The Alloyar Shaperate Organization in Aetheus | World Anvil

The Alloyar Shaperate

The union of different dwarven clans and great houses, under the rule of the High King, otherwise known as the "Tetrarch", a hereditary sovereign, the High King of the dwarves. The Shaperate is set within the deep heart of the Central Lorthal mountains, known as the Perimidine Mountains. Its capital, believed to be the third rebuilding of the dwarven heart, known as Mythbuldor (Dun Morough) - set to where it was believed that Ergo the Soul-Forger had forged the first dwarven hold upon Aetheus. Millennia old, and three layers deep. Each layer seemingly forming the rebuilding of Mythboldur - the Mantle, the Crust and the Core.   The Mantle (Mythmantle), the highest and oldest level of the kingdom, but has been destroyed and rebuilt multiple times, and has thus become the strongest and most fortified of Mythboldur.   The Crust (Undercrust), the second and mid level of the kingdom, the most populous and traditional of layers. The Shaperate has carved a vast and great chasm to fill this region, stretching to multiple parts of the arms of the mountain range - its living quarters, industry and major trade centres reside within the region. Developed largely over many centuries, and having needed to expand and reinforce its districts and rebuild from common tremors and earthquakes. Most of the population resides within this sector, owing their fealty to the Shaperate and the Tetrarch.   The Core (Khazam Core), the deepest level that nearly bridges towards the Underdark. It is the most recently developed city-layer in recent history, and contains the heavy-labour industries and mining operations of the Shaperate. Being the least populated, strictly for experienced and able bodied labourers and seemingly the most dangerous level with the most recent technologies of the dwarves developed here. Dangers include infestation, rocksalt dehydration, poisonous gases, fine dust explosions, tunnel collapses and cave-ins, tremors, monster nests, lack of clean air, scurvy, fungal infection, workplace and foundry hazards.  

GOVERNMENT


The Alloyar Shaperate is ruled by a central spiritual and political leader known as the Tetrach (or High King), and below him are the Golden Thanes of the Golden Band that are lesser rulers of a stronghold. In theory, the Tetrarch has absolute rule over all of his people and all the mountain range, for he is said to be a direct descendant of the First Ancestor and as such may issue edicts or demands if he so chooses. In reality, however, the Tetrarch actually has to consult and cooperate between each of his fellow Golden Thanes, and as of tradition and mutual respect, each Golden Thane must follow and answer the edicts imposed by the Tetrarch.   Each Golden Thane has complete authority within his own stronghold and the surrounding territories they occupy. They may pass laws and give edicts to their subjects, but as of tradition, they would have a Council of the oldest, wisest and most respected Dwarves to consult the issue and ask for advice. As is the Golden Thanes duty, they must always put their people first and their kingdoms well-being above all others. These duties may range as simple as hearing the grievances between fellow individuals or clans, to as large as leading a Dwarven force to face the enemy in combat.   The position of a Golden Thane and that of the Tetrarch is hereditary, with only those of the original royal-blood line having any legitimacy to control and claim a dwarven stronghold. As such, a Golden Thane is also the head of the Royal Clan, which are basically extended families who can trace their lineage to the very first Dwarf who had claimed, built, and ruled the stronghold from which they are currently living in. Priding themselves in their loyalty between one another, only a handful of Dwarves have ever tried to usurp the throne of a Golden Thane in its history, making a large-scale Civil War between various strongholds near non-existent. Only if a royal line is extinguished or disgraced will the throne be open for legitimacy. In such an event, there are several possibilities and outcomes. Either a high-ranking individual such as a Thane or Prince will be found worthy of succession, or a highly prestigious Dwarf Clan can take up the mantle as the new Royal Clan.   Below the King is a class of nobles with varying degrees of titles and status, usually taking the name of Jarls. These high-ranking Dwarfs are amongst the oldest, wealthiest, and most skilled individuals within their Kingdom, and each is often the leaders of a single Dwarf Clan. These Jarls owe fealty to their Golden Thane and are allowed to hold an important office within the ruling body, but such a position is not inherently hereditary but rather given to those of great skill and merit.  
COUNCIL OF ELDERS (The 'Duma'thwaine)
A king's edicts are rarely challenged, but he is never a tyrannical ruler. To temper his ambitions and guide his rule, a Council of Elders, or the Duma'thwaine, meets with him when important decisions must be made. The council comprises of the wisest, oldest, and richest longbeards of the stronghold, as well as the High Priests of Ergo, the masters of the great guilds, and other respected personages such as the Chief Victualler and the King's Treasurer.   The Queen (or in her absence, the eldest matriarch of the Hold) sits in on council meetings to soothe frayed tempers, or to stoke the fires of the dwarves resolve, for it is believed that the dwarves are less likely to argue in the presence of a lady, by feelings of shame, disrespect or fearing her fury. Should no decision be reached, the impasse is resolved by voting. The elders' voting power is proportional to their wealth, with the richest among them casting the most votes. Usually, the king can outvote all the elders combined due to the size of his treasury hoard but is considered unwise for a king to go against the collective wisdom of their council.

