Humans considered themselves civilized, but they owe most part of that civilization to dwarves. Long before Aztlan, while humans were only able to raise skyward monoliths, dwarves were already building temples, and they taught humans how to do it. The Destructions of the world might have affected this ancient race, but their temples still lean out from the cliffs of the Bronze Ridge.
Civilization and Culture
Between dwarves, is the leader of the ayllu (the Kuraka) who choose the name for the newborn children. Each dwarven name refers to earth-bound things in their language, and each dwarven clan name (known as ayllu) refers to geographical features of the land where that ayllu is settled. The relationship between one particular lesser ayllu with one of the four greater ayllus can be noticed in the type of geographical features used in the name. Gold and Rock Ayllu dwarves use mountains and rocks as clan names, while Sand and Clay Ayllu dwarves use things related to the deserts or the salt flats. Sample dwarven male names: Akho (Sand), Akhu (Stone), Apu (Small Mountain), Khuya (Rock), Kocha (Pool), Khozhko (Hut also Center of the Earth), Ojo (Pit), Pacha (Soil), Pachacuti (Earthquake), Pikchu (Mountain Peak), Pukio (Waterduct), Tambo (House or Inn), Thuru (Clay) Sample female dwarven names: Akllasisa (Choosen Flower), Amankay (Lilly), Huchuysisa (Little Flower), Inkhasisa (Royal Flower), Khillasisa (Moon Flower), Khura (Grass), Khori (Gold), Ninasisa (Fire Flower), Uminya (Emerald), Saksa (Hill), Waylla (Prairie), Wayta (River) Sample dwarven ayllu names (Gold and Rock Ayllus): Hananpikchu (High Peak), Kapakapu (Great Mountain), Khorikancha (Golden Hall), Machupikchu (Elder Peak), Pakaritambo (House of the Dawn also Dawn's Inn), Umakhnyan (Treacherous Trail), Waynapikchu (Younger Peak) Sample dwarven ayllu names (Clay and Sand Ayllus): Akamada (Dried Lake), Akapana (Dune Pyramid), Kapakkocha (Great Pool), Kalasasaya (Still Stones), Machupukio (Elder Waterduct), Saksawaman (Hawk's Hill), Tiwanakhu (Stone In The Center)
Major Language Groups and Dialects
Viracochinkha, the Dwarvish language, is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak, like the Aztlani. The amazing fact of the Viracochinkha, however, lies in the fact that is has no written form: dwarves are a proud and ancient culture, with amazing engineering skills, but all of their science is oral culture. Every dwarvish sage is like a living book, and only if they pass their secrets, can dwarves continue its legacy. That's why some dwarves can't reproduce their old building techniques: some of them became lost when their masters died in wars or in plagues. Nevertheless, dwarves do have a written language, aside from Viracochinkha: is the Khipu. Dwarven language is never written, and for centuries they have based their civilization on oral culture. A language that is writen by knots and beads in abaci of guanaco wool, or even in the speaker's beard (thats why dwarves try to keep it long). It is known that only the khipukamayukh dwarven caste know the secret to decipher this complex language and how "write" it, but many dwarves know how to decipher most of the messages hidden in this complex system, or how to make their own messages by beads and knots.
Common Customs, Traditions and Rituals
THOU SHALT END THY WORK The secret of the dwarven success is their stuborness: there is no stone heavy enough, there is no work long enough, theres no shape perfect enough. When a dwarf decides to finish something, it will achieve it with perfect results, no matter the cost, the time or the effort. All dwarves try to have this kind of "focus" in their dairly lives, no matter if they spend one day in finish it, or their whole live. Tribal tradition rules: all dwarven character must choose a "Focus", one objective. It must be something affordable, like "protect X person" or "achieve X object". Moral or ideal focuses are forbidden (any dwarfs wants to survive or to be a good person, that's not a valid Focus). When their Focus selected, anytime the dwarf character has to make an Ability check related to that Focus, they will gain an Advantage. If the dwarf doesn't follow his or her Focus will be considered a violation of the Tradition and the character will risk become Tainted.
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