@End Here Henruda has companies of riflemen and grenadiers, might want to get that fixed? Gunpowder would absolutely change a lot about my navy. Need to know so I can finish up the write up.
First post in. Not sure if I will be up for another one tonight. Mostly remaining neutral at the moment. But would like to discuss the appointments to the domains of the FOUR. Seems pretty important.
If it wouldn't be a bit contradictory to my god's image I'd seriously consider using this for fun. Imagine him just barging into the the dwarven council during the middle of the discussion. He's their god, he could do whatever he wants.
@End HereI just finished my profile.Does it look fine to you?
Name of God: Yngvi, Yngwaz, Ing, Wotan, All-Father (multiple forms exist, most of them means "ancestor") Deity of: Craftsmanship, Dwarves Indirect or Direct: direct down to the personal level Appearance: A venerable dwarf with a walking cane, relatively simple clothes but an aura which commands respect
Personality: (I was never good writing these, you can guess from m IC posts soon)
Nation: Seven Mountain Cities of Yngvar, City States of Yngvar, Yngvar (Protected by Yngvi), Syvbergen (Seven Mountains), Steel Island Population: ~ 63,000 (only rough estimate because women and children are frequently hidden from sight) Racial Features: Dwarves are short (at average 4 feet tall) but robust humanoids known to be great workers and craftsmen. Their proportional strength is twice that of humans (but evens up in a brawl due to size difference) and their bodies are denser and overall tougher. Dwarves prefer to live in caves and have decent senses underground. At average a dwarf shows aging after 100 years and can live up to 200 years. Their drawbacks are their short stature which also make them slower runners (though they can jump well) and their dense bodies sink almost like a rock in water thus swimming takes far more effort for a dwarf. Dwarves are also completely incapable of casting spells albeit they're born with the gift that depending on their skill they can imbue their creations with some magic qualities. The higher the quality of the craft, the greater magic power it could have.
Lands:
The island of Yngvar possessing 7 large mountains Stahlberg, Starkberg, Schwerberg, Kurzberg, Rauchenberg, Grünberg, Blauberg which are also the location of the seven clans.
Flag: Each clan has its own banner which constantly evolves and becomes more decorated. Though they also have an over thousands of years old flag design representing their island as a whole:
Government: Yngvar is ruled by seven clans centered around a mountain each. These mountain city states are completely autonomous and at best can be only considered to be in alliance with each other, though some likes to call it a non-aggression pact. All seven tribe leaders are tied by blood oath to not turn their arms against each other. They occasionally hold the Eight Chairs council, where the 7 Dwarven Lords and their god Yngvi sit at the round table and discuss matters that involve the entire island. Thanks to this several laws that apply to all dwarves were made in the past but aside from these the Clans are still free to do whatever they want.
Culture: While God created humans of clay, Yngvi created the dwarves out of sculptures of rock and metal. With their god openly walking among them and occasionally retelling the tale during the boring winters all dwarves know this and it's reflected within their culture. Dwarves live close to the mountains and prefer to stay within the caves excavated by themselves. They live for their work and community. Dwarves live for over a hundred years yet they rarely dedicate their lifespan for anything but one profession they chose early on. Dwarves are famous miners, metalworkers and craftsmen. They usually prefer function above decoration but when they dedicate themselves to art their creations are simply beautiful. Dwarves are highly traditional and they respect their forbearers above all else. Due to their god and creator walking among them dwarves find no need for religious structures and if they require anything they call Yngvi directly. If anything their taverns are the dwarven temple as Yngvi always test them out to get his daily dose of liquor. Speaking of which beverages are immensely popular among dwarves and they have a different effect on them compared to humans. Dwarves do get drunk but alcholol also aids their metabolism and practically every dwarven medicine doubles as high-proof beverage.