SOCIETY


The three most important principles of Dwarven society are often summarised by three things: Age, wealth and skill. The more of these a Dwarf has, the higher one can be in Dwarven society.   It is considered a rude gesture for Dwarves to boast of their family achievements, and set the record straight and proclaim their ancestors greatness by a display of their own personal wealth and skills. Dwarves, unlike humans, live naturally long lives, with some growing as old as several centuries. When a Dwarf begins their life as young youths, they are often mockingly called by their elders as the 'Stubbled' or 'Beardlings'. As their name implies, these youths still have short beards or stubbles which indicate their young age and will continue to be youths until they reach at least more than 70 years of age. While they age, these youths would learn the basic skills of their Clans, such as mining or smithing. In addition, they would be required to participate for some time in active military duty.   The oldest Dwarves within a community are the 'Longbeards' or 'Greybeards'. Dwarves never cut or trim their beards, as the length of a beard indicates age, and thus wisdom. As such, these older Dwarves are highly respected within their communities and their peers, and are often looked to for guidance and leadership. Only a Dwarf who has reached the age of a hundred, or has a beard that is touching the very floor will he be readily considered a Longbeard. Dwarves also have an affinity for their peoples own past and tradition and would constantly seek to remember their forebears by repairing and maintaining their own products. All Dwarves know how to reforge an ancient blade and are constantly trying to incorporate ancient relics into their newer works. All of the most powerful of these weapons are forged by Mithril, the strongest, rarest and most treasured metal known to their people.   They also enjoy hoarding their hard-earned treasures and gold within massive Vaults. When a Dwarf dies, their wealth goes to their family and is passed down the generations. This process ensures the memory of the dead will always continue, as well as to secure a Dwarf's supply of money for a more desperate time. Often, a Dwarf will measure his security by how far off the ground they are when they sit on their treasures. Such is the greed that Dwarves had for their treasure hoards that the supplies within a stronghold itself are so huge that it attracts thieves and robbers, who are willing to risk their lives by the hundreds all for the chance to earn some plunder.   Dwarves have a rigid and unyielding sense of honour, which is centred around a moral tradition, oaths or a promise. A promise does not die with an oath-maker, nor does treachery die with an oath-breaker. A Dwarf will be bound to an unfulfilled promise made by an ancestor and will commit themselves to their fulfilment. Likewise, they will look to the descendants of oathbreakers for recompense. Serious breaches of faith against the Dwarves are recorded in an archaic and ever-growing tome known as the Book of Grudges. This massive tome is kept within the palace of the Tetrarch, in the capital of the old Dwarf empire, and constitutes something of a chronicle and constitution of the Dwarves and their history. They believe that these broken oaths or failure to approve these moral traditions will call the ire of the Sin Maiden, Sincainea, the punisher of the grudges of Dwarven society. Despite her position as a draconic deity, her essence has solidified Dwarven society in achieving greatness in the face of adversity.  
DWARVEN GUILDS
Dwarves are possessive and help to guard the secrecy of their most skilled crafts, the Dwarves have created guilds - artisan clans that trace their ancestry to a single master of old. Thus, if one is born to the Clan of the Jewellers Guild, is to be destined, in some fashion, to be involved in the refining and crafting of jewels and inspection of gems, working them into great works of art. Providing a means for trade skills to be learned and passed down from generation to generation. They held the opportunity of rising in society through hard work and skill.   Guilds protected their members in many ways. They are supported by the Guild or Clan if they came onto hard times or were sick. They controlled working conditions and hours of work. The guild also prevented non-guild members from selling competitive products. Some guild members were even exempt from paying high taxes from the Golden Thanes or even the Tetrarch due to their works and dedication, given an honorary title of "Honoured Ones". They helped more than their members as well, having numerous and strict rules that helped to keep the qualities of work and pricing of items consistent. This helped consumers to know they were getting a good product at the correct price.   All guilds follow the path of the Apprentice, Journeyman and Master, with a council of Guild Master's responsible for enforcing the strict rules. This keeps skills within a clan, although as their talents are in high demand, guild members tend to be thinly spread across many strongholds. Each guild has all manner of secret handshakes and unusual rituals that allow them to identify other members that they have never met before.  
