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Author Topic: The Zirghurim - our latest dwarf clan! (update Nov 1)  (Read 5767 times)
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Santh. Member

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« Reply #15 on: 04 September 2005, 01:22:00 »

I didn't realise it was copied from the history section.  :o   I'll see what I can come up with for the disease.  

I also think the practicing of magic might not be possible in near the plateau before th founding of Ximax.  Xarl had intended the Orb of Ximax, located that the centre of the plateau, to be something that magnified the power of spells cast around it to incredible levels.  A spell meant to create a spark would end up levelling mountains (and according to Xarl, such incidents were the reason there's a plateau in the middle of the peninsula, as well as why mages who ventured there before Ximan never returned).  I would like to keep that the same, though I don't have any idea how Ximaxian magic theory would explain how that works yet.  I'm thinking of starting a discussion about the Orb, to see what we could come up with.  


Erian Melor

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« Reply #16 on: 23 September 2005, 08:27:00 »




The Zirghurim Dwarves, “of the XX XX Clan”, are also known as the Clan of Unghur, after that famous dwarven archmage. Residing in the Zirkumire Mountains of Ximax, they are mainly known for having been the primary builders of the magical city of Ximax, and for their famously-spectacular ‘lava cities’, epitomized by the great volcanic cavern of Hlahujit.


Ruddy skin, more heat and light-tolerant than the average dwarf. Eyes of various striking light colours (leaf-green is common, bright blue also, and a mithril-grey. Golden is more rare, as is a odd yrom-blossom hue, a grey with a hint of purple in it. Brown, black, and other dark colours are almost never seen in the Zirghurim.

Hair is often light or bright as well, and quite straight but with a lot of natural body. Both head and beard hair may be bleached or dyed if they do not match each other, or simply for cosmetic reasons. Males braid, tie back sections, use stiffening clays and creams, and even trim individual locks to create very idiosyncratic, almost sculptural effects in beard and head hair. She-dwarves will do the same, and take it one step further by rolling and fastening their locks to dainty metal frames resembling coronets, which are totally covered and hidden from view when the hairdressing is complete. Remarkable effects can be achieved with a combination of hair stiffeners, near-invisible fasteners, pins and ties, and these supportive frames. We quote from a contemporary description of a Ximaxian “Four Races Ball”:

“Though the elven maidens could not but bear away the crowns of beauty, still the beautiful coiffures of the dwarf lasses did not fail to attract their share of attention. Not only the shining colours, bright as the sparks of Thergerim forges or glossy as molten metal, but also the magical shapes and designs into which their hair was formed… While our human ladies had to content themselves with albeit-complex braids and weaves and buns that primarily rested upon their heads in two dimensions, their dwarven counterparts boasted leaping curls, towering frameworks, springing fantasies of hair that seemed impossibly to defy the pressure of Wind, or indeed of any weight of itself… some were fountains studded with miniature gemstones…. some rivers of golden locks wrapped with aurium wires… one silvery birdcage shaped seemingly only of sparkling tresses held a tiny live songbird! One could only stare in delight at the vying motifs, as architecturally marvelous as any work in stone which the male Zirghurim could have constructed…”

A side note on feminine beards: Zirghurim females, like other liberal tribes who have a lot of contact with extra-dwarven races, depilate their facial hair, and in fact were among the first historically to do so, according to their records. However, a few independent-minded Yehurrarons (unwed females, dwarfmaidens) have recently begun a protest against depilation, arguing that their beard hair is both ‘natural’ and a long-standing tradition of the Thergerim, and that it is their privilege to decide whether or not they wish to groom without being influenced by ‘abovegrounder’ attitudes and human culture.

Men: A tapering, triangular build. The typical wide shoulders and heavy arms of the dwarven race are set above a barrel chest. The waist narrows to sturdy but not widely-spaced hips, with only a hint of the ‘traditional’ dwarven belly. Solid muscular thighs, shorter than the thick calves and broad, splayed feet. Beard and headhair blend one into the other, and colours must match as closely as to make the blend invisible. The hairs are also sculpted, pomaded, and cut in such a way as to create a homogenous, bulky mass over the male dwarf’s head – the more elaborate and massy the better!

