TEXT: Clan Ukaloa (Dwarven) 
  This document lists what we presently know as fact about the Clan. Over time, the content of this document will change, as 
  things change within the regions, and also to add in material that may come from adventures still to be written. Please 
  consider this document a guideline. 
   
  Who's in Charge? 
  Torcan Ukaloa – Clan Chieftain 
   
   
  Economy 
  Stable. The Dwarves are rumoured to be extremely rich due to their mining exploits, which have not only revealed large 
  caches of iron ore and gold, but also gems, especially those of a reddish colour. The clan is recognized for its expertise with 
  stonework; carvings and statues from here are valued throughout Ratik and many of its neighbours. 
   
   
  People 
  The origins of the clan lay in the mountain dwarves whose ability to prosper and survive in this region make them far older 
  and more stable than the Archbarony of Ratik itself. Over the last few hundred years relationships with hill dwarves have 
  become far better, and there have been some intermarriages. In addition, gnomes and Halflings have very small family 
  groups living happily within clan lands, often as visitors that come and stay for a few months whilst trade or festivity 
  abounds. Humans and half-elves not personally known to the clan are often considered unpredictable and potentially 
  troublesome, so they are often only allowed into clan territory when escorted; at least until they have earned some trust. 
  Half-orcs are viewed with extreme caution and mistrust, since the clan have had a hostile relationship with the mountain 
  orcs of the Rakers for many generations. 
  The people are happy within themselves and are rarely upset over happenings in the outside world, although younger 
  dwarves are expected to travel throughout Ratik and other parts of the world to “help them form their own opinions”! 
   
  Torcan Ukaloa: Clan Chieftain. Torcan heads the clan and is recognised as the greatest of the 
  clan’s living generals. Nowadays he concentrates on administrative duties, leaving military operations 
  and diplomatic tasks to his ministers. His main military contact is now with the leadership of the Ukaloa 
  Misfits – a band of older, often retired soldiers who train younger dwarves in the ways of combat. It is 
  these “officers” who will take the young dwarves on their first combat engagements. 
   
  General Werder Ukaloa: Chief Clanwarden. Werder heads the Home Guard. 
  He served for fifty years as Torcan’s second in command and is experienced in commanding large 
  numbers of troops in the field. He is known for taking strong defensive positions and forcing the enemy 
  to break himself against the defenses. He served in the 586 campaign into the Bone March and 
  commanded the rear guard. Werder has the greatest respect for Celedon Glimmering, whose artillery 
  bought him the time to organise his defenses in Kalmar Pass. Werder is a strong supporter of the Ukaloa 
  Misfits as it means that his soldiers are always fully trained and his fighting units are not encumbered 
  with the “unworthy”. 
   
  Febal Ukaloa: Febal is the Chief Engineer of Clan Ukaloa. He is an expert in defensive fortifications 
  and helped in the construction of the main bridge across the Marner River. Though he admires Werder, he 
  is a supporter of the merchants in their efforts to gain political positions of power. He sees this as an 
  appropriate result of the logical extension of the law recognizing the rights of the lords. 
   
  Gulban Ukaloa: Gulban is the Finance Minister of Clan Ukaloa. He has strong ties 
  to the gold miners and favours expansion of trade with the outer world. He is highly placed in those 
  circles, pushing for the merchant classes having a greater role in the decision making in Ratik. He has 
  negotiated successfully with the Fruztii over trade and border issues. 
   
  Siomha Ukaloa: Simha is a dwarf who heads the Temple of Dumathion and is the keeper of clan 
  
  Ukaloa's vital statistics. She rose to this position thirty years ago after raiding duergar killed the previous high priest. She is 
  known for her dedication to religion and wise counsel to members of Clan Ukaloa. Rarely has she been seen away from the 
  temple during the last quarter century. 
   
  Dumathoin: male Intermediate deity, N, Domains – Community, Earth, Knowledge, Oracle, Protection. 
  Portfolio – Mining, Exploration. Worshipped – by Dwarves. Favoured weapon – Warhammer or Pick. 
  Weapon of the Deity Spell - +1 Throwing Warhammer or Heavy Pick. Other titles – Silent Keeper, 
  Mountain Shield, Keeper of Secrets under the Mountain. Holy Symbol: Gem inside a mountain. 
   
  Titles 
  The clan has its own distinctive titles for positions of importance. The hierarchy of leadership is: 
   
  High King (of the Dwarven Nations), selected by the Clan Chieftains as necessary. There is no High King within Ratik, and 
  there has never been a High King from a Ratikan clan. The last High King (Albin) was selected many years ago. Contact is 
  maintained with clans both far and wide, with Chamberlains of the High King visiting every clan about once every 10 years. 
  Ukaloa hasn’t seen the Chamberlain for about 8 years, so he must be due to visit soon. 
   
  Clan Chieftain – usually the oldest and wisest clan member. Selected by the clan as necessary. 
   
  Clanwarden – the fighting captain who will command many small units of troops. There may be more than one in each 
  clan each selected on merit and demonstrated fighting and leadership ability. 
   
  Vein (Family) Chieftain – a leader of a family of Dwarves that can often number 30 individuals. Usually the fittest 
  leader – not necessarily the oldest. 
   
  Veinwarden – the leader of a smaller unit of troops under the command of the Clanwarden. May operate as part of a 
  larger force, or as a local patrol. A capable fighter and leader who is potentially a Clanwarden. 
   
   
  Military Forces 
  The forces that protect and represent the clan are called the Stoneguard. Almost all dwarves have some military prowess, 
  though some specialise in this role. A Pebble numbers 8–10 dwarves, a Stone about 30 and a Boulder numbers about 100. 
   
  {Promotion within the clan fighting forces will be added when the Regional meta-org document is finalised} 
   
  Stoneguard: The standard fighting dwarf who is also a clansmen. 
   
  Protector: A clansman who is a step above a “normal” dwarven fighter, often selected for a particular skill (e.g. traps, 
  scouting, tunneling etc). This level equates to a “House Squire” in Ratik social status. 
   
  Clanwarden: A proven fighter and clansmen, elevated in position due to long and competent service, or as a reward for 
  valour. This level equates to a “House Knight” in Ratik social status. This rank is usually achieved by particularly 
  outstanding actions, by special mission, or by elevation by the Crown. 
   
  Ukaloa Misfit: A retired Protector or Clanwarden can serve as an officer with the “Misfits”. These are the young, brash 
  recruit level dwarves, strongly supported by the clan chief and senior clanwarden as a proven training ground. The young 
  dwarves here are usually under age (level 0 in game terms). 
   
   
  Relations 
  “All they (humans) seem to have in common are their short cultural memories….. The moral and ethical flexibility of 
  humans frustrates the dwarven mind no end, forcing dwarves to weigh their fondness for human adaptability against the 
  
  inconsistency of the ever-changing human cultural landscape.” 
   
  — Races of Stone, p.16/17. 
   
  The Crown: Dwarves take their oaths of fealty seriously. Never since the signing of the oath with General Sir Pelgrave 
  Ratik has the patience of the Ukaloa been tried such as it is now. The new head of House Ratik, Lady Evaleigh, is indecisive 
  and unreliable. She has been the cause of the failure of two trade agreements in the past 6 years. Fortunately Ratik's military 
  remains in safe hands with General Gatoril. 
   
  Clan Ukakane (Dwarven): Whilst a little distant geographically, this is also an ancient clan. Located between Ukaloa’s 
  border and the Kalmar Pass, Ukaloa often sends troops along to assist in the maintenance of the pass itself. A talking point 
  that often comes up when dwarves are well into their cups is the absence of Ukakane from the Bone March expedition, but 
  previous friendships don’t allow this to become a problem. 
   
  Clan Ukamanini (Dwarven): As Dwarves go these make great armour, and being neighbours makes for interesting 
  times. If you want to create a bit of fun with this house, just ask them about their connection with the Crown. The ribbing is 
  all in good humour however, as dwarves will – and it makes a great excuse for another drink! 
   
  House Abonhoth: Ukaloa and Abonhoth seem to feel the same way about the present situation with House Keth. Ukaloa 
  uses the Misfits to support Abonhoth in the defenses of their border. Of course any damage done to Keth troops by 
  Ukaloan’s is purely subdual (but still a lot of fun!). A house that has good relations with the Dwarves. 
   
  House Bredivan: A little too far away to be of concern, but many of the younger dwarves in the clan would love to blunt 
  their axes on some raiding gnolls and orcs. Sometimes newer troops are blooded in battle with a short excursion “down 
  south”. House Bredivan seems pleased to encourage these “visits” but the agreement with Ukaloa is not widely spoken of. 
   
  House Bresht: This House shares the ongoing defence of the Kalmar Pass with House Ukakane. As is commonly known 
  there are times when Ukakane’s troops are also supported by Ukaloa, which means that Ukaloa knows almost as much 
  about Bresht’s fighting forces as Ukakane. As such they are considered a useful, but not very dedicated ally. 
   
  House Cormik: This house is vital to getting ore shipped to market so relationships are always “proper”. The head of this 
  House is a harmless old fellow who has great trouble with dwarven ale. This clan provides a useful bulwark from any 
  potential invasion from the sea. 
   
  Gnomes of Daberestead (Nonizhold): Held as worthy in combat, the gnomes are forgiven for many of their other 
  “failings”. They are also a supporter in relations with the Fruztii and so are usually considered as allies. 
   
  House Devonmeek: Known to the dwarves as the house that is never on time due to their late arrival at major battles, 
  this house is also the source of many jibes over their view of their own importance. Further, the over-ornate uniforms are a 
  cause of mirth. Tolerated due to their wealth, but never taken seriously. 
   
  House Fadric: A coastal house that builds ships. What would an honest dwarf want with ships, especially those flimsy 
  yachts they build down there? Tolerated, but largely ignored possibly due to the distance between the two holdings. 
   
  House Keth: A fine example of the changeability of humans - trade with House Keth used to be quite solid - their furs 
  kept many a dwarven traveler warm who was forced to journey during winter. However, of late, the furs have stopped and 
  there have even been some humans from that area coming into clan lands looking to steal food. 
   
  House Loegrimm: Isn’t this house led by that weak-willed fop? Surely the house will pass on soon, and the clan won’t 
  have to worry about it. The clan has heard tales of the mistress fighting in the town square. Imagine! 
   
  House Optwall: Being generally aloof and quite distant, this clan is only considered of value due to their relationships 
  with Halflings. Usually this house has little impact or interest for Clan Ukaloa. 
   
  
  House Ulthek: Relationships with this house are easily maintained, as it is much easier to deal with the Fruztii by passing 
  through this house’s lands. Despite being human the prevalence of Suel descent within the house, the relationship of this 
  house with the Fruztii, and the honour that the dwarves accord Lord Phelgar Ulthek, make this clan a preferred friend to 
  Clan Ukaloa. 
   
  Other Races: As a dwarven group, Clan Ukaloa has dwarven priorities, these being (in order of importance) clan, Ratik 
  and work, followed by other aspects. All honest humans and half-elves are tolerated and many of them are welcomed 
  (sometimes with restrictions). Most Halflings and gnomes are also welcome. Elves are rarely dealt with and often not 
  considered. Half-orcs are very much distrusted. What is not tolerated is anything that contradicts the clan’s priorities. 
  House Keth, for example, is such a blight. They are only interested in their own endeavours, and do not support other 
  humans, nor the national interest. Diplomatic relations with the house are continued and relations appear sound; the 
  underlying mistrust of the house is rarely observed by outsiders. 
  Raiders from bordering nations are not welcome either, especially those orc-inspired raids over the borders. The clan is 
  proud of its part in repelling humanoid raids over the last few hundred years, so much so that few orcs now venture 
  underground. Unfortunately, an orc in Ukaloa territory will not be given much of a chance to “speak first”. 
  Rumours of a band of derro to the north are being met with gleeful smiles among the younger fighters. 
   
