Jump to content

Everything You Need To Know About Dwarves

 Share


TEEbrown

Recommended Posts

Governmental Structure

Noble Clan Leaders: These are the clan fathers of their respective noble clans. These dwarves run the kingdom. These dwarves work in electing new council members. This means that they have the same number of votes. The title of lord is also approached with a surtitle meaning it will have a word before the title of lord depending on the lord’s preference. Ex. Mountain Lord, Deep Lord, Fierce Lord, etc.

Hiebe Irongut, Bazian Grandaxe, and Gulroid Goldhand.

Clergy Leader: This dwarf is the religious leader of his time, informing the council of the views of the gods and the paragons of all their actions. He is chief on all matters of religion throughout the dwarven nation. He is also the only council member that cannot be chosen by the noble clan leaders. He must be chosen by the clergy itself. He may decree law that pertain to the will of the Gods or Paragons.

Kazraden Starbreaker

Lord Marshal: This hardy dwarf leads the Legion with an iron fist for there is no goofing around in such dwarven military. He employs various Longbeards to command squads that are at his disposal. In battles, he leads the Legion along with the ruling noble king.

Grimloth Irongut

Overseers: These are the watchdwarves over the capital city. They run and regulate the day to day life of the city. They keep track of the region permissions of the area, setup regions when needed, build structures when commissioned and sell homes to new dwarves. These dwarves will be replacing the architects so they must be well versed in the art of architecture.

Grabthar, Omithiel, Rasun Goldhand, and Rehnof Grandaxe.

Master Smith: The greatest of the smiths hold this position. He is in charge of regulating, repairing and creating the armour and weapons for the Legion. He is also required to keep a well organised smithy and armoury. This dwarf may also be commissioned to on specific pieces or armour or weapons.

Skath Grandaxe

Grand Merchant: Holds, organises and secures the kingdom’s grand vault. This grand vault contains all the wealth of the kingdom, including it’s mina notes. This mina-wise dwarf conducts diplomacy with other groups and nations via trading of goods and services. He also prices the cost for goods of the kingdom, services of the kingdom, homes, mining permits, taxes and wages. Therefore, he must be good with minas.

William Goldhand

Yemkar’s Pick (Mining Leader): Regulates and opens up mines for the kingdom. He regularly checks the mines’ structural integrity so to prevent a collapse. (Wooden supports, shaft mining, etc.) By opening up new mines, he needs to work with a mod to create new regions of mines, so he must know how regions work and how big mines should be. He also informs the council of the working conditions of the dwarves and how the common folk are faring.

Morkas Irongut

Head Remembrancer: The scribe and historian for the council. This wise dwarf writes down key point during council meetings as well as keeps the records of all dwarven history. History that is not limited to; main events, important dwarves, records of wars, cultural shifts, population movements, and world events and how it relates to the dwarves. He is to be one of the wisest of the dwarves.

Kilgrim Irongut

Master Engineer: This tinkering dwarf keeps the arsenal of cannons and ships well maintained for the Legion’s use. He also constructs traps for the defense of the capital city and other side projects the council will have need of. This dwarf must be a master of redstone work. He also regulates and records all scientific and engineering discoveries.

Dominic Irongut

Anbella’s Grace (New dwarf’s guide): This well spoken dwarf is in charge of getting all the newly spawned dwarves into the kingdom. Once contact is made, it is his job to find the bloodline of the dwarf and get him or her into one of the clans, noble or commoner. In order to achieve the full effect of this, this dwarf must send letters via pm to newly spawned dwarves as a welcoming to the kingdom of dwarves. This can be achieved by seeking out the the recent dwarven applicants in the implemented application section of the forums. This is more or less a welcoming to the server for the dwarf and is given a choice to join in with his race. This dwarf must be very kind and understanding to the new dwarves.