Women: Similar, save that the body is far more curvaceous, and the overall shape resembles that of a gnomish minuteglass. The hips are generous, thighs are heavy but the calves much slimmer, and the feet positively delicate in comparison to those of the males. Similarly, their shoulders are broad but not as muscular, and their forearms and wrists, while still competing with most human males for strength, seem quite slim in proportion. Head hair is grown and worn as long as possible while the female is wed (it must be worn in a simple pulled-back bun before, and she cuts it almost to her scalp if her husband predeceases her.)

You did an awesome job with the appearance! I don't know of any way to improve upon perfection.:biggrin


Much more open and xenophiliac than the majority of dwarves, without the mistrust and rigid secrecy of many clans (although in all fairness the longlived and lawabiding Thergerim have had reason to keep themselves apart from the toils and upheavals of human history and culture…)

Religiously diverse and tolerant – perhaps the only such dwarven clan in all of Caelereth. See below.

Less exophobic, less claustrophiliac than the average dwarf – most actually enjoy the blue of the sky, and find Injera’s heat ‘pleasant’. They claim that as they have the favour of the Firelord in the molten rock beneath, they have it in the fires of that above (the Zirghurim believe that Injera, rather than being the flat round mirror or polished shield that other dwarves say Trum-Barol forged and set in the sky, is actually a sphere of molten rock, similar to their lava bubbles. They do not explain how such a sphere could remain aloft, or rather, their explanations are incomprehensible and seem to have more to do with gnomish fantasy than with either fact or belief…)

Stunningly effective and creative architects, able to design for both their own race’s preferences and for humans. Have even worked with gnomes, halflings, and elves on specific projects without major dissidence. See Great Achievements, below.

Oremark / Forgemarks:

Though dwarves do not have coats of arms as the human races do, they are equally proud of the quality and unique craftsmanship that their oremarks represent. Usually these simple symbols are stamped, carved, embossed, or stenciled on various products that emerge from the Thergerim caves, such as weaponry, forged articles, oresacks, and so on. However, the Zirghurim uniquely among Sarvonian dwarves produce very little in this line, preferring to concentrate their skills on spellwork, communication techniques, alchemical research, and architectural design.

Appropriately enough, since many common folk associate the bat with sorcery, the striking oremark of the Zirghurim is an open-winged black Morjual (common cavern bat) against a inverted fire-orange triangle with splayed concave sides.


The Zirkumire Mountains cover the peninsula of Cha'dómm in Xaramon, with the Magic Sickle Range along the south and east side, the Wanderer Mountains along the north side, the Westrons along the west side and the Anghorth Alsae Mountains extending northward along the Cyon Sola Bay.

The Zirkumire Mountains in the dwarven tongue are translated as “Y’zekormor”, Bright Heights of Sky - from Yse(sky)Ze(of)Ko(opposing, not)Mor (mine, darkness). The original name, however, was “K’zir’ki’mir” - taken from a now-dead language, and literally meant “one should go around” – also apparently a reference to their imposing loftiness and sharp peaks! The most spectacular peak of the Zirkumires, in the Magic Sickle Range to the south, is the “Face of Khaelvan”, which the Zekormorim call “BarolRotrum” (Father Rock / Lord Mountain). However, equally famous though not as outwardly imposing is the volcanic Hlahujit (Flame-wombed) in the northern range of the Wanderers, which holds the dramatic “Hosting Cavern” of the Zirghurim (see below).

“Since there will be volcanos and the like, might I suggest the southern end of of the peninsula in the Magic Sickle Range. Or maybe the northwest corner of the Wanderer Mountains. I would presume that the volcanos would sitll be active or somewhat so. That may leave out the Westrons because they are more rounded mountains, although they have many deep gorges, cliffs and steep twisting hillsides. Who knows, maybe you have a enclave in each of these areas and the whole area is somewhat volcanic. That might explain the existence of all the mountains there.” - Thuja


“However, the Zirghurim uniquely among Sarvonian dwarves …prefer… to concentrate their skills on spellwork, communication techniques, alchemical research, and architectural design.” (explain, expand)

Relations with the other races of the peninsula? Obviously a close relationship with the city of Ximax and the magic-users there… what about the Volkek-Oshra (spelling?)