  • Apprentice: These were usually Beardlings or Stubbled dwarves who are learning the crafts and secrets of their Guild or Clan and would work hard for the Master during this time in exchange for learning the craft, plus being given food, clothing and shelter.
  • Journeymen: Once the apprenticeship was complete, the Beardling or Stubbled Dwarves would reach a coming-of-age ceremony and would be honoured as a Journeyman. As a Journeyman, they would still work for a master, but begin to earn wages for their work. A Journeyman's ultimate goal was to be commissioned to create a 'masterwork', which had to be approved by the Guildmasters and Clan, in order to pass the next steps on their way to becoming Masters.
  • Master: The highest position of the craft belonged to the Master. In order to become a master, a Journeyman would need the approval of the guild, substantial wealth to display their social position, and was the most skilled in this domain. Politics and skills work hand in hand to achieve this, as well as holding a substantially successful and noteworthy career. Once one became a master, they could open their own shop and begin training apprentices. They would lead their guilds within the stronghold and would hold courts to settle members disputes and hand out punishment to those who broke the rules.
These guilds form a small, but authoritative faction in Dwarven society.
  • Armourer: Alongside the Weaponsmiths, they are amongst the larger craft guilds within Dwarven society. It is their duty to provide the Hold with the armour of all kinds, from leather to mithril.
  • Artisan: They are among one of the smaller guilds that encompass the large diversity of professions, from pottery, carpentry, glass blowing and tanning amongst other crafting specialities.
  • Brewer: These guilds are amongst the most famous craft guilds within Dwarven society, for Dwarves reserve a deep amount of respect for those that produce their ales within their taverns. They also hold a spiritual and cultural significance, for alcohol is considered to be a necessary measure in remembering one's ancestors, enjoying their times with family and clan, to embrace the sorrow and grief of the passing of a loved one. However, the brewers refuse to serve to the Slag Caste or those that have brought dishonour.
  • Engineer: There is only one Engineers Guild, and it is their responsibility to moderate and watch over the designs for new machines for the benefit of Dwarven Kind.
  • Farmer: They are the smallest of the Craft Guilds, as trade within the Alloyar Shaperate have provided all the foodstuffs that the Holds will ever need. Instead, those few farmer guilds that remain have dedicated themselves to the growing of grain for the brewers, for only the finest grain will be found suitable for the ales of the Dwarves.
  • Herder: These guilds are a common sight amongst the Holds, for it provides them with adequate meat, wool and grain during the long winter months. Cheese is of particular importance within a Dwarves diet.
  • Healer: They are small craft guilds that dedicate themselves to the healing arts, which provide the holds with highly-trained herbalists, doctors and surgeons amongst other similar professions.
  • Jewelsmith: They are one of the largest and most competitive of the Guilds within the Holds, creating many fine works of art for those willing to pay their exorbitant fees.
  • Metalsmith: Much like the Jewelsmiths, are large and highly competitive amongst the Clans and Holds. They produce all the tools and metalware used in daily life and trade to other kingdoms.
  • Miner: These Guilds form one of the core pillars of Dwarven society, for Mining is just as important a skill to a dwarf as perhaps any other trait. As such, there will always be at least one Miner Guild within any settlement of Dwarves.
  • Runescribe: They are the historians and scholars of their kind; whose duty is mainly revolving around the recording and keeping of ancient lore and history that remains important to their race.
  • Runesmith: This guild is perhaps one of the smaller, yet far more prestigious craft guilds within the holds, for it takes decades to hone one's craft in order to fully be a member of such a guild. They are held responsible for the keeping and crafting of powerful runic weapons, armour and relics.
  • Stonemason: Much like the Miners Guild, forms one of the core pillars of Dwarven society. Since time immemorial, the skill of masonry has always been a hallmark of a Dwarven hold and its history.
  • Warrior: They are considered the largest of all the Guilds within the Holds, and are found perhaps within every single Dwarven community. It is they that shall defend the hold or wage war when the King calls, and it is they that shall provide the best warriors to do such a task for the benefit of all dwarf-kind.
  • Weaponsmith: Alongside the Armourers, are among the largest crafts guild within Dwarven society. It is their duty to provide the Hold with weapons of all kinds, from small daggers to powerful axes and hammers.
 