Skippy Irongut

Dwarven Clans

The dwarven clans or "familes" are blood related groups of dwarves. Clans MUST be made of blood related members, very rarely will you find a non blood related family friend in the clan. [so if you want to recruit for your clan, say that you found them in your old family records so they are of your bloodline.] These groups of blood related dwarves from the entirety of the Kingdom of dwarves. The Clans of the dwarves make up the foundation of dwarven society. Everything and all things are centered around the clans, the people. The clans are separated into three groups; noble clans, commoner clans, and elder clans.

The noble clan fathers are the leaders of the kingdom, each having a spot on the high council. Being of the noble clans holds little perks besides the wealth of the clan. Most power, in dwarven society, is gained through personal endevours rather than being of blood-line. In order for a commoner clan to be inducted into the noble clans, the lower clan must repeatedly prove itself to the kingdom and it's dwarves. This would take many years, possibly generations.

Commoner clans are many through out the kingdom of dwarves. Their numbers variety between different clans as well as holds the bulk of the population in the dwarven kingdom.

The elder clans are clan that where once noble but have faded back into history and have lost a considerable amount of members. These old, but not forgotten, clans are honored with the title of elder. They are held in the same respect as the nobles just without the political power.

-=Noble Clans=-

Goldhand Clan

Irongut Clan

Grandaxe Clan

-=Commoner Clans=-

Strenbrew Clan

Edgehand Clan

Grimaxe Clan

Dawnsworn Clan

Forkbeard Clan

Ironfist Clan

Tunnelsmasher Clan

-=Elder Clans=-

Starbreaker Clan

Ireheart Clan

The clan family tree dating back to the original dwarf, Urguan.

http://www.familyecho.com/?p=YBKKD&c=urx1zze1s6&f=932061798954485187

Dwarven Military

Being of separate holds, the current military structure of the dwarves are separate. Each hold has their own particular military structure. Although, when time of war calls, all the dwarves will rally up behind one another and fight together, as one.

Kal’Anart military stucture

Kal’Dwain military stucture

Kal’Alras military structure

Dwarven Psychology

Earning of Dwarven Friendship: Dwarves are stubborn, uneasy, and possibly the most difficult race to befriend. Although, once friendship is earned, it is strong lasting through many ages. These short folk are naturally suspicious of others, slow to trusting, especially if the individual is outside of the clan. Dwarves usually suspect the worst of an outsider, which has usually worked in their favor. This kind of treatment will usually continue until the outsider proves his good will many times, usually in combat over many years.

Once friendship is won, the word loyalty arises. For the dwarves, the word loyalty should be both valued and rewarded. It is believed amongst dwarves to be a gift fighting side by side with friends in combat. Dwarves are a very trusting race of their friends and expect the same trust in return. An old saying for dwarves to describe the gaining of a friendship is, "The difference between an acquaintance and a friend is about a hundred years."

Deep Grudges: Seeing as dwarven trust among friends goes deeper than any mine, a betrayal of such a trust lasts a lifetime as a grudge. Grudges can occur on an individual basis, dwarf to dwarf, or across entire races. However, not all grudges stem from a friend's betrayal. Grudges can occur from warfare between two groups. An example of such a grudge could be seen from the many "Dwarf and Orc wars."

The Proud Race: Dwarves have a great pride in many things they do as they are a very proud race. Their great halls, carved out of hewn stone, is a common thing you might hear a dwarf boasting about. Clan pride is another great pride that the dwarves hold in high regard. Although, this kind of pride has proven troublesome in the past, causing much feuding between the clans. All dwarves, no matter what clan, are proud of their ancestors, namely the Paragons. These dwarves of old have achieved the highest honor among their races, making them exalted by all. Other things the dwarves are proud of are; their ability to drink, combat prowess, smithing, wealth, tradition, and engineering.

Sacred Honor: This is perhaps the single most important thing to a dwarf, his honor. If such a thing was taken from him or his clan, then the dwarf would do anything in his power to return the lost honor. To have honor is to keep to your word, be respectful of your elders and others, do not thirst for blood, be loyal to your kinsdwarves, honor the gods and paragons, and never turn down a challenge. These values of dwarven honor follow through in almost every aspect of dwarven culture and life.

