Dwarves
The dwarves of Midgard live in three great realms: the
Northern clan halls such as Tanserhall and Wolfheim, the
free cantons of the Ironcrags, and the southern realms of
Nuria Natal and Sebbek Sobor. The dwarves of the three
realms are distinct in their culture, strengths, and style.
The Northlands dwarves are keepers of the old ways
and the old gods, smiths and warriors, farmers and
traders, stout and strong and able to down a barrel of ale
at one sitting. They keep busy fighting the giants or the
werewolves and worgs in the North, but sometimes the
Northern dwarves take to the sea in their longships and
raid the coasts, from Vidim through the Donnermark and
Krakovar to northern Dornig territories, but bypassing
the Magocracy of Allain. The Northern dwarves are
especially accomplished at ring-making, smithwork,
and (for some reason) berserk shapeshifting, including a
society of especially fearsome bear-shirted berserks.
The cantonal dwarves are makers, miners, and smiths,
digging deep into the Ironcrags for iron and gold and
forging items of great wonder; primarily exceptional
spears, crossbows, and arrows, but also great artistic
works. Singular items are a lifetime’s masterwork:
a clockwork steed or wagon, an airship, a returning
hammer, or a suit of invulnerable armor. None of these are
beyond the grasp of a cantonal smith.
The cantonal dwarves serve no kings, choosing instead
to rule themselves. They frequently serve as mercenaries
in the Seven Cities, among the nobles of the Grand Duchy,
and against the Mharoti Empire, side by side with the
Magdar knights. They have a deep hatred of the undead of
the Blood Kingdom.
The Southlands dwarves are distant relatives at best,
with different language, magic, and style. In the desert
heat the Southern dwarves shave their heads and wrap
their beards tightly in gold or copper wire; sometimes
these beards are forked or braided as well. They serve a
male mask of Rava named Ptah, and they build clockwork
bodies they call shabti, or servants. Their skin is dark as
ebony, and—when not shorn—their hair runs to pure
black, gold, or (strangely) red. The Southern dwarves are
alchemists and mystics, with a particular hatred of dragons
and the Mharoti Empire. They have served the god-kings
of Nuria Natal well and faithfully as bodyguards and heavy
infantry for centuries, and as engineers who build their
temples, city walls, and step pyramids.
Dwarves and Men
The tale of men and dwarves is punctuated by feuds and battles, but they are allies more often than not. At first the dwarves mistook humans for a degenerate subrace of elf, and later grouped them among the many “lesser races” of Midgard. Gifts, familiarity, and common ground eventually forged an alliance between the two races, a concord that grew stronger as the old gods gave way to the new, but it was hardly an equal partnership. The dwarves raided into human lands at the least provocation, and their kingdoms claimed huge tracks of land occupied by other races, which the dwarves either drove out or enslaved. Those who proved too troublesome were exterminated. In the Northlands, dwarven rule required those who submitted to supply tribute in the form of gold and slaves. The human tributes worked hard labor in mines or on lowland farms. These client races first gave their masters the nickname “reaver dwarf.” As time passed and more dwarves were lost each generation to southern emigration, war, and vendetta, humanity gained a more even footing. Dwarf culture was adopted by (or forced upon) humanity and the other races of the North and later the Ironcrags, but humans taught the dwarves the arts of restrained diplomacy, cooperation, and peaceful trade. Some say that the dwarves have mellowed over the years, but others claim that humans have simply learned to weather the dwarves’ pride and temper. Certainly the dwarves haven’t belied the “reaver dwarf ” name. Gunpowder and Airships
The cantonal dwarves of Midgard are the only race with access to gunpowder and airships. This is purely an optional element of the setting, and gunpowder can be ignored entirely. If you choose to include gunpowder, gunslinger PCs in Midgard will require some connection to the cantons to gain access to proper guns, powder, and related materials. Airships occupy a similar position. The dwarves built a few of them in the canton of Templeforge, but the crafts are delicate and expensive. Most are used for high-value cargos and urgent military matters, and only a few cantons have an airship of their own. Ring and Rune Magic
These two schools of magic embed spells into rings of power and create carved runes that make magic visible and available to even nonspellcasters. The dwarves are particularly adept at these kinds of magic, since they are said to have invented ring magic, and to have learned rune magic at Wotan’s knee.
The tale of men and dwarves is punctuated by feuds and battles, but they are allies more often than not. At first the dwarves mistook humans for a degenerate subrace of elf, and later grouped them among the many “lesser races” of Midgard. Gifts, familiarity, and common ground eventually forged an alliance between the two races, a concord that grew stronger as the old gods gave way to the new, but it was hardly an equal partnership. The dwarves raided into human lands at the least provocation, and their kingdoms claimed huge tracks of land occupied by other races, which the dwarves either drove out or enslaved. Those who proved too troublesome were exterminated. In the Northlands, dwarven rule required those who submitted to supply tribute in the form of gold and slaves. The human tributes worked hard labor in mines or on lowland farms. These client races first gave their masters the nickname “reaver dwarf.” As time passed and more dwarves were lost each generation to southern emigration, war, and vendetta, humanity gained a more even footing. Dwarf culture was adopted by (or forced upon) humanity and the other races of the North and later the Ironcrags, but humans taught the dwarves the arts of restrained diplomacy, cooperation, and peaceful trade. Some say that the dwarves have mellowed over the years, but others claim that humans have simply learned to weather the dwarves’ pride and temper. Certainly the dwarves haven’t belied the “reaver dwarf ” name. Gunpowder and Airships
The cantonal dwarves of Midgard are the only race with access to gunpowder and airships. This is purely an optional element of the setting, and gunpowder can be ignored entirely. If you choose to include gunpowder, gunslinger PCs in Midgard will require some connection to the cantons to gain access to proper guns, powder, and related materials. Airships occupy a similar position. The dwarves built a few of them in the canton of Templeforge, but the crafts are delicate and expensive. Most are used for high-value cargos and urgent military matters, and only a few cantons have an airship of their own. Ring and Rune Magic
These two schools of magic embed spells into rings of power and create carved runes that make magic visible and available to even nonspellcasters. The dwarves are particularly adept at these kinds of magic, since they are said to have invented ring magic, and to have learned rune magic at Wotan’s knee.
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