DWARVEN CLANS
The Dwarven clans are in essence extended families who can trace their ancestry back to a founding ancestor who may have settled a specific valley, built a stronghold or founded a mine. Each stronghold is home to several Dwarf clans. The social ranking of a Dwarf is based on the social ranking of his clan. The lowest ranking are disgraced Clans of the Slag Band, often outcasts from the Holds. The next lowest are the Clans which have no home hold and instead wander from hold to hold as traders, as well as work in the cities of the Alloyar Shaperate. The middle-ranking classes are the respectable clans that work and dwell within the Hold. The top-ranking clans are clans which engage in the most respected of trades, such as gold-working, weaponsmithing, runesmithing, and engineering. The ruling clan is the Royal Clan, whose members are the nobility, one of whom is the Golden Thane of the Hold.   Dwarf clans are thus mostly made up of many families, all of which share a common homeland, bloodline or ancestry. Oftentimes, these Dwarf clans aren't originally from the place they are currently living in, for they might have lost their homeland to an invading enemy force. Yet although their lands have been lost, each of these clans has never given up the hope of one day reclaiming their homeland and building it anew. The ancestors of these clans are highly honoured, and part of this honour involves singing their sagas and maintaining their tombs and relics. Each clan is lead by the clan head, also known as a Jarl. Some clans have their own identity sporting personal banners, sigils and warcry.   Most Dwarves practice a trade, but as war is common, each clan readily forms into one or more regiments, ready for battle. Thus, though they might be gem-cutters, stonemasons, or miners when enemies arise, they don heavy mail and take up weapons. It is customary of such regiments to display colours and symbols of their clan and/or stronghold - not a uniform as such, but rather a reflection of the pride those individuals take in their common bond. After thousands of years of warfare, many clans have been wiped out or driven far from their homelands, their original holds lost or destroyed. In this way, surviving strongholds now house not just their founders, but also Dwarves from many different clans. These displaced clans pledge fealty to a new Thane, swearing oaths to protect and fight for their adopted stronghold. However, no matter where a clan re-settles, or how long they remain with a new hold, they maintain a strong sense of their unique identity and harbour hopes of one day reclaiming their ancestral homes.   The social order of the Dwarves is set in the pseudo-feudalistic hierarchy of society with a strict caste system of five bands:
  • Where the royalty which belongs at the top, known as the Golden Band. Formulated by the leaders and most prominent of dwarven high-nobility, who are the richest, oldest and most skilled out of all dwarves. The Golden Band traces its bloodlines to the very first dwarven ancestors that fought the Primordial Titans & the Linnorm Wyrms. Their function was to act as the rulers of their people (unlike territorial lords), passing laws and the wisdom of their ancestors down to younger generations, each responsible for their people's protection. They initiated voyages of discovery to other continents and lands, developing new forms of mercantile trade, and most of all, building mass armies and large government bureaucracies that represented the innovative forms of political administration. Allowing the better monitoring and management of their own societies, to exact more taxes, and to decide on interstate wars and conquest.
  • Then the mages, priests and nobles, the second-highest sphere in the Alloyar Shaperate, known as the Silver Band. These act as the keepers of law, history and wisdom of their culture's philosophy over the Four Elements - they lead the administration and rule of the Shaperate from all walks of life. First come the nobles, due to their stronger bloodlines as part of the Royal Clans. Then come the priests, due to their faith and preservation of their ancestry and their faith in their true father, the Soul Forger. Then come the mages, who enact his will and seek to achieve the greatness of mastering the Fifth Element. Their function in society was to act as the middlemen between the other Shaperate Bands - they provided work, land, and protection to the lower tiers whilst providing funding, supplies and military service and fealty to their King. Successful military conquests and strong displays of skill, performance and loyalty could lead to the social and economic elevation of an entire family.
  • Then the military and craftsmen, known as the section of dwarven society known as the Copper Band. These groups are formed as the Hammer and the Anvil of the Shaperate, those that test the strength and skills of its total mass and determination make up the military - and they work hand in hand with those that sharpen their blades, temper their armour and shields and harden their spirit. In war, they come bearing the Hammer, but in peace, they come to marshal their will as part of the Anvil. They play an important role in dwarven society. They provided the means for many dwarves to trade skills to be learned and passed down from generation to generation, uniting together and competing in guilds or military units; members of which had the opportunity to rise in society through hard work. They protected one another and were supported if they came into hard times or sickness. They had numerous rules to follow, to keep their quality of work and pricing consistent, their training seasonal and tested through their journeys and education as apprentices, journeymen and masters.
  • Last comes the common folk, merchants, and farmers, known as the section of society called the Iron Band. These are the backbone and foundation of the Alloyar Shaperate, those common folk that honour and bless their ancestors, farm their fields, mine in the deep earth, bring riches from far away lands, and populate their cities. Coming from all walks of life, class, gender, ethnicity and descendants. The majority of the population lived underground and in regional territories - they worked the land to yield food, fuel, wool and other resources. The serfs were legally tied to the land in which they worked, and were obliged to grow their own food and to labour for the landowner. In the higher proportion of the Iron Band, are the Freemen, who were often enterprising smallholders, renting lands of their lords, or owning land within a Hold in their own right, making considerable amounts of money. The lowest of the Iron Band are those who have no home hold and travel in nomadic or trading fashion between the holds, but still, retain their honour and burgeoning skill under the laws of the Dwarves. They are otherwise referred to as the Iron Hearthless.
  • But there is another band, that falls outside of dwarven society, otherwise known, and cursed, as the Slag Band. They are the refuse and chaff of the Alloyar Shaperate, once belonging to them - they are the clanless, the criminals, those who abandoned their families, the orphaned, the dishonoured, the exiled and the unworthy of dwarves. These are the dwarves that have fallen out of order or favour through the four other bands, that have lost their way and broken their laws, and brought shame to their families and their ancestors. Left to rot and die out, unless they achieve a great act that redeems them of their actions, but most show their honour by committing ritualistic suicide, to show that they can be brave and true to their families, in penance for their dishonour.
  Each level of society is highly valued and shared, each having their own respective clans with members belonging to all the Bands. All below the Golden Band are given fair and equal rights, except for those belonging in the Slag Band. But those belonging to those higher than the Iron Band hold specialities and luxuries that others do not afford due to their position in the order. Meritocratic, utilitarian and practical, working for the betterment of the community as a whole, all contributing towards the same goal: prosperity, ingenuity and wealth. No one band cannot reside or progress without the other.   Standing all above them is the Great King, or the Tetrarch - the one whose family is said to be the direct descendant of Ergo's first dwarf, Dweomer, and the one who was gifted with the potential to unlock the Fifth Element within the dwarves. He is their leader, the one who decides war or peace as well as being the head of their church that honours and gives respect to their great ancestors. Other responsibilities and expectations of their Tetrarch are to be an expert in all dwarven history, a masterful battle-tactician, a shrewd politician and even knowledgeable in stone-work and architecture.   But, after a great schism that divided the dwarves during the Cataclysm - the Tetrarch was beaten by one of the clan leaders in the Great Dwarven Civil War and became known as Shogun, though acting in the best interests of all dwarves, a de-factor leader that sought to bring prosperity to the dwarves and keep their groups isolated away from the wider world, preserving their way of life. Instilling greater means of honour and worth in the culture and society, and bringing down the worth of the mages in favour of bringing up the Copper Band, those that truly contribute to their communities.  