Dwarf's love of Beautiful Things: The race of dwarves have a deep love for beautiful or awe inspiring things. The things that a dwarf might find beautiful is up to him, but usually is determined by the environment around him; grand halls, sparkling gems, intricate craftsmanship, etc. Beauty of a physical nature is not the only thing that dwarves find beautiful. Although they are very visual people, dwarves find beauty in things such as the deep meanings in tradition and honor. Dwarves greatly appreciate such things and will go out of their way to keep them protected.

Dwarven Oath: The word of a dwarf is perhaps the most trustworthy voice you can find through out the world. When a dwarf declares an oath said dwarf must fulfill that oath to keep his honor. For if the said dwarf did not fulfill the oath, said dwarf would be dubbed "oathbreaker" and shunned from dwarven society, which is also the worst insult a dwarf can have. The fulfilling of oaths is what give a dwarf his honor, for not many other ways can a dwarf gain honor with out the fulfilling of oaths. The majority of oaths are sworn via grudges, since the dwarf declaring the grudge swears an oath against his enemy.

Dwarf's Lust for Gold: The dwarven lust for gold is a very intriguing situation. The curse of Iblees states that dwarves will have greed beyond any of the other races. But so long has that been, dwarves have see this greed as more of a normal thing among dwarves. It has become part of who they are, their society. Dwarves see no "greed" in their lusting after gold, although the other races do disagree. All dwarves have a lust for gold, so it is natural and not looked down upon by their kin.

Dwarves view on the Magic Arts: These brawny children of the stone detest magic to the highest degree. Dwarves have a great distrust for magic, being the one thing that they cannot explain or understand for themselves. Dwarves fear anything that they cannot physically control, therefore, magic in dwarvish society is unheard of. This is one category of knowledge that the dwarves are knowingly ignorant in and wish to keep it that way.

-=Dwarves' view on other Races=-

Humans: The relationships with the race of men, as a whole, have been shakey at best. With the constant switch of view with the ruling kings on the dwarves have made it very difficult to keep any lasting relationships. Even though the ruling kings haven't proven stable, there are still groups of humans that have kept up with their oaths.

The dwarves see the humans as lusting for power and easily corruptible. The trusting of men has always been a difficult task for dwarves as the lifespan of men is relatively short compared to a dwarven one. This makes it difficult to have a long standing relationship when it takes longer to earn a dwarf's trust than the amount of years the human has to live.

Elves: Commonly referred to as "twiggies" or "tree lovers," the elves love for the forest has become laughable to the dwarves. Even though the dwarves poke fun, the elves are perhaps the most reliable of the other races, even if they can just rely on them being neutral rather than war-like. Dwarves respect the large knowledge of the elves as well as their wise elders. Besides on an individual basis, not much political interaction has occurred between the two races. They both agree that solitude, as a race, is what they prefer.

Orcs: Known as the great, green scourge of the sands, the orcs have long been an enemy of the dwarves, as these two races are constantly warring. These two war-like races have fought against each other numerous times. Although, as they fought, they learned much about the opposing race. They learned that they both carry the same ideals of honor and respect, usually just in warefare. However, many a times the orcs have broken such honor with each other as well as with the dwarves. This makes the dwarves very untrusting of them and give them a grudge that runs very deep. The dwarves see these "greenskins" as a vicious, bloodthirsty, and dishonorable race.

Dwarven Culture

-=Traditions=-

Returning of honor: Long ago, back in the olden lands of Aegis, the clan named Blackaxe conducted many raids against the enemies of Kal'Urguan, sometimes along with the help of their Ireheart brethren. Usually, these raids began with a disrespect from the opposing side. As a result, the clan, "Blackaxes," would hunt down the disrespectful ones with an attempt to regain their own honor that they felt that they lost from the disrespectful act. They would give the disrespectful a choice, either kneel and give respect back to the ones that he disrespected or befell by their axes.

