Bronze Dwarf Species in Gal'hadar | World Anvil

Bronze Dwarf

Overview

The Bronze dwarves have a high sense of honor and law. Their big on following their cast as it is their life, value, and law. For the bronze dwarves it's their honor above all else. They must preserve it at all costs, they will never do anything that will mare it. They will never break a deal, promise, bargin, or their word, or even lie, doing any of those will break their honor.
Pretty much every bronze dwarf that people meet are in the charisma cast, within this class these dwarves are mostly eager to talk, are kind and courteous, and eager to make a bargain or learn of some cultural knowledge.
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Basic Information

Biological Traits

Bronze Dwarf specific Biology

Bronze Dwarves have red, orange, and copper hair coloring and white skin tones. The color of their stone skin is bronze.

Dwarven General Biology

1. All dwarves have golden eyes with bright shining golden flecks within their eyes.
2. Dwarves have hardened stiff ears that are made of a thick stone like texture. Their ears allow them to hear vibrations. When under the ground or against walls they can accurately sense where something is.
3. Dwarves have stone growths upon their body, they are not made from stone, or bone or anything like that mostly just tuff carnitine. These growths have the texture and toughness of stone, but gleam like the metal bronze. Dwarves have them on their shoulders, elbows and knuckles. They vary on how extreme they are from dwarf to dwarf.
4. They can naturally dig without the use of tools, their hands and nails are made out of the stone like skin and their fingers are flatter than any humans which allows them to dig naturally well, that plus their strength helps them to dig through stone and earth.
5. Dwarves posses more strength than any normal human
6. Dwarves generally reach a height of 4ft or less, but they are very stout.
7. Male dwarves grow thick, soft, strong beards, their beards grow extremely fast until they reach a certain length.
8. Dwarves are mostly muscle and not a lot of fat, and they are very top heavy, and their stone skin weighs a lot, all this makes them extremely bad swimmers to where they almost always drown.
9. Dwarves' stomachs can handle the strongest spices and poisons as they have adapted to eating toxic fungi within their underground homes. Dwarves are known for eating the strongest spices that would otherwise harm any other race. Dwarves can also handle an absurd amount of alcohol and have the strongest kind because of their metabolism. In fact no other race can really eat true dwarven made foods, beverages, and especially alcoholic drinks, as they are so potent that they kill any but a dwarf. All this has made it extremely difficult to poison dwarves to the point of foolishness to attempt it.
10. Dwarves are immune to Maldanite and are able to work with it safely.

Additional Information

Social Structure

Stone King:
The Stone king is the ruler of all Bronze dwarves and owns all dwarven lands.
Othgar:
These rulers rule directly under the king, they rule sections of the Bronze empire
Barren:
A Barren controls settlements, no matter how big or small.
Chancellors:
Chancellors are the advisers of Othgar’s and Barren’s.
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Hathvar:
These rulers rule as the stone kings' proxies in colonized regions separated from the dwarven homeland.

Domestication

Dulen Ram:
These rams are used as mounts, mostly as riding and war mounts, pack and draft animals. Rams excel as draft and pack animals in the mountains. In general they are mostly used in mountainous terrain.
These Rams vary greatly in color, fur patterns and thickness, ram styles, and so on. They make up many domesticated breeds. But generally
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Kulgar Griffon:
These beasts are used as travel, war, and scouting mounts. They are most commonly used as flying carriage mounts in local dwarven regions.
These animals resemble a cross between a lion and eagle. They have many breeds so come in many colors and patterns.
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Bronze Hydra:
These reptilian creatures are mainly used as draft and war mounts, and as pack animals. These beasts are used as pack and draft animals underground and above. But not in the mountains.
These beasts generally come in a bronze-gold coloration, their horn style and size is what distinguishes certain breeds. They have two heads and a spade-like tail.
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Hull Bison:
These bison are used for their leather, milk, and meat.
These Bison come in many colors and patterns as they make up many breeds. But they are known for their four horns and hump like necks.
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Wool bear:
These herbivorous bears are used for their wool like fur.
These bears are twice the size of sheep, and produce fur much like a sheep. They eat a plant called Lumbercane, a plant well known for growing in cold regions of the dwarven homeland.
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Barrel Hound:
These hounds are massive and stand at 35 inches, (They are basically a Saint bernard.)
These hounds are used for war, as pets, recuse, and pack hounds, and for hunting.
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Shylbeak:
These birds stand at 4ft tall, they are mostly bred for their meat and eggs.
These birds have thick beaks they use to eat and crush large nuts. They have long necks and legs.
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Korv:
Korv are bread for their meat.
These beasts have gray skin and long tusks. These beasts eat the fungi and are bred underground for meat production.
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Spore Gut:
These animals are bred for their oily substance they produce which is used to marinate meat. It gives it a strong flavor and spicy flavor, however it is toxic for people who are not dwarves.
Spore Gut’s are a lizard like animal the size of a crocodile, they dwell underground eating mostly toxic fungus and small creatures.
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Average Intelligence

Dwarves are able to comprehend complex problems and mathematics a lot easier than most other races.