Their caverns are far more shallowly-set than most, many with airshafts and lightwells, if not actual ‘windows’ to the surface. Humans find them some of the most tolerable dwarven environments, with expressions like ‘homely’, ‘comfortable’, ‘secure’ occurring often in their descriptions.

The six most famous caverns are BarolRotrum, Hlahujit, TheuAeph, Hoa Rusun, Rizkul Hund, Kaeryetenyim - (long and lyrical deskriptions of them to follow!)

BarolRotrum (Face of Khaelvan) - The largest peak of the Xirkumire range, and always snowtopped. Formed by volcanic activity but long since declared extinct, the vast bubble in its center has been built up, excavated out, and generally turned into one of the most convoluted labyrinths one could imagine. Primarily a mages’ hall, with plenty of cavelets and storage tunnels for their ‘supporting staff’ and their families. There are spacious workrooms, physically and magically shielded – there are individual and communal dining quarters – there are cosy bedcavelets with their lavishly moss-lined niches cut directly into the stone walls – there are huge public mootplaces and small secret meeting-caves – and of course, hearths and fireplaces and (mostly decorative) forges everywhere.

Hlahujit (Fire-Wombed) This is the site of the spectacular Meeting Hall which is ringed by a lake of lava. Though the clan residence cavelets are well-removed from any volcanic danger, there is always a chance that the frequently-grumbling Hlahujit may lose her temper and erupt – in which case the architectural genius of three generations of dwarves would be destroyed in her lava – but as she has been snoring for centuries without waking, the Zirghurim are rather complacent about it.

Here one walks through zig-zagging black obsidian tunnels, steadily downwards till calves complain and thighs rebel. Slowly one feels the increasing heat, the murmur of sound. And then, incredibly emerging into the great belly of the volcano herself… a sea of lava filling the vast circumference. Flanges of black rock circle the fiery lake, their ribs picked out by the glow which it emanates, going upwards into unimaginable height and vanishing into darkness, presumably at the filled-in apex of the volcano. Each flange is pierced through at the height of the pathway which runs round the outer edge, about twenty peds above the bubbling, molten rock.

Seven bridges are equally spaced around the lava sea; black against the incandescent oranges and yellows of the livid stuff, they arch steeply upward, spring towards a central plateau and merge. One’s face feels drying, cracking, in the searing heat that rises from beneath as one climbs up towards the plateau. Stepping onto the rock gives, magically, some surcease from the constant dull seething of noise, and from the sullen fires.

The flat top of the upthrust of rock has been hollowed slightly, so that the center is lower than the outside ring. Two ledges spiral down into that center, about two fores in height apart – thus forming a continuous line of bench-style seating, and a parallel footspace which serves as a path. The ledges halt abruptly before the very middle is reached, leaving a clear space about five peds square – enough for a single dwarf to stand and dominate, for a prisoner and two guards to occupy, for a small circle of justicekeepers to pace, for a Gornegron to consult in relative room with his Denirim. The length of the bench for the first two spirals from the centre, obviously the smallest in diameter, are carved with individual seats, and hold living moss-cushions. Here are the spots for the Trutharoon, the council that will assist and guide the Gornegron in his decisions.

Around the very outside of the plateau, equidistant from the base of each bridge, seven spikes of rock arch almost as many peds into the air above our heads. They flare out slightly at the top, and are scorched and runneled (I really don't know what you mean by "runneled". According to my dictionary, a runnel is a brook or stream.) with black streaks. At their apexes a constant fire leaps and hisses – a molten resentment of flame. The entire Meeting Hall is a spectacular merge of natural power and dwarven-made architecture; from one of the many observation slots carved into the dome’s sides, it resembles a black iron crown tipped with garnets which itself rises on a black pedestal from a sea of shimmering orange silk.