Now in today's times, the tradition of regaining lost honor from the ones that disrespect still stands. Although, the times of today are less bloodthirsty than those of times passed. Instead of slaying the disrespectful if they choose not to kneel, he would be thrown into jail, demoted or kicked out of the city.

-=Religion=-

-=Brathmordakin=-

The dwarven faiths are collectively known as the Brathmordakin, which translates as either “Shield Kin on High” or “High Dwarves”. There are seven dwarven gods with Yemekar as the strongest and the de facto leader. The reason dwarves worship a god is to secure a place for their souls in the afterlife. When a dwarf dies, his soul travels to Dungrimm’s keep on the moon where it is auctioned off to the god who bids the highest for it. A dwarf that has faithfully served their god in life will have a much greater chance of bought by and serving that god in the afterlife. These are the three most exalted of the Dwarven gods.

Yemekar – (yem-eh-kar)

“The Maker”

Symbol: Hammer & Anvil

Alignment: Lawful Good

Portfolio: Creation, leader, smithing, protection, metalcraft, stonework, fire

Yemekar is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new kingdoms and clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by The Maker. Honor your clan leaders as you honor Yemekar.

Anbella – (an-bell-ah)

“Hearth Mother”

Symbol: Two Silver Rings

Alignment: Lawful Good

Portfolio: Safety, honesty, home, healing, marriage, fertility, family, records, oaths, water, nature, peace

Anbella is the wife of Yemekar. Just as dwarven souls are forged on Yemekar’s Ruhn-Anvil, they are ever warmed and nurtured by the loving embrace of the Hearth Mother. Tend to hearth, home, and land, drawing strength and safety from truth, tradition and the rule of law. Join with friends, kin and clan in common purpose. Do not succumb to the misery of greed or the evils of strife, but always bring hope, health and cheer to those in need. Once an oath is made, Anbella watches over its keeping – to break it is to wound her sorely. Children must be cherished and guarded well from harm, for they are the future of all dwarvenkind.

Dungrimm – (dun-grim)

“Guardian of the Dead”

Symbol: An Iron Mask

Alignment: Lawful Good

Portfolio: Battle, valor, bravery, honor, defense, the dead, the moon

The finest hours of dwarvenkind come in the thrusts and feints of war. Seize the opportunityto defend your kin and ensure their victory whenever conflict erupts. Revel in the challenge ofa good fight and never waiver in the face of adversity, no matter how ominous. Lives shouldnever be thrown away foolishly, but the greatest honor is to sacrifice oneself for the cause ofthe field of battle in service to a righteous cause. Honor the dead and death itself and keepthe places of the dead inviolate and well tended; the noble ancestors of our race will neitherbe robbed nor moved through the actions of thieves and defilers. Abide not undead creatures,especially those that take the form of dwarves, thus mocking the creation of Yemekar.

-=Paragons=-

The greatest of the mortal Dwarves, and the Overseers of Auslon. The Paragons are great kings and lords of the Dwarves, famed for the great deeds and honorable actions. Should a Dwarf serve his people with great honor and duty, and revere his patron above all else, he has the chance to become a Paragon. The Paragons form the Iron Council, which oversees the day to day duites of their patron god.

Paragon Urguan

“The Father”

Patron: Yemekar

Symbol: The Mountain

Alignment: Lawful Good

Known as the first dwarf and father of all dwarves. He defeated Iblees with the help of Malin, Krug and Horen. the first dwarven city is built by him and named after him. Urguan was known for his great honor and respect during war times. This great dwarf showed respect for his enemies and abided by honorable warfare. In return, many of his enemies showed respect in return. Urguan is the greatest Dwarf ever known as well as becoming the first paragon.

Paragon Urir Ireheart

“Bane of the Undead”

Patron: Dungrimm

Symbol: Runic symbol for Fire

Alignment: Chaotic Good

The destroyer of the Undead scourge. Nearing the end of times in Aegis, a group of brave warriors ventured into the Nether to have one final strike against the undead. Urir was of this group, fighting his way into the undead taint. At the end of the journey into the nether, Urir reached the legendary Axe of Krug. This was the only thing keeping the Undead to this world. Sacrificing everything, Urir grabbed the Axe and cast himself into the infernal pit of lava, not knowing if his soul would even pass on to the next. Such a great act of selflessness ascended this dwarf to a godly paragon.

