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Dwarf

The dwarves are above all else a steadfast people; while their fortunes have waxed and waned, enemies risen to power and been destroyed, the dwarves have endured and generally prospered. While the separation between holds and long isolation during the reign of the Serpentfolk has caused some cultural divergence between the various dwarven clans, their commitment to good and the rule of law is still a common thread between all of their cultures. In the end, through all of the changes that have happened during their long history, they still hold a prominent place among the peoples of the shattered continent.

History

Dwarves have, as far as they know, always existed in the Shattered Continent, their records going back far before the cataclysm and even before the Serpentfolk came to dominate the continent.

Before the Serpentfolk

While the dwarven records going back so far are incomplete, and beginning to edge into the territory of myths and legends, it is clear that the dwarves once controlled far more territory than they do today, large kingdoms in lands which currently belong to the various human nations. Much to the dismay of modern scholars, the ruins of those dwarven kingdoms are long gone, worn away by time and usually deliberately destroyed by the Serpentfolk.

The Reign of the Serpentfolk

With the rise of the empire of the Serpentfolk came the fall of the dwarves. As the serpentfolk took over more and more of the continent, the holdings of the dwarven kingdoms proved to be a rich, if tough, target. Little by little, the dwarves were pushed back until all they held were their ancient ancestral holds, heavily fortified and nearly impregnable to attack. Even these were tested, and those holds whose defenses proved imperfect fell to the Serpentfolk as well.

Unable to even use their traditional underdark tunnel system, and certainly unable to travel overland, the holds were completely cut off from one another. During this long isolation, the cultures of the various holds began to diverge, developing their own unique quirks and cultures.

After The Cataclysm

While the disappearance of the serpentfolk was undoubtedly a boon for the dwarven people, The Cataclysm itself was fairly devastating to them as well. A number of holds were entirely lost, shattered and sunk beneath the new seas, Iron port was literally sundered in two, and even for the holds which weren't hit as hard, the damage was significant. The massive network of caves and tunnels known as the underdark was utterly shattered and largely flooded, and this damage extended to the dwarves own extensive underdark holdings, and the tunnels beneath their holds.

The isolation of the holds continued, at least partially, despite the absence of the serpentfolk, due to the changes in geography and the shattering of the underdark. While there were some holds which still had direct overland connections, many were now separated by bodies of water and warring human kingdoms, preventing easy travel, and the old underdark paths were simply gone.

Modern Times

Today, the dwarves enjoy trade with the various human kingdoms, producing high quality goods, extremely good alcohol, and fantastically high quality weapons. Now that the open warfare between human nations has subsided, the holds have begun to reach out to one another, reestablishing relations and seeing how much they have all changed over the years.

Dwarven Society

While the cultures of the dwarven holds have diverged over several millenia of isolation, certain elements are deeply ingrained into dwarven culture, and deviate only in minor ways, if at all, between the holds.

The Clans

The Clan is the pillar of dwarven society, and the core of the dwarven identity. For most dwarves, it's more important that their clan name is known and understood than their first name, and they will typically introduce themselves with their first name in dwarven and their clan name translated into common for this reason (i.e. Groric Stoutmantle).

Most holds are governed by some form of a council of clans. The exact composition of this council varies, sometimes it's a selection of the most prominent clans in the hold, sometimes the oldest, and sometimes the clans are even elected to their seats. Dwarven clans are by their very nature fairly self sufficient and self-governing, so the council's job tends towards management of the hold as a whole, rather than micromanagement of individual clan activities. Things like expansion of the hold, broad diplomatic policies, maintaining hold food supplies, military operations, and the opening of new mining tunnels all frequently managed by the council.

Religion

Dwarven religion has remained largely unchanged since time immemorial, worshiping a pantheon led by Torag, the Father of Dwarvenkind. While most outsiders only know of Torag, the dwarves have a reasonably large pantheon composed of Torag's siblings, wife, and children. The dwarven gods are heavily focused on the importance of family, clan, and honoring ones ancestors, and dwarven society has clearly been formed around these values.