TheuAeph (Our Flint) Near Horth, this Thergerim cave system is old and shallow. Its main entrance is a vast, natural shelf of flinty rock which juts from the gentler slopes of the Anghorth Alsae mountains, overlooking the ridged expanse of fields and vineyards below. Here the variety of grape known as the Tali Night Vine flourishes in the volcanic soil, described as “adult, defined…earthen tone, richly spiced”. TheuAeph holds its own vineyards and dwarven vintners, though the amount of alcohol they produce is small and is accurately described as ‘bitters’. A unique drink brewed with Tali grapes, herbal infusions, root extracts, and a secret ingredient which many suspect is extracted from fungi, the Aephian Bitters sell steadily to inns and taverns across Santharia. One bottle lasts for a goodly time, as it is considered a flavoring rather than a potable.

Hoa Rusun (the Coalbellied) The name might suggest that Hoa Rusun controls coal deposits, but the translation of ‘Hoa’ is actually closer to ‘ember’. Rather, this small but tidy enclave holds sway over an extensive complex of tunnels dug through the slag and vitrified rock of past volcanic eruptions. The Zirghurim have worked with the natural curves, flows, and bubbles of rock to create some fantastically-shaped spaces with a very exotic feel. Mage-shaping has been used in conjunction with skilled masonry and dwarven stone-craft, so some of the tunnels and subcaverns which appear physically impossible probably are, at least to humans.

Rizkul Hund (Fire’s House) an open caldera pitted with workshops, ‘storerooms’ and other individual cavelets. One of the most accessible dwarven caverns on Caelereth, and a major attraction for humans and other travelers, who are welcome to visit, watch, and even stay for a bed and meal – at a slight cost, of course.

Kaeryetenyim (the Watcher) - Poised on the slopes of Mount Watcher (the Ximaxian humans borrowed the translation of the ThergerimTaal name), this beautiful and unique cavern overlooks the Bay of the Sky. It is as if the entire peak of the mountain has been hollowed out and then pierced through with windows, tunnels, lookouts, balconies, and other features – an impossible feat of engineering and a stunning landmark. By day from inside the peak, the mountain top seems to float with a few piers and pillars of living rock still supporting it above lines of udezeran-blue sky and turquoise water – all is light and air and cloudscapes drifting by. By night, observing the Watcher from afar, one sees an entire mountain top radiant as a lighthouse, bright with dwarven fires, magical illuminations, and individual lanterns and glowglobes.

Clothing worn: discern between men/women if possible and seasons perhaps..

Perhaps they could create their own cloth? Something that would be extremely resistant to heat? Or perhaps they prefer to work in loinclothes (no naked dwarves!)?

Any special foods they eat. Take into account the circumstances they're living in.

Perhaps you could create a luminous moss that thrives off the heat of the volcanos? Or perhaps the dwarves could breed their own livestock to be resistant to heat?

Weapons - any special ones they use? Or what are the most common among the tribe? Describe them here!

Maybe you could somehow combine their tools and weapons? They seem to be craftsmen more than they do warriors.

If any: men/women

If you decide to have them breed their own livestock, then perhaps there could be dwarves that are breeders? Also, there would be miners and craftsmen, perhaps the craftsmen and miners could be divided according to what they mine and craft?

Describe what form, e.g. Monarchy, Democratic, Republic, Emperor, Tribal, Tyranny, ect.

Perhaps they could be governed by the master craftsmen, a council made up of the best in each field: smith, jeweler, architect, etc...?

What does the tribe mainly produce and is there any trading with other tribes?

I think they should produce jewelry unlike any other that can be found in Caelereth. Perhaps they trade with the Volkek-Oshra? They could have some sort of trade agreement with the Volkek-Oshra, where the dwarves would craft the jewelry, and the orcs would enchant it.

Natural Resources:
Flora: Pine, spruce, alpine grasses, flowers, prairie grasses, scrub brush, juniper
heavy scrub, thick pines, mosses (lythien and sou'cald) and lichens. The miyuestiac bush, the sulcho mushroom, wild grape, wild hops, trees such as the malus, eur'oak and wolf willow . Fragrans, urban tree, bushes and small plants like the candlebush and rosemint, or the arv and hanging horn.

