Dwarven Wandering State
History
The Nomads that are the Dwarves is a story of two peoples that once existed as one. Both the Mhuzelti Empire and the Dwarven Wandering States (DWS, or just Nomads) both claim the Isle of Mhuzelt as their ancestral home land. Their history is much to themselves a mysterious hazy past without much insight from either side. Though, what has defined the hated between these two peoples has been the cause, theoretical at best however, of the The Hammer fall. The event in which turned this alleged Isle of low hills and oak savannahs into the snow capped craggy ringed fortress that is in modern days.
Both sides will admit to being in the middle of a civil war that ranged the entire isle, though neither side can specifically recall what events led up to this war. To their own histories they were once called one people resembling nothing like their races in the present day, both claiming they were once The Namoux or at least a Clan of them. As their war heated up, more lives were claimed in the conflict, they supposably awoke something deep beneath the Isle, the smell of smoke and blood driving the entity to fury. This entity cursed both sides of the war for what they were fighting for; what became the Gnomes were originally fighting (according to them) the Laws and sanctity of the land, whereas what became the Dwarves were originally fighting for the Freedom and prosperity of the land.
The entity, what they call both call Kin, had cursed the Gnomes to be chained to the Isle, to never be able to establish any permanent settlements outside of the coasts of the landmass. While it cursed the Dwarves to never be able to call Mhuzelt home again, to never be able to plant their roots in the earth of the lands again. It had banished the Clan of Dwarves and gave them Sunkissed skin and golden eyes, while it gave the Gnomes ashen skin and bright blue eyes. It should be noted that in many interpretations of this history, a multitude of Scholars have commented that both sides were given traits of something burned, while it gave them exactly what each side wanted in a cruel way. T he Gnomes wanted the Peace and Law of the land, and were chained to what they wanted, while the Dwarves wanted freedom and were never allowed to return home.
Show spoiler
Imperial Scholars Thoughts
I find it strangely interesting. I know what these people were, I know who cursed them, I know what they fought for, and oh what a glorious lie. However, this curse they both speak of is interesting to me. For it could be debated endlessly, these Gnomes are never able to leave the Isle. Yet, they claim lands in foreign territories forming their Empire, they have embassies in every major city. However, what I find interesting is that each of these "holdings" are ephemeral, they still hold no fort they built in their territories. They claimed the ones already there, and constantly shift personnel in and out. The same with the embassies, so in a way you could say they haven't set up anything permanent outside the Isle. As for these Dwarves, they forever wander the lands, eventually becoming the Nomads they are today. They hold no city except one as their own. They are the largest, and most well connected nation under the sun, yet they make no strong allegiance to anyone except themselves. Despite their best efforts, they have never been able to take any notable piece of territory on the Isle. While many have succeeded in taking something, even Gjorn Fourth king of Dwarves was able to take a strategically important coast side fortress at one point. Yet, they have never been able to hold their earnings on the Isle. Interesting. And this City, Mhzuchet, is their only city. Right next to the Isle, at least geographically. Yet, this city is not what it seems, it is yet still not a permanent settlement for them. All Dwarves cycle in and out of the city, yes they return, they have residence inside it's walls yet they never stay. Interesting they broke into Four. Always Four.
Now, where these nations differ is most exemplified in the Dwarves. They had formed four clans that they hold sacred, titling a few certain families they trusted as their Royalty. These Family names thus became the name of their clans, the Rhojic, the Mjoljic, the Krijic and the Sjrijic. These families would meet together annually beneath the shadow of the mountains to the east of the Isle. Here they would discuss their travels, reaffirm their bonds to each other, discuss the friends they had made, the lands they had seen.
Over time this site was abandoned for the location in the Valley of Mjona, the crook between the two mountains they would meet under. Here the City of Mhzuchet was founded. Though it started out as a clear ground they could easily defend, nothing more than an ephemeral town made of caravans and tents. As this place became more important as the world learned about the Dwarves themselves, many nations wanted to know where they called home. Eventually the site was given the name Mhzuchet and a few proper buildings were raised here.
It gained the nick name "The Mead Hall" for the first building ever built there. A Mead Hall named Thri, where here the Nation of the Dwarves was solidified under a single banner that they internally call Mhzuchet, though the rest of the world recognizes their nation as "The Dwarven Wandering States".
Overtime the Dwarves would garner a much more robust diplomatic relationship with nearly every people on the continent, being that they wander the entire landmass. Forming close relations with all the Nations they wander through. Though, their history hasn't always been a pleasant one. The Dwarves are a hardy and sturdy people, well versed in working on impromptu battlefields. Their tactics tend to be like a bulwark that does not yield easily, their frames allow them take a significant amount of damage before falling, much more than humanity would expect. They tend to be able to work out strategies faster than the human mind as well, so much to the chagrin of the Nations they wander through, they tend to win battles more than they lose, by a large margin.
This mentality seeped into the general consciousness of the people, and thus Dwarves tend to be feared when wandering out or travelling. Though, there has never been any recorded event where the Dwarves would instigate conflict with other nations, except in the case of the Gnomish Empire. Though this hasn't stopped many of the cities meeting them out beyond their city walls with a garrison or two to insist on signing temporary treaties of non-aggression while they are near cities or powerful territories.
