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Dwarves

Page history last edited by Gillian 3 months, 2 weeks ago

Dwarves

Return to Races

Their society, culture and lifestyle in Miraboria and below.


Modern Dwarven Culture

There are three major surface dwelling dwarven societies in Miraboria and Narbada.

 

They consist of Koruzd, Harothar/Lathamsfind, and the Great Rift Dwarves of Narbada.

 

These dwarves are all similar in culture, and fall into the same cultural setup described below.

 

Rulership and Clan Structure:

Dwarves are asexual, genderless. This is because they are carved of stone, not born. All dwarves refer to themselves in the common human tongue as "he", but they know this is a falsehood. They prefer that non-dwarves remain unaware of their nature and manner of reproduction as much as possible. Because they have no "family  life" as humans understand it, dwarves have developed a clan structure that is critical to their way of life. There are a dozen Great Clans in Koruzd, and seven Great Clans in Harothar. Two of Harothar’s Great clans have split off into Lathamsfind, and one Great Clan from Koruzd has spread into Thrakstown. Not all dwarves in these locations are of the Great Clans - there are also many Lesser Clans.

 

A Great Clan is recognized by the other Great Clans as an equal. Each Great Clan elects three members from its ranks to the Great Clan-Moot, which meets each year for one to three months. It is from this Moot that the Dwarven King or Prince is elected. Harothar and Lathamsfind both name their rulers "Prince" and these leaders are, at least in theory, in some way subservient to the King of Koruzd. Dwarven Rulers are elected for life, unless removed by a unanimous vote of all current Great Clan-Moot members. Clan-moot members are elected for life or until the clan-fathers of their Great-Clan choose otherwise.

 

All dwarves are members first of their clan. Clans number in the hundreds of members, sometimes thousands. Subclans eventually split from larger clans, giving birth to new clan-families. This usually happens when clans outgrow their territory, or get spread over too great a territory. Each of the seven Great Clans in Harothar was once a sub-clan of a Koruzan clan. Eventually Thrakstown and Lathamsfind’s sub-clans will petition for formal recognition of clanship on their own.

 

It is an interesting tidbit that all Great Clans are recognized by all dwarven kingdoms. For example, every Harothan Great-Clan is accepted by the Great Clan-Moot of Koruzd. This is true even though the Great Clans of Harothar are smaller, less ancient and less wealthy than those of Koruzd.

 

To be cast out of his clan is the greatest threat a dwarf can undergo. It is only done under extreme circumstances - for example, kin-murder, kin-betrayal, or other crime resulting in death and extreme hardship. Sometimes banishment is the sole punishment, but it is always the first punishment declared when further punishments such as death or life imprisonment are inflicted.

 

Clans are ruled by their elders. The eldest clan member rules the clan, who all dwell in as close proximity as possible. Other elders serve as his advisers. Younger clan members are his eyes, ears and even mouth on occasion. If a clan-leader becomes too old to rule, he will resign (most often in favor of the next eldest dwarf in his direct descent). If a clan-leader dies without a designated heir, a judgement is held, and all of the folk of the clan gather to select the next clan-leader. Note that the Great Clans will actually be made up of as many as several dozen dozen clan-leaders and their offspring of several generations. Each of these clan-leaders is roughly equal to the others, but one will be recognized as pre-eminent, usually through age and wisdom. If there is a difficulty in knowing who is senior, a judgement will be held.

 

Clan-moot members are selected by the clan-leaders, with input from their descendants as requested. All Clan-moot members are re-elected each decade. Clan-moot members have several duties; they act as advisers to the dwarf King or Prince; they fill the role of judges in their most significant courts and of the most important cases. Only a clan-moot can impose banishment on a clan member, although the clan-leader may be the one who actually carries out the order of banishment. The king of the dwarves, and his clan-moot carry out all Foreign Affairs, trade and external dealings. The Clan leaders carry out all internal rulership on the clan level. However, if there were some disagreement between clans, the King would be the one who pronounced judgement. This is quite rare.

