Mountain Dwarves

Mountain Dwarves

Language: German

Life Span: 250-300 years

They are famed miners and smiths, although; they may specialize in any number of trades.

Physical Description

Dwarves are a short, stocky, barrel-chested humanoid race from the mountainous lands of Gerdain. Male dwarves sport long thick well-kept beards, which they groom and decorate endlessly. They have very thick, rough greyish to light brownish skin and rock hard bones. In addition, dwarves have very dense muscles and are remarkably strong for their size. Some believe that dwarves and gnomes are related, but dwarves are a bit taller and much tougher. Generally shorter than humans, almost all dwarves have wiry grey hair. Female dwarves do have beards, but are more short-haired and trimmed as such is the fashion, but will grow just like any dwarf if keep unkempt.

Some gifted dwarves have low-level light vision and can see in near total darkness. This infravision allows them to navigate caves in near absolute darkness by seeing minor heat sources or even starlight if it is available.

Emotional/Intellectual Notes, Likes, Dislikes

Dwarves are fierce warriors fighting with a grim determination few would care to face. They are quiet when in the presence of other races and tend to only speak when they have something of importance to say. Dwarves rarely make idle conversation. Dwarves tend to be quiet, stoic, businesslike and gruff with other races.

Dwarves are one of the oldest races on the continent. Dwarves believe deeply in serious personal relations. For them, it is important to always follow certain rules of conduct. Etiquette and honour above all else, respect to elders and courtesy to women. Dwarves try to practice restraint and discipline, especially in social situations dealing with other races. Dwarf society is well-ordered, heavy with rules and slightly oppressive.

Among their own kind, dwarves are a high-spirited cheerful people. When not working, they enjoy drinking, dancing and storytelling.

Religion, Gods, Creation Stories, Legends, Myths

The dwarves worship many gods, most dealing with the land and the gifts of the land (stone, metal, gems, etc.). Dwarfs who worship gods understand gods were never meant to have absolute power, for absolute power corrupts even though the gods have a marked place in society. Dwarf legends and myths are many and most likely embellished over the years. Most deal with honour, glory, and war. Most gods are viewed as a spiritual entity then a physical body one could see or touch.

Magic - Social Acceptance, Laws, Availability, Use

Dwarves find the force of magic too hard and complex to grasp, hence they tend to think of magic as unpredictable and dangerous. Their organized and rigid lifestyles reflect their organized and rigid minds. Those few dwarves who do wield magic tend toward the creation, enchantment, and elemental earth magics. All these magics deal in one shape or form with the land they work in. The majority of casters tend to be clerics, which place them in the noble order. They lean towards the light and healing side, but a number of them are known dark weavers. The reason for this is with the way dwarves view life and survival: "Use and understand what can and will be used against you." These dark weavers are closely monitored and are kept secretive till their knowledge is needed.

Region, Boundaries, Weather, Terrain, Resources

Dwarves have lived and still do live almost entirely underground. Most dwarves hail from one of two realms - Nellerdan and Dolgerhan. Nellerdan is the most well know and largest of the two cities. However, large groups of dwarves can also be found in Berphaunt and the Northern Mountains of Gerdain. In the underworld, where most dwarves live, terrain varies wildly and weather is non-existent. The most plentiful resources are stone, metal, minerals, gems, and water. Fauna and flora are scarce, which makes hunting, agriculture and animal husbandry difficult, but not impossible. Because they are subterranean, dwarves do not suffer any boundary conflicts with any other greater race. They do, however, have to contend with other subterranean races (i.e. the Dark Goblins, the Shadow-men and on occasion the [[[Illithid]]s).

In an unprecedented move, the Dark Elves of Antioch have very recently declared war on the Deep Dwarves of Gerdain.

Population Density, Community Sizes, Mobility, Racial Subdivisions

The dwarven people tend to live their lives away from the other races inhabiting distant mountain ranges. There were originally three dwarf cities, but now only two exist.

Claradar is a mammoth underground city-state. This huge complex has a cavern system of many levels, huge rooms and multiples connections to the surface. It is known for its many ancestral halls and council chambers. Claradar is the oldest and is the origin of all dwarf history. It was built during The Move and later abandoned near the end of the Goblin Wars for reasons unknown to the common dwarf.
Nellerdan is, by far, the largest underground cavern complex in existence, nearly twice the size of Dolgerhan. It spans over twenty miles underground and is reported to be 37 levels deep. Nellerdan is more recent, being built during the Goblin Wars, after Claradar was abandoned. This city's main gates are closed to the outside world and used only for transporting major quantities of merchandise or troops.
Dolgerhan is a much younger city and is a cultural mixing pot of dwarf and human. Many of the cities have small underground complexes beneath them.

Language, Alphabet, Writing, Records, Literature, Poetry, Art

The dwarven language is similar to [[human]] common due to its origin. Dwarven consists of prolonged vowel sounds and clipped consonants. (In-game language of German)

Dwarven art makes use of the plentiful resources that their subterranean world supplies. The most common dwarven art form is stone carving. Such sculpting of rock may take many different forms: statues and statuettes, glyph stones, simple tablets, large structures and bas-relief may all be found in dwarven society. Dwarven art tends to blend with craftsmanship. Every wall, door, bridge and tunnel is, in its own way, a work of art. Dwarven craftsmen take great pride in their work and tend to decorate everything elaborately. Such decoration is usually complex, maze-like geometric designs (similar to Celtic art).

