We are working on starting a Dwarf Game, setting is a Nordic setting, with a Saxon like invasion of Lowlanders (humans), with Orcs being corrupted Dwarves rather than Elves, as of yet no Elves in the setting, but the human invaders have tales of them.
We are following the trope of the long slow decline of the Dwarven Nation, all their Mansions have fallen, and only the Homes are left. Most of the Mansions have fallen due to Greed and Runic weapons (a la Paladium, sorry).
We have a recent Mansion falling, and its survivors coming into a Home. Now the place is cramped, old Grudges are raising their ugly heads, and secrets about what destroyed the Mansion is being whispered.
We played with some different ideas for the Grist of the game, what characters would be, where from, and the general goals of play. We decided on a theme of Grudgebearers for Clans. Any given Mansion or Home would have a few Clans, they may be splinters of other clans, or descended unchanged from one of the Fathers. Clans hold grudges for ages, and the ties of Clan are stronger than the ties of politics or occupation.
To represent this we have been throwing some ideas around.
I liked the Idea of a new Common Trait for Dwarves in this setting: Clannish. This would give them a +0D Affiliation with a specific clan, and a choice of 1 of 2-4 Char Traits (a la Burning Empires human stock). Using Affiliation LP bonuses, or RPs for Affiliations would grant you not only higher Affiliation, but access to additional Traits representing the nature, reputations, and trainings offered by your clan.
Other players put forth having Born of XXXX Clan LPs that lead to every setting, rather than having a new mechanic.
Any thoughts on these two schools of thought?
Examples of both we have been bouncing around…
A Military focused Clan hailing from Karnklast. Small, focused, and insular. The Sverkost branched from the Fengselarbeider Clan over the inheritance of the fabled Rune Axe Sverkost. The Clan took the name from the Axe; and though wining the small war in the depths of Karnklast, lost access to their workshops, fields, and status within Karnklast. Removed themselves to Flintfall and make up a sizable portion of the Host. The fate of Sverkost is unknown as it has not been seen on a battlefield for over 250 years. The Sverkost Clan is small, they are not the majority of the Host, but they hold positions of power there, also they almost all carry Axes as part of the symbol of their house.
Fengselarbeider Clan +2D - They are always looking to Steel what is rightfully ours.
Drester Clan +1D - Failure ot hold the Left Flank against the Snaga Orc Clan at the Battle of Red Cliff.
Clan Affiliation Bonuses
+0D: Choose 1 Character Trait: Swarthy, Taciturn, Quick to Anger
+1D: Access to: Not One Step Back (CO Trait): Hesitation when out numbered or facing a larger than life opponent.
+2D: Access to Either: (A) Sverkost Stroke (CO): When wielding an Axe and using a Great Strike. or (B) War Stocks (CO) when making resource Tests to purchase Armor, Weapons, or getting the same repaired.
+3D: No Nonsense (Char) AND Either: (A) Reputation: +1D Bloody-Handed or (B) Oil Quenched (CO) for War Art when making Axes (Requires Opened War Art Skill).
+4D: Reputation: Wielder of Sverkost +1D (Currently no one has this reputation…)
Born Sverkost, 21 years, 5 RPs
Skills: 4pts: General, 2 pts: Axe, Dwarven Rune Script
Traits: 2 pts: Swarthy, Taciturn, Quick to Anger
Again, these are both in discussion, and are looking both for thoughts on the power levels, complexity, and issues we might run into later.
Orcs (being Dwarves driven into Hate from their either repressed or more likely frustrated Greed (plus God like Runic Magic) would have simular rules for their Tribes…