Civilization and Culture

Major Organizations

Ember Ward Fleet
This organization hunt Magma Dragons and sells their parts to the dragon court, as well as keeping some parts for themselves. The hunt and battle dragons using battle airships.

Courtship Ideals

To start a serious courtship a dwarf whether male or female will offer to their potential partner a karedal. It’s a hollow small copper box one can open, inside will be a gift. If they accept it they accept the relationship. Should the relationship go farther, it is traditional that the male dwarf approaches the father of his partner. He will ask the father for their daughter's hand in marriage, if the father declains they cannot legally marry. Should the father accept, he and the potential son in law will record the agreement to an Anvar. Then the male dwarf will propose to his partner by giving her his house shield, if she accepts him as her fiance she will take it and emboss her name next to his upon it, and add decorations of her own to the shield.
To get married the dwarven couple will attend a cathedral and will be wedded by an anvar. Traditionally the male will wear a Victorian style suit in the colors of bronze and red. While the woman will wear a Victorian style dress in colors of white and bronze. Before exchanging vows the groomsmen’s best men will come down the aisle bearing his house shield, upon the shield a hammer. This hammer is a hammer of the gods given to wedding ceremonies by the anvar’s. The male will lift the hammer into the sky and speak his vows before the anvar and the gods. Then the bridesmaids will come bearing two tankards of dwarven mead, brewed by the bride. The anvar will bless the tankards and the bride will give her vows, then the two will drink the brew. After that they will kiss and return home as a married couple to much feasting.

Major Language Groups and Dialects

Dwarvish, Russion Accent

Common Etiquette Rules

Starting a conversation

Dwarves aren't the most formal of races, but when confronting someone from the leadership cast it's polite to follow the dwarvish salute when meeting them.
As for the average dwarf, a firm handshake is in order.

Dwelling invitations / Dwelling standards

Before entering into the home or tent of a dwarf you must jingle their bells they have attached to the door, or hanging over the tent flap.
Once inside their homes dwarves will always offer guest mead. (Guest mead is low in alcohol but just enough to give it real taste. The rest of it is made so well with dwarvish spices and other components that many races find the taste to be truly exceptional, and hardy. Unlike most beverages of the dwarves which are deadly to nearly all other races, this brand of mead is meant for other races to be able to enjoy its contents.)
It is the height of rudeness to refuse a guest mead.
Depending on the length of the visit, if a dwarf offers you a weapon to sharpen while in conversation it means they value your time and don't see it as a waste of time, as one can do two useful things at the same time.

Common Dress Code

The bronze dwarves favore wearing thick clothing of leather lined with metal and metallic designs upon their clothing. Their clothing is usually a Victorian / classic dwarvish look.
Each dwarf wears two pendants upon their chest, one shows their greater cast and the other shows their minor cast.
Within their homelands dwarves are allowed to wear any color they wish, and most love the exotic colors and designs from far and wide. Dwarves living in colonies, or who are traveling must wear the colors and style of the country to show a good face for the Bronze Empire.