Another common dwarven art form is sand drawing. Using colored sands, dwarven artists will cover a flat rock or a cavern floor with a thin coating of sand. Sand drawings also exhibit the highly complex geometric patterns that are found in other dwarven artwork and craft. Smooth round rocks, piles of colored sand or small mounds of painted pebbles, often punctuate such designs.

Intercultural Relations, Trade, Alliances

They are a secluded race, and tend not to interact with outsiders (except for trade and adventure). Dwarves are a reclusive, though not by definition hermit-like. Their cities are found only in mountains or hill country. They generally dislike any outsiders (especially anyone more than twice their height). They are usually very distrustful of anyone bigger than themselves.

Food - Procurement Methods, Surplus, Storage, Distribution

Dwarven dishes are centred on meat and potatoes. Most dwarf dishes are variations and embellishments of those two basic foods. Their food is flavourful, but never spicy. Dwarves blend subterranean agriculture, surface agriculture, animal husbandry and hunting to fill the meat lockers and smoke houses. Besides meat and potatoes, dwarven meals often include fish, roots, tubers, mushrooms, bread and ale. Food is stored in regular pantries and "cold pantries".

Technology - Architecture, Tools, Weapons, Armor

Dwarf society is highly technological and is greatly supported by technological crafts. Mining, blacksmithing, stone masonry and architecture are highly respected and greatly practiced in dwarf society. It has long been known that the dwarves produce the best natural metals and have the most advanced methods of forging those metals into weapons and armor. Dwarves are the forging master craftsmen of all metal and gem materials. Their skill at metalworking is unmatched and their jewellery is legendary. They support themselves by lending their skills and trading their wares with other races. Their stonework is equally magnificent.

Use Of Animals

Dwarves use animals extensively, as food sources and beasts of burden.

Transportation

Dwarves do most of their living, working (and hence traveling and communicating) underground. The most common mode of transportation is on foot, especially through natural caverns and small passageways. In larger hewn passageways, roads and bridges allow the use of all manner of carts and wagons. Some special areas have rails laid down upon which modified mining carts run.

Ownership Laws, Inheritance Customs, Monetary Form

Dwarves construct complex economic laws and use very sophisticated forms of currency. Ownership laws are quite detailed. Inheritance traditionally passes to the family and is subject to extensive legislation.

Gender Differences - Rights, Responsibilities

Males and females are almost equal in dwarf society. Both are treated fairly by the people and laws. Males tend more toward business and war. Females tend more toward the family. However, even dwarf females are considered militant, shrewd, business minded and organized by most other races.

Marriage System - Customs, Beliefs, Husband/Wife Relationship, Divorce

Dwarf marriages are monogamous relationships between a male and a female. They are binding until death. They believe that marriage is eternal and transcends even death. Only by the dying breath of the spouse can permission be granted to re-marry, thou more times then not the spouse will honour the deceased spouse and not re-marry.

Household Form, Family Form, Births

Dwarf households consist of only the core family. Families are usually quite large, averaging four children. It’s not unheard of having a near full family tree within a few buildings of each other. This is done to promote family values and a sense of loyalty. Very little ceremony surrounds the birth of a dwarf child. It is seen simple as a necessary function of society.

Children - Discipline, Education

Children are highly prized. Traditionally, fathers care for and raise male children and mothers raise the daughters. This causes a small, but acceptable gender rift in the society. Both sons and daughters are educated. Discipline is strict compared to other cultures, but fair.

Death - Beliefs, Customs

Dwarves bury their dead. It is only natural that dwarves wish to return to the ground after death. Dwarves believe that they and the land are eternally intertwined. Dwarves are formed of rock and upon death they return to the rock.

Names - Meaning

Dwarves have three names. The first name is their personal name, individual to the dwarf. The second is their family name. The third indicates rank and position in dwarf society. Their third name is mostly exclusively used within the dwarf empire as it confuses the other races.

Social Ranking

Social ranking is extremely rigid in dwarf society. The names that follow is the third name used in identifying a dwarfs status.

Staats- is the average civil level a dwarf has. This applies to all dwarfs from the children to the elderly unless a higher rank as been achieved.

Fulle- is the noble or upper class of wealthy merchants or clansman or clergy.

Zauber- mage wielders and clerics working for the dwarven empire.

Schwert- is the police/military/overall army. These personal is a multi-tasked group that serve as all forms of enforcement.

Panzer- is the standing guard army. These personal is responsible for the city boarder protection as well as cavern guard duty.

Imperium- is the government and all the positions within. They’re responsible for law making, court issues, all the way to advising the emperor.

Political System - Legislative, Executive, Judicial

Dwarven law is detailed, complex and severe. Laws restrict every facet of dwarf life. The dwarf empire is ruled by a Monarchy (Mognar Mithrilfire König) type of government. Enforcement and punishment is not emphasized as most dwarves see it as a matter of honour and etiquette to follow all rules and obey all laws. All laws are made and revised by the Imperium. The Schwert enforces all laws.

Military — Description & Organization

Dwarven military strength is considerable. Nellerdan usually has 12,000 Schwert serving at any time and Dolgerhan having 9000 serving with dwarves being the stock troop with human riders and archers as supporting troops. These battle-hardened warriors are always ready and well equipped. The military is organized into groups of twenty. These armies excel at close quarter combat and front line attacking as well as defending against large numbers.

Racial Maturity

Child 1-20
Teenager 21-30
Young Adult 31-40
Mature 41-100
Middle Age 101-140
Old 140+
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