The Nylans

This large and impenetrable mountain range is home to the reclusive Nylan Dwarves and the ferocious Legion of Steel goblinoids. These bitter enemies fight for everything, including mines, ores, and the very caverns themselves in which they build their settlements. Up until recently there was very little contact with the other races, but when the Merlos first forged a path through the North this began to change, and the world is learning of these two mighty empires.

Overview

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The Nylans visual reference from the Western Regions source.

This large and impenetrable mountain range is home to the reclusive Nylan Dwarves and the ferocious Legion of Steel goblinoids. These bitter enemies fight for everything, including mines, ores, and the very caverns themselves in which they build their settlements. Up until recently there was very little contact with the other races, but when the Merlos first forged a path through the North this began to change, and the world is learning of these two mighty empires.

History

The Nylans have long been distant from their Blood and Kantor cousins, so felt less pain at the fall of Kantor, but their tragedy is the fall of Black Forge. Their young heirless King was killed, and the throne of the Nylans was lost. Since that time they have been ruled by the Earthen Council. While they share the Dwarven loves of mining and smithing, they have long stayed out of the affairs of the other races, and been quite isolationist. In the last few years they have begun initiating some trade with other races, and managed to defeat a large Legion of Steel force which marched upon Droste shortly after the Merlo trail was forged.

While legends vary on how the alliance began, the Legion of Steel is the result of the Deep Dwarves allying themselves with a group of hobgoblins, in an effort to seize the rich ore veins within the Nylans. As a result the Legions of Steel have always had plentiful supplies of the well-made weapons and heavy metal armours from which they draw their name. They then conquered all the nearby Orc and Goblin tribes, before moving onto the Ogres and even some of the Giants in the Nylans. This culminated in the Legion of Steel conquering the mighty dwarven fortress of Black Forge, which the Nylans believe fervently was only possible because the Deep Dwarves betrayed secrets of the mighty fortress to the Legion, an act they will never forgive them for, and has resulted in a Blood Grudge to this day.

Common Races

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Dwarves

The Nylans are similar in appearance to their brethren except slightly taller (4.5 to 5 feet tall). The Nylans are also even less trusting of outsiders, much preferring to deal with their own problems on their own, and allow others to do the same. They are considered the most stubborn and resolute of Dwarves.

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Deep Dwarves

The Deep Dwarves, or Duergar, are slightly smaller, with grey skin and fair coloured hair and eyes. While there is little direct conflict between the Deep Dwarves and the Nylans, when they do encounter each other, hostility is often the result, as the Nylans consider it deep treachery that the Deep Dwarves have allied themselves with the Legion of Steel, and blame them for the fall of Black Forge.

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Goblinoids

Ruled mostly by hobgoblins, but containing many orcs, goblins and bugbears as well, the Legion is by far the most strategically and tactically capable goblinoid empire in Driax. Their skin colourings tend between bright green and a brownish-red. Fair hair is rare, but does occur.

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Ogres & Giants

These creatures have always lived in the Nylans, but in recent times many of their tribes have been assimilated into the Legions. Most of their leaders have been slain to reduce the chance of an uprising, and for the main, they are now loyal parts of the Legion forces. The Ogres have similar skin colourings to the Orcs, and the Giants are mostly the more stupid warrior variety such as Hill and Rock Giants.

Cities

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Droste

The smaller, yet more wealthy of the two Nylan strongholds, Droste embraced the concepts of trade earlier, and now has small level in the upper reaches of their city with a market where small numbers of visitors trade. This has created some tension as while merchants along the road like to trade their goods, the Merlo army which often guards the wagon-trains is forbidden from entering the city. The city itself goes quite deep into the earth, with over 15 levels of settlements and mines.

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Black Forge

An unusual fortress, with a large surface settlement, and a large stone wall built under it. Its gates are considered amongst the most unbreakable items in Driax, requiring 10 Giants to open & close. And ranks of siege engines are affixed on and behind the huge walls, with a wild river flowing past with fully retractable platforms linking the entrance to the approach. Its fall to the Legion is a psychological scar to the Nylan Dwarves.

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Slaxor

Like Droste, Slaxor is also quite deep within the mountains, but unlike Droste, it remains quite reclusive and in fact does not even have the mighty gates associated with a Dwarven stronghold. Surrounded by high pillars of rock, Slaxor is contained with a single mountain, with only a small entrance built at the end of a narrow trail to allow access.