Fauna: “rumors of dark beasts of magic roaming freely and areas of wild corrupted magic throughout them”. Milari Cat – Giant Spider – bushy-tailed Sarni ‘squirrel’ – the Corbie and its larger brother, the Hravn. The feline Herin, the striped Mimsy, Wild Boar, lizards, Rubits along the coasts, and birds. The silvery fox known as the Raoshir is particularly fond of the cooler forested areas. Some wild mustangs, probably Centoraurian culls or escapees, roam the foothills, enjoying the rich prairie grasses.

Mineral: some silver veins and some copper. Gold, Diamonds, Copper, and Molybdenum are all associated with volcanic action.

Holidays, Festivals and Religious Observances:

Whether because of their long familiarity with magic-users of all stripes, their long feud with the demon-worshipping True Vision cult, their tolerance for the surface and ‘above-ground culture’, or simply their liberal, open-minded nature, the Zirghurim are one of the very few dwarven clans known to even tolerate the concept of multiple deities – or indeed any deity beyond their Forgelord, Trum-Barol (similar to our Urtengor, which see…) A good third of the Zirghurim follow the way of the Twelve, choosing a favorite or appealing aspect in a god or goddess, and worshipping him or her with a shrine, prayers, and other acts of devotion just as the humans of Santharia do.

A few follow the Brownie belief in nature spirits, a very few in the One, while perhaps one in a hundred holds to the ‘Love of Ava’ – an elven belief about which humans have little information. There are even those who have faith in the northern mother goddess Lier’tyan, and who celebrate her rites as best they are able. Though all still hold to their faith in Trum-Barol, or Urtengor as some choose to call him in untroubled ecumenicalism, one will find a great deal of diversity of faith among the Zirghurim, and of peaceful acceptance of that diversity.

The only difficulty this causes is in the multiplicity of celebratory days and observances which must all be incorporated into the dwarven work routine. Generally the looser structure of a Zekormorim day, which does not require time at the pitface and communal meal attendance,

Important Achievements:
You can mention here for what exactly the tribe is famous for, like an important building which was erected, inventions, political breakthroughs etc.

Of course, the construction of Ximax would be described here.

* Origin/development of tribe or race.
* Important people (plus living dates) or events in this tribes or race's history.
* Any Cities, Castles, Strongholds built by your tribe/race should also be put in your history

See Ximax history / Dwarven Archmage Ungur Firehands (properly, Unghur Thuugolzerons, in the dwarven tongue)

The Inner City. The Inner City is often referred to as "Old Ximax", as the vast majority of the buildings here date to the first millenium of the School (also refered to as the Ximaxian Academy). This portion of the city is more ornate, ancient, and more laden with the dust of the ages. The architecture here, in sharp contrast to the Outer City, is mostly similar, lending itself to the monolithic, big, and fortresslike, as the original master architect of the city, Ungur Firehands, was more concerned with the defensibility of the fledgling Magical Academy than aesthetic pursuits.

Staff of Earth
The masterwork of the dwarven Archmage Ungur Firehands, the Staff of Earth was forged in the fires in the heart of BarolRotrum. It was made from pure Mithril, shaped into a scintillating rod of power. Then Ungur, in all his power, turned the lava that had heated the staff's core into a multicolored weave of stone cloth, and placed it over the Staff's heart. Thus, the Staff fits its wielders perfectly. Rough and course on the outside, shining with amazing power within. The Staff controls the very earth around it, and also can twist physical strength to its owner's whims. It is considered one of the lesser staffs, but you would find few in the history of Ximax willing to challenge the Archmagi who have controlled the Brown Staff.

The Tower of the Guard
This tower is the only entry into the School. It also contains the Great Library of Ximax, repository of all the knowledge the magi have accumulated (and are willing to disclose). This tower is the only "classic" tower, with the battlements and structure made so famous by the dwarven Archmage Ungur Firehands.

