Viid {Dwarves} (vʲiədʲ)

The dwarves of Valerick are well known for being loyal warriors, offering their shields and their lives to those they trust. They stand united, a wall of bristling shields, shot, and steel against any and all beasts, goblins, giantkin, or Abyssal creature that should threaten their homes, land or their fellow dwarves. They are also well known to be master miners and metalworkers. Arms and armor of dwarven make are valued highly, and will always fetch a great price. Long lived compared to many other races, the dwarven collective memory still recalls the times that nightmares used to stalk the lands around city walls. Because of this, they are ever vigiliant, and have taken the time, as a whole, as a culture, to develop their mental defenses and their tactics to stand against Abyssal beings.

Basic Information

Anatomy

Characteristic/Statistic Roll/Starting Value
Weapon Skill (WS) 30+2d10
Ballistic Skill (BS) 20+2d10
Strength (Str) 20+2d10
Toughness (T) 30+2d10
Initiative (I) 20+2d10
Agility (Ag) 10+2d10
Dexterity (Dex) 20+2d10
Intelligence (Int) 20+2d10
Willpower (WP) 30+2d10
Fellowship (Fel) 10+2d10
Attacks 1
Wounds StrB+(2xTB)+WPB
Movement 3
Corruption 0
Fate 0
Resilience 2
Extra Points (Fate/Resilience you assign) 2

Elemental Affinity: Domhan (Earth): +1 movement on rocky, stone, mountain, cave terrain
  Related Daemon Lord: Iracundia (Wrath)

Growth Rate & Stages

Childhood: 0-90 Young adult: 91-180 Adult: 181-375 Old: 376-435 Elder: 436+

Ecology and Habitats

As this age of Revitalization has gone on, and this continent wide connection of nations has become more and more available and more readily used, dwarves, like all the enlightened children, have spread far and wide. But culturally speaking, they are the hardy mountain folk, miners, subterranean explorers, they are masters of fortification, tactics, and engineering. They are builders, crafters, machinists, masters of stone and architecture. True craftsmen, anything they take their hammer and anvil to build, you can be sure a dwarf will figure it out. This is why they congregate near mineral rich mountains, cliffs and craggy regions, as well as anywhere quality stone can be quarried.

Additional Information

Social Structure

The Viid embrace a very strict clan and caste hierarchy sort of system. These clans have a heirarchy and a complex structure of ranking and oaths, a very feudal like structure, tying them all together into one connective people and 'empire' or sorts. However within that there has been some embracing of a more modern sensability, mostly by need. Suranth is the example of this, seeing non dwarven groups and families (clans) recognized within that complex structure on some level.

Facial characteristics

2d10 Roll Eye Color 2d10 Roll Hair Color
2 Coal 2 White
3 Lead 3 Grey
4 Pale Blue 4 Pale Blond
5-7 Blue 5-7 Golden
8-11 Earth Brown 8-11 Copper
12-14 Dark Brown 12-14 Bronze
15-17 Hazel 15-17 Brown
18 Green 18 Dark Brown
19 Copper 19 Reddish Brown
20 Gold 20 Black

Geographic Origin and Distribution

The dwarves of Valerick are as one might expect, and do live mostly in rocky and mountainous regions. However their ancestral homelands are the Tundra Realms, the current day nation of Suranth, and they were masters of this harsh, rocky, frozen land, for though seeming desolute, there is wealth here within the earth for those whom know how to get to it. This is where you will prodominantly find dwarves, the Viid as they call themselves.

Perception and Sensory Capabilities

Skills: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Dwarven), Lore (Your home nation), Lore (Geology), Lore (Metallurgy), Melee (Basic), Trade (any one)
Talents: Magic Resistance, Night Vision, Read/Write or Relentless, Resolute or Strong-minded, Sturdy

Civilization and Culture

Naming Traditions

Dwarven names are three words most often, and in four parts. The first word is their forename, the name they carry that is unique to them. These normally describe a visible trait or infant behavior. They often are not long, but spelled oddly and come with odd inflections to other races, which is why many dwarves also end up with a descriptive moniker or nickname later in life, their 'second name' if you will. Below are six examples of names, and six nicknames that could be fitted to a dwarf. Dwarf names, whilst not nearly as entrenched in a gender set as human names, can have some inflection of such to certain cultures or individuals. Dwarves who fall outside this inflection however, take it personally if you imply their name doesn't fit or sounds wrong. This is because they perceive it as an insult to their family and ancestors, something they will not stand for.