Paragon Kjell Ireheart

“The Emporer Dragon Slayer”

Patron: Dungrimm

Symbol: Golden Lightning Bolt

Alignment: Chaotic Good

The Paragon of Dragon Slaying, Kjell has been dubbed Paragon due to his achievement in slaying the six black Dragons thus far known as the black scaled sons of the evil Daemon Iblees. Kjell is also renowned for leading the Dwarves into wars against the orcish hordes and the conquering of Alras, which in turn created the first Dwarven Empire, with Kjell as the First Dwarven Emperor.

-=Language of the Ancient Dwarves=-

Skippy is working on this.

Physical Characteristics

-=Subraces=-

Cave Dwarves are known to have dark skin and dark beards. There beards are usually seen with braids, keeping their long beards from interfering with work. A fashion trend for Cave Dwarves is weaving precious stones and gems into their beard and hair. Finally, their eyes, usually golden, or amber. Cave Dwarves usually take part in mining, smithing, and other work to do with ores. Their eyes should be sensitive to sunlight, them being underground for long periods of time. The majority of the race is this archetype.

Mountain Dwarves have a lighter tone of skin, but a bit more muscles on their shoulders. The majority of Mountain Dwarves have fiery red hair. If you are a Mountain Dwarf who is weak, but have fiery red hair, you will / might get shunned. Usually the red hair attracts others of their kind. Mountain Dwarves usually take part in lumberjacking, and combat.

http://www.lordofthecraft.net/forum/index.php?/topic/57087-mountain-dwarves/

Forest Dwarves have brown, earth like skin. They keep their beards short, and not long like the other dwarves. Instead of growing their beards out, usually their hair will be long. Forest Dwarves are also more compact, or closely united, to each other, unlike the other subraces. Forest Dwarves are usually skilled in nature activities, such as lumberjacking, farming, fishing, and sometimes druidism, if they chose that path

http://www.lordofthecraft.net/forum/index.php?/topic/58711-the-dwarves-of-the-forest/

-=Dwarven Eyes=-

Over the years the eyes of a dwarf have become accustom to the deep depths of their mines. This means, a dwarf has a heighten sense of sight in the dark, compared to a human's. This sight helps them find ore veins that are not lit up by the lanterns in the dark mines. Although this heightened sense of eye sight in the dark may help, it does not fare that well in utter darkness. This is why the dwarves still light up their cities so that darkness is not welcome.

The dwarves' trained eye is not just for the dark depths of the mines, it is also equally as effective in determining metals and ores, a good tool for a smith or miner. When faced with two similar looking metals or ores, a dwarf can easily determine the difference between the two, it just comes naturally. These trained eyes help the mining dwarves determine where ore veins are via rock formations along the cave walls. This is one reason why dwarves have such a knack for mining.

-=Great Dwarven Beards!=-

A dwarven beard is on of the most distinctive features of a dwarf, besides the short stature. The beard of a dwarf starts growing around 50 years of age which is relatively early compared to that of human aging. Dwarven beards can grow as long as to the ankles of a dwarf but most dwarves keep it trimmed from their waist to their chest. Their color of their beards correspond with the color of their hair, usually black or brown turning grey with age for cave and forest dwarves, or ginger turning white with age for mountain dwarves. Braids and bands through out their beards and hair are very common for dwarves. Some of which mark a particular social status of a dwarf.

Dwarvish Trades

-=Smithing=-

-=Mining=-

Dwarves’ love for mining is almost as strong as their love for ale. But, there is some guidelines to follow when mining, those can be found below.

