Ereshall

The dwarves of Ereshall, also known as the Iron Dwarves, are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age 40 to 80 serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. Iron Dwarves have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they formed an alliance with neighboring Andalasia. Ereshalli society is highly regimented and very organized, and the dwarves are known for their strict discipline and work ethic. Ereshalli are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of "total war." They do not believe in skirmishes or small-scale battles; they use massive numbers to defeat an adversary so completely that they remove any threat of having to fight the same opponent more than once.
The Ereshalli military is the center of their society. It is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The merchant marine ensures that all dwarves get needed resources. Other species see the Iron Dwarves as "men of action," and they are generally regarded as the most tenacious the dwarven races. The military is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The merchant marine ensures that all dwarves get needed resources.
Other peoples see the Iron Dwarves as "men of action," and they are generally regarded as the most tenacious the dwarven races. Since their culture is based on the structure of a military hierarchy, changes and advances accepted by the leadership are quickly adopted by the rest of society with minimal resistance.
  While the Iron Dwarves are individuals with personal desires, their instinct is to equate the self with the group, and to set aside all personal desires for the good of all. They are taught to have a strong sense of personal accountability, the 'dwarven honor' that other races find so remarkable. Iron Dwarves are taught to own every decision they make, good or ill. The worst sin they can make in the eyes of their people is to lie about their own actions. Iron Dwarves who murder will try to get away with it, but if directly questioned, most will confess the crime. Nepotism, while present, is rare and looked down upon, most of whom instead espouse and practice meritocracy in regards to the handing of positions of power.
The dwarven government, known as the Iron Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility dwarves learn during their childhood.
Ereshall has 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who form the Dwarven Conclave. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.
Throughout their lives, Iron Dwarves ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted them when they weren't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. They value knowing one's own limitations more than being ambitious.
  The Ereshall anthem is called "Die for the Cause."

Territories

The Iron Dwarves have outposts throughout the Andalasium Mountains and primarily reside in the Iron Citadel of Ereshall.

Military

Approximately 10% of the population of Ereshall is in the military - which makes it the largest, non-conjured army on Terusha.

Religion

The All Hammer reigns supreme in the Last Bastion. The Platinum Knight is welcome, as well as worshippers of the Greenmother.

Education

All Iron Dwarves are educated in history, basic combat, mathematics, reading and writing by educators that work for the Iron Hierarchy. Merchants and craftsmen are well educated in their various fields.
Type
Geopolitical, Kingdom
Alternative Names
Iron Hall, Iron Citadel, Last Bastion
Demonym
Ereshalli
Government System
Meritocracy
Currency
The Iron Dwarves accept all coinage, though coins from Andalasia are most common
Major Exports
Bronze, Emeralds, Papyrus, Iron, Marble
Major Imports
Food is the most prominent import the Iron Dwarves require, as the area around the Citadel is not good for agriculture.
Legislative Body
The Primarch Conclave writes laws for Ereshall.
Judicial Body
Judicial proceedings are 'interventions.' Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labor for the state.
Executive Body
The military is also the police force.
Official State Religion
Neighboring Nations

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