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Other Settlements

Mining camps and Lumber settlements are scattered throughout and within the Mountains. The rich veins of ore are hotly fought for by both the Legion and the Nylans, and these change hands frequently.

Organisations and Suggested Characters

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Wardens

These brave Nylan warriors are the ones who bear the brunt of the battles versus the Legion of Steel, protecting key tunnels, mines and the great Nylan cities themselves. They are generally staunch and defensive in nature, which makes them excellent at defending things, but not very good at recapturing them, which sometimes creates an inevitability to the conflict with the Legion of Steel.

Ranks

  • ApprenticeLevel 0 guideline
  • WardenLevel 3 guideline
  • ShieldLevel 7 guideline
  • SentinelLevel 10 guideline
  • Lord SentinelNo fixed level listed
  • Lord of the WardensNo fixed level listed
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Dwarven Craftsmen

Both the Nylans and their Deep Dwarf brethren are masters of metal-craft and smithing. Both of their forces benefit in the form of weapons and heavy armour, and also in the coins their empires generate from trading these goods, but this all depends on the supply of the ore, and as such fighting for the mines is intense.

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Deep Wardens

Special, even amongst the Wardens, the Deep Wardens are usually criminals, disgraced dwarves, or elderly warriors looking to die on the battlefield. They are given the suicide missions where casualties are expected to be high. One must forfeit all titles and inheritances to join the Deep Wardens, and ideally have no young dependent children.

Ranks

  • Deep WardenLevel 6 guideline
  • Commander in the DeepLevel 9 guideline
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Rune-Priests

These specialist priests exist in both Nylan and Legion societies, and it is their task to fortify and protect key sites. They are often also skilled engineers or craftsmen. They are most well known for the large magickal runes they engrave into the sites they are fortifying, or the items they craft, which are then imbued with powerful protective spells.

Ranks

  • NoviceLevel 0 guideline
  • ApprenticeLevel 2 guideline
  • Rune-Priest or Rune-SmithLevel 5 guideline
  • High-Priest or High-SmithLevel 9 guideline
  • Master-Priest or Master-SmithNo fixed level listed
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Griffin Riders

One of the most unique aspects of the Nylan culture is their bond with the Griffin. Raised in high peak-top aeries near their strongholds, the Griffin allows both communication and transport between Slaxor and Droste, the mining camps, and occasionally, the outside world. Each Griffin-Rider has specially enchanted weapons (usually hammers or axes) which they can throw and will return magickally to their hand.

Ranks

  • HatchlingLevel 3 guideline
  • Griffin-RiderLevel 7 guideline
  • Flight LeaderLevel 10 guideline
  • Aerie CommanderNo fixed level listed
  • Griffin LordNo fixed level listed
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Forge-Lords

A special title claimed by the Deep Dwarf Master Smiths who control and rule the Legion of Steel, the Forge-Lords, and their Forge Guard, are the ruling elite of the Legion of Steel, and their elite warriors protect the Forge Lords, and maintain discipline throughout a Legion of Steel force.

Forge-Guard Ranks

  • Forge-GuardLevel 7 guideline
  • Forge-Guard CaptainLevel 10 guideline
  • Forge-Guard CommanderNo fixed level listed
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The Steel Legions

The vast majority of Legion of Steel troops are in the Steel Legions. They use formations of heavily armoured troops, with the most common being alternating two-handed weapon wielders, and a weapon and shield equipped warrior. The shield equipped warrior defends himself and the warrior to his left, while the two-handed weapon wielder focuses on killing the warrior of the greatest threat in front of himself or the warrior to his right. Their discipline and use of strict formations is quite unique amongst Goblinoid forces. Some legions will vary the formation to include spears, ranged weapons or other unique specialisations.

Ranks

  • InitiateLevel 0 guideline
  • LegionnaireLevel 3 guideline
  • Legion ChampionLevel 8 guideline
  • Legion CaptainLevel 11 guideline
  • Legion LordNo fixed level listed
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Mining Crew

One of the most important, but dangerous jobs in either Nylan or Legion of Steel society is that of the mining crew. These hardy people are miners first, but also explorers, geologists, and all too frequently, warriors. On site the Crew Chief is often mentor, boss, judge and occasionally, executioner.