ECONOMY


A Dwarven stronghold is already a self-sufficient economy. Weapons, armour, tools, and machines are all produced within their forges and workshops. Specialist goods are traded between the Mountain holds along overland routes or through the subterranean routes of the Deep Roads in the Underdark. Caravans are protected below ground by stalwart fighters and overland by bands of dwarven rangers. Adept at surviving above ground, rangers are tasked with keeping mountainside settlements and trade ways safe from the depredation of raiders.   Goods that the Dwarves cannot produce themselves are often traded with neighbouring races, the most prominent are with the humans of the Empire. When these humans began colonising and cultivating the lowlands during the founding of the Empire, it became clear that they were far superior farmers and herders than the Dwarves could ever care to admit. Nonetheless, the dwarves were far superior in the crafting of their goods such as weapons, armour and tools. This eventually led to mass trade between the two races, freeing up the Dwarven Clans to look to more distinguishable pursuits such as mining and metalwork.   Most dwarves regard trading goods for profit as a demeaning profession. As such, it is a common misconception that a dwarven trader usually belongs to clans without a hold that already suffers from social stigma. Bereft of their ancestral hoards, trading is the only way these unfortunate individuals can survive. Such statements are not always true, for there are still plenty of Dwarven clans that still garner great standing within society and have jealously large treasure troves of gold earned by the humble profession of trading goods.   Many outsiders have often thought that provisioning such a large mountain hold with ample supply of food and crop may seem problematic at first glance, but the Dwarves are anything if not resourceful. The highlands that surround most Dwarven holds are usually barren; unfit for both arable farming and pasture. However, the typical dwarf can subsist off little food and is content with a plain, unfussy diet. A few families of Dwarven Herders maintain flocks of goats amongst the peaks for milk and meat while Dwarven rangers would hunt down wild mountain animals for fur and meat. Those few Dwarven farmers that occupy these slopes have been known to grow stunted crops of barley and wheat on steep fields within a Holds walls. The wheat flour is mixed with gravel and baked into rock hard, tasteless, but sustaining stone bread. While the barley itself is expectedly used to brew strong beer that is incredibly nourishing for dwarves but near-lethal to anyone else.   A curious example of dwarven resourcefulness is their use of the body parts of one of their most fearsome ancestral enemies, the Troll. When a troll's corpse is dragged into its hold by a band of courageous hunters, nothing goes to waste. The innards form the main ingredients of 'kuri', a traditional dish spiced with wild berries, washed down with 'troll brew', an intoxicating beverage with supposedly regenerative properties, traditionally imbibed from tankards fashioned from troll skulls. Tanned troll hides are used to make tough boots, coats, and cloaks, and even the creatures fat acid is utilised by engravers to etch metal.   Should a Dwarf hold ever need to have a greater sum of food products, the Clans have been known to barter their skills and services to the Human kingdoms that often occupy the fertile lowlands outside of their mountain holds. Metalwork and other crafts are traded to the Empire in exchange for venison, beef, and other foodstuffs that a hold cannot produce itself. The dwarf-made goods fetch a high price among men because of their excellent quality and durability, but the dwarves retain their finest crafts as heirlooms to expand their treasure hoards. Although many mountain holds contain immense wealth, most if not all dwarves are tight-fisted about their wealth and would rather count their unnecessary large sum of gold than to spend it. This mental mindset had often made the Dwarven economy very wealthy, yet slow and mostly stagnate.  

