thanes, the clan leaders, and the temples close by and fully informed of his actions. This demonstration of trust and cooperation is highly valued by the dwarves and produces a greater trust in the Overthane himself. The Overthane who wants to mine a new vein but doesn't share his plans will endure more resistance than the Overthane who wants to intervene in Rohrmarch or Osoerde but includes the clan leaders, thanes, and temples in his thinking from the begining.
[top]Important Figures
- Grimm Graybeard Overthane of Baruk-Azhik
- Diirk Watershold Guilder of the Royal Guild of Baruk-Azhik
- Ruarch Rockhammer Grand High Priest of Moradin's Forge
Thane Wulfram Wainier (MDw; Noble 4/Fighter 6; Scion of Anduiras, great, 48).
Thane Hadassah Endrede (FDw; Noble 4/Cleric 6; Scion of Reynir, major, 38).
Thane Bayard Laccolith (MDw; Noble 8; Scion of Vorynn, major, 32).
Thane Cairn Vahan (MDw; Fighter 7/Dwarven Defender 1; Scion of Brenna, minor, 22).
High Judge Bain Earthkore (MDw; Noble 7; Scion of Anduiras, minor 12) Hailed as the most brilliant of all the dwarves, Bain is a contraversial figure because of his advocacy of absolute monarchial power for the Overthane. He is the friend of Ruarch Rockhammer and Hadassah Endrede. The three socialize together and discuss the most learned subjects frequently. Nevertheless they oppose his politics. Bain can be considered a loyal and devoted servant of the Overthane, supervising his law holdings.
[top]Plots and Rumours
[top]Domain Holding Table
Province | Law | Temple | Guild | Source | |
---|---|---|---|---|---|
Bran's Retreat (4/1) | GG (4) | RR (4) | DW (2) | - | |
EL (2) | |||||
Cliff's Lament (4/1) | GG (4) | RR (4) | DW (2) | - | |
EL (2) | |||||
Land's Victory (3/6) | GG (3) | RR(3) | DW (3) | - | |
The Promontory (3/6) | GG (3) | RR (3) | DW (3) | - | |
Rivenrock (5/4) | GG (5) | RR (5) | DW (2) | - | |
ML (3) | |||||
Abbreviations: GG=Grimm Graybeard (Baruk-Azhik); RR=Ruarch Rockhammmer (Moradin's Forge); DW=Diirk Watershold (Royal Guild of Baruk-Azhik); EL=Elamien Lamier (Points East Trading Company); ML=Moerele Lannaman (Maesil Shippers). |
- Law: Grimm Graybeard, the overthane, is universally acknowleged as the holder of all of the law.
- Temples: The Dwarves all pay reverence to Moradin, all other dwarven deities are within Moradin's Forge.
- Guilds: Guildmaster Diirk Watershold is not only the chief merchant of the realm, but is they realm's spymaster. His network of spies stretches far and wide. Elamien Lamier and Moerele Lannaman are human guilders who have proven themselves to the dwarves and bring goods to and from Baruk-Azhik.
- Source: Currently there is no dwarven wizards in Baruk-Azhik, and no human or sidhe wizard has won the confidence of the Overthane or his people.
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Created by Last edited by , 09-03-2012 at 04:51 PM 0 Comments, 26,711 Views |
, 03-08-2011 at 04:28 PM
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