Culture and Cultural Heritage

Architecture

Overview
For the most part the only part of their buildings visible above ground are the stone entryways. These entryways show a stone wall with a door, windows and stoney porch complete with a shart flat stone roof. These are built into the side of mountains, hills, or dwarven made mounds. Depending upon the size or type of building some entryways will have more walls showing and windows showing, or ceiling sloped windows. For the most part you enter into these and are within an entry hall. It’s a guest room of sorts, but will have a staircase leading down to the rest of the building.
All buildings that connect to the surface are built with an entry hall.
Inside dwarven buildings they have a victorian steampunk look to them, they often use molten metals to decorate their homes.
Cities
Bronze dwarven cities are always built underground preferably within mountains or hills.
Their cities are all built as massive and extensive cassims, These cassims are large enough to fit large cities that humans build above ground. These cities are full of steampunk and Victorian architecture, patterns, works of art, and technology are full to bursting across the walls of the cities. Massive glass structures are built atop the cities to allow sunlight to light the cities, however they still tell time by the glowing mushrooms rather than by the sun. Waterfalls and canals are built to allow water from the surface to travel into the cities. Coal lights, gas lights, and gemstone lights light the cities. All cities have three levels; the top level holds the Dulengur (leader of the city), The great forgoes, smiths, and factories, to allow their gasses and steam to exit the city through massive chimneys. It also houses the holdings for the airships, and for the griffins.
The middle level is the residential area, it houses homes, average jobs, great markets, districts like the noble district or army district, temples, farm lands, waterfalls, canals, and so much more. Often the top level and the middle levels of cities will have structures that preach the surface of the earth, this only happens to cities built within mountains. As their towers, and other structures can be seen sticking out of the sides of mountains. Often there are great gates and fortresses allowing passage into the city and into the mountains. Some homes or shops may have buildings that stick out of the mountain side giving them great views. Some mountain cities by the ocean will have a part that connects to the middle level.
The bottom level of cities contain the mining operations, and the great archives. Minor dwarven cities or very large towns are called holds, they are built in much the same way but on a smaller scale.
Towns
Towns or villages built within mountains are built similarly to the cities but they differ greatly when built within lands that are not mountainous or hilly. These are built with buildings peaking atop the surface of the earth, so it looks like a town with their building half submerged underground. All of these surface structures lead to the town below. Under the surface are cassims, each cassim is full of structures for a specific purpose like districts. One cassim will be the residential hold, the other will be the crafting, or military hold. They are all connected by the Bronze halls. Towns with parts will often have fully built and functional structures built above ground at the water's edge, this acts as the port district if you will, then the rest of the town will be built under the earth. All dwarven towns and villages have an airship tower, and avion tower. These are for airship landings and griffon holding.
Farmland
Bronze dwarves have two types of farmland, the underground and surface farmlands. Underground they farm various types of fungus, and dark root. Dark root is a class of vine-like plant that grows under the earth. They also have underground animals that they farm such as Porvok, and druuk rats.
Above ground they have normal farms such as grains and wheat. Though their houses are built under the earth.

Underground Structure

Dwarves have a system of architecture and tools they use to create to be able to inhabit and maintain a presence under the earth and claim it as their land.
Bronze Holds:
Dwarven Holds, otherwise known as Bronze holds are dwarven cities, keeps, forts, and settlements referred to as holds. A Hold is a residential area with fortification, commerce, and many connecting hydren roads.
Hydren Roads:
These roads are carved by the use of hydras, then dwarven road companies go through and mine, excavate, stabilize, and decorate the road. These roads are massive and wide, filled with pillars, works of art, and directions to other roads, halls, and holds.
Deep Halls:
Deep halls refer to rest stops adjacent to the hydren roads. These halls contain small settlements, worker camps, and supply caches.
Drevs:
A drev is an area dedicated to farmland, these farms mostly consist of Fungal plantlife, these plants however generate food, oxygen, and other resources.
Architecture Stabilization:
Maldanite gemstones are built into the architecture of the dwarves, they help to stabilize their buildings and lands against earthquakes.

Religion

Nothcarian

Gods:

This religion is mostly if not only venerated by the dwarves as these are the gods they believe to have created them and the underworld.
Dargin: Dargin is the god of power and honor, he is the father of the gods and of the dwarven people. He commands the other gods to action and to order the world through his sheer power and right of authority. However he has no control over the lost gods.
Gandranock: Gandranock is the god of labor, he works tirelessly upon the underworld. He shapes caverns, carries seeds to the underworld, and replenishes the earth in minerals and ore. His labor helps to feed and support his hatchlings.
Fridia: Fridia is the goddess of Charisma, she has a sharp tongue and is endlessly entertaining. She lifts the hearts of the dwarven people and strikes bargains and trades amongst the other gods.
Orn: Orn is the god of craftsmanship, he crafts anything from weapons and armor to jewls and art.
Luukon: Luukon is the god of intellect, scholarship, and wisdom. He researches the qualities of the earth, makes technology and shares his research with the gods and sets things in motion for the dwarven people to learn them as well.
Thanor: Thanor is the god of strength, military tactics, and justice, he battles the lost gods and protects the dwarven people.
Tiranan: Tirana is the god of Politics, leadership, and order. He speaks for the gods and his father when dealing with the other gods of the world, and aids his chosen leaders in their duties.