 

Dwarven "family" life is quite odd to most non-dwarves. Dwarves have no concept of marriage, but they certainly recognize partner-bonding. Dwarves (usually those who work together) will form small units who live together for many years at a time, and who are emotionally bonded. These dwarves will raise their "offspring" together, shaping the younger members into useful and effective clan and work-group members. A dwarf will count as his "brothers" any other dwarf carved by his "father". Since it is rare for a "father" to carve more than one "offspring" in a decade, brothers rarely "grow up" together. It is more likely that a dwarf will mature with members of his "father's" partners. Naturally they will be members of his clan as well, and will be called cousins or brothers to non-dwarves.

 

Dwarves reproduce by carving new members of their race from stone. Each dwarf may at various times in his life decide to carve a "child". Child is a bit of a misnomer, though, as dwarves are carved in their adult form. Their personalities are more like teen-agers. The process by which they are awakened leaves them with a strong set of racial memories and characteristics. They are given their parent/clan's alignment (generally lawful good), dwarvish racial abilities, and first level skills as chosen by the parent and lifebringer priest together. The gift of awakening costs the parent either 1 point of CON (which "heals" over a year's time) or 1,000 XP. If the parent is capable, he may expend up to 2,000 more XP to give his offspring elite stats, added skill points, feats or other benefits.

 

The gift of awakening is a religious ceremony which is conducted by the parent dwarf, a priest of Mikarathlan, and perhaps other clan members. A dwarf is considered a "child" for his first decade, and spends this time learning dwarvish history and culture, practicing his skills, and becoming a fully-functional member of the clan. At this time, he can leave his "father's" bond-group and either live alone for a decade or two, or immediately join an appropriate bond-group of his own. This is when a dwarf might become an adventurer. Reasons might include not finding or not being accepted into a suitable bond-group, not having skills his clan needs, or having skills that are present in excess. Also, if a dwarf is a member of a lesser clan that is perhaps struggling to grow and differentiate itself in the quest to become a great-clan, becoming a famous and wealthy adventurer can be a large boost to that clan. Once in a great while  a young dwarf will find that he is not suited to his clan-chosen life. Perhaps he feels restless or unworthy, or his alignment differs from the rest of his clan. Dwarves place enormous unspoken expectations on themselves and their offspring, and every now and then a dwarf simply cannot deal with  that, so he becomes an adventurer for a few years, a few decades, or forever.

 

When a dwarf is awakened, he becomes a normal humanoid, just as if he had been born of a mortal woman. He eats, sleeps, breathes, can be affected by disease and poison, can drown, and will die just as any normal humanoid being would. However, when a dwarf dies, his body reverts to stone. This takes about as long as it would take a human body to cool and settle into rigor mortis. This has several consequences; first in importance to adventurers is that dwarves may never become corporeal undead. Their bodies cannot be used to create skeletons or zombies, they do not contract vampirism or rise as ghouls, and they cannot become liches. They may, however, become any form of disembodied undead; wraiths, wights, specters and ghosts are all things which dwarves may become.

 

In dwarvish culture, it is common to keep the stone-forms of ancestors, especially famous ancestors, on display in public places. Lesser or common dwarves are often simply placed in huge caverns and sealed in when the cavern is "full". Some dwarf clans prefer to grind their ancestors to stone dust or carve them into usable stone blocks. These blocks are then used to build temples and other public buildings. It is said that in the most ancient dwarvish dwelling halls, there are entire walls made of stone faces of centuries of ancestors. "By the stone of my ancestors" is a common dwarvish oath.

 

Dwarves prefer to live underground, in the stone that makes up their bones. They do sometimes live above ground, but if so, they will almost always live in stone buildings. Given an option, a dwarf will almost always choose to be a miner, stoneworker, metalworker or smith of some sort. If this is not possible, a dwarf will undertake some task which is greatly needed by the clan. This could include herding animals, farming, weaving, other crafts and other husbandry.

 

Dwarven Subraces: there are two subraces of dwarves; hill and mountain. Each clan tends to fall into one or the other of these subraces, and most members of a given clan will be of the same subrace, but since each dwarf parent decides during carving which subrace his offspring should be, he can choose either one. Most often, they will stay with their own subrace, but if the clan needs the other, many will voluntarily choose to do so.