Names: Caillsaoi (Wise eyes), Laidir (Strong), Bealard (Loud mouth), Solasoir (Gold Haired), Suilieart (Mischievious Eyes), Mionghaire (Smiling Face)
Nicknames: Lamhais (Axehand), Gobha (Smithy/Smithy), Gruama (Grim face), Riosca (Risk Taker), Dhorn (Fist/Fighter), Gociuin (Stealthy)
The second name, the dwarven surname, tells you the name of who raised them, and their relation to them if any directly
-mac..........Son of
-inionle......Daughter of
-niade......Nephew of
-neachtde......Niece of
This is normally attached to the end of the nickname of the dwarf who raised them, for example;Dhornmac, Gociuinionle, Lamhaisniade, Gobhaneachtde
Then finally a clan name, oft formed from part of the founder's nickname, or deeds, or in regards to a culturally significant thing; Dhornav, Geata-Aille, Brionnuais, Ceanntoc

Major Organizations

Suranth
Church of the Rider (Sir Kartheart)

Average Technological Level

Mid Renaissance-early Industrialization

Major Language Groups and Dialects

Dwarbhe
Valarian

Culture and Cultural Heritage

In Viid Society amongst men, the length of your beard is a symbol as much as personal pride. It is an unwritten rule that your beard length and the proper caring of it therein, speaks to your position and wealth within the hierarchy. This tradition harkens back to well before even the dwarves can remember.

Culturally dwarven women are seen as close to equal to their male counterparts in many ways, in that way dwarves are quite progressive by the standards of the time. They can serve in the military, with distinction no less. They can serve the church as priests and even war priests, not just nuns. Where the division is, however, is politics.

They cannot rule, they cannot hold public offices. They do not get to cast ballots, nor does their voice matter when the time comes to elect a new monarch, whenever King Cormac crosses over to Avalon, and the feasting halls of Valor. Or at least, that is true if they've a husband of equal or higher standing, and that is where dwarven politics can become even trickier. Especially with the inclusion of the two human 'clans' amongst Suranth's Protectorates (that is the clans whom can influence and decide whom is High King, or potentially, Queen, and even be elected to become that very thing!) as at current time, both those positions are held by women of esteemed noble birth, the only direct descendants of their family line, and both have married below their station, leaving them with the voice and power.

This has led to a rather...large increase in the complexity of Suranthi politics, and how to navigate them, for most in the more traditionalist nation. Indeed, there have been, and currently there are female dwarves that hold such positions, widows left with the power as they and their husbands had no sons to pass the clan leadership over too, and the clan decided that they'd rather follow the old chief's wife than a cousin or nephew.

Since they do not grow beards, female dwarves status is measured similarly by their hair, kept in a well oiled, cleaned and cared for singular braid. Every citizen of their home nation of Suranth, at least every dwarf, when they come of age at seventy-five, gets registered to the Clarlann Mhileata. They stay on this registry, even if not actively serving in the military or provincial militias, until their three hundred and fiftieth birthday. This ancient tradition is a draft registry, a way to levy the common folk with ease as needed for war. It is a crime in Suranth to fail to register or fail to answer the call, and the sentence can be quite severe, including long jail sentences, internment for labor, and if in wartime, it is treated as high treason. Execution then is on the table.

Their cultural heritage instills them with a great sense of honor, valor, and duty. They are the bastion, the shield, the defenders against Madness from the north. For the wastelands across the water to the north are not uninhabited, and those that come forth always seek violence and slaughter. This has impacted their culture and traditions, molding them into a race who hold honor and keeping ones oaths as a currency. The existence of Slayers tell you the severity of this tradition, for that state is self inflicted if a dwarf feels they did something worthy of disgrace, or broke their oath.

Common Customs, Traditions and Rituals

Dwarves are one of but two races whom have not forgotten an ancient art. Runecrafting. This is why gemstones, true gemstones, which fool nobles of every race like to wear as trinkets, not even remotely aware of the power they'd once had, are as rare as they are on the market. They are very rare regardless, but to human, elf, half-orc, tiefling and halfling dominant societies and towns they are very rare AND exotic, making them nearly impossible to find, much less afford. The reason for this is because in truth, whilst those other races use the smaller ones as jewelry, the larger ones can be used as primal energy batteries fitting to a particular primal energy.