2015 b.S.
- 2009 b.S. Construction of the Eleven Wards - “The Circle of Magic, the Orcish Society of Enlightenment, and a small clan of dwarven exiles work on constructing the Eleven Wards and the rudiments of a settlement. Over a much longer span of time, the Inner City begins to evolve.”

(Note: ‘exiles’ is a poor translation of “Kavoninn Yabarrah”, which should literally be “Travelling Bachelor – a title given to an unwed male dwarf who leaves his cavern to sublimate unmet sexual energy in his craftsmanship, sending most of his profits back to his clan)

Age of Awakening (1655 b.S.-822 b.S.)
ca. 1650 b.S. The Dragonstorm
Unlike many northern cities, Ximax and its people simply hide from the dragons (or the dragons shunned this high concentration of magic on purpose). They are immensely grateful for the aid of the Volkek-Oshra and dwarven clan of Unghur, who aid them in the construction of a set of catacombs beneath the city. Afterwards, the catacombs are filled in to avoid any future problems.

Age of the Blood (822 b.S.-50 b.S.)
737-733 b.S. The Siege of Ximax
Ximax is laid siege by dark elven forces, who are aided by the betrayal of the Archmage of Ecuá, Moh'nul, who takes the Black and High Staffs to the sieging forces. After four years of the siege, the Ximaxian forces daringly force the dark elves back to the floodplains. They plann on retreating and leaving the dark elves to be crushed by the coming floodwaters. Sadly, Moh'nul thought of the strategy first, and the first notes of retreat have barely sounded from Ximaxian trumpets when the floodwaters flowed in, crushing the Ximaxian army. Without the aid of its best magi, Ximax soon falls to the dark elven forces, who set fire to the great city.

733-621 b.S. Decay of Ximax
Ximax, abandoned by all but the Volkek-Oshra, rots. The Orb of Ximax slowly begins to break free of most of its magical bonds.

610 b.S. Dhelmak Firehands, descendant of Ungur / Unghur, becomes the Gornegron (chieftain, leader) of the Zirghurim Dwarves.

621 b.S. Reopening of the Magical Academy
The human mage Xarl Bluestride, his student Khaelvan I, the Volkek-Oshra elder Narmatuk, and the descendants of the dwarven clan Unghur officially reopen the Magical Academy after a century of ruin. Also born at this time is the future stance of Ximax towards wars; total neutrality. Too much knowledge and life was lost in the Fall of 733 to risk such a thing happening again.

622: The Refounding continues; of note is the major ceremony where six of the seven remaining Staffs are once more claimed by the de facto Archmagi; Xarl claims the title of Xeuá, Khaelvan Wind, Narmatuk Fire, the elder of the Diamond Lake village, Jerim, claims Water, Nyur Farsight, who had been living in an isolated hut near the aformentioned village, claims the staff of his forebear; the Staff of Mind. The leader of the dwarves, Dhelmak Firehands, claims Earth... and the Staff of Ximax, the gift of the elven denomination to the Refounding, is left unclaimed at Xarl's insistance.

628: The Oshra elder Narmatuk attempted to convince Xarl that his (now admitted) cause, that of rebuilding the city, was hopeless. Not only were the vast majority of the Eleven Staffs missing, the dwarven disciples of Ungur Firehands had long since departed Ximax, and without their powers of the Earth, any attempt at rebuilding would be disastrous.

ca. 550 b.S. Division of the City
The city overflows its walls, and the division between Inner and Outer city begins.
ca. 549-501 b.S. The Second Sarvonian War
The Magical Academy remains neutral throughout the Second Sarvonian War. While wizards of both sides come to Ximax to relearn war-spells, very little violence ever occurs within city walls.
482 b.S. Forming of the Tharanian Kingdom
Ximax's Centoraurian population joins the newly-formed kingdom of Tharania, expecting to quickly gain advantage over the rest of the tribes thanks to Ximax's relatively unspoiled state. Sadly for the city, under Thar's rule reconstruction was quick, and it was not long before Ximax was once more only foremost in knowledge.
225-218 b.S. The Lengthening of the Shadow
Ximaxian historians note that there were more of the foul omens of the Mélor'Terquán in the Magic City than any other specific place.
217 b.S. The Lengthening of the Shadow
Ximax abandons neutrality and is forced to battle for its very existence, as ten of the Archmagi die of magical exhaustion battling the sudden explosion of magical power from the Orb of Ximax. The last, Quagoth Tunta, is thought dead, but is later found after the battle of Osthemangar.
60 b.S. The Fight against the Móch'rónn
The greatest warriors of Ximax are sent to Hegedorn to try to defeat the Móch'rónn. Three, one Magus and two Archmagi, survive the devastating counterattack of the Demon Lord Khalkoroth.