 

Great Clans

The 12 Great Clans of Koruzd are:

Dwarven Name Common Name Literal meaning Subrace
Alak-kahr First Clan or Primus Best or first eternal Mountain
Erthzin Metaljoy or Argentine Lover(crafter) of Mithril Hill
Phyrchaz Earthblesser blessed of the solid rock Mountain
Alyekol Firetrader traders of the sun-fire Hill
Zinkoth Crafter or Smith joy of the forge Hill
Claddfryn Warson or Axeweilder warriors in victory Mountain
Mityrr Rockguard protectors of the home Mountain
Kril-Ath Dragonfire children of dragons Hill
Hatharun Hillcarver one who prefers (dwells in) hills Hill
Dhesprak Coldbringer bringers(of the gift) of sleep or death Mountain
Ulvirkol Goldblood of the golden fire, goldsmith Mountain
Kevelkar Blackrock miner of the black (cold) fire (The Kevelkar clan is large, and a group of them have gone to Thrakstown) Hill

 

There are also more than forty lesser clans in Koruzd, each of which is directly descended from one of the great clans. Lesser clans do not elect members to the Clan-Moot, but their members are eligible to be selected by their Great Clan parent. In other words, the Lesser clan of Goblinslayers is descended from the Alak-kahr Great Clan. They have at least one clan-leader, but he is considered to be of lower social rank than a Great Clan leader and does not have voting rights in the Alak-kahr judgements. However, the Alak-kahr clan-leaders have the right to choose one of the Goblinslayer clan members to go to the Clan-moot. This is, of course, a great honor. If a Lesser clan has a member selected for more than two or three decades' service to the Clan-moot, it is a significant sign that the Clan-leaders believe the Lesser clan is ready or nearly ready to advance to Great-Clan status.

 

The Seven Great-Clans of Harothar are:

Name Common Name Literal meaning Subrace
Bakhlin Firebringer masters of fire (was once a subclan of the Ulvirkol) Hill
Ulvirkarth Blackgold tenders of the black gold Mountain or Hill
Claddsprak Warbringer bringers of victory in war (was once a subclan of the Claddfryn) Mountain
Maskethel Silversong ancient silver legend Hill
Brekantel Stonebreaker shaper of stone’s heart (once part of the Phyrchaz clan) Mountain
Brodhavir Ironbreath giver of soul to the iron Hill

 

Of course, all of the clans of Harothan dwarves came from Koruzd once - except Ulvirkarth. Ulvirkarth was formed of the remains of four clans who were destroyed in war with goblins and orcs during the time after the fall of the second Miraborian Empire. They were the first clan to settle in the Harothan lands, and Bakhlin subclan soon joined them. Most of the Princes of Harothar have been chosen from Ulvirkarth or Bakhlin clans, partly for this reason, and partly because they are the most numerous. There are a dozen or so lesser clans, none immediately ready to move towards Great-Clan status.

 

Ulvirkarth dwarves are the only clan of mixed mountain/hill type. This is because it was formed from four shattered clans, and they were of mixed type. It is now considered appropriate that an Ulvirkarth father always carve his child in the same subracial type as he is, and this is almost universally followed.

 

Dwarves in Greenvale: these dwarves are members of a Koruzd clan who have either gone out on clan business into the world, or are (rarely) outcasts from dwarven society. They may dwell in the “outer world” for a decade or three, or perhaps longer if necessity demands it, but their purpose is to gain wealth and prestige for their clan, and then return home, bringing wealth and prestige to the clan. It is rare but not unheard of for a dwarf's bond-group to follow him, but no dwarf would ever carve a child while living outside the clan. Unless, of course, he was insane or otherwise corrupt...

 

Dwarves in Mistland: there are several clans of dwarves in the mountain ranges of Mistland. Inevitably, some find their way to the Islands with their mountainous interiors. There are three clans known to have holdings on various of the Pirate Isles; they tend to be small, isolated groups with close connections to the "human" towns and cities nearby. Freeport's dwarves mostly belong to these clans. (NOTE: I have not yet named or developed these clans, so as players feel free to discuss your ideas with me). 

 

Dwarves as Player Characters

Dwarves are an underground race. They are one of the three "first races" of Vishteer (in so far as anyone knows), including elves and humans. They are found across most of the world.

 

Personality: Dwarves are quiet folk in general, and are often perceived as dour and solemn by outsiders. Much of this comes from a dwarf's discomfort around those who do not fit into his cultural structure. When comfortable, dwarves are cheerful, though rarely jolly, with a love of song, food and music (mostly chants with percussion and horns). They are very close to their clan and bond-group.

