Dalks
Inspired by Dark Elves, Goblins and Dwarves, they are craftsmen and builders with the ability to discern physical materials.
1. Core Values
Dalk society would likely be structured around their affinity for minerals and craftsmanship. They are all about hard work and attention to details
2. Government & Leadership
- Ruled by a council of grandmasters who have proved their skill. The HGM is the Head of Grandmaster
- Meritocracy plays a major role—one’s status depends on mastery of craft or magical knowledge.
- A Grand Forger or High Architect could be the leader, symbolizing their dominance in crafting and construction.
Process
People basically grow through promotion
Apprentice
This is the lowest rung of the society, where someone is just learning with no responsibility. They attend general school to understand the basics
Novice
This is after a promotion, where a person has mastered all the theories, but they won't be getting any independent work yet, probably will be working or training under a Master or Virtuoso in order to specialise in a particular field
Worker
This gets different name/title depending on their jobs like Forger, Scholar, Architect. They can now run their own shop, own their business and liabilities. At this moment, they start getting attention to become a virtuoso
Virtuoso
This is usually a honorary title, to indicate that someone is really good at their job and are getting attentions. Customers and co-workers can recommend a worker for the honour. The grandmaster in a particular field can make any worker in that field a "virtuoso", meaning they are really good at their job, and are getting recognised.
Master
After working for certain length of time, you qualify to become a master. They usually have a panel of grandmasters in related field that promotes someone into a master role. They usually lead certain position, like head of school, head of departments etc.
Grandmaster
This makes members of the ruling council. The HGM, usually nominates 1 or more GMs from masters, and approved by more than 50% of council. While GM is based on meritocracy (since it's only from masters), people who become GMs are usually popular, furthermore, in order to win more than 50% of the council, HGM might nominate more than 1 nominee to get all the votes.
Head of Grandmaster
One person to rule the grandmaster council, and appoint people to government roles (grandmasters and masters).
Roles
Each of the roles in government
Role | Description | Promotion |
---|---|---|
Apprentice | Student | Granted by the school |
Novice | Graduate | Granted by a master |
Worker | Professional | Any grandmaster |
Virtuoso | Professional | Grandmaster panel |
Master | Veteran | Grandmaster council |
Grandmaster | Leaders | Grandmaster council |
3. Social Hierarchy
4. Family & Gender Roles
Structure
- Guild-Based Households: Families function as small guilds, with knowledge passed down through generations.
- Extended Family Living: Several generations may live together, ensuring the continuity of their trade.
- Apprenticeship Tradition: Children are introduced to craftsmanship at an early age and formally apprenticed in their teens.
Roles
- Masculine: Often expected to work in resource-heavy trades, such as metallurgy, stone-cutting, or mining.
- Feminine: Excel in finer crafts like jewelry-making, textile weaving, and intricate woodwork. Some also take up roles as merchants, selling family-made goods.
- Inheritance & Succession: Inheritance is merit-based rather than gender-based—whoever is most skilled takes over the family workshop.
- This might also mean that guilds of "feminine work" is more likely matrilinear
5. Religion & Spiritual Beliefs
- Worship deities or spirits associated with the earth, forge, and industry.
- Believe that crafting is a form of prayer, and the greatest creations are sacred.
- View destruction as necessary for rebirth—old structures must fall for better ones to rise.
- Always remaking stuff from one form to another
6. Economy & Trade
- Economy revolves around mining, metallurgy, and artifact creation.
- Their goods—legendary weapons, armor, and enchanted minerals—are highly sought after.
- Limited agriculture; they rely on trade for food, especially with Fauns and Nags.
7. Military & Warfare
- Heavily armored warriors with enchanted weapons and armor.
- Their weaponry ability is only second to the Fauns
- Tunnel and underground warfare expertise.
- Siege warfare specialists, creating impenetrable fortresses and devastating war machines.
8. Views on Other Species
- Respect Fauns and Satyrs for their engineering skills but see them as undisciplined.
- Trade heavily with Nags but find their shapeshifting strange and unpredictable.
- Look down on Polymorphs, believing them to be dishonest tricksters.
- Have an uneasy alliance with Vampires—Dalk provide them weapons, and Vampires offer protection in return.
- Distrust Humans, seeing them as weak but dangerously ambitious.
9. Justice & Punishment
- Very strict legal system;
- Breaking contracts or stealing resources is a serious crime
- Leniency is not in their forte
10. Conflicts
Internal
Here are some key areas of tension:
1. Tradition vs. Innovation
- Since mastery of craft is central to their identity, there could be conflict between traditional artisans who believe in perfecting old techniques and innovators who push for new, experimental methods.
- Some guilds may resist modernization, fearing it will devalue the centuries-old prestige of their craft.
2. Nepotism vs. Meritocracy
- While their society is supposed to be purely merit-based, powerful guild families might still favor their own children or apprentices, leading to accusations of nepotism.
- Those who are truly talented but lack connections may struggle to rise in certain industries, creating resentment.
3. Exploitation of Labor
- With an extreme work ethic, there could be tension between artisans who take pride in relentless perfectionism and those who feel overworked or exploited.
- The expectation of lifelong dedication to a craft could lead to burnouts or rebellion among younger generations seeking a different path.
4. Master-Apprentice Conflicts
- Apprentices who surpass their masters in skill may face resentment, sabotage, or even outright rejection.
- Some masters may refuse to acknowledge that a student has outperformed them, leading to guild disputes.
5. Class Divide: Guild Elites vs. Lower Caste Workers
- While they value meritocracy, over time, elite families could emerge within certain guilds, monopolizing the most prestigious industries (such as jewel crafting or master weaponsmithing).
- Those at the bottom, doing more menial crafting work, may feel that true meritocracy no longer exists and demand reforms.
6. Guild Rivalries and Competition
- Different guilds could be locked in fierce rivalries, each claiming to produce superior goods.
- Trade disputes, accusations of stolen techniques, and even sabotage between competing guilds could be common.
7. The Role of Those Who Can’t Work (Disability or Old age)
- Sometimes, they find alternative roles like teaching apprentices, quality control etc
- Those who don't belong to a power guild will really struggle and suffer
- By the time they reach old age, based on their life work, they have certain privileges
- And retirements is earned
- Mechanical aid is quite common
- The poorer guild may leave their disabled children out to die
- More powerful families may hide their disabled children, living in basements for the rest of their life
8. Conflict Between Artisans and Merchants
- While artisans focus on perfection, merchants prioritize profit.
- Some craftsmen might resent merchants who sell their work for high prices while they themselves see little reward.
- There could be growing demands for artisans to control more of the trade, leading to power struggles with merchant factions.
11. Final thoughts
- Deeply respect precision, skill, and craftsmanship.
- View the world through a lens of creation and destruction—everything must serve a purpose.
- Strong work ethic;
- Laziness is despised.
- Magic is integrated into their metalworking, architecture, and weapon smithing.