1116 True Vision Cult begins – A ‘High Demon’ who calls himself Shavak contacts Kellan Mestis, human demonologist - Kellan spreads the word to other demonologists and they all gather in the mountains around Ximax and begin constructing a temple as Shavak instructs. Each of the 82 demonologists is sorted into a caste, Kellan becomes the first Tchovka. The Eve of True Visions comes later that year when some start to doubt Shavak's existence.

1560 True Vision Cult attempts to attack XX cavern. Though the attack fails (it does not reach the central cavern and the attackers are repelled with many losses) all of the twenty-nine fallen dwarves are mutilated in a strange way – their eyes have been gouged out with surgical precision.

1562 The Zirghurim plan their revenge slowly and carefully. A human mage of Ximax named Zeck Geffir is contacted and commissioned to create a deadly plague fatal to those of demonic blood. He works in conjunction with the best of the Zirghurmages, a Brownie spellmaster, and a gnomish alchemic family.

1574 Zeck's Final Cry Plague The plague, called Zeck's Final Cry, is unleashed upon the Vision Cult. Zeck Geffir sacrifices himself to create this devastating disease which attacks those who are part or totally demon due to magical changes. Geffir leaves an explanation of his actions scrawled in flame across the temple’s walls, signing it from the Zirghurim. After three weeks of frantic magical scrambling and powerful demonic intervention, the plague is brought under control. It destroys approximately three hundred Visionaries.

1603 -
1662 -

The Zirkumire Mountains is the name given to the mountains that cover the peninsula of Cha'dómm. It is said that the name for these mountains was derived from an old dead language with the meaning "to go around". No one is able to say which language or if there even was one and it is even hinted it may come from the Language of Dragons. It consists of four ranges, the Magic Sickle Range, the Wanderer Mountains, the Westrons and the Anghorth Alsae Mountains. All of which surrounds a high flat valley.

A great entry that already has plenty of details.:thumbup

The sun falls from the evening sky,
this life I cannot abide.
The eternal night draws nigh,
I seek the loving embrace of my lost bride.

Bard Judith
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« Reply #17 on: 23 September 2005, 17:57:00 »

:kiss  (smooches Erian)  You darling!  Thanks for doing the search-n-replace on their name, for one... and for all the helpful and inspiring suggestions for another.

I haven't had the time/energy this week (first week back to work, at a new job...) to do more than comment here and there and keep up with my apprentices.  The Zirghurim have not been forgotten, rest assured!  They, and the rest of the Dwarf Rework, are top on my priority list when I get back here.

Thank you again!


"Give me a land of boughs in leaf /  a land of trees that stand; / where trees are fallen there is grief; /  I love no leafless land."   --A.E. Housman
Bard Judith
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« Reply #18 on: 06 January 2006, 23:47:00 »

Still a priority.  That is, after eating and sleeping.

Will get to this before starting anything new.  


"Give me a land of boughs in leaf /  a land of trees that stand; / where trees are fallen there is grief; /  I love no leafless land."   --A.E. Housman
Nsikigan Ho´Tonanese Yourth
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« Reply #19 on: 28 March 2006, 19:48:00 »

I was wondering if we could combine forces, so to speak. Perhaps your Zirghurim mine Silk Stone?


Nsikigan Yourth, Eyelian extraordinare.

Some men aren't looking for anything logical like money. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn. - The Dark Knight

Wisdom begins in wonder. ~ Socrates

A government in which the majority rule in all cases cannot be based on justice, even as far as men understand it- HD Thoreau
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