 

Physical Description: Dwarves are short, ranging from 4-5 feet tall. They tend to have heavy beards and long hair. Brown, red and black hair predominate, with blonde being very rare. Eyes are dark, and skin is ruddy or dark. Features are thick or coarse, but not ugly. Dwarves have deep, booming voices well suited to be heard over the clanging and hammering so often found in their mines and forges. One dwarf will frequently refer to the appearance and personality of another dwarf in reference to the "stone he was carved from". For example, a dwarf might say of a good friend "he's as loyal as the granite he was born from is strong".

 

Alignment: Dwarves are almost always lawful. They may be good, neutral or evil as individuals, but their overall society tends more towards good.

 

Social Structure: Dwarves are rigidly clan-structured. Every dwarf knows his place in their clan, and the role he plays. A dwarf's family consists of the bond-group he works with, the parent who breathed him into life, and the clan to which he belongs.  Many unbonded dwarves leave their clan for a few years, seeking to improve their skills or to carry out duties for the clan out in the world. One reason dwarves are seen as rude by outsiders is that much dwarven social interaction is "understood" between them depending on the roles they occupy. For instance, a dwarf speaking in a clan meeting may seem to interrupt or ignore another dwarf in what would be intolerable rudeness to a human; however, any dwarf present would understand the relative positions of the dwarves and know that the interrupter was a social superior, and thus justified by dwarven standards of behavior.

 

Lands: There are two dwarf-realms in Miraboria. The first and largest is Koruzd. It is a more or less hidden realm, not far from Greenvale. The dwarves who live there prefer to keep their homeland private, and few non-dwarves ever enter it. Harothar was an ancient dwarvish homeland re-established during the fall of the 2nd Miraborian Empire. Most of the dwarves there came from Koruzd. There are rumors among non-dwarves of a third dwarvish kingdom far to the west, but no one knows for certain, and the dwarves are certainly not telling. There are dwarves in Lathamsfind, and Greenvale, but all are families who have come from Koruzd and Harothar, and see themselves as temporary residents away from their true homes. In Narbada, there is one major dwarvish homeland - the Great Rift. It is the furthest east Narbada reaches, and the dwarves there allow very few outsiders into their chasm realm. However, there are other, smaller kingdoms of dwarves near Terenor and Middlemarch as well as Vorno. Inside Terenor, in the heart of the Epee Mountains, the dwarven kingdom of Dremovik stretches between Wyvern Tor and Silver Peak.

 

Religion: dwarves are a fairly religious people, favoring those gods who influence their preferred elements most. Mikarathlan is seen as the father of the race, while Ontokoth is the god of hills, and Elka the goddess of life itself. They have their own names for all the gods, of course.

 

Language:

Modern Dwarvish: spoken in Miraboria and Mistland, this tongue has slowly evolved from its parent tongue, ancient dwarvish (1st empire era). It is 1 step removed from that tongue.

Rift Dwarvish: 1 step removed from modern and ancient dwarvish both, this tongue has adopted significant vocabulary from the Giantish clans of the nearby mountains.

Ancient Dwarvish: a tongue that bore no relation to any other language spoken, it has loaned many words to the orcs. There is a 2 step difference between ancient dwarvish and orcish, a 3 step difference between modern dwarvish and orcish.

These three tongues (modern, ancient and rift) are closely enough related (1 step between each) that they share the same written form, and in fact, in writing it is possible for a speaker of one language to understand most of the writings of the others (+1 bonus). However, they are distinctly different from all other languages spoken on Vishteer. The only language which is derivative is orcish (vocabulary only). As their second tongue, dwarves most commonly speak a nearby human language (Harothan or 'Valer).

 

Names: Dwarf names are usually three-part. A personal name is followed by the bond-group name and then the clan name. In Harothar there are seven major clans, and any number of lesser clans. Most dwarves will only use their personal and clan name with non-dwarves, deeming their bond-group name too personal and irrelevant to humans. Personal names tend to be short, often single syllable, with many k, ch, t and r sounds.

 

Racial Traits

     

  • +2 Constitution, -2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Searchskill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal. 
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassin

 

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