The Gods Teachings

Dargin: Dargin teaches about the value of honor, how having honor brings blessings and power. He teaches to always keep your honor to grow so that it not only blesses your life but the life of your family, and of your people.
Gandranock: Gandranock teaches to always labor to the best of your ability as it will further the growth and honor of your family, and people. Labor is extremely rewarding for the soul and teaches valuable lessons, and it brings food and blessing to the family and people.
Fridia: Fridia teaches to be smart with your tongue to strike good and wise bargains and to always make room for joy and laughter in one's life. To help your fellow dwarf in emotional need.
Orn: Orn teaches that anything crafted is of great value to the heart and soul, crafting is an expression of oneself and can bring honor, joy, beauty, and healthy functional use to the dwarven people.
Luukon: Luukon teaches of doing research before making decisions, to learn and gather information. Finding knowledge to better your family and the dwarven people will bring great honor. Luukon sets things in motion so that the dwarven people may find knowledge as gaining knowledge by your own merits strengthens your mind, and ability.
Thanor: Thanor teaches to always be ready for war or combative situations. Combat brings brilliant honor, some of the best and strongest burning honor.
Tiranan: Tirana teaches that to be a good leader one must take on heavy and all responsibility. That a leader is responsible to help bring honor to those under him and well as to lead them.

The Gods description

Dargin: Dargin appears to look like a massive dwarf with a long braided white beard. And wearing the armor of kings, and the hammer of judgment.
Gandranock: Gandranock is a massive hydra, he has five heads and has scales of purple and red gemstones.
Fridia: Fridia is a female dwarf, she wears a dress fit for a queen but always has a lute in hand with her red hair flowing behind her.
Orn: Orn is a fire giant made from molten rock and stone.
Luukon: Luukon a half maldonite giant. He had skin as well as the skin of maldanite. He wears a monocle, and has a machine-like arm and wears white robes.
Thanor: Thanor is a dwarf with the heart of a fire giant. He has heavy armor and wields the great hammer and sword, Galacleez and Tranack, the hammer of magma and the sword of gemstone.
Tiranan: Tirana is a dwarf with fine clothing and anvils upon his shoulders, the weight of his responsibilities he must carry.

Daily life

Dwarves across all dwarven countries will wear a necklace of the god they are dedicating their lives to. (Females wear a necklace, Males have it braided into their beards.) Each god's talisman is a circular necklace with a specific symbol upon it that represents them. Each talisman has a recognizable symbol and an artistic symbol behind that.
Dargin: Hammer as a judgment scale.
Gandranock: The hydra heads, two of which holding bags within their mouths, and their heads lower than the middle head.
Fridia: in a triangle formation is a lute, bag of coins, and a mug of ale.
Orn: In the center is a fire, and within that a pair of tongs and a hammer crossing each other to make an X.
Luukon: A closed book with an image of a gear on it.
Thanor: A gemstone with a sword running vertical through it.
Tiranan: An anvil with a crown atop it.