The best way to organizing a mine is too always have one major Mining Hall. A Mining Hall depending on how large the region is continuous from one side of the region to the end of it. Along the walls of the Mining Hall will be mine shafts. The Mining Hall must always be an odd number in blocks including the mine shafts. This system of mining is to allow a continuation of future mining, and other things for building projects and some cool major RP events. If you get what I mean...

Mining Halls in length could be from 101 in length or 201. Width 9 - 15. Height 9- 11. They will be continuously expanded.

Mine shafts along the walls could be 5 to 7 in width, and 21-31 in length. Height 5.

When the mine shafts are at the end of the Measurement in length it will go 9-11 blocks down and the pattern will continue until at a certain level suitable for diamond.

Along the walls of the mine shaft will be 3-5 in width, 3 in height and it will connect into a Mineshaft beside it.

Eventually the Walls separating the Mine shafts will be transformed into pillars.

Rules:

1) 1x1 Shafts, this ruins the RP for mining. I understand it's to collect ore for later but this destroys the fun in mining for dwarves. Especially those who wish to RP as a Miner. It also can ruin the economy and ruin future builds. You also will get a kick in the face.

2) XRAYING! This is a bannable offence and if caught your gone from the server, notify a head miner or Council member or a Overseer within the mines but make a modrequest after you observe it. This ruins the economy of the server and also stops people from enjoying the RP in mining and well the ores are gone. There are ways to spot a XRAYER just PM me or ask someone.

3) If you see anything strange please let a head miner know, but always try to go for the Overseer first.

4) DON'T go to deep in caves and ravines, you will get lost not only that is that you will also start mining in random haphazard patterns.

5) DON'T mine in haphazard patterns.

-=Engineering and Scientific Feats=-

http://www.lordofthecraft.net/forum/index.php?/topic/68679-the-collection-of-dwarves-technology/

History

Golems

http://www.lordofthecraft.net/wiki/wikka.php?wakka=Golems

Link to post
Share on other sites

((Nice post. Just a little thing I noticed, I don't believe the Dawnsworn exist as a clan anymore. From what I remember they merged into the Ironguts.))

Link to post
Share on other sites

((You can put the Dwarven History here if you'd like, I'll need to get it updated at some point.))

Link to post
Share on other sites

((Also take info from the dwarvish thread of awesome on g docs, it will provide much more useful information about important topics such as stark raving mad. And also bloody include the emperor in the council! I am there to maintain balance as we agreed.))

Link to post
Share on other sites

[sorry about the lack of updates. I'm on vacation so it's a bit difficult to work on these things from here. I've been working on it via pen and pad, so not all is lost! Although I would like some other veteran dwarves input on these things. So if any of you veteran dwarves would like to work on dwarven culture, send me a pm.]

Link to post
Share on other sites

((Would you mind me working on an OOC section? And you should get skippy to make some cool graphics for the section headers.))

Link to post
Share on other sites

[This thread is all OOC. This is just information on the Dwarves as a whole. Every single aspect of the dwarves will be put into this thread. If your interested on working on one of these aspects, then feel free to do so.

Btw, here's a link to the google doc. and what we have done so far. Nothing is official on the doc. so don't worry ;p. https://docs.google.com/document/d/1toWBWy47JaWUoGzXGD2d5BcE556vG6z8Zrb9wuaBfO8/edit?pli=1 ]

Link to post
Share on other sites

https://docs.google.com/document/d/1JSK8FG2lpl6w5izMOL_RyfE0hEf2ZDmkp8neg1XAZnA/edit

I'll be edditing and posting this later so I can manage it, this was supposed to be the "Everything about Dwarves" thread but it seems bazian forgot about it >.> so I'll just work on it myself.

Link to post
Share on other sites

I haven't forgot about that doc ;p. This thread is more on general information about dwarves, not just the govermental structure and everything that happens with in the empire. Not saying that we can't use both docs for the same purpose ;p

Link to post
Share on other sites

You may want to add The Doomforge too. They are a moreso cult, though, but could still qualify. They are neither Noble nor Common clans.

Link to post
Share on other sites

((seems to me that the Elder clans are the dead/inactive clan type that you requested))

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...