Dwarven Sky Kingdoms Organization in Tertara | World Anvil

Dwarven Sky Kingdoms

When the ground proves dangerous, look up

To Travel the Planes

Dwarven Sky fleets regularly make use of planar travel, with Astral Navigators severing as the wise dwarves who help the captains of the ships plan out journeys into the elemental plains, for traveling to different planes is extremely risky and requires absolutely precise calculations and magical prep. While every ship possess a piece of technology called the "Star Traveler Engine" which allows a ship to open a small planar portal big enough for the ship to travel through, only with the help of an Astral Navigator can a ship hope to emerge safely on the other side. Once there, the dwarves will set out exploring the plane to look for rare resources and more omenbronze, for while some spots of omenbronze can be found in the material plane, most omenbronze can only be found in the elemental planes. Though these planes hold their own risks as many extremely dangerous creatures live in these planes and have spelled doom for many a captain. The risks are beyond measure, but the rewards are fathomless

Structure

Each Sky Port is treated as its own nation state, similar to the Dwarven Keeps of old. Each Ship can hold a number of Dwarven Houses, ad the captain of the Ship is the clans Patriarch. Those in charge of the Sky Port are known as Lords of the Fleet, and he has absolute authority in all matters, though he trusts his many captains to run the more mundane activities. From him, he approves all major movements of the fleet, and disobeying his order is paramount to betrayal of one's honor and people

Culture

Life in the dwarven sky fleets is odd to say the least. Most live in great living ships, separate from the warships, living out their lives working at the many stations of the ships and ports. A Dwarf is considered a “young beard” until he is around 50 and undertakes the trials of adulthood, in which he must be in a mining expedition as he descends from the safety of the living ships to go down to the surface to mine at resource rich mountains or other exotic locations. Once he has done so, he is considered an adult or “full beard”, and must then work as a miner for 2 years before being allowed to work in other professions. Until a dwarf reaches 50 years, they must spend that time learning the ways of their people and helping around with minor tasks around the ship. A dwarven adult can work as a armsmen for the ship, acting as security and law enforcement, or delve into the arts of rune smithing, helping the engines blessed with runic magic and running off of Omenfuel to keep afloat, or other such task. Some dwarves live with the other kingdoms of man and elf, but the dwarves of the sky see them as strange and even on the surface many other races find it odd for an individual dwarf to decide to live with others rather than his own kin. Some even go so far as to worship other gods then the Ancestor Spirits.   While they have not given up contact with their brothers and sisters back in the Mortal Realm, they largely keep to themselves. It is rare to see airships of the Sky Kingdoms in the mortal realm, and when they are seen it usually means something bad is happening. They do occasionally send scouts form the fleet to get an idea of the general state of the world and of course monitor their ancient enemies for what their dark plans are.

History

The Night of Woes as a truly terrible time. Even with the enlightenment of Trelgrun Skylover, far too many Dwarves had to die to get to where the sky ports are now. While arguing with the many other kings, Trelgrun would reveal his plan to save his people. While the traditions had always kept them safe, eventually even the Dwarves must adapt. So he declared that instead of simply building more keeps, they would scatter to a place their enemies could never reach them. Along with his invention of the Airships, he would discover the means the more safely travel the realms, specifically the elemental realms. They would travel to these elemental planes and build floating fortresses to keep them safe from most threats.   This would cause an uproar in the meeting, with many arguing that doing so threatened to make the Dwarves forget all of their ancestors' teachings, while others with Trelgrun argued that drastic change was needed to save their race. In the end, it was finally agreed that while both would keep in touch with one another, they would split apart, with some staying on Drulden to rebuild their keeps, while the enlightened Sky Dwarves would form the Sky Kingdoms. Trelgrun would become the High King of the Sky Dwarves, and since then the two peoples have been separated under the flags of two different kings.

Demography and Population

There is not a single person that isnt a dwarf that is in the sky kingdoms, for dwarves now find it hard to trust others. Also because while human sized people can fit in the ships, its not meant for ones of such...stature.

Religion

Dwarves worship Ancestor Spirits, some of the first dwarves who would achieve godhood and ascend past their mortality and become integral parts of the dwarven pantheon

Trade & Transport

Dwarves constantly mine resources as they go, so trading with them can be difficult. However when they make a stop they can be traded with for mineral wealth and gold. However dwarven technology is rarely given out, as dwarves jealously guard their technology but if one proves themselves may be given a piece of dwarven technology.

"Driven by honor, clad in gold!"

Type
Geopolitical, Kingdom
Alternative Names
The nomad kingdoms
Government System
Monarchy, Absolute
Power Structure
Unitary state
Economic System
Traditional
Judicial Body
The council of Oath Settling is appointed by the Lord of the Fleet, and they write the rules of fleet and enforce them with an iron fist
Official State Religion
Official Languages
Related Species