Professions

Bronze Dwarves
The Sacred cast:
The bronze dwarves believe one should be born into their role in society and bring honor in the way they were born to do.
Members of the sacred cast are born into this cast and are given roles and ranks within this cast. The roles are as follows.
Scribe:
Scribes record events and act as secretaries.
Record keeper:
People of this role keep the records of dwarven hairitage, accomplishments and so on. When a dwarf dies they are the ones to find their record so that it may be placed upon their resting place.
Anvar:
Anvar teaches the teachings of the gods, helps dishonored dwarves regain their honor and perform rituals and blessings for the dwarven people.
Luthvar:
Luthvar sing the tales of stories of the gods to help inspire the dwarven people and to make them proud of what their people have achieved.
Juggernaut:
These people guard the sacred buildings and tombs of the dwarven people as well as guard the sacred cast itself.
Hollowed Laborer:
These hallowed people labor to build sacred buildings and to tend to their gardens and halls.
Hollowed Smith:
These smiths have the great honor of smelting the holy alloy that covers dead dwarves and are the architects of the holy buildings.
High Anvar:
High Anvar train new anvar and are the leaders of local hollowed buildings. They also act as judges to those who break the law of dwarven people.
Arch Anvar:
The arch Anvar is spiritual leader of the bronze dwarves, this position is always held by a woman who is married to the dwarven king.
Clothing:
All members of the sacred cast wear fine clothing marking them as part of the sacred cast. Their clothing is made from cloth, leather, and metal. They will have a metal circular mantle at the base of their neck depicting each god's talismen. However anvar and juggernauts have different clothing. Juggernauts wear fine thick metal armor that covers them from head to foot, leaving no skin bear. The armor depicts Anthor’s sphere of influence.
Anvar wear woven elaborate metallic robes, upon their shoulders are light anvils. They are light enough and shaped in a way that a dwarf can wear them upon the shoulder, but still heavy to remind them of the burdens they carry.
Diamond Dwarves:
The Grimani:
The Grimani are the ruling class within the diamond dwarves' culture. They believe that after a certain age and one’s characteristics have been shown, that person should then be placed in a role best suited for their abilities and pleasure.
The Grimani are not only the ruling class but the religious leaders as well. The Grimani have nurses who watch over the children of the dwarves, they will send their notes to the Grimani council who monitor the children. A lesser Grimani will decide what role a child should have and if it fits a child they can be chosen to join the Grimani.
The Grimani have various roles but even the lesser of them have more power than anyone else in their nation. The Grimani judge their people, set laws, act as commanders, teach the teachings of the gods, and more.
Silver Dwarves:
Clergymen:
The spiritual leaders of the Silver dwarves work alongside the government, they believe that one should choose what they want their roles in society to be and whether or not to be religious.
Clergymen refers to the people who serve the Nothcar religion directly, they ask for monthly donations from their members.
There are many roles within the religion; mostly people can join and ask their local high anvar if they may join as more than just a member to secure a more hallowed role of service.
The roles of the religion are as follows.
Scribe:
Scribes record events and act as secretaries.
Record keeper:
People of this role keep the records of dwarven hairitage, accomplishments and so on. When a dwarf dies they are the ones to find their record so that it may be placed upon their resting place.
Anvar:
Anvar teaches the teachings of the guids, help dishonored dwarves regain their honor and perform rituals and blessings for the dwarven people.
Luthvar:
Luthvar sing the tales of stories of the gods to help inspire the dwarven people and to make them proud of what their people have achieved.
Juggernaut:
These people guard the sacred buildings and tombs of the dwarven people as well as guard the sacred cast itself.
Hollowed Smith:
These smiths have the great honor of smelting the holy alloy that covers dead dwarves and are the architects of the holy buildings.
High Anvar:
High Anvar train new anvar and are the leaders of local hollowed buildings.
Grand Anvar:
These Anvar are the councilmen to the Arch Anvar.
Arch Anvar:
The arch Anvar is spiritual leader of the Silver dwarves, it is always a male who mantles this position in a sacred ceremony. He will sit upon the Anviled Throne and work alongside the government. He also adheres to his council of Grand Anvar who vote for the Arch Anvar.

Architecture

Bronze Dwarves:
Bronze dwarven Cathedrals are built from maldanite ore, stone, and marble. They have a Steampunk norse look to them. The building itself has a circular structure with a rectangle attached to it. There are smaller circular buildings arranged in a circle around the main cathedral and attached to it by halls. These buildings are lavishly decorated and plastered with intricate carvings of the gods and their legends. The main tower is pointed with a hammer with two weighing scales upon the haft. The Hammer and the scales burn bright with fire.
Within the cathedral are fountains of the sacred molten alloy and statues of each god for worship within the main part of the building. Behind each statue is a thin plane of light metal, with an artistic symbol of the god and behind that is a grate of Braston fire making the metal glow bright gold. Subsequently the “windows” on the outside of the building are the same. Thin metal planes with braston fire making them glow with depictions of the gods upon them.
When their cathedrals are built not within mountains they are always built underground with the hammer scale pointing out of the earth.
Notable rooms:
The sacred casting room where the dead are submerged in the sacred alloy and the alloy is forged.
The record room where local dwarven records are kept, records of oaths, and marriages.
The Jarvask Catacombs, tombs of the ancestors intombed under the temple.
Battle rooms for the Juggernauts to train and arm themselves.
Diamond Dwarves:
Their cathedrals are much the same as the Bronze dwarves however maldanite is allowed to grow under the base of them making them float. Special lifts are made so dwarves can reach the building.
The windows burn bright blue, as they are light behind by burning crystals and gemstones.
Silver Dwarves:
Their cathedrals are almost the exact same as the Bronze dwarves only they use silver instead of Maldanite, and they use stained glass windows.
Mythology
Death:
When a dwarf dies their body must have a specific ritual performed upon them for their souls to be sent to Dargin for judgment. Depending upon your honor and how you lived he will send your soul to one of the eternal after lives that his children control. If a dwarf lacks all honor he or she will be sent to the Abyss. It's a layer of the earth where their souls are sent to eternal torment, they dwell there alongside the lost gods.