Military: Dwarves beleive in individual powers and that no self-respective male should be unable to defend himself. All male dwarves above a certain age know how to fight and wearing armor and weapons, often even their weapons. For this reason other nations often dub the dwarves as Ironskins because they nearly always coat themselves in metal armors. In times of need citizens band together to defend their home. In addition to that there are dwarves who dedicated themselves to military service, either as watchmen and police force known as the Shieldbearers or to become full-blown mercenary. The latter often become travelers going from countr-to-country until they return and settle down in their Clan as combat instructors and military leaders.
As pat of their culture all dwarves wear armor but Shieldbearers take it to the absolute. Dwarves are smaller yet even stronger than humans which allows them to wield much thicker armor. They are imposing blocks of metal wielding thick shields and a rather threatening melee weapon. Some Shieldbearers, particularly the ones guarding the outskirts, are wielding Bolters to take care of threats from a distance. Shieldbearers are the clan's militia, watchmen and police. They patrol for both enemies and to be on the lookout for criminal activities. Most dwarves are honest bunch so crimes are rare but not completely absent.
Dwarven Rangers are huntsmen and wanderers who unlike most dwarves spend their life out in the wilderness, away from their mountain homes. When recruited for war Rangers are considered relatively light force equipped with leathered chain shirts and Bolters. While Shieldbearers can also have decent shooting skills they are no match for the Rangers who at times hone this ability to their limits and become Snipers. Dwarven Snipers are considered a strange bunch obsessed with marksmanship and Bolter performance. They operate alone and often wield Bolters taller than even themselves. Their name originates from the fact they claim to be good enough to hunt down the small and elusive Snipe bird.
Dwarves are also known for their tough fortifications and mechanical knowledge to build stagecrafts like no one else. Traveling dwarves often recruited to work on another nation's siegeworks and they never do a halfassed job. They can make catapults, ballistas, trebuchets and other mechanisms at demand. But when they have their homeland's abundant resources and expertise their siegecrafts are even higher quality and often involves Bolter technology.
Uniquely compared to other seafaring nations Yngvar rarely if even relies on sails. Instead they use pedals and other mechanisms to propel their ship via an Archimedes screw regardless of the fickle nature of the winds. This undoubtedly means dwarven boats have larger crews albeit there's a growing use of beasts of burden for such purpose. Dwarves call their ships Vandcykel which literally means pedal boat.
Kampf-Vandcykel is a term used for their warships. These are made of dwarven steel which makes them quite resilient compared to other nations. They also mount Bolters and siegecraft to boost their attack power and can carry an entire battalion of dwarves. It's unknown how many Kampf-Vandcykel is operated by the seven clans but estimates range between 30-50 active warships. Compared to other navies the dwarven warships are slower, smaller but better armed and armored. Their lack of sails also make them independent from the winds.
Other:
Dwarves are famous for their metalworking and considered pioneers. Dwarves spread iron and steel to most of the world. Their so-called "Dwarven Steel" is strong, flexible and enduring. Many of them are also resistant to the forces of corrosion. In addition rare legendary metals like adamantine and mithril are also available in Yngvar albeit their quantity is of course limited.
Also called as Bolt-Throwers, they are an evolution of crossbow. While crossbows gave the dwarves a viable ranged weapon these were too cumbersome for them to ever get attached to them. This changed after the development of coil springs thus replacing the bow and metal string with an internal mechanism. This already saved space and made bolt-throwers easier to carry. There are many variants and practically each Clan has their own kind of Bolter. A popular variant uses Mithril-made Thundercoil (named for their loud noise when released without weighs), pump-action with 200lbs draw and a clip holding ten 1x8cm all-steel bolts. Decently made Bolters of this kind can shoot accurately up to 70 meters and can be fired in volleys up to 350 meters. They can pierce most of the common plate armors, too. Snipers sometimes design oversized Bolters with much greater length and force so they require a winch to pull back. These are quite powerful and accurate up to 100-200 meters. Bolter is a name given to this weapon on the common tongue, it's a result from mistranslating the Dwarfish word Bultzer (thrower). Bolters are designed for dwarven strength and stature which makes them borderline inoperable by others. Even if it weren't the Bolter design would be much less effective when made for human capabilities in mind. As such dwarves still make crossbows even if it's only for export.