The Nomads earned their modern legendary status as a global superpower after Gjorn Fourth king of Dwarves returned to The Great Tree after venturing to another plane of existence with any lost magics and technologies. He returned to the now fortified city of Mhzuchet, and taught the Dwarves what he learned. From there their military presence became a death sentence to opposing forces. (It should be noted that the Dwarves holding no real allegiance to any one nation, typically act as mercenaries on Army sized proportions).
After Mejestet Gjorn taught the fledgling Artificer movement a proper form of the language the runes are written in, their power skyrocketed. Though, this language has been noted to having extreme similarities to the runic script found inside many of The Namouxian ruins dotted across the planet, as well as having a root inside nearly every spoken language. Which has lead many collegiate and Scholarly institutions to hagar and harass the Dwarven king as to where he obtained said information, for the Artifices after they were taught the information were all afflicted with the Silenced Tongues curse.
This movement of immensely powerful utilitarian magic only served to strengthen the amount of power the Dwarves were able to garner from the Nations they visited. Which this also led to the increase in the use of Alchemical Henna a Mhuzelti traditional form of runic magic used by both the Dwarves and Gnomes.
Currently, The Rhojic Clan is stationed outside of the City of Glaion, where both Gjorn Fourth king of Dwarves and Halgier The Second King of Dwarves are leading a mercenary army in aid to the Galcian forces in preparation for a looming war with the Caliphate. Though, Gjorn has sent word to Mhzuchet for the possible need for the Nomads to send a fully realized army to the doors of Galus with the aid of another unknown nation, unnamed by Gjorn or the Wayfare Guild which he is working with. All in the defense of an politically insignificant clan of Goblins known as The Skullbrood Clan.
Gjorn has threaten war with Galus after the result of a skirmish between the City of Glaion and these Goblins after they unknowingly killed a delegation that was meant to prevent this war between the Federation and the Caliphate. Gjorn has gained some insight into the inner workings of this clan, and in particular a VIP named by his unknown benefactor whom gave taught him the knowledge given to the Dwarves. Should Galus retaliate any further with the Goblins, Galus would feel the full weight of the Dwarven Wandering States. Politically, nearly overnight, Ilgor of the Skullbrood Clan the high priestess, became a player on the global stage under the protection of an entire Nation.
Foreign Relations
The Dwarves in general are held in a high regard in political terms, they are allies with most of the major players inside the Federation, Kingdom Of Galus, City State of Huron, The Isle of Estile, The Floating Isles, and the Island of Fog. They are currently forming a strong alliance with the Goblins of the Skullbrood Clan, helping them build a proper settlement similar in layout to Mhzuchet. Also offer the Goblins a full array of recourse and protection from the spited Nation of Galus.
They are on Neutral Terms with the Zybyine Caliphate as well as the Fuhjimi Archipelago . Their merchants are welcomed inside the nations, and freely trade with them as a result. It should be noted that the Gnomes beyond their assistance in the last Caliphetit-Fedro War have no presence in these regions, and thus only the The Non-aggression Treaty is enforced in these lands. Though they are on mutually beneficial terms, they are held at an arms length when it comes to anything else.
They are Enemies to the Mhuzelti Empire. Engaging in constant land to sea combat along the northern coast of The Northern Wastes. The Empire has repeatedly attempted to take the City of Mhzuchet and has paid a steep price in blood historically. While the Dwarves are widely regarded as terrorists and extremists inside the Isle of Mhuzelt for their style of trying to inflict damage to military installations on the Island. The Dwarves had made numerous invasions to the Island and have paid a similar price in the lost souls as the Gnomes had. In direct contact, these two nations have no hope in mending relations. Any other country makes a wide berth of the area, dubbing a no-fly zone so to speak in the Northern seas of the planet.
Laws
Currently there are two international unilaterally enforced laws regarding the Dwarven State. To avoid any potential conflicts with the State, the Dwarves have accepted these laws as an act of Solidarity between the Nations of the Federation, though only the first of these two laws pertains to the Zybyine Caliphate.
The Non-aggression Treaties of Mjona:
The Dwarven Kings leading mercenary armies are required to sign a temporary treaty, typically for the duration the army will be in proximity to the city calling the treaty, that disallows their soldiers from entering the cities armed. It also disallows the stationed armies from benefitting from the resources of the area without going through merchants or the courts. (This is severe enough to to disallow them from collecting their own firewood). The army needs to subsist off it's own recourses or purchase them from the Nation hosting the Dwarven Army. This treaty does not extend to The Northern Wastes, which is an entirely Dwarven controlled territory.
The Armistice of the Isle:
Forbids the contact and combat engagement of the Dwarves and Gnomes inside City territory. This is to meant to quell the hostilities between these two Nations. This is extended to disallowing any Gnome and Dwarf from being in the same room/hallway/causeway at any given time, this is enforced by the Hosting Nation. Should the Host be unable to complete this end of the Treaty, they will be held responsible for damages that incur. (As such this is one of the most stringently followed clauses). This also only allows Dwarven and Gnomish Diplomats and Royalty from being seen in public, and always escorted with a Squadron when inside City walls.
Type
Geopolitical, County / March
Capital
Head of Government
Government System
Stratocracy
Power Structure
Unitary state
Economic System
Gift economy
Official State Religion
Related Traditions
Related Ranks & Titles
Controlled Territories
Neighboring Nations
Notable Members
Comments