Realms of the gods

Gandranock’s realm is a realm of eternal rest, it’s full of beautiful nature, it’s a place where one can rest and no longer needs to labor.
Fridia’s realm is a city of taverns full of the funniest people and of wonderful alcohol, there will always be adventures to be had.
Orn’s realm is a realm of art, a place of peace where the best materials are for people to craft to their hearts desire. A fantastical place of inspiration.
Luukon’s realm is a place of knowledge, a realm of eternal study, a place full of mystical cities, nature, and libraries.
Thanor’s realm is a realm of eternal war and battle for a warrior to have eternal glory, then be able to rest, eat, drink, and indulge in other delights.
Tiranan’s realm is a realm of kings, those who enter his realm must lead a kingdom, but within this realm they can rest whenever they wish from the burden of duty and then take it up again.

Layers of earth

Surface layer:
This layer is the surface of the world, the dwarves do live upon this layer but prefer the high realms.
The high realms layer:
This layer is the mountains and are highly favored for the dwarven people.
The low realms layer:
This is anything below mountains and hills.
The deep:
This layer is under the influence of the gods, while above the influence of the lost ones. It is the realm in between.
The Abyss:
This layer is of the lost gods and souls, dwarves go mad entering this layer hearing the whispers of the lost ones, or are taken by the lost one’s servants.

Common Customs, Traditions and Rituals

Birth Ritual

When a Dwarf is born the new born child is given a name, traditionally the father will name the males and the mother will name the females. After their naming an Anvar will bless the child and give them their talisman, their talisman will be the god that child will grow to honor in their daily life. It is based on their caste. Finally the father will emboss the childrens names upon the house shield.

Death Ritual

When a dwarf dies, a member of his family or someone close to him or her will take the body to a local sacred tomb or Cathedral.
Dwarves take their death ritual extremely seriously, it is the height of a dwarf’s honor for the death ritual to be tended to properly. It is traditionally when possible to carry a dead male dwarf upon his house shield.
At these hallowed tombs a hallowed smith will forge a special molten alloy, once heated to the proper temperature they cover the dead dwarf in a substance that keeps their bodies from melting while a special molten alloy covers their body and encases them, perfectly preserving their features.
The Dwarves believe that in doing this, this allows their spirit to return to the gods. This alloy that covers their bodies won't corrode or warp nor rust over time and will remain in its current and perfect state forever. This alloy is sacred to the dwarves and is only used to encase their dead.
Once this process is finished the dwarf will be entombed under the Stone Chapple with other dead members of their family. Or in a local tomb. The dead dwarf will be erected like a statue and a small square section will be carved around the dead dwarf. This small section will contain the weapons the dwarf died with as well as a stone engraving quote the dwarf left behind has their eternal words. Other items will be laid around the dwarf such as things that belonged to them. Male dwarfs over 16 years of age will have their house shields beside them.
Every Dwarf has a quote they record to an anvar so that when they die it can be written by their tomb and so others may gain wisdom from it. Once Every year they may change their quote if they so choose. They call it the eternal words. Their eternal words may be as long or as short as they want them to be.
If a dead dwarf is damaged in any way after the Ritual process it is a most grievous thing, as it means their spirit is no longer connected to the gods and is lost forever. This is why they guard their tombs so fiercely.

Coming of Age Rituals

When a child reaches the age of 8 he or she will be formally honored and welcomed into their cast and begin training for their cast. They will also be trained in basic combat.
At the age of 16 after working in many different minor casts they will be able to choose their minor cast and be fully welcomed into it. They will be given their cast and minior cast padge. The major cast badge is always over the heart and the minor cast badge is always on the opposite side. They will always inherit the major cast of their parents, if their parents are of two different casts the child will be able to choose that cast at 8 years of age.
When a male dwarf reaches 16 years of age he must craft his house shield. House shields are not for combat; they are large shields meant to be hung on walls. They depict families and are highly decorated. House shields will have the names of the father, wife and children embossed upon it. The shield is sacred and highly honored by the dwarven people.

