Erebor clans

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Clans aren't just ancient houses used in Scotland and the Highlands. They're used throughout Middle-Earth and particularly in Erebor. A clan is a group of families that descend from the same ancestor, who is often the origin of the clan name. However, it is custom for names to derive of the origin of where the ancestor dwelled. Barazin derives from Barazinbar, etc.

A clan is both a society where dwarves gather to enjoy themselves but it is more importantly a center of economical and political power. Each clan has a head, commonly a Thane but often a Steward in the Thane's place. Together with other high-positioned dwarves of the clan he makes decisions concerning the interestests of the clan and it's participation in the political scene.

Each clan consists of a central, dominating family which the Clan Leader usually derives from. Affiliated families are connected through the common ancestor to this family but it can therefore be that some dwarves are through blood rightly member of two clans. The dwarf will then choose and this decision stays with him. Therefore there are 'fullbloods' who's mother and father are both in the same clan or 'half-bloods' where the mother and father descend from different clans.

This means that each clan has their specialities and strengths. Though there are common exceptions, son's often follow the path of their fathers, and therefore share a common trade in the clan. Later on you will learn how to read about the specific clans. A note on clan relations: dwarves who are in the same clan are commonly called 'brothers' and dwarves not from the same clan are referred to as 'cousins'.

Each Leader has an elite guard, chosen among the ancient houses, consisting of usually 12 warriors. Members of a sept, a house which is adopted into the clan and not connected through blood rarely make the elite guard, as solders are chosen from the ancient and richest families. Members of their Elite Guard, just as the Baruk Narag, may openly bear arms Under the Mountain.

Each clan creates their own weapons, equipment and tools, all marked by the brand of the clan crest. Trade between clans occur but each clan prefers their own. Therefore the richer and larger clans are better eqiped and trained than those of poorer clans. Clan Leaders may decide, however, to give equipment in charity for the sake of the Kingdom as a whole.

When Erebor was founded, the Mountain wasn't carved or formed with mines or halls. Each head of their clan was given patent on building halls and mines for their houses and so the Mountain is divided into Thingsteads today, connected by the Greathall of Thrain II. So whenever money is made on clan premises, a certain percentage goes to the Head Family.

These are the available clans which are open for players in Erebor: