Strahklahd

From Zok

Strahklahd is the name a sort of code of honor adopted by the dwarves and those who follow the teachings of Gern as the Suncrusher, and the name of the vendetta that this code often results in. It is designed to protect those one loves through a widely-known policy of overwhelming retaliation. Most crimes that can be demonstrated to have been performed as part of a Strahklahd are pardoned or have reduced punishments in dwarven society. Followers of the laws of Strahklahd often choose to view close friends and loved ones as family, but this interpretation is not official and won't protect you from the legal ramifications of your actions under dwarvish law.

The Laws of Strahklahd:

  • Protect your clan with your life.
  • If a member of your clan is attacked, cripple all those involved in the attack in the same manner. This is a justified Strahklahd.
  • If a member of your clan is crippled, slay all those involved in the attack. This is a justified Strahklahd.
  • If a member of your clan is slain, slay all those involved in the slaying. Do not grant them a proper burial. This is a justified Strahklahd.
  • If the injury to a member of your clan occurred as a result of a justified Strahklahd, or in self-defense, you may not punish the parties responsible.
  • If anyone, be they a member of your clan or no, is engaged in a justified Strahklahd, you must do all in your power to aid them so long as this does not endanger your clan.

The Social Effects of Strahklahd:

Strahklahd, combined with the clannish nature of the dwarven family, has led to a great fear of dwarves in areas where they wield influence. If you harm one dwarf, you've made an enemy of their entire clan (should the clan find out), and if your actions justify a Strahklahd then they will hunt you to the end of the world. Strahklahds are ruled upon by the elite among clergy of Gern as the Suncrusher, known as the Strahdrin. Anyone engaging in Strahklahd is obligated to inform the Strahdrin under dwarvish law, and informing them often results in military or magical aid if your Strahklahd is against a powerful foe. Dwarves often pursue unsanctioned Strahklahd when a temple's not nearby or against those who harm their friends, but they almost never do so against other dwarves: nobody wants to start a war between clans.

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