MAGES


The dwarven mages of the Shaperate are known as the Mystic Collective (or the Anam-Gowan in the Dwarven Tongue)- their leaders, known as the Archmages of Prime Spheres. They monitor, supervise and maintain all magical knowledge, affairs and practices within the Shaperate - these mages are state-controlled, but operate and control their own membership and courts, but must comply with annual demands and requirements to produce effective results and benefits for the Tetrarch. Looked upon in dwarven society with suspicion and even discrimination - as being aberrations in their society, neglecting the natural and stoic path of hard labour all dwarves adhere towards.   There are four spheres:
  • The Sphere of Fire, which focuses on maintaining & mastering war magic, training generations of battle mages and test the military application of magic and adaptation of technologies for the defence of the Shaperate.
  • The Sphere of Water focuses on maintaining the extended health of its people, medicinal applications and research, improving education, establishing purity underground of its foodstuffs, urban areas and water systems, managing consistent city temperatures for increased agriculture and new agricultural provisions for the Shaperate.
  • The Sphere of Earth focuses on maintaining the Shaperates defences, armament, industry, security, death and economy.
  • The Sphere of Air focuses towards maintaining & making more efficient methods of travel & transportation, just law, foreign affairs & diplomacy, advanced magical research as well as monitoring and expanding trade within its people.
  They are ruled as part of the Dwarven state - dwarven mages aren't born or taught, but are chosen and found for displaying talents that may lend themselves to the Alloyar Shaperate, and once chosen, they cannot deny this path or risk bringing dishonour to their families - but it is seen as a great honour to become part of the Silver Band, and work in efforts that bring them up to the Golden Band. However, the public does not see them as the equals of the nobility and see them as an aberrant line that should be watched and supervised - at the risk of them claiming power for themselves.   These mages mainly practice in Evocation, Transmutation and Abjuration magic - they do not practice in Illusion or Enchantment magic, as this is the work of Elves & tricksters; they do not practice in Divination or Necromancy as the dwarves view this as the violation of the sanctity of life, an aberration of death, and defying the natural order of things (if you cannot identify magic with a trained eye, then you are not worthy to be a craftsman or a mage - knowing these things are parts of the tests of dwarven knowledge and history of great magical items and relics). Altogether, they find magic untrustworthy - seen as a cheap trick and shortcut towards honour, pursued only by those that seek power for themselves and not to empower the community as a whole.  

RELIGION, CHURCH & PRIESTS


The dwarves do not worship a certain religion or specific deity, but rather have a polytheistic belief of Ergo, their maker, and the veneration and reverence of their ancient ancestors. They believe that the spirits of their ancestors are constantly watching over them, guiding their actions in order to fulfil a grander purpose for the benefit of all Dwarven kind. Should a very old and highly respected Dwarf die, the community would carve out monumental tombs in order to venerate their deceased ancestors, with the oldest of relics and treasures being both the most highly valued and as a symbol to the ancient power that the Dwarf once wielded. Coupled by this, the dwarves believe in a materialistic philosophy known as Alloyarism, much like how purifying impurities from metal, combining two different metals to strengthen them and achieving harmony between the world and themselves - they believe that through the discovery of their own spiritual fulfilment relies on realising the impurities in oneself and adhering to the tenets of the Elements that make up the world and themselves, to achieve an enlightened and superior state of being known as the Fifth Element, Aether. Should all Dwarves be able to achieve the Fifth Element, it is believed that their ancestors will become one with them and will understand the inner workings of the universe, to command it for themselves. Throughout their lives, the Dwarves focus on achieving the Four Great Principles of Earth, Fire, Water and Air, to actualise great discoveries or epiphanies throughout their long-lived lives and achieve a higher level of the inner being. The Dwarves believe that this is what allows them to create such great wonders and crafts.   According to the Dwarves, the one called Dweomer was among the first of the true Dwarven race, carved by time from the rocks of the mountains, and birthed by the stone itself. Rather than be worshipped in holy reverence like the Prime Deities, the Dwarves consider Ergo to be the forefather and his creations are living ancestors. The High King, or Tetrarch, is said to be a direct descendant of Dweomer. Over the years, these living ancestors have gathered a following of like-minded individuals, resulting in the creation of semi-religious cults.   The priests follow the Church of Ergo, the Soul Forger. The highest priest within the Church, a position directly below the Tetrarch, is known as the Hearthfather, and is the definitive leader of the Silver Band, otherwise known as the Mithril Covenant. The followers of the Mithril Covenant are distinguished by being drabbed in earthly colours, wearing chainmail and silvered helmets. The church of Ergo had an active role in guiding the morals of dwarven communities and promoting the philosophical adages of Alloyarism; they emphasized that Ergo has a hand in everyday dwarven activities such as mining, smithing, and engineering, and invoked his blessing when these tasks began. They led the push to found new dwarven kingdoms and increase their status among surface communities.  