Holidays

Casting Day
This Holiday takes place early spring. Or early watering for the dwarves. This holiday celebrates the founding of the caste system. The dwarves create feasts and sports representing each of the casts. During the day they will honor and show thanks to each cast.
Bronze Mear
This holiday takes place in early summer. During this holiday the founding of the empire is celebrated. Bronze hydras are given gifts, and treated with extreme respect and honor. Bronze themed banners, clothing, and decorations are set out and worn. The history of the empire and stories are told. During this time a speech is given by the Stone king and sent out to the nation.
Noraldan
This day takes place late spring. This holiday is dedicated to the gods, on this day the story of how the gods saved them is told. They lay out metal shrines for the gods, at cathedrals offerings are made to the statues of the gods, buried under them.
Solvan Day
This holiday is held mid winter. On this day the dead are celebrated and remembered. People travel to their tombs and bring offerings, food, and more. The living sit by their tombs and talk about them.
Shastar
This holiday is held early autumn. During this day the wars of the country are told and many tournaments are held, arenas fought, and duels challenged.
Tradesmen Day
This holiday takes place mid summer. On this day they celebrate their immense trading successes. They make all their goods on sale and have huge festivals at their ports, and run sailing competitions.

Stone King or High King

When a son of stone is ready he will be given the mantle of stone king after passing tests and trials set by his father the current stone king. The Stone king has a council that help him to make decisions, this is known as the stone council.
When given the mantle of stone king every Othgar and Hathvar will attend the coronation. The coronation takes place within an ancient stone room decorated with metal murals. Within the center of the room lies a the royal hammer. The soon to be king will take up that hammer and bear an oath to all witnesses. Once finished he will be crowned king and a massive feast throughout the Bronze empire will take place.
It’s traditional that after a year of rule the stone king will pick a bride from the High Cathedral where certain women are prepared to become his bride, queen, and ruler over the religion. He will meet the women in person and may take up to a year to choose his bride. Once chosen they will be married soon after.

Preparing for war

Before a war or any battle bronze dwarves will write their last words upon a metal plate that they carry with them. So that if they die it can be carried to those whom they love. A dwarves' last words are to be honored. Depending upon the battle they will sing a war song before battle and thumb their chests, they’ll also drink a special brew. This solution wont make them drunk but it does make them more hardy emotionally and increase their blood lust and dampen pain.
Once a battle is won they will drink and make merry and sing heartily.

Food

Dwarves have an extremely robust stomach due to adapting to eating the fungus from underground. Their alcohol, and most of their marinated meats are toxic and deadly for other races. Dwarves are well known for eating extremely spicy foods from around the world and being able to stomach the strongest brews and alcoholic drinks from all over the world. Only Dwarves are able to brew drinks such as meads, beers, wines, and more that are favored around the world. AS they trade worldwide their many many brews are highly sought after as they are brewed in varying strengths and with great taste but all are digestible by the other races. However the strongest of the strong brews are only drinkable by dwarves.

Magical views / laws

As Dwarves do not possess magic of their own they do not trust it. As such when dwelling within their lands any magic user must consent to wearing a maldanite cuff. This will prevent them from using magic, they are only allowed the use of their powers with a certificate.

Cast System

All casts are treated with respect, no two casts are more important. Being in any cast brings just as much honor to you as any other cast. No cast is treated higher or better than the other, all cast’s receive the same kind of homes and foods as long as they can afford it.
There are the minor casts that you can switch between if you are proven worthy of switching. And there are the major casts, you are born into those and cannot switch a major cast.
No two casts get more money than the other, the amount of money you get is based on how hard you work and for how long you work.
Anyone can be a soldier no matter what cast they are, but depending on your cast will determine what role you play in an army. And all Dwarves are trained for combat, no matter their cast.
Dwarves Believe in being born to a certain role will make you the best at it.
Once their cast is upon them they will carry with them a cast pendent that represents their greater cast. Their miner cast is placed on the other side of their chest as a pendant.
Within a cast you can still practice hobbies that are not usually in your cast, however you cannot proclaim your talents to anyone other than your family and you cannot profit from your hobbies. (So if a dwarf shows you their hobby he or she considers you a great friend.)
A child will always be born in the same cast as their parents are in. If two people from different casts marry and have a child, an anvar will determine what cast the child will join when the child reaches 8 years of age.
Note on the mercenary cast: Dwarven mercenaries have a set amount that people pay. However they cannot be out paid. Once a payment is agreed upon the dwarven mercenary is honor bound to finish his or her contract. This makes them the most sought after mercenaries.
The following list are the major casts and within each major cast are examples of minor casts within the major casts.