Seven true gemstones exist. Ruby (Fire), Sapphire (Water), Topaz (Earth), Diamond (Air), Jet (Shadow), Opal (Spirit), Emerald (Nature). However they cannot recharge naturally in this unworked state. Dwarves and gnomes see no value in this, so hoard about 60% of what they pull out of the ground, keeping the best for themselves. This is because they are the races that have not lost the ancient art of Runecrafting. This craft is the art of carefully manipulating the gem, whilst forging a weapon or piece of armor, cutting it in a very specific method, forging and crafting the weapon and armor. It must be done in the place where the gems have been mined, these wells of energy. The process creates self sustaining magical weapons and armor that can do fantastical things, but only a limited amount. However, that limited amount, due to ancient enchantments and magicks that only the dwarven and gnomish folk remember, will draw in energy from around you and recharge daily. These sorts of items are always Very Rare, and outside of Suranth, Waston, or Nightvale, they are actually more or less a myth. These sorts of items are true treasures, to properly construct such items takes even the most skilled Runesmith almost a year of straight work, and will have been at least decades, if not a half century or more, of planning and deep thought, as it is a true ritual and tradition of love, not just craft. The Lunar cycle is of the utmost importance, and any Rune-smith seeks to be doing the Rune-weaving parts of the process on the nights of the full moon, to capture as much wylde energy as one can.

History

Dwarves are one of the two races, besides elves, whom still have a more accurate historical memory dating back to the Abyssal Sundering. They're history tells of how the oceans boiled, bubbled and turned a deep crimson, with black steam rolling off them, heralding the arrival of the Daemon armies. They burst from the waves, crashing against the shorelines like a tsunami. The darkness was all consuming, seemingly endless.

  But dwarven history goes further back than that, for the dwarven archives offer bits and pieces of the times before the Sundering, even back to the Draconic Wars. The dwarves were one of the first races to enter the wars in full, the first to be attacked. They were besieged, pinned by masses of goblinkin and giantkin, led by dragonkin and dragonkind. By dwarven count, the Draconic wars lasted nearly four hundred years, a full dwarven generation, a conflict that would significantly alter the balance of the world.

  Viid kind through the ages have always been master smithies, craftsmen. Relics from every age that survive, armor, arms, are almost all of dwarven craftsmenship. Viid have always lived in a state of danger, as they live in the mountains, amongst the mines they dig, and where there is treasure and valuable resources, goblinkin and giantkin will try and take it by force. Over this long history of time and again fighting such creatures, Viid kind have become something of experts in fighting such beasts, their lore and history filled with tactical advice and interesting tidbits about fighting such creatures.

Historical Figures

Sir Kartheart

Common Myths and Legends

Birth of the world (Mother and Father)
Elemental Primals (7 children whom crafted the world)
Draconic Wars
Abyssal Sundering

Interspecies Relations and Assumptions

Dwarves can get along with gnomes quite well, surprisingly so even, despite their home nations economic and technological rivalry. Such friendships normally involve the dwarf thoroughly questioning the soundness of their gnomish friend's mind upon hearing or seeing the plans for some of their creations/experiments. They also can get along decently well with humans and halflings, though they do look at the way those races live, pitying how much they feel the need to rush things due to their short life spans. They see the Vrock as bonny warriors and sound allies on a battlefield, but are wary of them in day to day life, as most peoples are. As to elves, well dwarves maintain a distance from trusting anything magical, but they do share a similar lifespan, as such they can find solace in each other's company. Tieflings, well to most dwarves thinking, they are mutants, heretics. So despite their legal status under the edicts and laws of the continent, in practice they are well served to try and hide their true nature, pretend to be human.
Lifespan
500 years (gaming purposes, 50+10d10 starting age)
Average Height
(125 cm (1.25m)+2d10 cm) for randomizer. 1.3-1.5 m is the range on average for a dwarf
Average Weight
(60 kg+3d10 kg) starting weight. Dwarves seem to average betwwen 80-110 kg.
Average Physique
The Viid are short, stocky, and solidly built, much like mountain stone.
Related Myths

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