NOBILITY


The nobles belong to families and cadet branches of royalty, the highest of the Silver and the lowest of the Gold Bands, with varying degrees of prestige and power, part of the first 30 Founding Clans. Each one with their own distinguished heraldry, creed, sigil, war cry and influence - devoted to all facets of life in the Shaperate. Trained to become commanders, leaders of the dwarven military, expert mages and artificers, or become part of the Church of Ergo. They are the land-owning class, holding territories and holds within and without the Shaperate city and lands. Otherwise known as the Silver-Bloods.  

MILITARY


Forged by centuries of constant warfare, the Dwarves have become a race of hardened warriors who remember every affront slighted against them. Answering the summons of the High King, the dwarves march from their mountain strongholds in great throngs of doughty steel-clad infantry, supported by powerful war machines of indescribable firepower. At the fore, mighty heroes bearing matchless runic weapons and armour stand ready to deliver the deathblow that shall avenge their indignities that have befallen their race. Such is the constant fierce wars that these brave warriors have faced and fought over the centuries, that each mountain kingdom is nothing more than a heavily militarised fortress-city, teeming with the uncountable armies of battle-hardened veterans of a hundred battles. Each Dwarf has already the physique of a natural warrior, with body and arms as thick as tree trunks, mental fortitude as stubborn as a rock, and overlapping armour of unbreakable Dwarven steel that covers the Dwarf from head to toe.   However, contrary to popular belief, the Dwarves don't necessarily have a full-time professional military, but instead, rely on their Clans to provide soldiers for them. In times of war, members of a Dwarf clan will form their own militia regiments under the leadership of a Jarl. Once formed up, they would rally alongside the leaders of a military expedition or campaign and form into an army or Throng. With the superior craftsmanship of the Dwarves, each warrior is well equipped with some of the finest weapons and armour the world has ever known, as unbreakable as the mountains themselves, and as bone-crushing as the blow of an avalanche. A dwarf warrior excels greatly in close-quarter combat, where their armour and weapons are used to great effect, and as such, they are expert tunnel fighters.   What the Dwarves make up for with strength, craftsmanship and durability, they lack greatly in speed, magic and numbers. Dwarves lack all forms of cavalry and instead rely heavily on aerial support in the means of Sky-Roc Riders to make quick and reliable attacks and reconnaissance. Dwarves compensate for their lack of magic by using their Runesmiths and Iron Mages, a Dwarf who has the ability to use Runes that can manipulate the flow of magic for their own uses. But probably the largest weakness that befouls all Dwarven armies is their insufficient numbers. A large army by Dwarven standards are only in the few hundred strong, and this great lack of manpower has always hindered the Dwarves greatly. Making sure that every Dwarf lost in combat is a severe blow to the battle and the survival of their race.   In battle, dwarven armies excel greatly as stubborn immobile walls of powerful infantry supported by massive batteries of war machinery. When fighting on the defensive, the Dwarves would position themselves at the most narrow points within a battlefield, where they would form a shield wall of heavily armoured infantry at the front, with supporting regiments of siege equipment and crossbowmen at the back or at an elevated position. The tactics being employed is simple attrition. After several hours, their enemies would grow tired, broken and would retreat from the battlefield. Solid and dependable, the Dwarves are experts in wars of attrition and underground warfare.   When on the odd occasion that the Dwarves take the fight to the enemy, their armies would fight in a tight formation, advancing against the enemy slowly and methodically in almost grim silence. When showered by enemy bolts, the Dwarves would raise their shield and absorb the incoming missiles whilst still keep a steady and foreboding pace. As the Dwarves own missiles and artillery rain down fire upon the enemy, the Dwarves would then engage them headlong in close combat.   The dwarven military, the Copper Band. Composed of a strict hierarchy:
  • The 'Army' (Earthbreakers), consists of 2 or more Corps, numbering 100000 to 150000, commanded by a General.
  • The 'Corp' (Steel Legion), consists of 2 or more Divisions, numbering 25000 to 50000 strong, led by a General.
  • A 'Division' (Quake), consists of 3 or more Bridages or Regiments, numbering 10000 to 15000, led by a Major General.
  • A 'Brigade' (Landslide), consists of 3 or more Battalions, numbering 1500 to 3500, led by a Brigadier or Colonel.
  • A 'Regiment' (Iron Storm), consists of 2 or more Battalions, numbering 1000-2000 strong, led by a Colonel.
  • A 'Battalion' (Hammer-March), consists of 4 or more Companies, numbering 400 to 1000 strong, led by a Lt Colonel.
  • A 'Company' (Clan Company), consists of 2 or more Platoons, numbering 100-250 strong, led by a Captain or Major.
  • A 'Platoon' (Thunderstrike), consists of 2 or more Squads, numbering 16-50 strong, led by a 1st Lt.
  • A 'Squad' (Shieldwall), consists of 2 or more Sections, numbering 8-24 strong, led by a Sergeant.
  • A 'Section' (Cog) numbers only 4-12 and is led by a Sergeant.
The special units:
  • The elite warriors, known as the Juggernaught's, heavily armoured in adamantium plate armour, equipped with magical weapons suited for each Juggernaught's expertise and tower shields.
  • The War Mages, known as Runewardens, are defined by their metal quarterstaffs and mithril chainmail, but also their ability to combat elemental magic and summon elementals.
  • The expert cavalry, the Mountain Watch, known to ride War Boars (heavy cavalry, for shield-breaking charges and javelin-throwers), War Bears (heavy cavalry, for shock tactics), and War Rams (light cavalry, for speed and mountain/ highland combat).
  • The small air-force, numbering 50-100 in number, the Sky-Roc Riders, specialising in aerial combat and blitzkrieg tactics, armed with mounted heavy crossbows and ordinance (acid, alchemical fire, incendiaries, even magic).
 