Casts

Worker Cast
Mining Cast
Animal Breeding Cast
Farmer Cast
Dock worker Cast
Cleaning Cast
Building cast
Hunting Cast
Buchter Cast
Fishing Cast
Charisma Cast
Traders Cast
Explorers Cast
Jester Cast
Adventurers Cast
Maker’s Cast
Chef Cast
Engineering Cast
Black smith Cast
Jewel Cast
Scholar’s Cast
Researcher Cast
Historian Cast
Alchemy Cast
Military Cast
Guard Cast
Mercenary Cast
Soldier Cast
Sacred Cast
Scribe
Record Keeper
Anvar
Luthvar
Juggernaut
Hallowed laborer
Hallowed Smith
High Anvar
Arch Anvar
Leader Cast
Schematic Cast
Council Cast
Boss Cast
Guard Caption Cast
Lord Cast
Commander Cast
Othgar Cast
Royal Cast
Royal Bloodline

The Azure Mountains:

This region of mountains is split between the three dwarven countries, the leaders of each realm meet here once every 5 years to prevent war, discuss treaties, and more.

Valthage:

This organization is funded by all dwarven empires and helps to insure all of their interests. This organization hunts down rogue and outcast dwarves, branding them as such and ensuring that any country harboring them will not allow them to craft with maldanite.

Outcasted Dwarves:

Out casted dwarves can live in very few places, These dwarves can only live in countries that have sworn to the other dwarven nations that they will ensure that the dwarves in their lands will not create anything with maldanite, and will not be used by the government to do so. All dwarven countries have threatened to cut all trade and have expressed a potential for war with all three dwarven empires should any country use a dwarf to create anything using maldanite. All dwarven countries have an organization they all send funding to and allow their citizens to join if they so wish. This organization is called The Valthage. The Valthage hunt outcasted dwarves and make them swear to come home or to stay as an outcast. If they choose to be an outcast they will be branded as such, and other dwarves will never treat them as equals and they will not be allowed into dwarven society.

Common Taboos

Oath Breakers

An oath breaker is a dwarf who has lost his honor, such a dwarf will have his beard entirely shaved. For female dwarves their hair will be shaved. They will only be allowed to regrow them once an High Anvar has judged them worthy of regaining their honor.
Oath Breakers are used as slaves and are highly mistreated. Before becoming an oath breaker an High Anvar will judge them and their crimes. Once judgment is passed the Anvar will determine the length of the oath breaking sentence. Oath Breakers loose their homes and all their belongings, everything they hold is put on hold not owned by anyone until the oath breakers sentenced is served. Until then they are sold into bondage into the service of other dwarves. Once their time is served they are allowed their freedom and the ability to rejoin their cast and retake their belongings.

History

Overview The Bronze dwarves used to be a much more vast empire than they are now, but two other dwarven factions split away from them taking much land from the empire. However despite this the Bronze dwarves are still among the strongest and widespread of the dwarves. For more details see their calander.
Lifespan
150
Average Height
4,10 to 4

Bronze Dwarf Stat Block

Description:
Eyes: Gold eyes.
Hair: various shades of red and orange.
Skin: White.
Race Magic: Immunity to Maldanite
Stats:
Ability Scores: +1Str, +2Con,
Size: Small
Speed: 20ft.
Languages: Common, Dwarvish, (Any of your choosing)
Alignment:
For the most part dwarves are lawful neutral.
Cast System:
Choose a major cast to be apart of or have been apart of and you will get the following benefits. Can only choose one cast.
Workers Cast: Athletics or Acrobatics.
Charisma Cast: Performance or persuasion.
Makers Cast: Proficiency with any one type of tool kit. Such as blacksmithing, Cooking, ect.
Scholars Cast: +1 intel, Investigation or History, or Medicine.
Military Cast: +1 Strength, Proficiency with Martial weapons.
Sacred Cast: History and Religion.
Leadership Cast: Insight and Perception.
Bronze Training:
Due to all dwarves being trained in basic combat at a certain age, as a Bronze dwarf you can choose one weapon of any type to be proficient in.
Stone Sense:
Earth Sense.
Stone Skin:
Due to the stone skin dwarves gain the following attributes.
+1 to AC
10 Dig speed.
Unable to swim.
Strong Gut:
Resistant to poison.