Post by Orcjaw Clan on May 15, 2021 22:21:28 GMT -5
Orcjaw Clan
History
The Orcjaw Clan originates from the Greycrest Mountains in the land of Arzu. The clan's name is derived from the legend of its first king, King Hagrim. It is recorded that King Hagrim defeated the Orc King Drigg in one on one combat. Legend has it that King Hagrim was nearly defeated after the nearly one hour fight when, in a second wind, he threw his hammer at the Orc King. The hammer did not stop as it hit the Orc's jaw, taking the mandible with it. The Orc King submitted and King Hagrim showed Orc mercy and let it go so long as it relinquished its title over the Orcs. Thereafter, Drigg's mandible was fashioned into a crown which is still worn by the clan's king to this day.
The Greycrest Mountains was a dangerous environment with threats to the clan from all sides. Over its history, the clan has battled orcs, goblins, demons, human kingdoms, other dwarven clans, and all manners of horrific beasts that haunt the depths of the mountains. However, the clan found something that it could not defeat: flooding. The water table had risen quickly in their subterranean cities and mines, forcing the Orcjaw Clan to flee the home it has known for millennia.
Demographics
To be a member of the clan, one must be a dwarf. Most members are born into clan, however any dwarf that wishes to join need only register with the Recordkeeper. The benefits of a dwarf joining the Orcjaw Clan is and easier admittance and more work in the guilds that form the backbone of the clan's economy. Besides the King and his "Royal Kin" (immediate and close family), there is no system of nobility in the Orcjaw Clan. Unsurprisingly, those with the most money tend to have the most power and influence.
Other races are accepted, and even welcome, in the dominion of the Orcjaw Clan and it is not uncommon for humans to set up shop in the mining and trade towns to benefit from the clan's mining operations. While peaceful orcs, goblins, and other goblinoids are tolerated in clan-held lands, they face discrimination.
Guild System
The economy of the clan is primarily based on a guild system. Depending on the conditions of their charters, guilds pay anywhere between 3% and 10% of their profits to the Orcjaw Clan. Any race may join a guild, but work, profits, and influence as heavily favored towards Dwarves and guilds do not attempt to hide that fact.
Besides mining, individuals do not need membership in a guild to engage in their chosen profession. However, typically owners of business not found within a guild are subjected to higher taxes. For example, the Maritime Guild pays 5% of its profits to the Orcjaw Clan whereas a non-guilded shipbuilder has to pay 12% of profits. Some, dwarves and non-dwarves alike, enjoy the freedoms of being an entrepreneur without the politics and mandates of a guild.
The following are the most well-known guilds:
Prospector's Guild - This is the most powerful, influential, and important guild of the clan. To get a job in the mining industry, membership in the Prospector's Guild is required as they hold the only charter from the King to mine. While the Stone Guard is the official military and law enforcement of the Clan, the Prospector's Guild has a unofficial company of miners who double as soldiers to enforce its will, defend its mining operations, and ensure that no illegal mining is taking place.
Mason's Guild - In charge of all "Clan Construction". Clan Construction is considered construction of Orcjaw Clan buildings (castles, forts, prisons, etc.), mining infrastructure, and travel infrastructure. Private individuals building for private means do not require membership in the Mason's Guild.
Blacksmith's Guild - Covers all metalsmithing: armorers, weaponsmiths, metal workers, etc. Incredibly important and powerful guild but maintains a reputation of being fairly free from internal political fighting amongst guild members.
Maritime Guild - captains and crew members (of official clan ships), ship builders, and dock workers all belong to the maritime guild. While involved in the logistics of what is mined and other trade in the Clan's domain, it is probably one of the least respected guilds. As a result, they have the reputation for being drunken, rambunctious sailors.
There are many other guilds for various professions (Woodcutter's Guild, Leatherworker's Guild, etc.) of all varying degrees of power, profits, and importance. Merchants, those who purchase items from producers to sell to consumers, do not have a guild. A guild charter has never been awarded for those applying for a Merchant's Guild due to the idea that the free trade of merchants is a good balance to the generally controlled guild system.
Military
The Orcjaw Clan's military is divided into two branches:
Stone Guard
The Stone Guard is the terrestrial branch of the Orcjaw Clan and by far its most powerful. The Stone Guard is divided into four regiments: the Shield, the Hammer, the Axe, and the Pick. There is a lot of pride in one's regiment, regiments going as far as having their own taverns and inns for active and retired members.
The Shield - Also known as "Aegis", this is the guard regiment. They are charged with guarding the King and the clan's official buildings, being posted at fortifications, patrolling well-traveled roads in the Clan's lands, and serving as prison guards.
The Hammer - Also known as the "Jawbreakers", this is the law enforcement regiment. As expected, they patrol the town's streets and investigate crimes committed within the Clan's dominion.
The Axe - This regiment is the actual military force of the Orcjaw Clan and have a long and cherished history of defending the people from enemies. During times of war, the Shield is absorbed into the Axe and during times of peace the Axe assists the Shield in its duties. However, never suggest to a member of either that both regiments are two sides of the same coin.
The Pick - Also known as the "Sappers". The smallest regiment but the one with the fiercest reputation. The Pick defends the mining operations of the clan and serve on special, reconnaissance and attack missions deep into the depths of the subterranean world. Sappers are notorious for having short lives due to the nature of their work. Many who do make it to retirement go to work in the Prospector's Guild and some Sappers have made it as high as Guild Master.
Sea Guard
The Sea Guard is the naval wing of the Clan's military. It is very small and only receives enough funding to ensure defense of the Clan's coastal holdings.
Organization
The Orcjaw Clan is organized by a King, his Chief Advisor, the commanders of the military, and a council consisting of four guild leaders and one clan member of the public. Under the Chief Advisor is a team of other advisors with varying degrees of responsibility who are essential to the operations of the clan such as the Treasurer, Recordkeeper, and Standard Bearer (official messenger of the King).
The King's Council are charged with the day to day issues of the Clan but the King has absolute authority to accept, alter, or reject the decisions of the council. The council members rotate every ten years except for the Guild Masters of the Prospector's Guild and Blacksmith's Guild, who have permanent seats.
Chief Advisor Farrim Stonehall - The top advisor to the King.
Guardian Olrik Cragfisher - Commander of the Stone Guard
Admiral Ulas of the Low Tide - Commander of the Sea Guard
Guild Master Elar Orcjar (King's Council) - Guild Master of the Prospector's Guild and first cousin the King.
Guild Master Belric Hollowpeak (King's Council) - Guild Master of the Blacksmith's Guild.
Guild Master Wurden Rubyhold (King's Council) - Guild Master of the Woodcutter's Guild.
Guild Master Fivram Meadefrost (King's Council) - Guild Master of the Farmer's Guild
Council Member Damira Quartzcliff (King's Council) - Clan member
Locations
Khaladur
Khaladur ("khala" = new; "dur" = home/hearth/hold) is the first settlement of the Orcjaw Clan in the Mistborne Isles. It's location was chosen at the intersection of two rivers that lead each lead from the mountains to form one river that leads to the sea. The location is purely trade related, minerals that will eventually will be mined in the mountains can be sent down river to Khaladur to be then distributed for trade throughout the region. A subterranean system connecting Khaladur to the mountains is also planned.
Player Characters