CRAFTS & GUILDS


The dwarven craftsmen of the Copper Band are unlike any in the world, and belong to a collection of merchant and craftsmen guilds, known as the Union of Vocations. Clans tend to monopolise over particular trades, crafts and labours - there are Masters, Journeymen and Apprentices. Each of these guilds provide memberships to those who can afford the annual stipend to be part of the guild, but shelter, food, provisions and aid are offered in these places. Work and materials need to be earned, won and competed over in the market. Demands change throughout the year, and work depends on the condition of the market. They abide by the laws of the guilds, and hold their own courts - unless it falls into the jurisdiction of the Shaperate's courts.  

FARMING & AGRICULTURE


Belonging to the second-last sphere of dwarven society, the Iron Band. Dwarves tend to farm underground and on the surface - providing crops for animal feed, alcohol and spirit procurement, and provisions. They also procure large mushroom farms, with species brought from the Underdark and grown in deadlight regions underground under lantern-light. Not many dwarves tend to farm and outsource it to Halflings more of the time or trade with Humans. They procure a number of Aurochs, Rothe, goats, pigs and boars, chickens, even cave lizards and mole-rats for meats, milk, eggs, cheeses and furs. Some even hold makeshift fisheries underground, keeping squid, octopus, starfish and small schools of fish - a delicacy amongst the dwarves, seemingly so far away from the seas themselves.   The Dwarves had raised and bred a unique lineage of flying mounts and creatures from the Rocs of the Giants from the Divine War, back when the dwarves first came to the world - a smaller and more domesticated breed of animals that make their home in the mountains, known as Sky-Rocs. Medium-sized creatures with great pointed beaks, quadrupedal taloned feet and feathered tails - they gave the dwarves the means of flight long ago to fight off against their foes, to travel the lands and fight off against other creatures. Sturdier and more docile than griffons, more tame and less wild, more easy to break and mount, though not as intelligent, and were said to recognise the smell of dwarves and know that they are friends.  

PHILOSOPHY


The Shaperate follows the transmutation philosophy of the "Four Prime Materials" (Fire, Air, Water and Earth), also known as Alloyarism, pursuing the physical and spiritual mastery of the material world by breaking down and controlling the four primary substances of the universe. Believing the world to be shaped by these elements - they acknowledge and respect each of these primary materials, and eventually wish to seek a way to unlock the Fifth Prime Material - Aether, in order to attain divinity, or so they believe, to finally create the Philosopher Stone to achieve immortality and be able to transform any material they wish into the purest materials. They believe that this is to be their races destiny, and their hard labours shall reward them with the same immortality as their forefather, Ergo.   Each of the Prime Materials is mastered over by a Great House, with one master at the head of these Great Houses, known as "the Paragons". Each of the Paragon's are set to protect a powerful arcane-artefact said to be able to masterfully manipulate and control one of the four elements, known as Crucibles. They are dedicated to mastering the arcane art of transmutation and unlocking further means to master the world in their own way, creating and inventing new crafts to make their lives easier and achieve greater goals. They do not concern themselves with the wider politics of the world - but seek to strengthen 'the home, the hearth and the family'.   The Four Prime Materials work in harmony within the dwarven society, as all are deemed essential to life, all are deemed essential for the dwarves and their different states. Working for oneself is a boon to no-one, but working together, in harmony, like the four elements - can make you masters of the world.
  • Fire: Predominantly used in industry, crafts and creation, but also war.
  • Water: Predominantly used in agriculture, transport, recreation and art.
  • Air: Predominantly used for transportation, abstract thinking, politics and industry.
  • Earth: Predominantly used for mining, architecture, protection, manufacturing and crafts.
  Goals:
  1. Master the four elements.
  2. Expand and increase the glory of the Dwarves.
  3. Destroy the Duergar, in all their forms within the Underdark.
  4. Reclaim the lost underground kingdoms of the Deep Roads.
Type
Geopolitical, Great house