   
  Population Centres 
  Within House Ukaloa’s territory are two major centres of population. 
   
  Frostcrown: Large Town; Population 1,500 to 2,500 (higher population during the warmer weather); Alignment LN. 
  Frostcrown is a major trading centre. The population waxes and wanes with the seasons – only a few hardy souls 
  choose to survive the winters this high in the mountains. Built on ordered lines, the town has a large square as its centre and 
  focus. Buildings, the permanent ones of stone, stand as walls around the square, whilst temporary structures create an 
  orderly pattern that is favoured by the dwarves. 
  It has several inns to cater for its temporary population. These provide for all comers and are run by nearly every type 
  of owner imaginable. However, each business tries to build a reputation for something distinctive that sets it apart a little – 
  the Broad Axe, for example, sells the best of the dwarven ales, whilst the Golden Boughs is known for its fine elven cuisine. 
  Competition between the inns is friendly but vigorous. 
  During the warmer months almost every type of stall, shop or wagon exists where items brought from distant parts of 
  the Flanaess can be found. A large flat area is marked for the International Halfling Society as well as temporary 
  accommodation for similar wandering bands of entertainers and traders that seem to arrive regularly in late spring. Traders 
  of all types are welcome, providing they appear to be law abiding….. 
  The town also has several large, fortified stone buildings. One large structure, a major gem exchange, bears the emblem 
  of the Crown, and is guarded by soldiers dressed in the livery of the Archbaroness. A number of other houses have similar 
  but smaller buildings. Clan Ukaloa has their own trading posts but they also deal with human houses and the guilds. 
  Amongst these varying organisations there is often competition for the best items and often “special” arrangements are 
  made between traders. Gulban has ensured that a prime trading post has been established for House Ulthek and an adjacent 
  building showing the blue and ermine of the Frost Barbarians. 
   
  The entire town is under guard by a number of different armed forces. Each trader seems to bring his own small force. 
  The Crown has an established garrison, a Stone of the Stoneguard is kept here on permanent duty and a small unit of Guild 
  troops, referred to by the Crown as mercenaries, also takes station during trading times. There is little obvious crime within 
  the town boundaries, but getting to and from can sometimes prove more awkward. 
   
  Orokeep: Small Town; Population 1,900 (estimated); Alignment LG. 
  This is the centre of the clan holdings and its most “dwarven” centre. Built into the heart of the mountain itself, 
  Orokeep began its life many centuries ago as a small dwarven keep providing a gateway to the outside world. Since then it 
  has developed into a massive construction – at its heart an apparently impenetrable fortress. It is apparent that the whole 
  town could be quartered within the mountain should the need arise. 
  The majority of the town, however, is located in front of the fortress. Here things are plainly sensible and ordered and 
  as normal as you would expect a mountain town to be. Perhaps the use of living rock in its outer walls hint at its 
  construction by dwarven hand. Here there are smartly appointed quarters for honoured guests, and inns serving various 
  forms of beverage and foods. It is here also that you will see gnomes and Halflings, more rarely elves and half-orcs, as well 
  as human guests and visitors. Some of these fine folk run established businesses – the dwarves are very fond of Halfling 
  cooking! 
  The atmosphere of the town is a friendly and ordered one. The residents are keen to ensure that harmony and peace are 
  
  to the forefront, and guests are treated with honour. Visitors are expected to obey the local laws and treat others with 
  dignity. There is little petty crime – a testament to the care taken by the various guard elements, mainly dwarven and 
  Halfling that patrol the city. 
   
  Adventures in Clan Ukaloa 
  None (yet) ;-) 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ratik/Clan Ukaloa v1.0.pdf