Dwarves out in the world

Dwarves arent a terribly uncommon sight in any corner of The Shattered Continent, as the dwarves happily interact with their human neighbors, amused if occasionally exasperated by the pace at which so many of them choose to live their lives at. Dwarven trade caravans can be found moving between the Holds and any human settlement within reasonable traveling distance of them, and trade ships from both Iron Ports can be found at any port large enough to have frequent trade. Dwarven inns, taverns, and even breweries can be found in many larger cities, and it isn't uncommon for dwarven craftsmen to set up shop in human settlements either.

Adventuring is a trade which calls to many younger dwarves; indeed, it's almost a rite of passage for young dwarves without strict clan obligations to spend some time exploring the world and hopefully bringing some level of fame to their clan. Whether part of adventuring parties or on their own, well armed dwarves eager for adventure can be found in taverns and inns across the continent, although many would argue that "well armed dwarf" is redundant.

Notable Holds

The dwarven holds are the ancient fortresses of the dwarven people; deep inside, murals and reliefs document the history of the dwarven people, and the individual holds. These Ancient fortresses, typically built into mountainsides, are designed to be nearly impregnable, and were the salvation of the the dwarven people diring the reign of the serpentfolk.

Over the millennia, and particularly during the period of isolation following the rise of the serpentfolk, the cultures of the individual holds have diverged. Distinct cultures have emerged in the various holds, making visiting any hold a unique experience.

North Iron Port

Main Article: North Iron Port

Once half of the ancient Ironguard Hold, The Cataclysm split the hold in half, creating the Eastern Strait and dividing it into the holds of North and South Iron Port. Adapting to their new situation, the dwarves of North Iron Port have embraced a seagoing lifestyle, becoming skilled shipwrights, skilled sailors, and experienced traders. The port itself is often regarded as one of the most impressive sructures in The Shattered Continent.

South Iron Port

Main Article: South Iron Port

The second half of the former Ironguard Hold, the dwarves of South Iron Port have also embraced the reality of having a massive waterway right at their front door. While they do engage in waterborne trade, they don't do it to the same extent as their cousins on the other side of the strait, but they have a massive fishing and whaling fleet. Some would way that there's something a little funny about South Iron Port dwarves, as they are prolific inventors and innovators without the caution typical of dwarves, using experimental equipment with reckless abandon.

Godforge Hold

Main Article: God Forge Hold

The culture of the dwarves of God Forge Hold had diverged substantially from the other holds even before the rise of the serpentfolk. The hold came to be owed a great favor by a Titan, and traded that favor for the secrets of forging Elysian Bronze. Their hold is sized to allow titans to enter through the front doors and into their eponymous forge, which is sized to allow a titan to work in it alongside the dwarven smiths.

The dwarves of God Forge Hold are incredibly visually distinctive, wearing highly engraved armor of Elysian Bronze and high crested helmets which cover most of the face, with a T shaped slit running all the way down the front, and a strip of metal covering the nose. They fight in disciplined phalanx formations, using long polearms and heavy shields,

Their association with the titans has influenced their culture as in more ways than their armor, as they have always been very proactive in their opposition to evil, and their dedication to helping those who are unable to help themselves. They have marched out of their hold in defense of the local humans a number of times, and the people of the achaean city states have modeled their armor, weapons, and fighting style after the dwarves because of this.

Shield Mountain Hold

Main Article: Shield Mountain Hold

Shield Mountain Hold guards the only known pass through the Shield Mountains, to the mysterious lands on the western side of Shield Island. Those lands were untouched by The Cataclysm, and all sorts of tremendous reptilian creatures exist there. These creatures were named "Dinosauro" by an Achaean scholar who was the first human to try and classify them, a word roughly meaning "Terrible Lizard", but that has morphed over the years into "Dinosaurs". The Shield Mountain dwarves have tamed a number of varieties of these creatures, and there is little that is more impressive to see than one of the gargantuan creatures clad in heavy barding with a team of dwarves mounted on it's back.

The dwarves of Shield Mountain hold make use of many products obtained from the dinosaurs, particularly teeth, hide, and bone. They decorate their armor, weapons, and clothing with beautifully carved bone and teeth, and use the hides instead of leather. Today, they enjoy active trade through the settlement of Waylon's Landing, and have found that their exotic materials are in high demand.


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