Ranks

  • ApprenticeLevel 0 guideline
  • MinerLevel 3 guideline
  • Crew ChiefLevel 6 guideline
  • Master of the MineLevel 8 guideline
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Golems

Both the Legion of Steel and the Nylans have the magick and smithing expertise to forge Golems. These rare, magnificent creations are a sight to behold, with incredible strength and an ability to absorb large amounts of damage. Nylan Golems are generally made with stone and metals such as Mithril and Adamantine, and are often works of art, with elegant and powerful Runes engraved into them. Legion Golems tend to be manufactured with Obsidian and Black Steel, but their designs are rougher and more brutal, creating a more intimidating appearance.

Regional Life

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Relations

The Nylans are becoming allies of the Klydorians, and by association the Llewyrr, although dwarves and elves have many differences. They will fight anyone who threatens their lands. The Legion could potentially benefit from building alliances, but so far they have killed anyone who ever tried. Their troops enjoy fighting the Merlos, which has made building alliances with them quite difficult.

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Clothing

Amongst both the Nylans and the Legion, practical clothing such as tunics and breeches are the most common. Bright colours, frills or dresses are almost unheard of. The Legion consider armour suitable attire for any occasion, but the dwarves are usually more civilised.

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Women

Nylan women are treated well and with respect, but have little say in the running of the empire. The Legion treat women as possessions, and usually less well than they would other possessions such as weapons, armour or mounts.

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Cities

Key settlements: Droste, Black Forge, Slaxor, Other Settlements.

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Trade

As mentioned, the Nylans are beginning to embrace trade, and this process may yet happen with the Legion. At present the Legion are content to plunder, but their leaders can see the wealth flowing into Droste.

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Arms

Both the Nylans and the Legion use all of the traditional dwarven weapons: axes, crossbows, hammers and picks. While metal armours are common to both, the Nylans actually wear slightly lighter armours than the other Dwarves, with more chain-mail than plate, although the Wardens nearly all wear heavy armour to match those that they fight. The Legion wear the heaviest armour they can get, loving large oversized shoulder plates, often affixing spikes to their armour. The Legion also make special axes and hammers for the Ogres and Giants, allowing them to maximise their damage on the battlefield.

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Language

The Nylans speak their own tongue, which is similar to the other Dwarven tongues. A few now speak the common tongue, but this is still rare. The Deep Dwarves have their own language which is less similar, but shares some common words, and they also speak a Legion tongue, which is a bastardised version of Orc, Dwarf and Giant. All Legion races speak this tongue, but misunderstandings are common.

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Religion and Magick

The Nylans primarily revere the brothers, Brumar and Revum Ironforge, but worship of many Gods is common. Only a rare few Dwarves are capable of Channelling, so it is rare, and most of these become Priests. The Legion revere the Goblinoid gods, and Ishtar in particular, although some of the Giants secretly still follow their own Gods. There are few casters within the Legion apart from the Duergar, as there is nobody to teach them, and most Giants with any magickal heritage were killed when the tribes were absorbed. Amongst the free Giant tribes, channelling is a little more common, mostly amongst the Tribe leaders.

The doorman of the Legion of Steel seeing off unwanted visitors

The doorman of the Legion of Steel seeing off unwanted visitors

The Nylans Lore Points

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Clans

Under the council, Dwarven society is made up of Clans. Each dwarf is born into a Clan, although women will change clans upon marriage if they marry outside their Clan (which is common). Most dwarves are proud of their Clan, and its honour is only slightly secondary to that of the City/Stronghold. Each clan traces his ancestry back many generations, and the ancestors and their reverence plays a key part in Nylan spirituality, often rivalling the importance of the Gods.

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The Earthen Council

The Council has guided the Nylans for the last 150 years, and consists of dwarven elders such as High Priests, Crafts Masters and the War General. This body is high on wisdom and caution, and while often slow to act, is resolute once a decision has been made. Interestingly, the Deep Dwarves actually claim they have the only remaining true heir to the Nylan throne, and that he should rightfully rule. They have even made a replica throne within Black Forge upon which this dwarf sits, claiming lordship over all of the Nylan Dwarves.

Resolving the grudge with a lost Duergar brother

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The Calling

The Nylans believe their Gods give each dwarf a calling, which is a special role intended for him by fate. Most Nylans pursue a career in line with this Calling, be it crafting, fighting or even travelling. This calling, while fuelling great determination within the Nylans, has also led many to do stupid or foolhardy things, for many believe their Gods will protect them.

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Grudges

The Earthen Council maintains a book of grudges. This sacred tome records any slight inflicted upon the Nylans, and usually an intended resolution before the grudge will be forgiven. While it has some grudges some might seem petty (the first Grey Elf ambassador to visit called Droste very utilitarian, and now Grey Elves are banned until the Ever-Queen officially proclaims Droste prettier than Llantrice), the two most major grudges currently in the book demand death to any Deep Dwarf with no apparent resolution possible and against the Steel Legion until Black Forge is returned.

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The Council of Ishtar

The Legion of Steel is ruled by the Council of Ishtar, which unlike other Goblinoid settlements, revere Order, Justice and even allow for the concepts of Beauty. The Council itself if made up of three parts, the Priesthood (3 seats), the Forge-Lords, (3 seats) and the Tribes (3 seats), and the Dwarf King (1 seat, but no vote). The Priesthood determines what Ishtar, the other Gods, and the omens mean. The Forge-Lords control the production of materials, and in particular weapons, armour and Golems. The Tribes provide input on what the people want, and the three largest tribes each provide a representative. The Priesthood and Forge-Lord positions are for life, and you generally nominate your successor. The Tribe positions are usually vulnerable to challenge by combat, but this happens less often than you might suspect, as order is respected here.

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Tribes

The Legion of Steel as a whole is trying to reduce the impact of the underlying tribes, but each Goblinoid originates from one of the tribes, and it is hard to totally eliminate the tribalism. The three most powerful tribes provide a representative, usually their King, to the Council. Tribes may challenge to be one of the three, and then the Priests will declare how many warriors each must provide for this challenge, but often the numbers will not be equal.

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The Mantle of Steel

Before claiming adulthood, a Legion child must venture forth from its home and kill something to prove its value to the legion. Once completed, they are presented with the Armour of the Legion. This tradition is largely ignored by the Deep Dwarves, but is taken very seriously by the goblinoids, ogres and giants. Of particular prize is a Merlo officer or Dwarven patrol leader, which brings great reputation and honour. It is customary to keep something of this first kill as a totem.

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King Thulric the Owlbear

Thulric is the King of the original Goblinoid tribe, the Iron-Hands which first united two other tribes, and then forged the alliance with the Duergar. He has won numerous challenges and got his nickname for both his ferocious skills in combat, and his ability to surprise and outsmart his foes. It is said his enchanted armour, a gift from the Forge Lords and Ishtar, makes him nigh unkillable.

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Forge-Lord Morgrim Shadow-Steel

Morgrim is the most powerful of the Duergar Rune-Priests, and is the most influential of the three Forge-Lord representatives. He is ruthless about maintaining control, and in pushing the Legion of Steel forwards, with his goal being the capture of all remaining Nylan strongholds. It was Morgrim who found, and saved, Barenor, and Morgrim seems to have a near total influence over him.

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The (False?) King of the Dwarves

Barenor was the youngest son of the King of the Nylans. Perhaps, after its fall, he was captured by the Legion of Steel. His being alive, but seemingly working with the Legion, is a source of much pain for the Nylans, but there is still a lot of skepticism as to whether this really is Barenor. He has no real power within the Legion, but he has a figurehead role, and by many accounts, he does champion fair treatment of any Nylans who are captured or enslaved by the Legion.

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Slaves

The Legion makes use of slavery, often enforcing it on those captured or defeated. Slaves are treated better than amongst other Goblinoids, as you are expected to keep your slaves fed and in reasonable condition, but the punishments for not doing so are pretty light. While the Nylans do not have slaves, they do have a form of indentured service as a form of punishment which is quite similar in effect.

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Totems

The Legion believes that when you kill something you can inherit its spiritual power by keeping a totem of the kill on you at all times. They consider it a great dishonour and wound to be stripped of these totems.

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The Road

This has brought mixed fortunes. While it has opened up trade, especially in Droste, the road has also brought many of the Legion further north to raid and plunder the merchant trains. It has also made Droste even more desirable to the Legion, culminating in the recent siege. It has also heightened tension with the Merlos who feel the Nylans are Klydor sympathisers, and resent their troops being kept out.

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The Deep Roads

Once a massive complex which ran much of the mountains, and linked the mighty Dwarven fortresses, many of the Deep Roads have now collapsed, some by lack of maintenance, some deliberately to help stave off Legion attacks. This is now a dangerous place, but still a handy way to move quickly through the mountains if one has a guide, map and a lot of courage.